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Prince of Lies

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Everything posted by Prince of Lies

  1. The "Most Gentlemanly League of Murderhobos" unite! Gentlewomen and Gentlepeople are allowed, too. We're surprisingly inclusive- we murder everyone. Yeah. Problem is that Magran's Challenges disable mods- which is why you'd have to do a direct edit. Not sure where the mechanism is for Challenges, but I'll take a gander later tonight to see if there's an easier way to do it.
  2. There's actually a lore explanation for changes made to the watcher. I won't spoil it, but if lore is the reason why you didn't want to change anything- you need not worry. Swashbuckler will have more survivability and tanky-ness than a pure streetfighter. They get higher deflection which works better if you plan on doing a Riposte Build. Swashbucklers also have more consistent damage, while pure Streetfighters have higher burst damage. Both are viable. What difficulty do you plan on playing with?
  3. Just so you know, a lot of attribute checks for conversations and scripted interactions have (for the most part) been replaced with skills. Maxing out resolve no longer nets you more conversation options. The Yellow Flash build was a riposte build, right? A Fighter/Rogue multiclass build of some variety would probably fit your prerequisites.
  4. From a mechanics standpoint- sure.But from a roleplaying perspective- how would being of good vitality mitigate Armor Recovery Time? Does constitution also make you quicker, when dexterity essentially does the same thing? I think that the best way to address it is to not necessarily change the mechanics of how constitution works, but rather how healing spells/abilities/potions work. Instead of healing a flat 10 HP, have it heal 25% of max health. A level 1 Fighter with 10 constitution would have 42 HP - Meaning healing at 25% would be 10.5 HP Restored. A level 1 Fighter with 18 constitution would have 58 HP - Meaning healing at 25% would be 14.5 HP Restored. If both of those fighters get hit with an attack that deals 20 damage, the first fighter would heal to 32.5 HP vs the second fighter's 52.5 HP. The second fighter would heal significantly more- making constitution a more worthwhile investment. I doubt that obsidian would make any widespread changes like this of course... At least not until PoE3. I love this idea. I agree that it is unlikely to ever happen, but I love it from a flip angle than what you consider - it makes taking away from constitution more painful. Currently, for anyone who's not expected to actually tank on enemies, constitution (and resolve) are stats you can safely dump, because unlike the other stats these stats only help you if you're actively being hurt (whereas e.g. dexterity is always useful). If instead all healing came in % form, then taking away from con means that when you do get hit, a low con actively makes it harder to recover from those hits (whereas currently as far as e.g. Scroll of Moderate Healing is concerned, it's irrelevant whether your max health is 90 or 300). It's ironic because Tyranny actually does %-based healing. While I didn't like Tyranny nearly as much as PoE1 (or Deadfire), there are aspects of it I really want to be ported to the PoE system, and I think % healing is one of them. Yeah, punishes if you dump it, rewards if you pump it. I had forgotten about that for Tyranny. Tyranny had some pretty cool ideas. It was buggy at launch, I beat it twice, but never went back. You could make a mod to change the healing. There would be a tonne of things you would have to change, though.
  5. From a mechanics standpoint- sure. But from a roleplaying perspective- how would being of good vitality mitigate Armor Recovery Time? Does constitution also make you quicker, when dexterity essentially does the same thing? I think that the best way to address it is to not necessarily change the mechanics of how constitution works, but rather how healing spells/abilities/potions work. Instead of healing a flat 10 HP, have it heal 25% of max health. A level 1 Fighter with 10 constitution would have 42 HP - Meaning healing at 25% would be 10.5 HP Restored. A level 1 Fighter with 18 constitution would have 58 HP - Meaning healing at 25% would be 14.5 HP Restored. If both of those fighters get hit with an attack that deals 20 damage, the first fighter would heal to 32.5 HP vs the second fighter's 52.5 HP. The second fighter would heal significantly more- making constitution a more worthwhile investment. I doubt that obsidian would make any widespread changes like this of course... At least not until PoE3.
  6. Yeah, I agree. You could modify items.gamedatabundle, changing all instances of: "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsGlobalValue(String, Operator, Int32)", "Parameters": [ "bb_loaded_pockets", "EqualTo", "1" ], "Flags": "", "UnrealCall": "", "FunctionHash": 901380568, "ParameterHash": -1708035508 }, "Not": false, "Operator": 0 } ] to: "Components": [] Just make sure you back up items.gamedatabundle, and know that when ever there is an update, you will have to redo the process.
  7. Very well said OP! I don't have a physical disability that affects my manual dexterity. so this never even crossed my mind.
  8. I don't think so. I've had a Wall of Fire and a Wall of Draining up at the same time. Unless something has changed recently.
  9. We Infamous Captains prefer the term "efficient". Apparently in the upcoming patch, you can just buy your way to infamy with the new Berath's Blessing.
