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MaxQuest

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Everything posted by MaxQuest

  1. If there is a way to prolong the buff durations... Soul Blade can stack thousands of it, and one shot any enemy with Soul Annihilation. And as a bonus having thousands of Concentration makes you basically immune to Interrupt. Here's a video by Victor Creed: Unbeding benefits from Healing Done/Taken right? With my change Unbending Trunk would heal 3 times for 15% of damage taken. usually a fighter will have around +30-45% Healing. So that's 58-65% of damage taken being healed back (sans damage from DoTs) with Dawnstar Blessing or Merci and Kindness he can reach +100% Healing, and that would be 90%. In Vanilla, Unbending Trunk at 10 INT description writes that it's duration is 15s, and each incoming damage will heal for 33% over 5s (UseDurationTime) at +0% Healing: that is 20% at 3s, 13% at 5s, and an extra 0s for 20%. Total: 53% of damage taken being healed back (sans damage from DoTs) at +30-45% Healing: 68.9-76.8% at +100% Healing: 106% And even more because of 0s ticks from existing HoT instances is triggered when a new HoT instance is applied --- You have set the HoT Instance to 75% over 12s (fixed) ticking in 1s intervals; instead of vanilla 33% over 5s (unfixed) ticking in 3s intervals But it still benefits from Healing Done/Taken, no? Nooo. It's easy as concept) I don't think we can mod such behaviour. At the very least it would require patchwork changes But Obsidian devs could probably take this into account.. for their next games
  2. Then I'll just add that to CP.Extra But what's your opinion on setting canCrit to false for Boltcatchers? That's an argument) And that is much appreciated Yeah, I don't imagine how to implement that) But it's actual behaviour could be even simpler: only give +10% to effects that were applied after it
  3. It can work with beckoner/ghost heart too. Just more difficult to start the chain reaction you need to kill beckoner skeletons with Grave Calling weapon attacks, or procced Chill Fogs; before they despawn they have 25 hp after 2 of them die - the chain reaction starts; since 2 Chill Fog ticks can kill other skellies Aaa you were referring to effects that are not cleared at the end of combat.. Got it It's also possible to make Strand of Favor to provide an instant effect of -9.09% to effect duration. That's what Elric did in BPM) You equip SoF: and get: indefinite +10% beneficial duration a one off: -9.09% beneficial duration (to compensate) Sure, due to double inversions and stacking different percents of beneficial duration buffs/maluses it's still theoretically possible to extend the buffs to long durations; but that's now like 1000 harder to do. Additionally SoF can be made to have it's effects only in combat. Hmm, I think a limit of 1 cast outside of combat, and no limit while in combat, can be done via a kw workaround. But it's tedious, so maybe only for a select few spells..; but in that case it would be inconsistent Setting them to be castable only in combat is an easier solution for sure
  4. Ehh, I have just wrote a really long reply here. And it vanished after submission. I have a feeling this forum doesn't work well with 10+ quotes) ----- No, you haven't missed it) I have forgot to add Combusting Wounds to the initial list) And when I've noticed, I decided to wait first if someone will mention that spell) Elric's approach brings it's effective damage closer to that mentioned in it's description, and decreases by x3 that 0s mini-burst when ticks get re-applied. Meanwhile Unbending-like change removes that 0s mini-burst altogether; but there won't be DoT duration increase from INT/PL. In my book both approaches are good here With Brilliant and Blood Sacrifice you can reapply BDD over and over, no? I think BDD shines most in the following situations: you can keep using Blood