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Elric Galad

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Everything posted by Elric Galad

  1. I found SSS rather well integrated with the main campaign, for an arena game. It felt "reasonnably forced". But as a part of it, it is obviously inferior to a normal DLC. SSS should have been playable as a stand-alone run. This is especially sad because party making in Deadfire is IMHO like x5 better than in the old IE games, and testing combination for short run would have been great. The option to play it as a part of Main Campaign would have only been icing on the cake then.
  2. That makes Mortification of the Soul extremely convienent for FF, especially if you mostly plan to stack wounds for Duality and its upgrades, Razor's edge or Tuotilo's Palm !
  3. 9) Surprisingly, Shattered Pillars can use Mortification of the Soul to get wounds as other subclass. But they receive damages according to their own Wound Threshold (usually for damages inflicted) that is 3x higher (30 raw damages or 24 with lesser wounds). I think this is an interesting back-up plan for shattered pillar, even if it costs more. I've found a Boeroer post stating that Mortification of the Soul can be used by Forbidden Fist too, I suppose with normal value since they don't have specific wound threshold ??
  4. It was just before 5.0 that afflictions weren't applied by WotEP... so there might be hope. Does Assassinate work with Citzal Lance (since you're the world best specialist for Citzal lance among other things) ?
  5. (I referred JSON Visual Studio Code displayed lines number in case it helps, not sure it is displayed the same with your editor...) Don't hesitate if you have any questions. 1) Toughened fury : This one is just that the in-game value (20%) wasn't in line with Community Patch Note that states 25% : https://www.nexusmods.com/pillarsofeternity2/mods/335 This file sets it to 25% (basically identical to the CP file except for this value) : cl.fighter.toughened_fury.gamedatabundle 2) Deep Wounds : I realized that CP intended to set 4 ticks with 2 seconds interval, so the total duration of 6s was normal. The 2s interval was defined in the beginning of the file (L4-11) However, the raw damages IntervalRateID (L347) didn't link to the 2s interval ID of L6, but to the 3s interval ID of the original ability. That causes a 3s interval that leads to only 3 ticks. The file below only changes the IntervalRateID (L347) so it is now 4 ticks with 2 seconds interval : cl.rogue.deep_wounds.gamedatabundle 3) Shattered Pillars with lesser wounds : Shattered Pillar uses its own version of lesser wounds in the abilities.gamebundle file called "Lesser_Wounds_ShatteredPillar". I added this ability at the end of the CP file (L208-216), only to set up the WoundMaxNumber parameter to 10 (L215) : cl.monk.shattered_pillar_wounds_limit.gamedatabundle
  6. Assassinate + Power Strike + Whispers of the Endless Path should cause damages and stun with high Accuracy Bonus in an AoE. Feels like the best way to use Power Strike for this build. But I agree with thelee that if your into Assassinate and backstab, Single Class Assassin + High INT (Acute/Brillant inspiration from another team member helps) + Vanishing Strike is the way to go. This is basically God Mode. If this is your Main Character, using Ooblit as a pet provide +3s of "god mode" for each use of Vanishing Strikes.
  7. By the way, if you want to correct these 3 items, I've already made the modifications and tested them on my local version. I've only need to "clean" the modded gamebundle files from unnecessary code (to avoid overriding issues) and I can send you the files.
  8. As a generic rule, I tend to be very suspicious with the Ressource Cost scaling of most martial abilities of the game. Most (if not all) 1 ressource abilities feel pretty good for their cost, while many 2+ feels a bit meh . MC/SC martial ends up with 9 to 11 total ressources (+items), which means 2+ ressources abilities take a big part of your pool. This could be critical during mid to long fights. One always has to think twice when using them, and one should expect Something cost-effective when used. Think about Barbaric Blows, Strike the Bell, the various Paladin Commands, etc... They are 2+ cost abilities that feel totally right IMHO (Unbending, Clear Out, Blinding Strikes, Vanishing Strikes, Reviving Exhortation...) For Tier VIII-IX, the problem is even bigger since these abilities are supposed to be a reward for going SC, but low cost abilities are still better in many cases. For example, Driving Roar (which is a mere upgrade) is arguably the best Barbarian ability simply because it costs 1 and isn't that worse compared to HoF or Instruments of Boundless Rage. In the specific case of Into the Fray, I feel this is a tactital tool that should cost about the same as basic mobility ability such as Escape or Evasive Roll. I know but here I'm speaking about things I plan to mod myself I want to start from what CP has already done, so I feel concerned about overlapping, but I will create my own thread about my mod.
  9. Stupid question : how do you choose new Hexa ID when creating new GameDataObjects ? How to avoid conflicts ? If UUID generator is used, I suppose it means you don't ensure, but I suppose they are highly unlikey due to sheer probabilities.. Edit : OK, UUID is universal this answers my own question.