  10. In my last tthread. I went over how the Sleight of Hand skill works mechanically. My main reason for this is because I saw a couple of posts about how "Loaded Pockets" works. All of the information I'm presenting is pulled from items.gamedatabundle. I would normally post the actual code, but there is quite a bit, so I'll just summarize below. So, Loaded Pockets adds an item from a unique loot list in the pool of items that appears in a creature's inventory. When a creature is loaded into the world (when you load into a map) it's loot tables are weighed against one another, and one of them is loaded to the creatures inventory. This only happens once. The specific loot tables affected with the chance of the Loaded Pockets item being added (rounded up) is as follows: "Loot_Default_Pickpocket" = 1/11 = 9.09% "Loot_Default_Pickpocket_Picker" = 1/24 = 4.17% "Loot_Default_Pickpocket_Huana" = 1/11 = 9.09% "Loot_Default_Pickpocket_Picker_Huana" = 1/24 = 4.17% "Loot_Default_Pickpocket_Rauataian" = 1/11 = 9.09% "Loot_Default_Pickpocket_Picker_Rauataian" = 1/24 = 4.17% "Loot_Default_Pickpocket_Vailian" = 1/11 = 9.09% "Loot_Default_Pickpocket_Picker_Vailian" = 1/24 = 4.17% This means that Loaded Pockets generally affects humanoid creatures like faction NPCs, Shopkeepers, or random NPCs. Loaded Pockets will on average have a 6.63% chance of spawning one of the 25 items in it's loot list to the creatures inventory. The loot list of 25 Items it can generate are: Stone of Power Cloak of Protection Gauntlets of Discipline Mortification Bindings Healing Hands Ring of Unshackling Ring of Overseeing Stormturner Cloak Nature's Embrace Shorewalker Sandals Swordsman's Bracers Gauntlets of Reliability Missile Gloves Killer's Gloves Rotward Amulet Necklace of Fireballs Cloak of Deflection Physicker's Belt Blunting Belt Trollhide Belt Amulet of Health Torc of Intellect Token of Faith* Ring of Minor Deflection Ring of Minor Protection *This is the only way to get Token of Faith without console commands. It's important to note that a creature's pick-pocketable inventory is included in the inventory it drops when it dies. So you'll likely run into these items when you do faction bounties or get trigger happy at a faction's headquarters. So yeah. That's pretty much it. For a Berath's Blessing, it's actually pretty balanced. You'll still find plenty of instances of these items spawning, but not so much that you have piles and piles of the items from only a couple of excursions.
  11. Yeah. I don't know how much of that was Sawyer, or just skills from 3e D&D. This might sound a little sacrilegious- but I've never played IWD2 beyond an hour, so I can't say whether non-combat skills were useful or not. If you were to compare with contemporary games, it'd probably have to be Torment: Tides of Numenera- non-combat solutions were definitely the better choice. The reason for that was (for me) because combat was a trainwreck. Divinity: Original Sin 2 had some unusual choices to resolve encounters, but not very many outside of combat.
  12. High Constitution = High Health = Damage Sponge. It's a pretty effective means of tanking. High Resolve = High Deflection = Harder to hit. -3% Hostile Effect/point is nice too. The Fortitude + Will bonuses are somewhat inconsequential due to Strength and Intellect affecting them as well.
  13. But she is a conjuror and therefore useless... Oh man. I love Conjurers. +3 PL means +15% damage, +15% duration, +3 accuracy on Wall of Fire, Wall of Force, Wall of Draining, and Poison Cloud spells. It also means the same on most summoned items or summoned creatures. Psyched to see what the remaining Archmagi say after I've killed Llengrath, Cancelhaut (twice), and Arkemyr. I'm coming for you next, Minoletta.
  14. In all seriousness though: If you want non-combat conversation options, Deadfire relies on skills like Intimidate, Diplomacy, and Bluff. To a lesser extent Insight, Streetwise, and Survival. The difference between Deadfire and Fallout 1 is size. Fallout 1 has significantly less encounters. Probably in the double digits. Deadfire has hundreds. It's a lot easier to make all of your encounters have a non-combat solution if you only have, say 60 encounters versus 300. I feel that Deadfire actually gives you more options (through skills) than PoE1 did. Sawyer actually mentioned in the Shacknews table talk/interview that he's interested in non-combat mechanics to resolve encounters. I reckon if he's involved in PoE3, we might see more interesting non-combat solutions to encounters.
  15. As a murderhobo, Prince of Lies endorses dumping Resolve and murdering everything in sight.
  16. Yeah. But with, say, Magran's Blessing you get Fire Shield, plus a burning lash for the bashing damage (that can be improved). It by no means outperforms dual wielding weapons for damage, but is a healthy medium between dual wielding and weapon & shield. IIRC, I thought Bashing Shields did get +PL accuracy bonuses? I'll have to double check when I get home.