Sacrifice over and over you can ignore disengagement attacks, and abuse Riposte / Offensive Parry you can use a Grave Calling bomb and just stand in 8+ stacks of Chill Fog and other AoEs completely dump AR/deflection While with BDD acting as a damage-shield, it is still crazy good (hardly any creature encounter deals over 300 dmg in 12s), and often even better since the hp doesn't go down to 1 while the shield holds. But it makes harder to use the above scenarios. Meanwhile there is still Potion of the Final Stand that retains the immunity to getting knocked unconscious. It's limited to once-per-encounter but 18s duration kinda compensates for that. ----- That said, I am also ok if BDD keeps the vanilla behaviour, but would need to make Blood Sacrifice, Ripose and Offensive Parry only usable while above 25% hp. With +30% Healing (from 20 MIG), 50% Healing from Dawnstar's Blessing, +10% Healing from Bone Setter's Torc, +10% Healing from Healer's Touch belt, you get +100% Healing. That's without +15% from Practiced Healer and +50% from Mercy and Kindness, since those are class restricted. Now let's take Unbending: Vanilla Unbending Trunk has duration of 15s and the following effect: Self: 33% of Damage Taken converted into Healing over 5s At 10 INT and with: +0% Healing: that is 20% at 3s, 13% at 5s, and an extra 0s for 20%. Total: 53% of damage taken being healed back (sans damage from DoTs) +30-45% Healing: 68.9-76.8% +100% Healing: 106% And because everytime a new Unbending HoT is applied -> all current Unbending HoTs will make a healing tick, it becomes even more. And that healing is done by an ability whose description mentiones 33% The only thing that keeps Unbending somewhat in check is that it doesn't heal the damage taken from DoTs. --- With the change that I have proposed: INT and PL will no longer increase the duration of individual Unbending HoTs there will be on 0s tick; and no tick spam when a new instance is applied I have increased the healing to 3 * 15%, so that will be 45%; or 90% if you have +100% Healing; but that's less than 118.8% mentioned above; and way less if you fight multiple enemies Imho the main issue with Avenging Storm is how it could proc from stuff that didn't deal damage (that's already in CP.Basic). The second issue is that it can heavily contribute to effects loop, since it deals it's damage via attack component and not via damage status effect. Making it procs unable to crit would decrease it's contribution to chain crit of Heartbeat Drumming and Swift Flurry that could potentially go to infinite. Yes, Boltcatchers proc is AttackMeleeGameData. It could crit; and being originated from a weapon attack, could contribute to effect looping That's an excellent point Boltcatchers' proc has penetration of 7; and now that you mentioned it I totally agree: it's better to increase it instead And that's the reason I have started this thread. To not get overzealous) and sync on opinions It's enough to kill 1 skelly; and if Chill Fog kills another skelly it will trigger Chill Fog The thing is: you can get that legendary sabre relatively early; and a Bers/Beckoner of only level 7 can already cause 9-18 Chill Fogs in the first 10s of combat. And it's hard to compete with 180+ dmg per 3s. A Berserker/Rogue (with deathblows) would go even higher with a Beckoner support summoning the skeletons While a Berserker/Cipher would get max focus in few seconds. Gif example (dummies have 625 hp; skeletons have 25 hp and die from 1 hit): I think it's great when unusual interactions exist; and it's fun from build building perspective; but it can become repetitive and boring when actually played, yet switching is like gimping yourself (at least at those levels) Anyway. I will likely create a poll. And if majority will vote to leave it as is - it will be left as is Agreed Regarding procs: it would be too tedious to check them all; do you have some specific offenders in mind?
