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MaxQuest

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Everything posted by MaxQuest

  1. Does anyone know how to override strings from ships.gamedatatable? Specifically fields ShipName and ShipTypeName. There is no ships.stringtable in exported/localized/en/game ...
  2. From what I see in CP:Keywords, Phenomenum has substituted Fire keyword with FireWeapons on Sunlance_Ranged attack, but left Fire keyword on the ability itself. Hmm.
  3. Agreed I was thinking about such approach. But there were a few things that troubled me: +10 accuracy from one item, is quite a boon. Wouldn't it askew character builds in the direction of getting a weapon with Fire/FireWeapons kw? does it feel natural that Dragon's Dowry attack that deals pierce damage would benefit from that bonus as well? I'd like to hear more opinions on that. And if majority agrees with adding FireWeapons keyword to Ring of Focused Flame (despite those concerns above), I am open to do it.
  4. I have recently chatted with Elric, and he has linked me this thread. I decided to cross-post here some insight on CP:Keywords and Sun and Moon Weapon: In CP:Keywords, Phenomenum: - has introduced new keywords: FireWeapons, FrostWeapons, ElectricityWeapons, CorrodeWeapons - has made elemental talents (Scion_Of_Flame, Secrets_Of_Rime, Heart_Of_The_Storm, Spirit_Of_Decay) apply their bonus to these ^ keywords as well - and substituted regular Frost, Fire, Electricity and Corrode keywords on weapons to those above This fixed the issue when enemies immune to one element, were immune even to elem/phys weapon attacks; while at the same keeping the +PEN bonuses from KW talents. But this also has introduced the following problems: - Arcane Archer was getting -5 ACC malus with elemental weapons (this is fixed, and will be live in an upcoming update) - Ring of Focused Flames stopped giving it's bonus to weapon attacks/effects with Fire keyword, since they now have FireWeapons keyword - A bit weird interaction with Sun & Moon (since it doesn't have lashes, but rather kw-conditioned damage procs) -------- Technically Ring of Focused Flames should provide +10 acc only to Fire attacks. Magran's Favor deals slash damage Sun and Moon deals crush damage So that's kind of a no Now if there was a weapon that would deal burn damage and only burn, that would be a different story) Even Firebrand is somewhat under question with its burn/pierce damage, because pierce should not benefit from +10 acc from that ring. Although it's a weapon of pure fire in PoE1... -------- Regarding Sun and Moon. It's a complicated weapon. - it deals a crush dmg attack Sun_And_Moon_Attack_Burn (that had Fire kw, which got substituted with FireWeapons kw) - that attack triggers an instant extra attack Sun_And_Moon_Attack_Freeze (that had Frost kw, which got substituted with FrostWeapons kw) - also it applies two unkeyworded status effects on the character: Twin_Gods_SE_BurnProc and Twin_Gods_SE_FreezeProc that deal 25% burn dmg proc every time you deal damage with Fire/Frost keyworded flail attack from ParentEquippable source. These effects kind of imitate a 25% lash, but are NOT a lash, they are damage procs Changing that first head's kw from Fire to FireWeapons, made it lose +10 acc from the ring, and also lose the proc. ----------------------------------------------- | what am I thinking to do: | make Twin_Gods_SE_BurnProc and Twin_Gods_SE_FreezeProc check for FireWeapons/FrostWeapons kw instead of Fire/Frost. This should fix the procs | add Fire/Frost kw to the procs themselves. Such that these bonus damage procs could benefit from +10 acc of the ring. But not the base crush damage attacks What do you think about that? And also could you explicitly list what weapon attacks/effects do you think should benefit from Ring of Focused Flame's +10 acc?
