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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)
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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.
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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)
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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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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.
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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?
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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
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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))
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"$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Turning_Wheel_SE_BurnProc", "ID": "c752db0c-a713-4c1d-ae1b-c2ee2c61533f", "Components": [ { "$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.
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"$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Reaping_Knives", "AttackID": "589bb732-2d65-464f-99d6-dc3055d53e80", -> "$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)
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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...
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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. (?)
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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.
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@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?
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Ship lootlist question
MaxQuest replied to MaxQuest's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
That was it! Thank you Noqn) Now it works for me too!) Gonna capture those headhunter ships now -
Ship lootlist question
MaxQuest replied to MaxQuest's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
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 -
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?
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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?