  5. - same as above - (mods, delete please these double posts if you stumple upon them)
  6. Holy molly. Double post. The forum was showing that I have to wait 1 minute before submitting next post. But yet it got submitted
  7. Re Combusting Wounds: is Elric's treatment not enough? Combusting Wounds : <Version 4.0> changed from 4 damages over 6s (+2 damages for initial tick) to 5 damages over 5s (+1 damage for initial tick). Ticks every 3s -> Ticks every 1s. The intended effect is that re-application of the burning effect will only cause 1 damage per active stack instead of 2 (and stacks last slightly less so there should be less stacks). This caused this spell to do too much damages when target was attacked in quick succession. Alternatively could do the same I did with Unbending. Have 3 delayed effects, instead of DoT. No extra 0s procs guaranteed. It's even worse with Wilting Wind from Amira's Wing) The way these spell procs are implemented make them considered as weapon sourced. And here is little we can do. Maybe some workaround with disabling focus gain and re-enabling after 1s. But that timer is not reliable. And there could be some regresion issue. If someone has some suggestions and they are implementable, I am open to hear them. Indeed. Dropping Shinning Beacon out of combat is one thing (since it will start combat). But dropping those AoEs that persist over some area (and luring enemies there) is another thing (since it can result in resource economy and especially stacking). I am ok with lasting pulsedAoEs to be made castable from combat only. Or maybe only damage dealing ones? Would be great to hear more opinions on this. For reference: AttackPulsedAOE that already are combatOnly: Sacred Immolation Repulsive Vissage Returning Storm Moonwell Consecrated Grounds Symbol_Of_Berath Symbol_Of_Eothas Symbol_Of_Skaen Symbol_Of_Wael Blessing_Of_Wael And AttackPulsedAOE that atm can be cast out of combat: Chill Fog Tanglefoot Wicked Briars Venomblood Symbol_Of_Magran Revenge_Of_Skaen Slicken Malignant_Cloud Ninagauths_Freezing_Pillar Pull_of_Eora Probably stacking of Symbol_Of_Magran, Revenge_Of_Skaen and Chill Fog are the biggest offenders here. Due to longer duration you can stack more of them out of combat. I like that friendly buffs don't break Invisibility. But having -80% recovery from stealth (for a long period) is kinda too good. Partially it is countered by the fact that investing in Stealth makes you miss on Alchemy/Arcana/Athletics. But still.. Ideally I would make "-80% recovery while stealthed" only last first 6s of combat. But will need to see if it is implementable
  8. Aa, you made the 1.5 damage multiplier to go away when you switch the from grimoire with Concelhaut's Draining Touch to another grimoire? But how? I would expect that damage multiplier to be added to those 4 grimoires. But you have added it to Concelhauts_Draining_Touch_MeleeCast. Also: if the wizard has learnt that spell on level and has a grimoire with it, how does it play out after he switches the grimoire? When you say buffs, you mean: BDD, Brilliant, Dawnstar Blessing, Avenging Storm and Unbending? If yes, which do you think should retain vanilla behaviour and cannot be cheesed? I am not sure yet if line-of-sight checks are implementable. It could take some time to investigate. But I wouldn't be surprised if such checkes could end up being workarounded via Martyr's Memories, path blocking or something else not taken into consideration. Re Scales of Justice: the idea of prolonging those effects when affected creature deals damage (instead of taking damage from melee weapon attacks) is an interesting one. But this way it can be prolonged indefinitely by chanter's skeleton chant. Or if the enemy deals some modest AoE, just sit in it in invis (if you have enough regen) That's a good suggestion. I will take a look if this is implementable. If someone knows how to trigger clear attack once MaxStackQuantity reaches 25 stacks that would be great. I vaguely remember some posts by Boeroer and Constentine Levine about Boltcatchers, and had the impresion they either could trigger HD and Swift Flurry (since it's proc is not just damage dealt via StatusEffect, but via AttackMeleeGameData); or because there were a lot of hits Boltcatchers proc could have a high chance to also crit, and contribute to some other onCrit effects. Btw, if it doesn't trigger HD and Swift Flurry, what I did is not a nerf, but a straight buff, since I've raised the base damage from 10-15 to 15-25. And that's a +60% damage increase ----- I do agree that many accessoires/armors procs were overnerfed in early patches, when game felt somewhat easy, so everything got a nerf hammer. Thank you) Corrected It does I have created a Belower and Berserker Belower summons 6 skellies. Berserker frenzies, hits the target and kills all skelies with Carnage. Bam you have 6 Chill Fogs. These Chill Fogs have "weapon source" and benefit from weapon quality enchantment; and can also summon new Chill Fogs if they kill any vessels. Plus iirc Chill Fog applications are considered weapon hits and I wouldn't get surprised if those could trigger Blade Cascade if you dual-wield with Scordeo's Edge. Or other weapons with onHit effects. Can make SoF work only in combat. Although would need to think if it is possible to start-and-reset combat in quick sequence. If it is, then setting it to combatOnly would not be enough. Btw, when you say "why nerf all items/status effect", could you list top 5 which you would want to retain the vanilla behaviour, and are not cheesable (after SoT/WoD are taken care of)?