  5. Aha! Uff, yes, I have totally misremembered the current attack resolution values. I was still thinking that they are 31+ for graze, 51+ for hit, 101+ for crit. Both wikis still mention these values btw ---- Have checked the the globals.gamedatabundle now: "MinimumRollToGraze": 25, "MinimumRollToHit": 50, "MinimumRollToCrit": 100, And have remembered now, that the values were shifted left by 1, to allow crit on 100. So the resolution is: 25+ for grazes, 50+ for hits, 100+ for crits ------------------------- Let's compute again: v1. Without Aware scenario0: character has no buffs/talents, and has 25/50/100+ attack resolution scenario1: 30% Graze-to-Hit (Confident Aim), shifts the attack resolution from 25/50/100+ to 25/42.5/100+ scenario2: 50% Graze-to-Hit (Confident Aim), shifts the attack resolution from 25/50/100+ to 25/37.5/100+ v2. With Aware : scenario3: just aware buff shifts the attack resolution from 25/50/100+ to 25/37.5/100+ scenario4: 30% Graze-to-Hit (Confident Aim), shifts the attack resolution from 25/37.5/100+ to 25/33.75/100+ scenario5: 50% Graze-to-Hit (Confident Aim), shifts the attack resolution from 25/37,5/100+ to 25/31.25/100+ Now let's imagine a very raw and approximate estimation, where a character keeps auto-attacking and deals: 5 damage on graze, 10 damage on hit and 15 damage on crit and he has the exact same attack as enemy defense So, out of 100 perfectly spread attacks he deals: scenario0: 25 grazes (for 5 dmg) + 50 hits (for 10 dmg), + 1 crit (for 15 dmg) = 640; so each swing deals 6.4 dmg on average scenario1: 17.5 * 5 + 57.5 * 10 + 15 = 677.5; or 6.775 dmg on average (that's 5.8% over scenario0) scenario2: 12.5 * 5 + 62.5 * 10 + 15 = 702.5; or 7.025 dmg on average (that's +9.7% over scenario0; or +3.69% buff over scenario1) scenario3: same as scenario2 scenario4: 8.75 * 5 + 66.25 * 10 + 15 = 721.25; or 7.2125 dmg on average (that's +12.69% over scenario0; or +2.67% over scenario3) scenario5: 6.25 * 5 + 68.75 * 10 + 15 = 733.75; or 7.3375 dmg on average (that's +14.64% over scenario0; or +4.44% over scenario3) ----= That's basically what you were pointing out. If the character is affected by Aware or Intuitive inspirations, the benefit from Confident Aim is really small. ----- I think it becomes a problem/cheese, when a player figures out how to make his character unable to be die. Now he can just put his character on auto-attack and go with his day I haven't played Shattered Pillar since beta
  6. 30% Graze-to-Hit CA, shifts the attack resolution from 31/51/101+ to 31/45/101+; and is very roughly comparable to 14% damage increase with proficient weapons 50% Graze-to-Hit CA, shifts the attack resolution from 31/51/101+ to 31/41/101+; and is very roughly comparable to 18% damage increase with proficient weapons ^ that is vs enemies who have have defense equal to your attack. And it becomes slowly weaker as your attack starts to be higher. If you already have Aware inspiration, it would become: 30% Graze-to-Hit CA, shifts the attack resolution from 31/41/101+ to 31/38/101+; and is very roughly comparable to 0.7% damage increase with proficient weapons 50% Graze-to-Hit CA, shifts the attack resolution from 31/41/101+ to 31/36/101+; and is very roughly comparable to 2.3% damage increase with proficient weapons Hmm. Did I make a mistake here? Edit: seems that yes, the percents are off. See the posts below for re-calculations, and the up-to-date attack resolution. I would advocate against any miss-to-graze bonuses. It is very tempting but also opens the path to brute-force any high-defense enemy.