  10. Yeah, I know, it was a sort of (bad ?) joke. Your idea is legit though (same problem with MIG for self-inflicted damages)
  11. Anyway I should stop hijacking your thread with my own modding stuff. As for Community Patch itself, here is the list of minor issues I have in mind : 1) Toughened Fury is stated 25% Discipline on Crit in the patch note but is 20% in game (might be intended ?). 2) Deep Wounds is stated 4 ticks at 5% damages of the original Attack but is 3 ticks in game (checked the file : this is because the duration is still 6s, while it should be 9s to get the 4 ticks) 3) Lesser Wounds for Shattered Pillars cause the wound limit to be back to 5. This is because Shattered Pillars use their own version of Lesser Wounds in the abilities file, and the max number of Wounds is among the attributes of the ability. 4) I think (based on the files, not tested in game) that sacred immolation increased radius has only be changed for the base ability, but not for its upgrades (Sacred Sacrifice and Divine Immolation)
  12. I tried this evening, HBD, andWeakening Strikes applied, but the result are weird for HBD. Sometimes, HBD triggered an attack, sometimes another Inner Death. The normal attack even got the +300% damages bonus from Inner Death on a Crit. Honnestly, this seems too umpredictable to include. I kept the mod file just in case though.
  13. Can we speak about BG3 ? A friend of mine told me : "hey you know they are going to release BG3 ? I know you loved this game" I answered : "I expect to be disappointed bacause I think it will be worse than PoE2." (mostly because I expect an outdated character system in a less interesting world - that I liked years ago - unless they go planeshifting)
  14. The character system in PoE is heavily focused on Combat. Sacrifying Combat for skills is not possible for this reason. PoE2 heavily favors concentrating on a few skills, contrary to PoE1, and items with bonus related to (potentially maxed) skills makes it even worse. Still, as a team of 5, you'll get enough points to cover most options, so I didn't really feel missng skill points in my runs, but it is neither a build choice nor feeling much RP. I don't remember a single game with a convincing skill system (indeed dispersion is a problem), nor I remember a game with a good balance between Combat and Out-of-Combat skills (well PoEs are sort of balanced, but the skill system is underdevelopped). I also don't remember a game who made ou-of-combat skills interesting (Skyrim Lockpicking is what I mean for a not-too-bad implementation for an individual skill). Skills always tend to be the poor part of CRPG developpment. I guess most players (including myself) concentrae on combat, but still.
  15. Question : currently, I'm copy/pasting complete GameDataObjects in my modded files just to modify a couple of parameters. Do you know if it is detrimental for game performance to do this rather than just copying the right lines ? (given that the game is in version 5.0.0 and should not change too much now...)
  16. Testing would be necessary for this one I guess. I will do this as part of my Monk ability rework... which is currently an empty bar this list since all monks abilities are strong enough IMHO . Much more stuff to do with other classes.
  17. What would be the use of this melee tag then ? Instrument of Pain range multplication ? Bonus from Tuotilio's palm ?
  18. I thought about that since you mentionned it recently. I'm just a bit afraid of the interation between Swift Flurry/HBD and Inner Death + Empowered Strike. Wouldn't it lead to even more OPness if additional Inner Death proc also benefit from empowered Strike ? I also admit buffing SC Monk is not my priority . I added this to my list anyway, I'll probably give it a try anyway at some point to see how the mechanic works.
  19. For your information @Boeroer, I've started modding the game yesterday and I corrected this bug : Shattered Pillar now gets 10 wounds even with Lesser Wounds with this modification. Feel free to suggest any other correction or improvement, I'm working from the Community Patch basis.
  20. Question about Community Patch : Does Forbidden Fist work with AoE melee Weapons now ? Or is it just just a tag to generate focus with Cipher attacks ? I'm thinking about a Black Jacket/FF build with WotEP and this would be a good option to apply AoE Enfeeble.
  21. I was thinking about creating my own balance mod, from the Community Patch basis. Given that it could take some time since I've barely started to explore the gamedata file... I have some ideas about Subclasses balance, Paladin's Commands, Rogue Mobility / Invibility abilities, Druids Tier VI - VIII, etc.. and in general a cost reduction for high level martial abilities. My first (humble) objectives to get started would be the following : A) Fighters abilities : 1) Into the Fray (and upgrades) : - Cost reduced 2->1 Discipline - Damages reduced : 10-14 -> 5-10 (to prevent spamming it as an instant damage ability) 2) Inspired Discipline : - Cost reduced 3->2 Discipline (to provide a bit more oomph to SC fighter, also the ability suffer a bit from Tier 1 Inspiration stacking poorly with other buffs) 3) Power Strike (and upgrade) : - Cost reduced 4->3 Discipline - Stun duration buffed : 6s -> 10s 8s (EDITED) - Stagger duration buffed : 6s -> 10s 8s (EDITED) EDIT : Inspired Strike buff : 10s-> 15s (I want to help SC fighter more than MC) B) 2-Handed Axes : - +1PR (Amra and Oathbreaker), since they never got the +1 PR that all other 2-hander received at some point. EDIT : after checking in-game, this was an urban legend I read somewhere. 2-Handed axe Pr is correct (equal to weapons of similar damages + nb of damage types : Pikes and staves Feel free to provide any feedback before I start modding
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