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As already mentiond that's a bug. It was reported: here, here, here and here. And here is the video with the same ogre you have faced: link There is a method called every 3s, which checks if the charmed/dominated character is targeting an enemy. If he doesn't - the charm and dominate effects are removed. There are few problems with this: a. if it's the last enemy - casting charm or dominate just wastes your time and resources. b. if the target gets interrupted right before the invocation of that method, it briefly has no target. In both cases charm/dominate end before their displayed time left. I have fixed this via a custom mod: link Among other things what it does is: a. makes sure that charm/dominate will last at least min(5s, their_duration) b. adds an additional check that looks if there are enemies in 12m radius; and if there are the effect stays. Charm and dominate act the same in PoE1. But the code makes an explicit check for confusion; so it's confustion that doesn't have this issue.
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Neither, but closer to the former. Although my character is never me, and is separated from my real-life persona, he/she has a similar inner state and inner emotional reactions. The way of thinking is similar as well; perhaps it's even clearer and brighter. Also think of this mix having a set of positive/strong traits I like in myself and in my favorite protagonists; plus an increased level of upfront, since the character can afford taking the risks and going places were simple caution would advice one not to. The resultant character has a similar but better and stronger version of my own nature. With corrections made on: being born in that world, and having a get-out-of-jail card in his/her sleeve. When deciding what class to pick, I take into account: - how does such character feel. Or rather what color do I "see" when playing him and feeling his emotions. If he feels red to me (think of blood fury, frenzy, going berserk) I won't pick him. If he feels blinded from dazzling yellow/white (think of zeal, fanaticism) I won't pick him. Sure I could try to go for a godless priest or a calm paladin or barbarian that plays similar to a typical fighter/blademaster, but only if it's possible to make a strong build in the game. Weird I know. But generally I prefer going for classes that do associate for me with blue, green, slate and purple. So think of wizards, druids, rogues, blademasters/swiftblades, warlocks and ciphers. - how does such a character play. I prefer the versatile and quick playstyle. Also, while in online games, I am perfectly fine with playing support; in single-player, I tend to pick the dps role: someone who will make the biggest total damage contribution in an active manner. - what is the "power level" of class X if I will build him the way that matches my preference. In single-player rpg's, I tend to go for a: - wizard/druid on the first run - rogue on the second run (rogues are often OP once you know the game mechanics and build the party around them) - power-gish on third run In PoE1 it was: - druid (played for 15 minutes and deleted) - cipher (ranged, spell damage) - rogue (played for 2 hours and deleted) - cipher (melee, spell damage) - chanter (played for 1 hour and deleted) - cipher (ranged, spell damage) Because: - it is easier to associate with - I like my inner state feeling when playing him more than when playing with other class - there is a playstyle I like that can be employed with this class, and it can be optimal
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Like it) Also it looks to have discrete steps. Hope that there are: - hotkeys associated with it (something like S - 1 step slower, F - 1 step faster) - and also a possibility to manually set (in game settings) different speed steps for onEnemyOrTrapSpot, onCombatStart and onCombatEnd (personally I'm almost always running out of combat at fast speed, while for combat do prefer slow speed) Josh could have learned 3 spells of rank 6 and have 2 more from grimoire. But he's still limited to 2 spell-usages (+1 with empower), so that's likely to increase his versatility (or for testing purposes).
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^ No, carnage no longer acts as regular hits, and do not carry onHit and onCrit effects. But I would expect skald to get phrases from (the current) citzal's lance blast crits. Also it could be hillarious with Swift Flurry, if your acc minus enemy deflection is high enough.
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Seems that you are asking about character level, if so the answer is: the same 20. For base Deadfire game (without expansions) the following are expected: - character level cap for single-class character is 20. - character level cap for multi-class character is 20. - base power level for single-class character @ level 20 is: 9 - base power level for multi-class character @ level 20 is: 7 Note: power level can be increased via: empower, subclass percs (e.g. ascendant, lifegiver), racial percs (e.g. nature godlike) and so on. Hmm, never heard of such system in PoE1. Could you elaborate?