  7. When excluding cheese, mods and solo, I pretty much agree with your rankings Elric. The only minor thing that I would probably change is: moving MC chanter from Great+ to Great. But that's my personal preference, because: I mostly value in chanters: Dragon Thrashed, Sured-Illa (if my party has firearms), Aefyllath chants (to boost my ciphers' dps a bit) I don't like summons with only 5 party members, it's hard for me to find a free spot in party for a chanter ---------------- Regarding points forte, I'd like to add to your list: Cipher: charm and prone effects are much much weaker than in PoE1; but there are still paralyze and dominate options, so that's going for them can be built into a solid spell damage dealer (if the whole party is built around them) (sure they will be eclipsed by vancian spellscasters in some fights; but on average over the whole game their total spell damage can be good) Rogue: ability to significantly lower enemy Deflection (via Confounding Blind, flanked / Persistent Distraction, resolve afflictions) long-lasting and efficient terrify (trickster's Repulsive Visage) Perishing Strike (for Enfeebled) / Toxic Strike (for a really solid DoT, if you have high MIG/INT) Devastating Blow (is amazing for building focus for mindstalkers) ability to paralyze enemies with Dexterity Affliction resistance (via trickster's Gaze of Adragan) (although there is anti-synergy with Blind) Fighter: that easy tankability and staying power great accuracy bonuses (via Perception inspirations and Conqueror Stance); they make great battlemages focused on crowd control Paladin: Shared Flames While Flames - heal battery great auras Priest: access to AoE Daze. With only 25% of damage going through due to under-penetration, that's like mega heal array of great sub-rank-8 spells: SoT, BDD, Shinning Beacon, Cleansing Flames - these are usually enough to want a priest in party array of great rank 8/9 spells: Spark of The Righteous, Storm of Holy Fire, Hand of Weal and Woe, Writ of Mending
  8. Hmm, just to clarify: your character is not under effect of Brilliant Tactician / inspiration? In that case, every 6s you would get 1 phrase from chanting and one from that effect, which is normal.
  9. Got it. And yeah, you can swap them later in the game, specifically for some longer boss fights. You are welcome)
  10. Thank you for pointing out the underpenetration. I didn't think of getting PEN from PL. Regarding Eder: I've made a mod for myself that changes his subclass options: fighter -> tactician, rogue -> trickster, swashbuckler -> tactician/trickster. If you want, feel free to use it: google drive link --- And regarding penetration: thelee made a good point above; but I would also heavily recommend having the following sources in your party: Flanked: -1 AR (doesn't stack with itself) Death's Usher (Blackened Plate passive): -1 AR (auto-apply, lasting aura) (doesn't stack with itself; but stacks with everything else) Biting Cuts (Beza's Toothed Blade): -2 AR on Critical Hit for 10s (doesn't stack with itself; but stacks with everything else) (could be carried in off-set) Blunt Rock (Sungrazer): -1 Crush Armor Rating on Critical Hit for whole encounter (doesn't stack with itself; but stacks with everything else) (could be carried in off-set) Rending Smash (Mace modal): -1 AR (vs deflection) for 10s (doesn't stack with itself) (doesn't stack with itself) (gets suppressed by similar active effects) Body Attunement: -2 AR for 20s (-3 AR with CP) (doesn't stack with itself) (gets suppressed by similar active effects) and possibly Rust Armor (spell/scrolls) / or Driving Echoes
  11. Tactician/Troubadour is an interesting choice because with Brilliant and Brisk Recitation you will get phrases count tangibly faster and will be spending a lot of time on casting invocations. Slightly slower would be going for Tactician/Belower, but you will get a PL boost. But I don't remember Damage over Time invocations available for a multi-classed chanter; so the benefit from Belower's PL would be very marginal. Devoted/Skald - has the problem of Devoted running out of Discipline; After that it becomes as if you had lvl 15 chanter/0, compared to a level 20 single class chanter. Yes you have higher PEN with weapons, but if the plan is to cast a lot, that that benefit is mushy. Between these options I would recommend: Tactician/Troubadour: if you plan focus on high-cost