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Elric Galad

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Everything posted by Elric Galad

  1. Or maybe Icel Darlag Icel was such a good name for dating sites. Ach, good times !
  2. That's Elric though. If not, my pseudo won't be a perfect anagram of my actual first and last name made with heroic fantasy names.
  3. Started watching this evening. Best points : 1) Now I've heard Boeroer's voice. 2) Now I know how Boeroer's name has to be pronounced. 3) Really appreciate the perspective in which you put the question : what are builds about ? This question is quite interesting because we're all putting vast hours of our lives in this power fantasy, but it is all about that ? Power ? If anything, Boeroer has treated PoE builds like an art. I mean, in the closest way you can make art from a bunch of stats and fun looking pieces of equipment. Just trying to be creative, consitent with a thematic, and somehow almost elegant. It might have been possible only for 3 reasons : - PoE is PvE CRPG. Sure, a PvP and/or hack'n slash would favor bid bad raw DPS. - PoE whole system is excellent, quite open and allows to do a whole bunch of stuff. It might have the best multiclassing system ever made, and each class is quite well-defined on its own. - Of course, Boeroer own personality. That said, I'm going to bed now. I'll continue watching soon.
  4. OK, found the cause. Totally BPM bug. Current version of spell resistance cause complete spell immunity if you respec... and only mean to remove it is... to take the ability again. I will address it for next version. Nah, its doesn't work. Edit : don't loose hope, I have a more complicated implementation idea, but which should work based on previous experiences.
  5. That would be a good idea, the big question is more about when. Still a couple of "urgent matters with the mod", real life stuff and the wife lurking around checking if I don't loose too much time on video games. I admit I haven't even taken time to check your @Boeroer video. <French accent on> I am eager to hear his german accent for real. <French accent off>
  6. This is quite legit given the amount of time you selflessly took to answer all of us, on PoE1&2.
  7. Thunderous Report counts as Weapon Attack AFAIK. Some nasty people even uses it to replenish their focus Note that the question is also valid for 2 handed weapons and 2 handed Talent, etc...
  8. Is it a dispplay bug or is there an actual effect ? BPM changed Spell resistance to provide immunity against FIRST spell (in addition to 10% resist), regenerated every 30s. Maybis the effect does not go if you respec (but wll be removed by first spell, and regeneration of the effect shouldn't happen anymore). I don't remember what I did but it would make sense if the passive part was not displayed on the portrait (useless info in combat) meanwhile the 1st spell immunity is (useful info in combat). Now maybe Vatnir gets it in his "normal" build which is instantly respec-ed if you choose the option to have companions buildable from lvl 1. Still, it could be enough of a transitory state to provide the "next spell immunity" that will go away forever on first spell.
  9. The more general question is : does the Hit and Crit and +12 Accuracy bonuses work with weapon triggered abilities, such as Thunderous Report.
  10. I'm considering making Flanking AR and Deflection debuff stackable with everything (I mean, if the parameter actually works, yet have to be tested) Currently, it stacks if it comes from actual flanking. It does not stack if it comes from Phantom Foes or PER afflictions (in vanilla, Persistent Distraction make it stacks since it is a passive source). What is even more annoying is that if you get it from a debuff and you actually flank, the non stacking Flanking prevent the stacking Flanking to apply. I might have to tweak Confounding Blind if this change is made, since the deflection debuff will stack with the flanking deflection debuff. NB : @thelee speaking about Stag's Horn led to this idea (Stag's Horn would be much better if stackable with flanking, so are Pike and Mace modals.
