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MaxQuest

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  1. Not sure, but take a look here: C:\Users\<your_username>\Saved Games\Pillars of Eternity II\ExportedCharacters
  2. In first case it will happen automatically. In second case my understanding is: blight's Fire AR has to be higher than Pierce AR... Or maybe (attacker's Pierce PEN minus blight's Pierce AR) is higher than (attacker's Fire PEN minus blight's Fire AR). Tbh I don't know if the mechanics of this takes into account attackers PEN (which can be different) Yeah, that what devs did with Greater Blights. They have higher Burn, Freeze, Shock AR than their other armor ratings. Meanwhile Fire Drake and Rathun Frostcaller have their respective elem AR at 0. And Dorudugan has 16 Burn AR (which is also his base AR). Would you like them to have it increased? Good. So you endorse Noqn's suggestion. Are you ok if the weapons that went from phys to phys/elem damage would lose 1 PEN? (e.g: Grave Calling: slash -> slash/freeze)? Also should we keep Caedebald's Blackbow damage type at acid or change it into pierce/acid? @Boeroer, @Elric Galad, @thelee it would be great to hear your opinions on this too. Good. That's how currently Rot Skulls work vs Bog Oozes, which don't have keyword immunity, but have Crush AR: immune In my understanding keyword immunity is mainly used to prevent crowd-control and secondary effects on target. For example would you expect Ninagauth's Freezing Pillar to hobble an Ice Blight? In vanilla: lesser and regular Ice Blights won't take damage from Ninagauth's Freezing Pillar, and won't be hobbled greater Ice Blights will heal for 100% of damage from Ninagauth's Freezing Pillar, but.. will be hobbled Another question: would you expect Sunbeam to Blind a Greater Flame Blight? Because at the moment it can (but not regular or lesser one). -------- I was proposing above, changing keyword immunity for "HostileEffectDurationMultiplier" 0 (vs that keyword), and it would help vs such cc-effects; but gotta see how it would affects DoT SEs.
  3. Well, let's see if we can simply it further) I like dual damage types as well, but mostly because I am a bit lazy) and would prefer to keep swapping weapons to a minimum. The proposed change to Firebrand, was mostly to: keep it in sync with PoE1 avoid minor confusion about is it made of pure fire or not; is it a conjured sword (basked in flames); or is it really caster conjuring some fire blob and giving it the form of a sword. In later case it would make sense for the Firebrand summoning ability to have Fire keyword (and thus be even used as a counter to hostile Water/Frost DoTs and lingering effects, if there are any) make the explanation of elemental weapons kw easier. E.g: all summoned elemental weapons have single damage type. Although if we'll go on a different approach it won't be necessary For this reason, I don't think the Elemental Weapon Keywords should be any part of the solution. On top of the known vanilla breaking behavior, it most likely causes a lot more issues we've yet to discover. I have checked the gamedatabundles, and if needed we could make those weakness effects trigger from Elemental Weapon Keywords too. E.g. Shaken when attacked with Frost or Frost Weapon kw. And so on. I like adding a second damage type to the already "elemental weapons" which are not so obvious for being elemental keyworded, like Frostfall, Frostseeker, Thundercrack, and the rest from your table. But this won't fix the issue of getting "immune" messages when attacking with Grave Calling an Ice Blight. Although yes, there definitely is a better chance for player to understand why he gets that "immune" when he sees that one of weapon's damage types is elemental. ================= ================= I have took a second look at what creatures do have elemental: weaknesses, keyword immunities, AR immunities, or healing. There aren't many: So if need be, we can make them account for Elemental Weapon keywords too. Interesting finds: Greater Flame and Ice Blights don't have keyword immunity against Frost/Water and Fire; unlike regular and lesser blights. It's understandable that this is done such that they can be healed from respective elemental damage; but now they can be affected by effects regular and lesser blights could not Greater Storm Blight still has Electricity keyword immunity; which kinda defeats it's HealOnShock passive (this is likely an oversight) Some enemies with ConvertDamageToHealing have their AR high; others have it low or zero, in order to get more healing. Inconsistent, and will have interesting results with phys/elem weapons Sand blights have no damage immunity, and neither elemental kw immunity Dorudugan's ConvertDamageToHealing is a bit different from blights'. He converts all incoming fire damage into healing. While Greater Flame Blights convert all incoming fire damage from attacks with Fire keyword into healing (i.e. there also must be this Fire keyword on attack). There seem to be only 9 different creatures that have elemental kw immunity, and these creatures are not that strong or important. A wild thought: what if instead of "Immunity" SE to Frost/Fire/Electricity/.. they had "HostileEffectDurationMultiplier" 0 vs these elements? Due to AR immunity, they either way won't take that elemental damage; and now they will practically ignore Frost/Fire/Electricity/.. duration effects too. This would allow us to get rid of Elemental Weapons keywords; but still deal damage with weapons of dual phys/elem type. Thoughts? ---- And one more: when attacking a Flame Blight (which has Fire AR: immune) with Firebrand (fire/pierce) - what result would you expect as a player? when attacking a Greater Flame Blight (which converts incoming Fire damage from Fire attacks to healing) with Firebrand (fire/pierce) - what result would you expect as a player?
