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Everything posted by Prince of Lies
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Got rid of the stuff about Loaded Pockets. I also added: and for clarification + more info.
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- Mechanics
- Sleight of Hand
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Hello, The other day I had a shower-thought: Explosives is one of those skills that people seem to not really use. So, In my undying effort to cover information no one really asked for, here's how explosives and the Explosives skill work. Before we get to what each point of Explosives actually does- there are a few of things to note: First, explosives typically have a base penetration of 7. Second, is that the accuracy is affected by your base accuracy rating (+20). Third, range and the area-of-effect radius is not affected by anything. (I believe it used to, but isn't any more) Fourth, anything that affects recovery (dexterity, armor, items, etc) will effect the recovery when using an explosive. Fifth, anything that affects accuracy like buffs, items, etc, also effects explosives. (Marked for the Hunt, Ring of Focused Flame, Devotions of the Faithful, etc) Each point of the Explosives Skill will give explosives: +1 Accuracy +5% Damage +5% Affliction/Status Effect Duration +0.25 Penetration On top of that, explosives get a +3 Accuracy bonus for every character level above level 1. This means that with a level 16 barbarian that has an Explosives skill of 13 the attack would have: 78 Accuracy, +65% Damage, +65% Duration, and 10.25 Penetration. Just like anything, explosives can get critical hits, and can overpenetrate. The last thing that affects explosives mechanically is reverse pickpocketing. When you reverse-pickpocket an explosive into an enemies inventory, it works the same way as if you were throwing it, but it gets +100 Accuracy, +100% Base Damage, and +100% Base Penetration and gives you about 10 seconds before it detonates. Ironically you actually do not need any points of Sleight of Hand to reverse-pickpocket an explosive, but you do need to be hidden. (If you want to know how pickpocketing works, check this out). The Explosives skill is also used (admittedly, rarely) in scripted interactions and conversations. Typically, the Explosives options involve using, manipulating, or disabling explosive materials and ordinance.
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Too bad you can't place more than one trap at a time. You can place traps without any points in mechanics. Also, they do not deal any extra damage and they do not get extended duration from anything except the +25% Damage and +25% Affliction Duration from the Fool's Shoes. They do, however, get: +3 Accuracy per point of Mechanics. +1 Accuracy per Character Level. +1 Accuracy per Power Level. +/-1 Accuracy per point of Perception above/below 10. +0.25 Penetration per Power Level. This makes using traps pretty mediocre, especially on POTD.
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That, I think, is the issue when people look at balance. They look at Per/Dex/Mig (and to a lesser extent Int) as being superior because of the increase to DPS. Con and Res are strictly defensive attributes. I personally think that it's okay that way, it just needs to be balanced so that there is more of a reason to actually increase those attributes (Specifically Con).
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+25% Damage and +25% Affliction Duration. Still not super great. I didn't realize this, but traps normally also get +3 Acc/Mechanics, +1 Acc/Character Level, +1 Acc/PL (traps "cast" at +1PL, btw), +/-1 Acc for each point above/below 10 Perception, and +.25 Pen/PL. Shame damage and the amount of traps you can set doesn't scale. Edit: Ack, didn't see that Thelee had already noted those mechanics.
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Ooooh okay. Now I understand. Yeah. I guess that makes sense. Distracted is pretty bad if you use Persistent Distraction. Pernicious Cloud isn't super-terrible though. Dev's probably did it so rogues would have some AoE ability. No worries, I'm pretty tired, so that probably had something to do with it Sacred Immolation got nerfed since PoE1... I guess you could still use Barring Death's Door though. I never really liked using it even in the first game.
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Threatening Presence is pretty useful. I find myself being over-levelled, so it allows for easy movement. I agree that Vengeful Defeat is pretty garbage. If we're talking about being at level 20, any active ability that applies a T1 afflictions (except maybe Confused). Not a big fan of abilities that grant affliction resistance as there's lots of gear that can do the same. Afflictions can also be countered by inspirations as well. If you don't plan on getting up close and personal as a druid in wild shift, any of the Wildstrike upgrades are pretty terrible. I have no Idea what you mean by this.