  9. Whoa) That's definitely an oversight) Tears of Saint Makawo ability inflicts 3 status effects: Martyrs_Memories_EnemyDamage (x0) (isHostile: false) Martyrs_Memories_SE_NonTargetable (isHostile: false) Martyrs_Memories_SE_PetrifiedAffliction (isHostile: false) (i.e. is not hostile, similar to Withdraw) But internally Martyrs_Memories_SE_PetrifiedAffliction uses the general Paralyzed_SE_Paralyzed which is Hostile. The devs have probably reused existing status effect. While in case of Withdraw there is dedicated Withdraw_SEStunned (which is beneficial). The solution here would be to create a friendly paralyze SE.
  10. The idea wasn't to remove it from the game But to remove it from 4 grimoires that you can find in Deadfire. You can still learn it on level up. --- The regular behaviour of Concelhauts Draining Touch is: you summon that oneHanded weapon and on next succesful attack with it: inflict weapon corrode damage, Weakened for 20s, and heal yourself for 20% of damage dealt. And the weapon despawns; it is one-hit only. it deals around 60% more damage compared to a sabre; but that's ok since you need time to also cast the spell first, and it costs you a tier3 spell slot The issue was that: if you don't learn that spell but cast it from a grimoire, and switch to another grimoire (that doesn't have it), the summoned weapon will no longer despawn after the first succesfull hit (as in regular behaviour), but will last indefinitely until combat end meaning that it will deal more damage and provide more healing, than any other tier3 option that you have across all classes. Plus due to increased base damage it scales much better with damage bonuses (e.g. deathblows / devasting blow) than any other weapon. The current idea is to remove it from: Grimoire_Bandit Grimoire_Mercenary_Wizard Grimoire_Lich_Concelhaut Grimoire_Menzzago But unfortunately if you already got any of those grimoires, the change will not apply retro-actively. So the current workaround is kinda moot That's a complete rework of this spell/weapon. It's ok balance wise, so long as lifesteal cannot be prolonged indefinitely. But it losses the uniqueness of this spell (it's one-hit effect) Atm I neutral ------------------- I have also tried Elric's changes from BPM: Concelhaut Draining Touch : <Version 1.3> Acid Keyword was added by new version of Community Patch, but a minor glitch led me to re-add it myself. <Version 4.1.0> Does not last infinitely when switching Grimoire <Version 4.1.0> Base damages 24-32 -> 18-24, but adds a +50% +10%/PL damages modifiers for the attack. Note : Phantoms equipped with this weapon will have their damages reduced since they won't get the damage modifier. They will still be able to attack indefinitely with it. <Version 4.1.0> Initial Cast/Recovery time 3s/4s -> 3s/0s But unfortunately it still lasts indefinitely when switching grimoires. It aleviates a bit the usage with Essential Phantom. But phantom stuff is closer to small cheese.
  11. Yeap, just delete that cl.monk.resonant_touch.gamedatabundle. That's the only step required)
  12. Yeap, it will go as a separate CP module/package. The idea is to cut the most blatant cheese and exploits, and to act like a difficulty mod of sorts, such that the game is not too easy even with Deadly Deadfire or Path of the Makers. I can agree here. Cutting small cheese can indeed be unfun and also a waste of time that could be spent on something else) That said, the line delimiting small cheese from big and average cheese is somewhat subjective) For example Resonant Touch: the meaning behind adding a cap of max 25 RT at a time is to prevent instakiling 100%->0 bosses and thus bypassing their combat phases, which is technically an exploit also they are still unlimited in a way, you just have to release them every 25 stacks. And 375 raw damage AoE is still plenty Not to mention that the game stuggles to make difference between weapon attack/hit and weapon-sourced effect attack/hit. That said I do agree Avenging Storm interactions are still not that blatant like quick-swithing Thundercrack pistol 20+/second with AI behaviour and basically freezing Dorudugan. And I am very open to leave small cheese unbalanced, so long as: it canno't trivialize a boss fight it is fun it doesn't twart alternative builds. E.g. why (in a 5-man party run) ever take an ascendant/barb or ascendant/ranger over an ascendant/monk, which can fill your focus meter via crit-chaining. Or why invest in AR and Deflection when you have vanilla BDD+SoT+StrandOfFavor In that list above of already implemented changes, is there something you prefer to be left as is?