invocations, and gonna use both offensive and supportive. Tactician/Skald: if you plan to use mostly offensive invocations; and especially if like lower-cost ones. Note: you might want to maximize the melee hit count per second here. Clear Out with WotEP again a bunch of enemies is great here. Alternatively you could go rapier (with modal on, in main hand) and dagger in offhand; these go well with full attacks Mindstalkers like multi-classing with rogue for access to strong full attacks, and thus generate huge chunks of focus. This especially benefits ascendants, as they get to ascended state faster, and while they are spamming powers their guile is conserved for later. Trickster/Beguiler doesn't appear similarly efficient to me. I would recommend: either looking for Tactician/Trickster if you need those Vissage, Gaze of Adragan and long staying power or going single class Beguiler, if you need a lot of spam for cc powers and Phantom Foes. or going single class Ascendant, if you want to capitalize on higher-costed powers; and have a priest with Salvation of Time in party or going Assassin/Ascendant or Streetfighter/Ascendant, if you want to deal a lot of damage via AoE powers; but can live without Driving Echoes and 1000 Cuts Tactician / Kind Wayfarer with dual-wielding setup is a great heal battery. But it's mostly great if you have party members nearby. Aside from that I don't see much greatness here. Trickster/Chanter can be a fun crowd-controller. He will be of great use for majority of fights. But might feel a bit lackluster vs enemies with 4k+ hp because he will run out of guile. --------------------- I think before choosing MC, you will have to decide what do you want him to do: deal damage? crowd-control? cast occasional buffs? And what do you find more fun for MC? how flexible you want him to be? do you have a cipher in party that will be casting Phantom Foes and potentially Ancestor's Memory (for longer fights)? do you need Driving Echoes and 1000 cuts? will you take a priest? (because of Salvation of Time) That said, how about?: melee MC: tactician/skald melee tactician/trickster: Eder, never running of Repulsive Visages, Gaze of Adragan, Unbending, and having access to Enfeeble and Confounding Blind ranged single-class priest, or melee tactician/priest (if you don't use nerfed Brilliant): Xoti, later on Vatnir ranged single-class ascendant: Ydwin. Cipher is needed for Phantom Foes to trigger tactician's Brilliant. Plus she will get access to 1000 Cuts, Driving Echoes, Time Parasite, Shared Nightmare (great for AoE powers and weapons); and will have her Ascended state extended by priest and last slot going to Tekehu (watershaper or tactician/watershaper) or Pallegina (tactician / kind wayfarer) Note: some of proposed companion subclasses are non-standard, and would require modding.
  12. That's really cool) Thank you for this interesting find Noqn, and for the presentation) I can easily imagine how these could be contracted by being crit or injured by respective enemies; or from staying too long in those putrid clouds in Old City. And how some of these remedies would have to be crafted from rare materials.
  13. I second this. It's my favorite armor choice for a psyblade. And add there the Nalvi pet equipped on Eder, for an additional party wide armor recovery time reduction... So you are really faster in armor, than would be without it. ---------- Regarding other items: it's really hard to say which are overlooked, but can say which I like a lot:
  14. I share your sentiment. After awhile common combat music becomes a bit jarring to me too. Am not aware of a public mod that changes it though. Tbh I was awaiting one, in order to see how it is done. In case someone is interested in DIY, I think a good place to start would be: checking audio.gamedatabundle and it's Game.GameData.AudioSceneGameData checking WEM audio format and this thread
  15. Yeap) That's exactly what I needed! Thanks Noqn! I was looking at basic conditional: And thinking: how do I put nested components here?? OEIFormats.FlowCharts.ConditionalExpression is the answer I was looking for.
  16. I have tried that. And the trinket tooltip correctly reads something like: "+13 Accuracy vs enemies affected by Prone". But there is still no bonus in combat log. Have tested with fighter's Knockdown, Call to Slumber, Amplified Wave and Amplified Wave (with added Prone keyword).
