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MaxQuest

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Everything posted by MaxQuest

  1. 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
  2. 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.
  3. 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
  4. 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": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasStatusEffectType(Guid, StatusEffectType)", "Parameters": [ "7d150000-0000-0000-0000-000000000000", "Concentration" ], "Flags": "", "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Not": true, "Operator": 0 } ] } }, But when I do a very similar thing on Psion (I want his focus gen to stop when taking a plain hit if he has no Concentration, and viceversa to continue if he has Concentration), it just doesn't work. Have anyone met situations when ActivationPrerequisites, ApplicationPrerequisites and InclusionConditions are just ignored? As if conditions were not there?
  5. I have also took a quick look into voice/music modding... But quickly nopped out of there. It's just ugh...
  6. Thank you for suggestion Noqn!, that's a good idea) I have tested this now. But unfortunately it doesn't work.
  7. I want to add a StatusEffect that is only active while character is not under effect of Concentration. At the moment I am doing something like this: "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [ { "$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?
  8. 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?
  9. I am looking at this topic again. And also at the enemies that are healed when taking Burn damage: Right now, attaking a Greater Flame Blight with Firebrand would deal Pierce damage. While, attacking a Naga or Fire Drake, would heal them. Would you expect the same result/behaviour, or it's ok (as we can mouseover check their AR)?
  10. Hmm, Do you have a save when you meet them? or are in the same scene? If yes, give "findobject "<name>" a try. ----- P.S. Also it could be a problem with name variation. It's kinda weird that spawn ids sometimes differ from CharacterStatsGameData's id. E.g: CHA_CRE_Skeleton_Steelspine_Berserker -> SpawnPrefabAtMouse CRE_Skeleton_Steelspine_Berserker CHA_CRE_Skeletal_Fighter -> SpawnPrefabAtMouse CRE_Skeleton_Fighter * the second creature ^ is "skeletal" but uses "skeleton" to be spawned..
  11. I am finishing a mod that adds 7 unique ships and 2 new ship types to the game. > The two new ship types are Xebec and Heavy Galleon. They can be bought from Neketaka shipyard > Five unique ships (with unique stats) can be captured by boarding respective vessels: The Servant of Rikuhu - unique voyager - captained by Wheneha (by default spawns when you have -3 Reputation with Huana) The Terror of the Deadfire - unique xebec- captained by Arteiro (by default spawns when you have -3 Reputation with Principi) Aim'Spirente - unique heavy galleon - captained by Estulario (by default spawns when you have -3 Reputation with VTC) The Royal Leviathan - unique junk - captained by Hazanui Yaro (by default spawns when you have -3 Reputation with RDC) The Heaving Harlot - unique junk - captained by Fyrgist > Two ships can be found/looted as "ship in a bottle" item after defeating some land enemies: Ship in a bottle (Black Dhow) (unique dhow) can be looted from a specific named fampyr Ship in a bottle (Black Pearl) (unique galleon) can be found in a bookcase behind one unnamed lich > Also the mod slightly edits the stats of Fonferrus and Blade of Takowa: The main thing left to do is: add custom ship stories/descriptions. For now I have put generic ones. But if anyone feels inspiration and wants to contribute, that would be great! P.S. Few screenshots:
  12. Glad you enjoyed them Quick Switching weapons is there in order to bypass reloading phase. Once these options are out, there is only auto-attacking left. And Red Hand is comparatively effective at that, since it can fire twice before going into reload phase, due to Double Barrel 'native' enchant. A side note: if you take "Double-Tap" enchant and shoot vessels, in terms of focus-generation it actually becomes worse than a regular arquebus. Because it goes like this: - shoot (and deal dmg and get focus) -> shoot again (vessel is destroyed) (deal dmg to none, and thus no focus) -> reload The next CP update will include a fix for that, and it will go like that: - shoot (and deal dmg and get focus) -> shoot again (and deal dmg and get focus) (vessel is destroyed) -> reload It already comes with that property, granted via Double Barrel enchant. P.S. BPM nerfs Red Hand's reload time from 6.8s to 9s
  13. Just wanted to write that Shared Nightmare is amazing with scrolls of Storm of Holy Fire and Meteor Shower. Iirc it increases the AoE of each projectile as well, so each one hits more enemies. Also scroll of Avenging Storm can provide some boost to focus generation. --- About SC ranged ascendant's weapons you can also try the following Quick Switch workflow: - enable Arquebus modal (+20 ACC, -25% Arquebus Action Speed) > shoot with Dragon's Dowry (from stealth, -80% recovery) > shoot with Dragon's Dowry - switch (to Xefa + Kitchen Stove) > use Thunderous Report > shoot with Xefa and Kitchen Stove - most likely you already are at max focus, so cast while Ascended; - easy and medium encounters are usually over by now. If not: - switch (to Red Hand) > shoot with Red Hand > shoot with Red Hand - switch (to Fleetbreaker or Spearcaster) > shoot with Spearcaster - switch (to Red Hand) - disable arquebus modal > continue shooting with Red Hand For 4 weapon sets you'll need Arms Bearer talent and The Giftbearer's Cloth cloak Also it's great to have: Amaliora and equip it before fights with vessel bosses. You can switch to it while Ascended, because having +10acc and +20% dmg vs vessels, helps landing a nice Death of 1000 Cuts. Rakhan Field Boots: because you can use them when an arquebus has went into reload, and thus skip 1 reload per encounter Ring of the Marksman the already mentioned Acina's Tricorn, Sharpshooter's Garb and Amira's Wing (for emergency need-focus-now) and if you use SpoilsOfCaedNua mod: Bartender's Ring, Swift Action Gloves, Talisman of Unconquerable, and Coil of Resourcefulness belt (for -1s on weapon switch) ----- Another variant is to go for Girdle of Driving Wave belt. A 4s (1/enconter) AoE prone with mortars and rod is nice. And that AoE is also increased with Shared Nightmare.