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6bits is enough to encode a character in base62.Been thinking what if use 5 bits instead? since that would be enough for english alphabet (26 < 2^5) ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789 - cipher dictionary ABCDEFGHIJKLMNOPQRSTUVWXYZ - english alphabet BtF6nW - cipher fragment B=1 t=45 F=5 6=58 n=39 W=22 000001 101101 000101 111010 100111 010110 00000 11011 01000 10111 10101 00111 01011 0.. 0 27 8 23 21 7 11 A ? I X V H L Again gibberish)
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Have been thinking of rotational ciphers. Something like this. But with one circle containing 62 characters, while the other with 26 (repeated to match). B t F 6 ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789 ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRST B T P Q n W ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789 UVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMN H A BtF6nW -> BTPQHA R M a ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789 ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRST R W K M 4 A ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789 UVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMN G Y E RMaM4A -> RWKGYE But nope, it's not it either. Check off the list)
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^ That would be dissapointing) In any case, here's another try/approach: These codes contain A_Z, a_z and 0_9 characters with no special symbols so far. I think it's safe to make assumption that the dictionary has the size of 62 characters. What if each code has a corresponding number in base 62? and we would try to convert it to base 26? ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789 - cipher alphabet 0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz - symbols used for number in base 62 0123456789ABCDEFGHIJKLMNOP - symbols used for number in base 26 ABCDEFGHIJKLMNOPQRSTUVWXYZ - english alphabet BtF6nW step1: 1j5wdM - corresponding number in base 62 step3: 534OI32 - corresponding number in base 26 step4: FDEYSDC - back to alphabet - nope, still gibberish ------- RMaM4A step1:HCQCu0 - corresponding number in base 62 step3:1P06L71I - corresponding number in base 26 step4: BZAGVHBS - back to alphabet - nope, still gibberish Have tried without step 1, still nothing. Btw, if you need a base converter, here's the one I used. Have also tried this base62 library: https://base62.io Again gibberish.
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^ There are a few weak points with empower-per-kill: - thematic problem: does a character get more.. steadfast on kill? - mechanic problem: this approach would favor heavy dps'ers and "kill-stealers". Debilitators and supporters would have a harder time with gaining empower charges. And if you place all other members on hold, while letting a 2-MIG control-freak slowly finish the last and weak foes... it gonna feel strange. - gameplay vs rp problem: a player might want to build a resolved paladin leader, focused on heals and buffs; how does this approach makes investing in RES worthy for him?. - possible shenanigans: 1). summons (in PoE1 phantoms would summon a shade every 25-30s) 2). enemies with charm/dominate - find a group of spores, let them take control of your summons/figurines/teammates, kill them and repeat.
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I did) And see 3 possible approaches to it: A) Use something similar to Josh's approach. Per-rest empower is persistent, while resolve-based empower are volatile and can be used during this very combat only, such that they won't carry on to the next one. Visually this could be done like that: for example you have 2 per-rest empower charges; and at the start of combat our empower star glows red; if we use one such empower, the star turns gray - meaning we are out of usable charges (since there is a limit of one per-rest charge per encounter); now we generated one "volatile" empower charge from resolve -> and the star turns green, meaning we can use empower again. Number of these volatile charges can be limited at having most 2 at a time. But in any case be lost on combat end. B) Per-rest and generated empower charges are considered same thing and treated in the same way. But you can have at most 1 usable empower charge during combat at a time. Meaning that there are several scenarios possible: - you use 1 empower at the start of combat. You get another one after 15s (@20RES). And if combat ends without you waisting it - it carries over. - you use 1 empower at the start of combat. You get another one after 15s (@20RES). You use that one too and combat ends. Basically you have lost one (per-rest) charge. - you didn't use your starting empower charge. At 15s (@20RES) your empower charge counter is not getting incremented, since it is limited at 1. - you used your starting empower charge before 15th second. At 15s (@20RES) you get one empower charge and your counter is at 1. You don't use it. At 30s (@20RES) you would get another charge - but don't, since the counter is limited at 1. C) If per-rest empower is ditched -> there is no problem altogether.
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Yeap, enemies should have this empower generation too. Everything related to attributes is a double edged sword and should affect both enemies and the players. Not neccessary.While it's true that a "good player" could make a build/party around maximizing the empower charges gain and steamroll with it, he also could drop RES, and attempt to finish combat by the time another player would be getting his his first bonus empower charge. I loved how in PoE1 you could make high-dps/hard-cc or sturdy/killing-over-time party and both being ~equally effective. So was keeping that in mind. Btw I was a bit surprised how many new players went for high/max-RES, even on ciphers, and saying: but it helps in conversations) Obviously for such players combat time would take longer. Aaand they would be able to make more of empower generation. I think it's nice that they would be able to regain resources and not be stuck auto-attacking) I was thinking that both approaches would do:- Keep it, and players would be able to start combat already with 1 charge (provided that they are at least lvl 2). But they would have to rest, if they would want to start the next combat with empower too. And that's untill level 6, when they get another charge. On lvl 10, they would be able to start combat with empower, 3 combats in a row; on lvl 14 - 4 combats in a row, and so on. Here's the progression from update #40: image - Or discard it and thus also nerf the stealth-opening with empowered-fireballs and alike To choose the first, the second, or the compromise is up to Josh. And depends on encounter design, average enemy hp values versus player's openers, power level bonus on empower and so on.