  17. I had a similar experience with Xoti modded as priest/helwalker with maxed MIG/INT. Theoretically she should have dished a lot of damage over time; and scepter modal was helping with arriving to 10 wounds. But in majority of fights she was still underperforming: easy fights were over before her DoTs would deal full damage in harder fights she felt really squishy. Special mention goes to burning skeleton archers from BoW, that would oneshot her. And Tuotilo's Palm wasn't helping much. in boss fights she was running out of spells she was great in bounty and ship fights though. But had to wait for level 10 to get Shinning Beacon and level 19 for Cleansing Flame and Storm of Holy Fire. That said, had two other damage dealers in party, that were doing more total damage while causing less hassle.
  18. Two more questions: Q1. I want to create an item that gives bonus accuracy vs Prone enemies. But how can a StatusEffect check if the enemy is Prone? There is no proper keyword for that. So I have created one and added it to Abilities and StatusEffects (e.g. Amplified Wave); and also added it to AttackTargetFilter of item's StatusEffect. So far so good, the autogenerated tooltip reads "+x Accuracy vs Prone enemies"; but character doesn't actually get bonus accuracy. Probably because Prone is considered an interruptType? Q2. Does anyone know how to create nested Conditionals that BMac has mentioned here? I want to implement: ActivationPrerequisites (hasStatusEffect): (effectA1 || effectA2) && (effectB1 || effectB2) DeactivationPrerequisites (hasStatusEffect):: !(effectA1 || effectA2) || !(effectB1 || effectB2) But without parentheses, and with partially bugged right-to-left boolean evaluation it is not clear how to do it...
  19. Haven't seen anything related in documentation. I think after you cast a wall, there is no way to affect it by current means. Maybe there is a way to add custom StatusEffect to the Assembly and later reference it from your mod; or create a custom type of wall; but it seems to be too daunting and time consuming too even check if it is really possible.
  20. Yeah, that one. And there are three more: Devastating Blow is amazing for building focus. If you use guile for Trickster spells, then you are going to benefit less from that While you are casting Trickster spells, your cipher side is idling and doing nothing Meanwhile SC Beguiler has a nice synergy between Shared Nightmare (+1% AoE per Focus) and Beguiler passive itself and also AoE/Cone weapons. Also I would expect a good tandem between ranged SC Beguiler and melee Trickster/Tactician. Ryngrim's Repulsive Visage + Phantom Foes is a nice combo.
  21. That's a good idea Noqn! It indeed might work)
  22. That's pretty much what I was looking for) Argumented opinion supported by experience of how it feels in the actual game and combat. I have included a fix for that in CP:Extra v2.0.5. Spirit Tornado will now cause Stagger from All sources (like Spirit Frenzy does). Also there is a fix for Talfor's EncounterLevel (1->4) in CP:Basic. I want to note that Spirit Frenzy and Spirit Tornado trigger OnScoringGrazeHitOrCriticalHit.
  23. I have a few ideas, but don't know how to implement them. Does anyone know how: to combine onDamaged with OnCriticallyHit and OnHitOrCriticallyHit statusEffect event types? (I want to detect a hit or crit, from an attack that deals damage) to implement channeling casting. I.e. and effect happens only during active casting; and when the character performs any other action, the effect immediately stops? to make a trinket unswappable during combat? to use AbilityModGameData and AbilityModComponent? (see example below) ------------ I am trying to make a trinket that when equipped mods the Spiritshift_Bear ability by adding an additional use: But in AbilityModComponent description it is not mentioned how to indicate the id of ability that is being modded. I.e. where to add "0db41697-d8b9-49fa-b31e-67eb9c3a9693" which corresponds to Spiritshift_Bear ability?
  24. I also doubt that this is possible. But would check Game.GameData.WorldMapEncounterGameData structure and worldmap.gamedatabundle for examples. Maybe it is possible to create a dynamic encounter (spawn an npc when MC enters the area) and not clear that encounter ever?
  25. I understand your arguments) But want to clarify first: Is current Spirit Frenzy behavior in the right spot, or it feels a bit cheesy? Am asking because it is relatively easy to apply Stagger with it, and thus have "engagement immunity" of some sorts without the detriment that comes with the Grog pet.
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