  14. Re items for a tank/support paladin: chest: if no one else in party wears Blackened plate, get that one. -1 AR malus is awesome and stacks with everything. The periodic heal/dmg, Contentment and Cycle of Decay are nice too. amulet: Bone Setter's Torc for +10% healing done; or: Strand of Favor, Tears of Saint Makawo, Baubles of the Fin; if you use SpoilsOfCaedNua: Fulvano's Amulet for +25% healing taken rings: Ring of Focused Flame + Voidward (if you plan to use Sacred Immolation); Ring of Greater Regeneration, Entonia Ring (+2 def per incoming engagement); if you use SpoilsOfCaedNua: The Ring of Wonder (+1 MIG/CON/RES and Second Chance) hands: Woedica's Strangling Grasp (for +2MIG and +2AR vs Burn) waist: Blunting Belt -> Girdle of Maegfolc Might or Binding Rope (if you use SpoilsOfCaedNua) boots: Footprints of Ahu Taka (+10% healing done, +2 DEX) cloak: The Giftbearer's Cloth (if you are ok with really maxing History; and have a cipher in party for Defensive Mindweb) And ofc scrolls. Get 13+ Arcana with a heap of healing scrolls (e.g. Scroll of Hand of Weal and Woe, Moonwell, etc)
  15. Carnage and Powder Burns Indicators are not yet included in CommunityPatch from nexus. But I have added them locally, tested, and they will be included in CP with the next update.
  16. Fair enough It's possible to take the Poison KW out of Toxic Strike, and leave it on it's DoT only. Heck, it's possible to take Poison KW even from the DoT, and rename ability into Corrosive Strike. But yes, I get your point that changing only stuff about elemental KW, won't fix ALL immunity wonkiness. --- Btw, we can also create placeholder keywords with the same names, but different id. Let's say "Poison" (#2) and add to Toxic Strike ability (instead of regular "Poison". This way player would understand that it is a poison ability, but it won't stop phys dmg from hitting. Agreed) P.S. The rest will answer later)
  17. Really don't know. But most likely the shock proc from Deltro's Helm will be triggered only by damage from weapon's primary attack; since there is no separate attack roll for the raw_damage part.
  18. Afaik the formula for Soul Annihilation damage is: I found notes from a few years ago related to my SA tests. And Deathblows was affecting it. A cipher with 200 focus, legendary enchanted weapon, active soul whip damage bonus, deathblows, 7 PL and 20 MIG, will deal 285.2 raw damage. Raw damage component is part of / originating from melee weapon attack and benefits from it's bonuses.