  4. Understood. If there are such doubts, then it is not fitting into current CP packages that well; and it's better to implement it as talent or trinket and in separate package/mod if I'll have the time for that... Hmm. My associations with fury were: storm spells, jolts everywhere, evading melee Range sure helps against melee, but it went a bit overboard. True that. Plague of Insects with 15m range and 5m AoE looks like the greatest offender Yeah, those spells with 15m range could have a lower range. And not even wizard has so many far-ranged spells as druid. Although in this case it's no longer a simple change or adjustment, and rather a plain nerf. I think this would better suit some AntiCheese package. Kind of) Keywords, for elemental weapons and some "conjuring" spells is the main thing left for CP update. And speaking of conjuration, I partially agree with Constentin Lévine response above. Here are some assorted thoughts: Wall of Thorns: probably shouldn't have Poison kw on ability itself, since the ability only summons thorny plants. Or put it for "extra info" (and a little extra duration if you have bonus Poison PL)? Garden of Life: (?) ability by itself only grows/conjures plants as well. What about Venombloom, Vile Thorns, Plague of Insects: (?) Minor Kalakoth's Blights: makes sense to also have Elements keywords, if we assume that wizard channels elemental powers to conjure them Caedebald's Blackbow: ability itself probably shouldn't have Acid keyword; wizard conjures a terrifying bow that shoots acid arrows. So it's enough only attacks to have Acid kw, right? Firebrand...: (?) if wizard conjures a blob of fire that coalesces into a sword, then yes, ability should have Fire keyword; but if it is a piercing sword in flames, probably not. Also should casting Firebrand ability remove Frost/Water negative effects from the caster? And should it get Conjuration keyword? Draining Touch: (?) should the ability have Acid keyword? (it's not a `conjured weapon` but rather hands are transmuted into that thing) Nannasin's Cobra Strike: probably shouldn't have Poison keyword on ability itself, as wizard doesn't conjure them from poison
  5. Yeap, it's great with high INT, PL + Cleansing Flames, Enfeebled and low RES on target But by that time the enemy is usually already dead; unless it's a boss. And vessels and naga are usually immune to it. Until your post I didn't realize that too))
  6. Agree Will specify the source in the next CP update, to: "Range": "None", "Source": "Weapon",
  7. Oh Hmm, I've just checked the CP change: Turning Wheel now provides bonus damage with ranged weapons as well. It looks like we thought that it only works with weapon attacks. So changing the range filter from "melee" to "none" was enough. But it has no source filter.. So, what is the preferred way?: to let the lash be added to damage from: (perceived vanilla) melee weapon attacks (both weapon and spells) (actual vanilla) melee attacks (both weapon and spells) (cp intented change) all weapon attacks (cp as is now) all attacks all melee attacks (weapon and spells) AND ranged weapon attacks (this will require two status effects) other? Didn't know of that))
  8. "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Turning_Wheel_SE_BurnProc", "ID": "c752db0c-a713-4c1d-ae1b-c2ee2c61533f", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "BonusDamageProc", "BaseValue": 0, "DynamicValue": { "Stat": "AccruedResource", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "f0036bfb-53d5-4d0c-b11a-b780d788a108", "MultiplyBy": 0.02, "Operator": "Add" }, "AttackFilter": { "Range": "Melee", "Source": "None", I have checked this, but there is a melee range filter. So yeah it will work with damage dealing spells too, but only with melee ones. Tooltip is not against that: (Turning Wheel) - The monk is able to channel their pain into pure energy adding a proportional fire bonus to Melee Damage.