  13. The cheese that is remaining to be addressed (or left be) is: quick switching of Outworn Buckler overtriggering of Riposte and Offensive Parry when coupled with Immunity to Disengagement attack (Gipon Prudensco, Nomad's Brigandine) overtriggering of Chilling Grave (Grave Calling). Especially by a Berserkerer killing Beckoner's skeletons (Ancient Brittle Bones) Whispers of the Wind with Mortars Mob Stance full-attack trigger with melee weapon in MH and ranged weapon in OH perma-invis/vanish Blood Sacrifice with no limit Tactician's Brilliant triggering during invis, despite of enemies nearby So first of all I wanted to ask your opinion on the following possible changes: make Chilling Grave trigger with 12s internal cd change "Immunity to Disengagement attack" from Gipon Prudensco and Nomad's Brigandine to "Immunity to Engagement" Whisper of the Wind to work only if melee weapons are equipped add some small but stacking malus to CON or HealingTaken everytime Blood Sacrifice is used. (or use Elric's nerf?) What do you think? cc @Boeroer, @Elric Galad, @Constentin Lévine, @Noqn, @thelee
  14. Long time no see For quite some time I was thinking about an update to CommunityPatch and also a new optional module named: AntiCheese I wasn't active on the forums as I may wished for the last couple of years. That was due to lasting health issues and irl stuff. I am feeling better now, and am thinking of releasing CommunityPatch update and this new module in the upcoming weeks. -------------- Regarding CP v3.0 update there will be a separate thread. While this one will be dedicated to CP.AntiCheese And speaking of it, I was highly inspired by Balance Polishing Mod, so you will see a lot of credits going to @Elric Galad -------------- The list of currently implemented changes is: Cipher: Soul Blade: +10 MaxFocus (gained on kill with melee weapon) will now have a stack limit of 10 (instead of unlimited). This effect will also be cleared on Rest and on Death. Soul Blade: +1 Concentration (gained on kill with melee weapon) will now have a stack limit of 5 (instead of unlimited). This effect will also be cleared on Rest and on Death. Chanter: Each Kill Fed His Fury: +stats effect will be cleared on Rest and on Combat End Druid: Avenging Storm: Effect now applies on "OnDealsDamage" event with weapon attack, insted of "OnScoringGrazeHitOrCriticalHit" with weapon attack. Sync with CP.Basic. Avenging Storm: bonus shock proc will no longer be able to crit. But the spell cast/recovery times are decreased from 4.5s/3.0s to 3.0s/0s. And same for Scroll of Avenging Storm and Heaven's Cacophony helmet. Fighter: Unbending: reworked implementation of self-healing (reason: it was healing for way more than it was supposed to) - what it was supposed to do (according to description): 25% of Damage Taken converted into Healing (Self) for 15.0 sec - what it was doing: for the duration of those 15s, every time fighter would take damage, a 5s ApplyOverTime HoT (Healing over Time) effect. At 10 MIG, 10 INT and no PL bonuses it would heal for 15% at 3s and 10% at 5s. But due to vanilla implementation of ApplyOverTime it would also heal an extra tick at 0s for 15%. Plus everytime a new HoT would be applied, all other Unbending HoTs on fighter would heal for 1 tick. So depending on situation, fighters would get healed for 40-100+% of damage taken - how it will work now: when taking an instance of damage, fighter will get healed for 11% of damage taken 3 times: after 2s (fixed), 4s (fixed) and 6s (fixed). Total 33%. That is both a buff (compared to dev's intention of 25%); and a nerf (compared to dev's implementation of 40-100+%) Unbending Shield: same rework as with Unbending. Total healing received upon taking 1 damage instance will now be: 3 * 11% (at 2s, 4s and 6s from taking damage) Unbending Trunk: same rework as with Unbending. Total healing received upon taking 1 damage instance will now be: 3 * 15% (at 2s, 4s and 6s from taking damage) Monk: Resonant Touch now has a limit of 25 stacks. You will have to release existing stacks in order to build them up again. (same as in CP:Extra) Whispers of the Wind: when used will grant a 1s (fixed time) immunity vs reflex and powder burns attacks