  19. I think there are stronger combinations of racial+helm than Silver Tide in game. WM2 especially has some nice options. The thing is: they come later in the game. Meanwhile (if you optimize your party) Act 1 is arguably the hardest phase of the game. Also, Silver Tide helps get some early equipment easier. For example you can get Persistence bow at character lvl 4, and it can hardly be outclassed until level 8 at least. But you will have to dive into Endless Paths L4. That said don't sweat it, and feel free to take the races you please; liking the character and party is way more important And in the endgame, having +3..4 MIG/INT headgear on chanter, paladin and priest would result in slightly (~5-10%) greater dps. I remember when I was new here, and Boeroer was answering my first questions)
  20. Hmm, let's see if I remember that right: The idea was to gather 3-4 characters that can solo dragon fights, and toss 2-3 supports that would make the game plain easier. Chanter's role: - is to offtank, i.e. tank everything except direct hits from dragons and eyeless. At first he helps with Aefyllath and Sure-Handed chants which nicely buffs backlines dps, and especially ciphers focus generation. From lvl 9 onwards he gets Dragon Thrashed chant which deals a ton of damage, and has amazing synergy with hard crowd-control effects that lower enemy reflex. And ciphers + wizard have those a plenty. Quite often an opening with Shadowflame followed by Amplied Waves spam with Dragon Thrashed going on is enough to kill majority of enemies even if the rest of the party would just sit and enjoy the view. Wizard's role: - is to offtank, and provide crowd-control. Lot's of it. Slicken, Confusion (amaaazing vs Abbey monks), Shadowflame, Gaze of Adragan, Crushing Doom are wonderful, even if you use only 1-per-encounter. They are enough for party to not take damage in the begining of the fight because enemies are disabled, for ciphers to build enough focus to enter an never ending crowd-control cycle, and for chanter and paladin to get their mileage with Dragon Thrashed and Sacred Immolation which easily hit stunned, paralyzed and petrified enemies. Paladin's role: - is to tank. This guy doesn't die. Also he provides Zealous Aura (and those +6 acc is not a joke), heals, Sacred Immolation and liberates priest if need be, who would cast a needed protection on the whole party. Priest's role: - ace in the sleeve for tougher fights. He can provide fear and other protections, and has enough AoE damage to clear all enemy encounters via Shining Beacons + Storm of Holy Fire + Cleansing Flames. In medium fights he acts as a scape goat that attracts enemy attention. It is important to give him Shod-in-Faith boots, Swadling Sheet cloak, Rainment of Wael robe, and later on Abyddon's Hammer. Enemy monks, barbs and rangers target him, trigger Consecrated Ground and AoE stun. Ah and there is also Interdiction. For more info check Fire Priest build: Cipher's 1 role: - crowd-control followed by dps. And cipher has a plenty options. Charm/Dominate enemy backline (especially enemy AoE DoT casters like druids) and paralyze enemy frontline, and you get a hammer-and-anvil which quickly annihilates melee enemies and after that paralyzes enemy backline and goes to town on them too. This is especially noticed in Twin Elmes and makes those fights 3 times easier. Cipher's 2 role (that's usually my MC): - dps followed by crowd-control. And here are a plenty of options too. Disintegrate and Amplified Waves get a special mention. Also, with two ciphers you have two characters with Psychic Backlash talent, which turns to toast dragons that are not immune to stun due to their periodic fear auras --------------------------------- Stats and equipment: chanter: - taken stats are: 18/18/4/8/20/10 (final stats: 24/22/4/11/22/17). It's a variation of Drake Ambasdor, but I am not taking high PER here, because disabled enemies will take -30..-40 reflex hit anyway. - prefered race: moon godlike - skills: 13 survival; 8 lore - quick items: Major Recovery, Major Endurance; Scrolls of Defense, Valor, Revival, Moonwell - main set: Shame or Glory + Outwarn Buckler Little Saviour - armor: White Crest Armor - boots: boots of speed - rings: Iron Circle / Ring of Deflection - belt: Sentinels' Girdle - cloak: Cloak of Protection - gloves: Siegebreakers paladin: - taken stats are: ~ 17/14/3/7/18/19 - prefered race: moon godlike - Outwarn Buckler shield for AoE defenses - armor: He Carries Many Scars / Argwes Adra wizard: - taken stats are: 2/14/12/20/18/12 - prefered race: wild orlan or pale elf - skills: 3 athletics; 12 survival; 11 lore - quick items: Scrolls of Revival, Paralysis, Confusion, Prayer against Fear; Major Recovery, Major Endurance - Aila Bracia shield for reflects. And with high deflection there will be - boots: Fenwalkers - armor: Argwes Adra / He Carries Many Scars- rings: Selonan + Protection- belt: Blunting Belt- cloak: Mantle of Excavator- gloves: Gauntlets of Accuracy priest: - taken stats: 18/7/19/11/20/3 - prefered race: moon godlike - skills: survival 12; lore 12; athletics 4 - quick items: DAoM, Major Recovery, Major Endurance; Scrolls of Paralysis and Confusion; Battle Horn - equipment: Shod-in-Faith boots, Swadling Sheet cloak, Rainment of Wael robe, and later on Abyddon's Hammer. Early on: arquebus cipher1: - taken stats: 14/7/17/18/18/3 - prefered race: wood elf or human - main weapon: Sabra Marie (or Persistence, if cipher2 got Rain of Goddah) - gloves: Swift Action cipher2: - taken stats: 18/7/17/18/14/3. final stats: 25/10/21/24/18/10 - prefered race: wood elf - skills: 4 athletics; 10 survival; 10 lore - quick items: DAoM, War Paint, Major Recovery, Major Endurance - main set: Rain of Goddah (early in the game: Persistence, get it as early as possible, it is strong) - armor: Blaidh Golan - head: Tempered Helm or Megfolc - boots: Fenwalkers - rings: Changing Heart + Thorns - belt: Eoten Constitution - cloak: Talisman of the Unconquerable - gloves: Swift Action - pet: Concelhaut's Skull There you go)
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