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Thanks) Btw, before the edit, you have mentioned expanding the injury system and linking RES to that. I've been thinking and about this too) But mostly as an extra effect. The fact that PER already helps detecting traps which are partially linked to the resultant injuries, brought an idea that actually every single attribute can help vs them, but each in different ways. Here are a few quick sketches: P.S. And since this is minor, it doesn't face same time constraints as it can be added later, if something like that is needed and the idea catches up.
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Have finally came up with a suggestion I am satisfied with, both thematically and mechanically. Am am thinking of separating it in two variants: - v1. Heavy - requires more changes - v2. Light - requires less changes Resolve has an association for me with being able to strive for longer periods, and at the same time of occasionally making a short but very intensive effort. Empower actually fits nicely in this as it gives us the possibility to regain resources and continue fighting, or make that last battle-deciding push. And it's not something random, it's a willpower effort resultant from inner preparation/build-up overtime. With this system we would be able to build low-res characters that may have great damage/speed but they burn up quickly (run out of resources); and also build high-res characters that will be able to empower more than once per combat, and continue fighting over and over. Resolve is now useful and for ranged casters. And it has attractiveness for both slow-spell-damage oriented ones, and for cc-focused ones as they will be able to empower their crowd-control for greater accuracy and for bypass of enemy inspiration (of same attribute, if any) from the get-go. P.S. The reason behind "-1 outcoming graze threshold" for perception is: - to buff the dps component of this stat by a tiiny fraction - and especially to increase the reliability of our per-based-casters (namely debilitators) closer to that of PoE1 levels
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Resolve could grant a flat bonus, like -0.3s incoming affliction duration per point. But yes, Josh has a point. And do agree with his reasoning. I would not want a 10s paralyze hit get reduced to 2.5s on a dragon just because of resolve. There are already graze duration reduction, high defenses and affliction resistances.
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He mentioned that Empower would be reduced from +10 power_level to +5 power_level. And that there would be a chance when random empower would proc when you empower, and that they would add up.
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A mix of v1 and v3? Generally it's ok. But personally I always feel a but guilty when casting a cc power with such cipher, because points put in MIG do not contribute) You think you'll be able to import the orlan, choose a new race, but retain +1 RES and +2 PER? 1. It will do. 2. You will still want Whisper of Treason, Mental Binding and Amplified Wave. From damage inflicting powers you would need Soul Shock, Echo, Silent Scream, Detonate and Disintegration. And ofc Time Parasite is a must, unless you craft DAoM potions.
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^v3 is a frontline cc'er. I would recommend focusing on: rank 1: Whisper of Treason (!), Tenuous Grasp, Mind Wave rank 2: Mental Binding (!), Recall Agony, Psychovampiric Shield (~) rank 3: Puppet Master, Fractured Volition (~), Secret Horrors (~) rank 4: Silent Scream ®, Body Attunement (~), Going Between (~) rank 5: Borrowed Instinct, Tactical Meld rank 6: Amplified Wave (!), Disintegration ® rank 7: Time Parasite ® (but also carry DAoM potions), Stasis Shell (~) rank 8: Defensive Mindweb (~), Reaping Knives (~) P.S. I would also recommend using Forgemaster Gloves in the early-mid game / Gauntlets of Swift Action + BotEP in the mid-late game; and also getting Shimmering Cloak. P.P.S. Opt for 1 point in athletics, 4 or 10 in survival (for the bonus acc), and either invest in mechanics (if it's your mech guy), or lore (in this case especially take a look at scrolls of paralysis and confusion).
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Movement speed and action speed
MaxQuest replied to IndiraLightfoot's topic in Backer Beta Discussion
Nope, these two are separate. P.S. Also just in case your base stride value is 4. Some monsters can have a higher base movement speed (e.g. lagufaeth have 6), same, or lower. -
PoE1 Resolve: +1 deflection, +2 will, +3 concentration Attacker was making an (interrupt) roll against defender's (concentration) (which had a base value of 75). Interrupt was getting a +25 bonus on crit; and -25 malus on graze.