  11. Actually, I made much more changes than I remember (given that the intent is what I just said, but the required changes were bigger). I add to change the attack on impact into a status that applied an attack. I also forgot changing the scroll, but that would be incldued in next version { "$type": "Game.GameData.AttackRangedGameData, Assembly-CSharp", "DebugName": "Twin_Stones_Ranged", "ID": "b6db6735-409b-4825-947f-879b08d63e8c", "Components": [{ "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "PenetrationRating": 9, "StatusEffectsIDs": ["cc606140-73dc-40c7-88bd-e9fb6660b89f"], "AttackOnImpactID": "00000000-0000-0000-0000-000000000000" }, { "$type": "Game.GameData.AttackRangedComponent, Assembly-CSharp", "LaunchAttackOnCollision": "false", "MultiHitMaxHits": 1 }] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Twin_Stones_SE_AttackOnEvent", "ID": "cc606140-73dc-40c7-88bd-e9fb6660b89f", "Components": [{ "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "AttackTargetOnEvent", "OverrideDescriptionString": -1, "OverrideDescriptionStringTactical": -1, "UseStatusEffectValueAs": "None", "BaseValue": 0, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "Instant", "Duration": 0, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "InclusionConditions": { "Operator": 0, "Components": [] }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "false", "HideFromCombatLog": "false", "HideFromUI": "false", "HideIfNoValue": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "None", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [], "AttackValueID": "7f35e98f-5220-416f-bcf6-e74698af17fb", "AttackOverrideValue": "None", "EventValue": "OnApply", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 }] },
  12. The exploding condition is on impact on obstacle, I replaced it to explode on first target hit. I think I copied the Seven Nights upgrade to get the right condition. (I also adjusted PEN, you can read the mod description). What I don't know is whether this part was broken or if the unique initial AoE shape is. If the later, using BPM version could be dangerous. I mean no more than vanilla, but since you'd be more likely to use it... Feel free to experiment with BPM!! I vaguely remember something weird when experimenting it, but it might also be with Frost Seeker + Heartseeker attack ^^. Somehow, unique AoE shape works very weird with things that adds projectiles (but I can't figure what could cause it with twin Stones).
  13. Yeah exactly (also tweaked a couple numbers for the spell) Now I have to follow this thread to check if I modded the spell into a pickable bait that will cause games to be corrupted. I've just picked the spell, but not yet used. If needed, I will have to tweak it into something less original but harmless.
  14. Might be specific to Transferred effects. Quite a bit specific I guess. Well-known annoying stuff Thanks !! I'll put it in next version (with credits) if you allow me. It has a cooldown of 90s, so yeah, only 1 time in most battle. I guess it is a side effect of the tweak. I think it would be hard to fix... Thank you for testing !
  15. I wouldn't argue against this. That said, it is not like you have to choose once and for all. You can keep Spearcaster most of the time and swap Scourge for the couple of fights when it could be relevant (which is probably limited to Ooze Megaboss, and maybe Belranga and her habit to stack Concentration points on her head (there might be better way, such the Tongue chant). I also like multihits weapon to guarantee hitting those obeslisks with Tranquilizing Shot, that you haven't picked, even if it does no damages). All what it costs is like 1 proficiency point anyway. By the way, does multiple Interrupt stacks ? In my understanding, only if you're close to the end of a single big recovery.
  16. What about Scourge of Bezzelo? Ok it's super endgame, but I think it worth mentionning at least for the ooze mega boss. Triple roll to interrupt, digging into any concentration in the process feels really in line with the logic of the build. Also fits the Lore!
  17. I confirm the Interrupt on Crit on the AoE. It is in the gamedata files. But I can't find anywhere the Interrupt on Crit from the main attack. Main target shouldn't be interrupted, or it will be from another source. Are you sure ?
  18. Against 2 (or few, or spread out) foes, it must be emphasize how crazy WotW + dual "classic" blunderbusses into Resonant touch can be. Each WotW "bounce targets" virtually adds 120 base raw damages. I know this pales in comparison to what dual mortars can achieve (esp. with a Pull of Eora buddy, this is PoE2 equivalent of what Starcraft 2 players called Archon toilet). But it adds a layer of robustness to the build. Dual normal blunderbuss + Stunning Surge is also nut vs single target. Remiember that Stunning Surge also gives you (undocumented) 2 Wounds when it crits. Also WotW comes with a natural undocumented +4 PEN bonus and +16 accuracy which increases a bit with PL beyond 9, so lowish blunderbuss PEN isn't even an issue.
  19. Apparently one need a double deflection roll to Hit with Cleaving/Mob Stance extra attack (as for CLear Out secondary attacks that require double successful roll vs fortitude to hit something - only 1 roll still applies the push and prone part though). The first roll vs deflection just allow the attack to happen. From what I get, if it misses, the game check a new target untill one work. So that probably only matters when you have a single/couple valid target(s). BPM corrected it (as part of the stances rework), but I didn't bother to explain it in the mod note because of how obscure it is.
  20. Maybe because there can be 2 conversion : first is the "offensive" conversion where the upgrade happens (Miss to Graze XOR Graze to Hit XOR Hit to Crit) Then is the defensive conversion (Crit to Hit XOR Hit to Graze XOR Crit to Hit)
  21. Hit category converters (Hit to Graze, Hit to Crit, etc...) works multiplicatively, or more exactly in succession. 10% chance of conversion, then 10% chance of conversion if it wasn't converted by first effect. 10% + (10% x (100%-10%)) = 19%.
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