Whispers of the Wind: when used will increase the cost of Whispers of the Wind by +2 wounds for 6s (fixed duration). This cost increase stacks 2 times. Paladin: Brand Enemy: DoT duration decreased from Infinite to 120s. But damage increased from 4 Burn per 3.0s to 5 Burn per 3.0s. Additionally, DoT's duration will be extended by 5s, every time the target takes damage from melee weapon attacks. Lay on Hands (Shieldbearer): does no longer provide a 4s buff preventing death. Instead: for 5s, if the allied target becomes Near Death, a 150pts damage shield is applied for 5s (credit goes to Elric Galad) Priest: Barring Death Door: does no longer provide an effect preventing death. Instead: the next time (no time limit for this part) the target becomes Near Death, a 300 pts damage shield is applied for 12s (the effect is less strong, but is longer and can be cast preventively). (credit goes to Elric Galad) Salvation of Time: does no longer increase duration of beneficial effects on target by flat 10s. Instead: it halves the ellapsing speed of buffs for 24s fixed (not benefitting from INT and PL) Basically adds up to 12s to effect' durations but: - Now also applies to effects cast after it (especially useful for Vanishing Strikes...) - Useless to cast several times in a row - The most important: now a single effect cannot have it's duration more than doubled - It is still a very good spell, even better than before, but it is now impossible to abuse by combining it with Brilliant and the like; and all other buffs will also have to be re-cast again at some point (credit goes to Elric Galad) Rogue: Gouging Strike: DoT duration decreased from Infinite to 120s. DoT's duration will be extended by 5s, every time the target takes damage from melee weapon attacks. Wizard: Wall of Draining: AffectedTargetType changed from All to Hostile (that's mostly visual effect) (credit goes to ElricGalad) Wall of Draining: instead of draining 1s and extending buffs on self by 1s per tick; wall will now drain 2s from enemy, and extend buffs on self by 0.5s per tick (per affected enemy). (same as in BalancePolishingMod) Wall of Draining: application prerequisite changed from [HasBeneficialEffectWithDuration GreaterThan 0s] to {[HasBeneficialEffectWithDuration GreaterThan 1s] AND [HasBeneficialEffectWithDuration LessThan 9999s]}. Reason: it was trying to drain from some infinite effects Minor Grimoire Imprint: removed this spell from grimoires. And substituted with Ironskin or Minor Arcane Reflection. Reason: the stolen spells would not expire, if gained by casting Minor Grimoire Imprint from a grimoire and switching to another grimoire Major Grimoire Imprint: removed this spell from grimoires. And substituted with Wilting Wind or Minoletta's Piercing Sigil. Reason: same as above Concelhauts Draining Touch: removed this spell from grimoires. And substituted with Noxius Burst, Arcane Dampener or Minolleta's Bounding Missiles. Reason: same as above General: Brilliant: Now only restores spell Slot up to Tier 3/6/9 for Priests, Wizards and Druids. The maximum regenerated tier is cycling : Tier 3 after 3s, Tier 6 ater 9s, Tier 9 after 15s and so on until the end of the effect. Brilliant does not restore ressource anymore before 3s for all classes. (credit goes to Elric Galad for implementation) Dawnstar Blessing: changed from +50% Healing Given, to +55% which decreases by 5% for every character level past lvl 4 until it reaches +15% at lvl 12; and it remains +15% after that. It will still be cleared upon Rest. Powder Burns (blunderbuss modal): will no longer fire twice when used with mortars. (credit goes to Elric Galad) Items: - Boltcatchers: Storm Blows proc will no longer be able to crit. Proc damage increased from 10-15 to 15-25 to compensate for the nerf. - Deltro's Cage Helm: - Conduit will no longer proc out of combat - Conduit effect will be cleared on Rest and on Combat End - The helm will now passively grant +1 Perception, to slightly compensate for the nerf - Lover's Embrace: True Love's Kiss DoT duration decreased from Infinite to 120s. But damage increased from 10 Raw per 6.0s to 12 Raw per 6.0s - Magnificent Escape Cloak: bonus Deflection and immunity to Engagement effects will