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I'm not necessarily against this, but I think you're underestimating how good it is. Dump RES to 3 and you have a 70% chance of getting the afflication the level above. Play an orlan/human, max RES and take the appropriate background and you have a 100% chance of downgrading any affliction you're hit with. Combined with something like a Wild Orlan's inherent resistance, this becomes insanely strong. Chance to upgrade/downgrade And only outcoming inspirations) At 10 RES - it's 0. At 20 RES - you have 100% chance get a next-tier inspiration, e.g. cast Fit get Tenacious instead. Tier 3 inspiration doesn't get upgraded. At 3 RES - you have a 70% chance to downgrade, and thus get a prev-tier inspiration, e.g. cast Tenacious get Fit instead. Tier 1 inspiration doesn't get downgraded. Or it could be made like so: At 10 RES - it's 0. At 20 RES - you have 100% chance get a next-tier inspiration, e.g. cast Fit get Tenacious instead. Tier 3 inspiration doesn't get upgraded but it gets applied even if you are affected by matching affliction. (i.e. you are affected by weakened, cast robust at 20 RES, and you get rid of weakened, and! apply robust) At 3 RES - you have a 70% chance to downgrade, and thus get a prev-tier inspiration, e.g. cast Tenacious get Fit instead. Tier 1 inspiration gets downgraded into nothing.
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Here are a few quick ideas off the top of my head that maybe could fit into resolve: In STR/RES model: - +10% to upgrade/downgrade outcoming inspirations by 1 tier (although it's also random, it's not that game deciding) In MIG/RES model: - +2 deflection (which is ~4% damage reduction vs damage targeting this defense; and is better in line with CON) - +3% flat damage reduction - +2% to over-penetration bonus (30% bonus damage on overpen becomes 60% @ 20 RES) - +10% chance for your afflictions to overcome enemy inspirations (usually if the target has an inspiration you have to cast affliction twice: first to remove the inspiration and after that to apply the affliction; at 20 RES you would be able to affect the target from the get go; while at 0 RES you would not be able to apply an affliction on an inspired target (provided that inspiration attribute matches the affliction)) - +5% hit-conversion (at > 10 RES hits might get converted to crits; at < 10 RES to grazes) - lowers your graze_threshold by 2 That's an interesting idea. Have to note though that average enemy resolve is likely around 13 (at least that was the case in PoE1, and also 78/6=13). So cc durations would probably have to be increased slightly.
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Josh's new suggestion for Resolve is brilliant IMHO!
MaxQuest replied to IndiraLightfoot's topic in Backer Beta Discussion
I didn't see enemies using empower. What I meant though is: imagine a dragon who randomly procs empower several times in a row (due to high resolve). Or think of Deadfire variant of Adra Dragon who would randomly get her aoe breath empowered; and if usually it would leave your tank at 20% (and you could heal-up), now it would kill him. It's not really satisfying if such random happens against us; and it's not really feeling deserved when it happens in our favor. Since this is new suggestion, and many encounters are probably already designed, such change would require re-iteration and re-balancing of majority of enemies with low and high resolve scores. Although there could also be complaints for having backline squishie one-shotted by a randomly-empowered necrotic lance, by an enemy with just 11 resolve. Btw, do I understand it right that this "+% random chance to empower" was thought to fit into current STR/RES system, and resolve would have 4 effects?: +1 deflection, +3% healing, +3% spell damage, +x% chance to empower? Edit: have moved a few quick alternative suggesions here. -
Josh's new suggestion for Resolve is brilliant IMHO!
MaxQuest replied to IndiraLightfoot's topic in Backer Beta Discussion
Random chance to add +10 power levels on spellcast / ability usage, sounds kinda unreliable. Unreliable can lead to frustration if the effect misses due to sudden depower; or the feeling of undeserved if an effect suddenly gets empowered. And this is a bit different from auto-attack resolution randomness, since here's more at stake. Additionally it will promote save-reloading during boss fights, for two reasons: - waiting till a crucial cc gets empowered, and if not: reload - being annihilated because the dragon with 26 RES suddenly empowered several times in a row. And if it was not random, but every nth spell/attack, I would just count them ^^, and it could be like: some quick buff, some quick buff, some quick buff, oh next one gets empowered: shinning beacon/fireball/gaze of adragan/whatever! Edit: forgot to add, that from rp (not gameplay) point of view, the suggestion looks really nice though. You are more resolved and are able to put more effort.