  17. He meant that they are worth using. Whether you use primary attack abilities or full attack abilities, you will attack faster (+15% from dual wielding, +15% from two-weapon fighting). So higher DPS. Not as good in terms of the defences you could get from a shield like Cadhu Scatlh.
  18. It would be a GlobalVariable that you would need to change. I don't recall if there was a console command- but you can change them with Unity Console. The variable for The Sorcerer and the Gentleman would be "n_Serafen_Quest_Stage". Increasing this by 1 should progress the quest. The variable for A Tidy Performance regarding the lady mage would be either "n_Dun_Troupe_Quest_Stage" or "n_Dun_Troupe_Wizard_Debt" or "n_Dun_Troupe_Wizard_State". Not sure which once, but increasing the correct one by 1 should progress the quest.
  19. Scordeo's Trophy with Opening Barrage paired with a blunderbuss of your choice is quite nice for the -% Recovery Time.
  20. Yeah. I'm surprised they don't have it pause while in a conversation to stop people from using it. Also: I just took a deeper look into Loaded Pockets. It has a 1/15 (6.66%) Chance to add a new item to the creatures inventory. My observations were wrong- it's only minor magical accessories that have a chance to be added. Eh. I'll make a post about it later with the specifics.
  21. Hello, There have been a couple of threads regarding pickpocketing and asking how it works with the "Loaded Pockets" Berath's Blessing. If you want information on Loaded Pockets, you can go here. In anticipation of the new patch, I decided to do a deep dive and try to figure it out. To pickpocket an item, you need to be actively in stealth. When you activate a pick pocketable creature, you will see it's pick pocketable inventory. Items that cannot be pick pocketed are greyed out but show it's "Sleight of Hand Difficulty Level". Items that are not greyed out are items that you can pick pocket- you already have the necessary Sleight of Hand to pick pocket those items. To pickpocket, you actually do not need any points in Sleight of Hand- but you do need to actively be hidden. In terms of determining the Sleight of Hand Difficulty Level, there are a few modifiers. These are actually in global.gamedatabundle lines 10393-10545 and are in the spoiler below. I'll break it down below. The first factor is if you are currently in a creatures field of vision. This is indicated with the '"eye" appearing in your selection circle while stealthed. This increases the Sleight of Hand Difficulty Level by 2. The second factor is if you are currently detected. You are considered "detected" when the stealth meter in your selection circle is red. This increases the Sleight of Hand Difficulty Level by 2. The third factor is the level of the creature you are pickpocketing. It is as follows: At level 1, the difficulty increases by 1. At level 2, the difficulty increases by 2. At level 3, the difficulty increases by 3. At level 5, the difficulty increases by 4. At level 7, the difficulty increases by 5. At level 10, the difficulty increases by 6. At level 13, the difficulty increases by 7. At level 16, the difficulty increases by 8. At level 19, the difficulty increases by 9. The fourth and last factor is the type of item you are attempting to pickpocket. They are as follows: Weapons increase the difficulty by 2. Armor increases the difficulty by 3. Clothing increases the difficulty by 1. Consumables do not affect the difficulty. Ingredients decrease the difficulty by 1. Quest items decrease the difficulty by 3. "Misc" items decrease the difficulty by 3. Any ship upgrades/crew, food or drink, and artifacts do not affect the difficulty. Theoretically*, the highest Sleight of Hand Difficulty that a creature can have is 16. Therefore, this means that to pickpocket every creature in the game, you need 16 Sleight of Hand. *In practicality, not very many creatures are level 19+, and fewer still are non-hostile NPCs, so that number could realistically be lower. There appears to be two "inventories" for creatures. One that can be pickpocketed, and one that can't. When you kill an NPC, the loot they drop is from both "inventories". It's important to note that if you get caught pickpocketing a faction NPC (and this applies to stealing from "owned" containers or opening "owned" doors, as well), you will gain minor negative reputation with that faction. While hidden, you can also reverse-pickpocket explosives. You do not require any points in Sleight of Hand to do so. Explosives, in general, scale with your Explosives skill. When you reverse-pickpocket a bomb into the character's inventory it gains +100 Accuracy to hit and you have 10 seconds to get out of the radius before it explodes. (If you want to know how explosives work, go here) The Sleight of Hand skill is also used in scripted interactions and conversations. Typically, the Sleight of Hand options involve misdirection and skullduggery. There is also a game engine quirk that allows you to become completely hidden (regardless if you are being looked at/etc) while in conversation with an NPC and the game is unpaused. This means you can initiate pickpocketing to at least see the inventory of just about every major non-hostile NPC in the game.
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