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Yeap, just delete that cl.monk.resonant_touch.gamedatabundle. That's the only step required)
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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?
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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 LĂ©vine, @Noqn, @thelee
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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)
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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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Patch v1.3.7.1.1411 is Live
MaxQuest replied to cstanick's topic in Pillars of Eternity: Announcements & News
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 -
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.
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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
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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": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasStatusEffectType(Guid, StatusEffectType)", "Parameters": [ "7d150000-0000-0000-0000-000000000000", "Concentration" ], "Flags": "", "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Not": true, "Operator": 0 } ] } }, But when I do a very similar thing on Psion (I want his focus gen to stop when taking a plain hit if he has no Concentration, and viceversa to continue if he has Concentration), it just doesn't work. Have anyone met situations when ActivationPrerequisites, ApplicationPrerequisites and InclusionConditions are just ignored? As if conditions were not there?
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I want to add a StatusEffect that is only active while character is not under effect of Concentration. At the moment I am doing something like this: "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [ { "$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?
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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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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)?
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Have updated the Attack Speed Calculator to v5.0.0 of Deadfire Better late than never
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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..
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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:
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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
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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.
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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)