  9. "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Reaping_Knives", "AttackID": "589bb732-2d65-464f-99d6-dc3055d53e80", -> "$type": "Game.GameData.AttackRangedGameData, Assembly-CSharp", "DebugName": "Reaping_Knives_Ranged", "ID": "589bb732-2d65-464f-99d6-dc3055d53e80", "AffectedTargetConditional" (IsKith and not ChangeForm) "StatusEffectsIDs": [ "c55d27e8-d84f-47d3-b5e6-77b9222d335e", (Reaping_Knives_SE_SummonWeaponPrimary) "02862ae9-5c2c-427d-86ca-db0d3d9f7fed", (Reaping_Knives_SE_SummonWeaponSecondary) "2c11b39c-aa5f-4e30-87d5-05f8e6a5d69c" (Reaping_Knives_SE_ApplyByDamageDealt) ], -> "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Reaping_Knives_SE_ApplyByDamageDealt", "ID": "2c11b39c-aa5f-4e30-87d5-05f8e6a5d69c", "StatusEffectType": "ApplyStatusEffectToSelfByDamageDealt", "BaseValue": 0.3, (those 30% from tooltip) "Duration": 30, "StatusEffectsValueIDs": [ "08e8e0fe-6e08-4262-a2b3-45e726dd0b8a" (Reaping_Knives_SE_AddFocus, with Transfer) ], -> "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Reaping_Knives_SE_AddFocus", "ID": "08e8e0fe-6e08-4262-a2b3-45e726dd0b8a", "StatusEffectType": "AddFocus", "UseStatusEffectValueAs": "Transfer", "BaseValue": 0, (base value is 0, but it should be received from parent ApplyStatusEffectToSelfByDamageDealt; like with Fampyr's DrainEssence strike and 50% heal, right?) ^ this looks like it should be enough to transfer 30% of damage dealt by target, as focus to original caster - but then there is also the following daisy-chained effect: "StatusEffectsValueIDs": [ "975a85e5-155a-4b42-bea8-801953238929" (Reaping_Knives_SE_CasterFocus) ], ^ like, why is it even needed? -> "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Reaping_Knives_SE_CasterFocus", "ID": "975a85e5-155a-4b42-bea8-801953238929", "StatusEffectType": "AddFocus", "BaseValue": 5, ^ there is nothing in ability description that would tell 5 focus. - it's like Reaping_Knives_SE_AddFocus SE doesn't add focus, so someone has added that additional SE; and 5 focus is ~approximately 30% (if we look at knives base damage of 12-16, plus whip / quality enchant)
  10. Shouldn't Reaping_Knives_SE_AddFocus (AddFocus (transfer)) add focus by itself? it is AddFocus transfer: means to caster and parent ApplyByDamageDealt should have passed the value
  11. Add a special KW to knives attack, and filter by it? It could be ok, if it did what the tooltip says it does) 30% of damage made by a rogue with these knives would be decent. And the thing is that there actually are: "Reaping_Knives_SE_ApplyByDamageDealt" "BaseValue": 0.3, "Reaping_Knives_SE_AddFocus" But I have a feeling that that AddFocus SE doesn't work, so they daisy-chained Reaping_Knives_SE_CasterFocus which adds plain +5 Focus...
  12. Guys, do you think the spells that summon elemental weapons (Draining Touch, Caedebald's Blackbow, Firebrand) should have respective (Acid, Acid, Fire) keywords? And also do you think Wall of Thorns spell should have Poison keyword? Or we consider it a spell that summons plants/thorns. And now those thorns inflict Poison on their own. (?)