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Oh, I agree 100%. And Obsidian agrees because you can have a relationship with the three romanceable companions regardless of race, sex, etc. Something can be said for realism/believability when a character does not want to engage with the player character in a romantic relationship. Something could also be said for characters having their own unique sexual identity or sexual/racial/ethnic biases.
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Wait. Pallegina is a popular companion? Maybe because she's a paladin, but other than her combat effectiveness, I'm personally not a big fan. I dunno, I always saw Eder more as a bromance. Not all characters need to be romanceable. Durance was probably the most interesting (certainly divisive) character of PoE1, yet I would not have wanted him as a romance option.
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I was wrong. Just tried it myself. Unfortunately. :/ Must've gotten confused with an enemy caster using firewall, thinking it was my own.
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Yeah, your second-last paragraph would definitely work. +/- % Healing received for constitution would have a similar effect- and would probably be a lot easier than changing every single healing effect in the game. I still like the idea of %-of-max-health healing though because of how healing would directly scale proportionately to constitution as opposed to just another bonus. Also not sure how +/- % Healing Received would work with an affliction like sickened. Edit: Specifically the negative part of that if you have less than 10 CON
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Ack. Well, I mean, it shows the general concept. Anyways, one can argue that the additive bonuses get out of hand quickly as is with set base bonuses. The way I see it, the only real difference between the two is how they get that base healing. One is a set number, while the other is a percentage based off of your actual attributes. As you said, it would require a lot of tweaking in terms of what that percentage would be for each healing effect.
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That's a good point. I would assume that because the values are compounded, it shouldn't be that big of a deal. Lets use my previous example. Level up Fighter # 2 to level 4 (PL 2, +10%), and say that they also have 18 Might (+24%). He would have a max health of 108. Now, lets say we heal them with an ability that self-heals 10 HP. It would look like: = ([Base Value]+Might%)+PL% = (10+24%)+10% = 12.4+10% = 12.4+1.24 = 13.64 Healed With my proposed changes, It would look like: = ([25% of Max Health]+Might%)+PL% = ([25% of 108]+24%)+10% = (27+24%)+10% = 33.48+10% = 33.48+3.35 = 36.83 So, the problem wouldn't be the actual concept of healing a percentage of the characters maximum health, but rather what that percentage would need to be. A lower percentage would probably be better when comparing to a 10hp heal.
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You could likely (haven't tested) re-enable mods by changing the "Default" part GodChallengeGameData from global.gamedatabundle: { "$type": "Game.GameData.GodChallengeGameData, Assembly-CSharp", "DebugName": "Default", "ID": "e14ad382-49e9-45f6-840c-488c7c8d0418", "Components": [ { "$type": "Game.GameData.GodChallengeComponent, Assembly-CSharp", "Type": "Default", "DisplayName": 2051, "StarsSprite": "", "FilledConstellationSprite": "", "SelectedConstellationSprite": "", "DisableCheats": "true", "DisableMods": "true", "AddAbilityToPartyID": "00000000-0000-0000-0000-000000000000", "CannotFleeCombat": "false", "CannotPause": "false", "CannotSlow": "false", "ExperienceMultiplier": 1, "EnemyLevelMultiplier": 1, "ExpertMode": "false", "TrialOfIron": "false", "PathOfTheDamned": "true", "LevelScalingOnlyUp": "true", "ProhibitPartyMembers": "false", "EnableEquipmentWear": "false", "FogRevealRadiusBonus": 0, "WellLitFogRevealRadiusBonus": 0, "AdditionalEffectStrings": [], "UIOrder": 0, "EnableEndOfWorldCountdown": "false" } ] }, Change "DisableCheats": "true", "DisableMods": "true", "PathOfTheDamned": "true", "LevelScalingOnlyUp": "true", to: "DisableCheats": "false", "DisableMods": "false", "PathOfTheDamned": "false", "LevelScalingOnlyUp": "false", And you should have an uninhibited Magran's Challenges experience. Just FYI - It would probably need to be a direct edit. And like the other workaround, every time the game updates, you would need to re-make the changes. Another thing to note is that the UI elements stop you from enabling Berath's Blessings, so it's only really useful if you want mods, cheating, and freedom to change the difficulty (will be changed with the new patch). Also, again, make backups.