now be cleared on Rest and on Combat End - Potion of Final Stand: - duration changed from 6s to 18s Unadjusted (meaning it cannot be extended by player stats) - both effects ("cannot die" and "+25% bonus damage") will be also cleared on Rest and on Combat End - a character can use it only once per encounter - Protective Eothasian Charm: Darkest Before Dawn will now provide increased damage reduction (-30% damage taken, up from -25%), but it's effects will be cleared on Rest and on Combat End - Rakhan Field Boots: No Quarter can be used only on hostile targets now (as in CP.Extra). They also can no longer target self. - Shroud of the Phantasm: Mind Over Matter can trigger only from hostile attacks now (as in CP.Extra) - Shroud of the Phantasm: Mind Over Matter effect will now be cleared on Rest and on Combat End. But the proc chance increased from 1% to 1.5% TODO: can only trigger in combat Weapons: - Lethandra's Devotion: Pale Light will no longer provide any healing during first 3s after equipping the shield. Reason: it could be abused using behaviour scripts to rapidly heal the whole party. - Sasha's Singing Scimitar: Prelude and it's upgrades will no longer cumulatively decrease remaining recovery times on repeated re-equip. Reason: it could be abused using behaviour scripts to drastically decrease remaining recoveries on chanter and his party members. - Thundercrack: Charged Field will no longer cumulatively increase remaining recovery times on repeated re-equip. Reason: it could be abused using behaviour scripts and halt enemies actions for indefinite period of time. - Hand Mortar: Blinding Smoke (disorienting attack) will not be able to crit anymore - Scordeo's Edge: Double Strike will no longer trigger on hits from any source, but only on those that are originated from Scordeo's Edge itself. (for reference: its upgrades Blade Cascade and Tempest already trigger only from Scordeo's Edge attacks in vanilla) (credit goes to Elric Galad) - Scordeo's Edge: Blade Cascade duration type changed to "Unadjasted" (meaning it cannot be extended by player stats) - Scordeo's Edge: Blade Cascade application behaviour changed from "UseLongerDurationIfAlreadyApplied" to "DontApplyIfAlreadyApplied" - Scordeo's Edge: Blade Cascade proc effect will now be cleared on Rest and on Combat End - Grave Calling: Frosted Edge bonus lash effect will now be cleared on Rest and on Combat End. - Grave Calling: Frozen Edge bonus lash effect will now be cleared on Rest and on Combat End. - Saru-Sichr: it's special DoT procs (Poison Dipped, Paralytic, Death Sentence) will not be able to crit anymore (reason: to avoid crit-chain with Swift Flurry, Heartbeat Drumming, etc) (credit goes to Elric Galad) - Effort: it's status effect (Hemorrhaging) will not be able to crit anymore (reason: same as above) (credit goes to Elric Galad) - Mohara Taga: it's status effect (Red Flag Flying) will not be able to crit anymore (reason: same as above) (credit goes to Elric Galad) - Sanguine: it's status effect (Weeping Wounds) will not be able to crit anymore (reason: same as above) (credit goes to Elric Galad) - Distraho: it's status effect (Menace) will not be able to crit anymore (reason: same as above) (credit goes to Elric Galad) - Wicked Beast: it's status effects (Bad Dog, Hounding) will not be able to crit anymore (reason: same as above) (credit goes to Elric Galad) - Ball and Chain: it's status effects (Crushing Yoke, Subjugation, Shackles) will not be able to crit anymore (reason: same as above) (credit goes to Elric Galad) Misc: - Auranic Megaboss now gets back a spell slot every 12s for the duration of the fight, in order to prevent the strat via starvation (credit goes to Elric Galad)
  15. I haven't played the game for a few years; but during my last playthough I really wanted a difficulty mod, similar to Deadly Deadfire but which would retain the usefulness of abilities that have special effect on enemies below your level (like Abjuration and Threatening Presence), and also would rather buff enemies than nerf the xp gain, be it a stats buff or bringing back Paralyze to Shades. So here it is: Path of the Makers, which does exactly that. A detailed changelog you can read on the mod's page.