  13. I really like the idea of Wayfarer healer, but that short range makes it hard sometimes to bring characters that need healing close enough. Also it was making the party more subject to enemy AoEs. Also it becomes the same as AoE of Sacred Immolation; which provides a good visual indicator. Would you prefer there to be some separate talent that would increase the flames (and maybe even beacons) AoE? Death Ring: add Acid (and remove Decay?) Nannasin's Cobra Strike : add Poison regarding Minoletta's Minor Missiles and Minoletta's Missile Salvo, I haven't decided yet. They deal mixed damage; and I will proceed in the same fashion as with weapons that deal phys/elem damage; which still have to think about) Yeah, there definitely are more broken things, this was one was just easy and fast to implement. Well, I can include it in some .AntiCheese package later on, if I'll have the time to implement that list some days) Wow), that's quite a cost increase) Personally I was thinking about rising it's cost to 6 or 7 wounds; with the main intent to make it harder to cast back-to-back. I like quite an array of changes there But many are not fitting into CP.Basic and CP.Extra, as they are somewhat conservative. I will think about that later. Yeap, most likely. The consistent part is tough though. The pilot idea is: to change Firebrand damage from fire/pierce to fire (and add +2 Pen to compensate for that) all summoned elemental weapons (Blackbow, Minor Blights, Draining Touch and Firebrand) that deal only one damage type are "true" elemental weapons. These cannot damage related elem_immune enemies (e.g. Flame Blight immune vs Firebrand); but these will cause bonus effects on enemies that are weak to that element (Ice Blight might get shaken/../.. when hit by Firebrand). the found elemental weapons - deal two types of damage phys/elem - these weapons can deal damage to elem immune enemies with the remaining phys damage type. But their main attacks won't cause shaken/../.. on enemies with related weakness. (like with current CP.Keywords, via Elemental Weapon keywords) Sun and Moon is a "regular" weapon that deals crush damage; but it's Burn/Frost procs will get respective keywords. Thus these procs will benefit from Scion of Flame/Secrets of Rime talents and Ring of Focused Flame acc bonus; also they won't damage respective fire/frost immune enemies. either remove elemental keywords from weapons that don't deal elem or phys/elem damage; or convert them from phys to phys/elem (and switch their keywords like CP.Keywords currently does, e.g: Fire -> Fire weapon). Also adjust their penetration accordingly. So a rule of thumb would be: weapons that have only one damage type, and that one is (Burn, Freeze, Shock, Corrode) - won't be able to deal damage to respective elem_immune enemies. These weapons will also be able to inflict specific affliction on respective elem_weakened enemies. These weapons are also all summoned. weapons that have phys/elem - will try to deal their phys damage to respective elem_immune enemies; but will not apply special effects to respective elem_weakened enemies. These weapons are all sold or looted.
  14. Also if you use mods: - CP.Extra: Cleansing Flames adds +100% DoT tick rate. I.e. while the target is under effect of CF, DoTs on it tick twice faster - Spoils of Caed Nua: Bartender's Ring: Spirit Bane: +20% dmg against Spirits, Vessel Bane: +20% dmg against Vessels
  15. @Elric GaladI was following this topic for awhile, but have noticed there was no consensus in opinions; and thus was more interested in other stuff Also I was away for vacation) --- Re CP Update, here are some changes that are ready: CP.Basic: included Carnage and Powder Burns indicators (credit goes to Noqn) fixed the bug where Beguilers were dealing bonus damage, and getting bonus focus vs enemies that were under effect of mind inspiration instead of mind affliction (credit goes to Teslum and ElrikGalad) increased the base penetration of raw attacks and effects from 0 -> 7 penetration, in order to improve the situation with associated lashes (that would also had 0 penetration) (credit goes to Noqn and ElrikGalad) fixed hostility of Ogre's "Brutal Strike" ability (it is now marked as hostile, and will also clear on rest) fixed paladin's "Sacred Immolation" upgrades AoE to match that of the base ability (2.5m -> 3.5m) fixed Orishia amulet not granting "Undecisive" ability at the start of combat (credit goes to dunehunter) fixed Dragon's Dowry not having a firing sound (also implemented by Kvellen in a separate mod) fixed Red Hand not generating cipher focus on second shot (in case when Double Tap was triggered) double checked the Missing Strings issue that were reported by a few players CP.Extra: increased paladin's "White Flames" AoE from 2.5m -> 3.5m druid's "Taste of the Hunt" changed from ApplyOverTime to ApplyOnTick CP.Keywords: fixed the issue where Arcane Archer would get -5 accuracy penalty with elemental weapons (CP.Keywords fix related to new elemental weapon keywords) And here's what is left to do: fix Dragon Thrashed fire damage component not benefiting from Scion of Flame (even with CP.Keywords that adds Fire keyword) (in progress) check wizard spells, and see if some need Poison or Disease keyword improve elemental weapons consistency fighter: decrease Take the Hit recovery from 4s -> 0s (sync recovery with BPM) (?) fury druid: elemental druid spells [+20% range] -> [+12% damage; or +1PL] (?) (too long range allows to kill some enemies without them coming to you) (?) monk: increase Whisper of the Wind cost (?) (?) monk: make it unable to generate wounds during Whisper of the Wind (?) monk: improve wounds gain for Sister of the Reaping Moon (sync with BPM) paladin: decrease the cost of Abjuration, add Veil Piercing and increase damage (sync with BPM) is there anything else that you think should be in CP?
  16. That was it! Thank you Noqn) Now it works for me too!) Gonna capture those headhunter ships now
  17. I have tried your gamedatabundle, and it works! But when I added some other items right after mythical adra stone, it stopped working. Specifically I am adding a custom ship item (in order to emulate the "capturing" of The Royal Leviathan) "DebugName": "Ship_Junk_The_Royal_Leviathan", "ID": "1bea8e45-2e02-481f-8138-6f7a921aba7a", And this is my lootlist: And the ship: Will try to see again tomorrow, why even jade/agate didn't appear when I added them to the mythic adra stone
  18. I want to add an item that could be collected after boarding Hazanui Yaro's ship: Yaro has: "DebugName": "CPT_RDC_Yaro", "ID": "07b240dc-bdc7-40e2-9c92-433fb1f7f35a", "ShipSunkLootListID": "6f608fce-f579-45d2-8c03-83b7329b6353" -- "DebugName": "LL_CPT_RDC_Yaro_Ship", "ID": "6f608fce-f579-45d2-8c03-83b7329b6353", But when I add items to that lootlist (LL_CPT_RDC_Yaro_Ship), right after triumph, they don't appear. Alternatively, I have tried adding items to: "DebugName": "LL_CPT_RDC_Yaro", "ID": "4e4a0cb9-9ea4-4738-a4e2-6a2ae164f1a6", And to Yaro herself: 94561318-71ba-429b-b3f3-9aef85fe0a1a Still nothing. ---- Question: does anyone know what's the issue? Or how to add an item to be dropped after boarding a specific ship?
  19. I have checked that weapon. And yeah. It's a flail weapon with regular flail attack (no keyword). But every time you score a Graze/Hit/Crit in melee with ParentEquippable source, you launch an AoE attack (5m radius centered at target). That attack has Fire kw.
  20. That's a good point. From patch 4.0 changelog: Thundercrack Pistol, Dragon's Dowry, and Frostseeker now have keywords for their respective elements on their attacks. Thundercrack Pistol's Conductive Blast & Storm Rune Shot attacks now have the Electricity keyword. What if these weapons had their damage types changed? Thundercrack: pierce -> pierce/electricity (PEN 7 -> 6) Dragon's Dowry: pierce -> pierce/fire (PEN 9 -> 8) Frostseeker: pierce/slash -> pierce/frost (PEN 8 -> stays 8) Or naa?