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  16. Hi @NCarver, If you are interested in incorporating the fixes from UPMod, you can find the project source code: here The fixes themselves are contained in UPMOD/mod_xxxx.cs files between the lines: // PATCH START // PATCH END ----- I also think that doing something about Flickering Tooltip and Psychic Backlash is worth adding to the new patch. Some of possible solutions for Psychic Backlash could be: make it proc only once per minute (per cipher) after an enemy is stunned by Psychic Backlash he gains immunity to it for 50s make it proc only 2 times per combat. This limit is reset after cipher reaches max focus the first time in that combat make it proc only 1 time per combat. This limit is reset after cipher spends 200 focus
  17. Could the justification be that these animal companions presumably use claw attacks and thus two paws? Meanwhile: boar is more adept at tripping charge and using his tusks. antilope uses her hooves (?) stag uses his hooves (?) and antlers Although this still leaves lion, who should also get the same DW bonus as cat/wolf. ------- On the other hand, predators also have fangs, so there are bite attacks. But in any case that DW bonus is not listed anywhere, so it's kinda slightly unfair as is.
  18. Do you know if it is possible to add an ability via status effect? I.e: character A uses an ability X that applies a status effect XS on character B and grants that character B an ability Y. Possible scenarios: character drinks a potion and gains a talent character A targets character B and gives him an aura ability
  19. So... I have managed to make a cipher trinket that drains his Focus while he has no Concentration with HasStatusEffectType check on GenericAbilityGameData. And it seems to work even if effect that gave Concentration (like Hands of Light) has expired: "ActivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasStatusEffectType(Guid, StatusEffectType)", "Parameters": [ "7d150000-0000-0000-0000-000000000000", "Concentration" ], "Flags": "", "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Not": true, "Operator": 0 } ] } }, But when I do a very similar thing on Psion (I want his focus gen to stop when taking a plain hit if he has no Concentration, and viceversa to continue if he has Concentration), it just doesn't work. Have anyone met situations when ActivationPrerequisites, ApplicationPrerequisites and InclusionConditions are just ignored? As if conditions were not there?
  20. I have also took a quick look into voice/music modding... But quickly nopped out of there. It's just ugh...
  21. Thank you for suggestion Noqn!, that's a good idea) I have tested this now. But unfortunately it doesn't work.
  22. I want to add a StatusEffect that is only active while character is not under effect of Concentration. At the moment I am doing something like this: "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasStatusEffectWithKeyword(Guid, Guid)", "Parameters": [ "011111e9-0000-0000-0000-000000000000", "985dd0c0-7487-4f0d-a60a-28d071960a6b" ], "Flags": "", "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Not": true, "Operator": 0 } ] } }, but it doesn't work. And neither is HasKeyword(). Unfortunately, Concentration is not a status effect with it's own id, but is StatusEffectType. Does anyone have a clue how this can be checked?
  23. This would require rising their Burn AR to be higher than their Pierce AR. Could be both ------ Combining the suggestions made in this thread, I am inclined to make the following changes: remove elemental-weapon keywords that were added in CP.Keywords 2.0 give weapons that already have an elemental KW, phys/elem damage type as proposed by Noqn (and lower their PEN, if they had only 1 damage type before that) remove creature immunities vs elem keywords. And adjust their elem AR / immunity vs damage type accordingly. Thoughts?
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