  21. So far I was taking Greater Lay on Hands for extra health regen; and because I really liked that +2 AR in early-mid game. Not getting interrupted is nice, but Repulsive Visage was usually getting me through such situations. If not, Gaze of Adragan plus 2 ciphers were providing enough of other cc. And lastly: The Magnificent Escape Cape, Rakhan Field Boots and repositioning abilities help against getting surrounded too.
  22. Good) Firebrand looks like a good candidate to get into first category. It is a summoned weapon, and description says it is made of pure flame. And yes, I am ok with upping it's PEN if it is changed to fire damage only. The question is: do we want it to deal damage to fire blights and magma dragon or not. I don't care much neither about this aspect. Just a bit of consistency I don't think so But would expect the game would add automatically the +1 PEN from elemental talents to weapon lashes Those are surprisingly not lashes, but rather damage procs. The 25% fire damage proc happens, when the character deals damage with flail attack that has Fire keyword. The 25% frost damage proc happens, when the character deals damage with flail attack that has Frost keyword. Needa check You want the first main attack to benefit from Ring of Focused Flame? Yeah, I was thinking about Elemental keyword added to spell too))
  23. Yeah, I would like it to be consistent. But it's kinda confusing. Also I would like minimal effort In my current understanding there are only 3 pure elemental weapons: Draining Touch (in vanilla: ability doesn't have Acid kw; attack doesn't have Acid kw...) Kalakoth's Minor Blights (in vanilla: ability doesn't have Fire/Frost/Electricity/Acid kw, and neither Elements kw; attacks do have Fire/Frost/Electricity/Acid kw) Caedebald's Blackbow (in vanilla: ability doesn't have Acid kw; attack has Acid kw) Because they directly deal elemental damage, with no alternative damage type. Now there are semi-elemental weapons: Firebrand (fire/pierce) (in vanilla: ability has Fire kw; attack has Fire kw) Essence Interrupter (pierce/electricity) (in vanilla: attack has Electricity kw) Frostfall (crush/frost) (in vanilla: attack has Frost kw) Lord Darryn's Voulge (slash/electricity) (in vanilla: main attack has Electricity kw) The third category includes weapons with elemental procs and side-effects: e.g. Sun & Moon: first attack deals crush damage (and in vanilla: this attack has Fire kw) This attack triggers a 25% bonus fire damage proc (which in vanilla has no Fire kw...). And is followed up with a second crush damage attack (which in vanilla has Frost kw) And this second attack triggers a 25% bonus frost damage proc (which in vanilla has no Frost kw...). Funny right? And fourth category includes weapons with elemental lashes ========== ========== Personally I would expect: weapons from first category: attacks to benefit from elemental PEN talents, and from stuff like Ring of Focused Flame; and get their SummonWeapon ability duration increased from +PL bonuses weapons from second category: attacks to benefit from elemental PEN talents, and from stuff like Ring of Focused Flame; and get their SummonWeapon ability duration increased from +PL bonuses weapons from third category: have their elem procs benefit from elemental PEN talents, stuff like Ring of Focused Flame, and +PL bonuses weapons from fourth category: ideally have their lashes benefit from elemental PEN talents What do you think about such approach/direction? And also: would you like to have Firebrand's damage be changed from fire/pierce to just fire, or pierce/fire? what's your stance on SummonWeapon spells kw? (as you can see there is inconsistency there too)
  24. Thank you for the feedback guys) To resume all that, there seems to be 4 variants: leave CP:Keywords as is. With new FireWeapons, FrostWeapons, ElectricityWeapons, CorrodeWeapons keywords. And Ring of Focused Flame not adding +10 acc to weapons which had Fire keyword. (but make sure that fire/frost procs are not lost on Sun & Moon attacks; and 25% fire proc on Sun&Moon first head attack benefit from that +10 acc and Scion of Flame) make Ring of Focused Flame add +10 acc to attacks keyworded with both Fire and FireWeapons (and thus recreate vanilla feel) make Ring of Focused Flame add +10 acc to attacks keyworded with Fire, and also to Firebrand (but not other weapons) remove these new keywords completely, and thus undo Phenomenum's work. Note: elem/phys weapons won't be able to deal damage to respective elem-immune enemies @Boeroerit would be also great to hear your stance on this ^
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