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MaxQuest

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Everything posted by MaxQuest

  1. A helwalker troll Seriously though: hmm, aside from MIG and PL on Xoti, the only thing that comes to mind is: - damage bonuses on Xoti like: +3% from Baubles of the Fin, +5% Kuaru's Prize, +20% from Captain's Banquet - damage taken increase by Troll
  2. Definitely don't like putting Stagger. Cipher will be like: ok I can conditionally Stagger sometimes, now what? But really dig your DoT idea. How about: Backlash: stuns the target for 10s. Has a refresh delay of 30s Brutal Backlash: afflicts the target with a DoT that deals 30 dmg over 15s; While afflicted by this DoT the target takes +10% more base damage from all sources. ?
  3. I was thinking about delay for Backlash too And regarding Brutal Backlash: unless the damage is 60+, I see little use in it. Also need to check that it doesn't proc during Withdraw or Invisibility. How about Brutal Backlash: v1. inflicting some heavy defense malus v2. giving to cipher a hefty accuracy bonus vs that target; v3. terrifying and disabling spellcasting for 7s on target ? Re Echanter: yes, in it's current state it's lackluster. And partially because they lack access to Illusion spells. At the same time I don't really like giving permanent immunities. It can feel cheesy in some situations. +15%/+25% beneficial effect duration seems nice; but first would need to implement the change to Unbending Trunk. And think of other possible interactions.
  4. I think this is definitely worth it. Because it is weird that a lash from regular attack can penetrate, while lash from an attack that penetrates everything doesn't. And regarding Pen value, I think it should compare with high-pen spells. So around 8 or 9. My opinion on Brutal Backlash is that it is not worth a talent point at all. And regarding unupgraded Backlash that it is a bit weird: it's good in fast fights (but then you could win without it) and worthless in long fights At the same time I actually like that it triggers immediately; otherwise there will be even more fights when it won't be triggering at all. --- Also I remember when in PoE1 Backlash was set to trigger with no limit, I could keep enemies with terrifying/frightening/fear auras (including some dragons) perma-stunned with just 2 ciphers. Thus need to think more about it. I like having a quick weapon in offhand for full attacks. With the possible exceptions of Heart of Fury, Barbaric Blow, Whirling Strikes. But then again, a character that specializes on rare but heavy hitting full attacks won't be tacking a low-damage bashing shield. If The Best Defense had 0.5 + 3.0 speed I see good synergy for a Kind Wayfarer FoD spamming healbot. But need to compare [Magran's Favor + Sun&Moon] vs [Magran's Favor + Keeper of the Flame] vs [Magran's Favor + quicker The Best Defense]. Ideally we would need to compare auto-attack dps, full-attack spamming dps. Think about using bashing shield with a ranged weapon. And for primary attack spam. Hmm. If will find the time, will do. Otherwise will go with gut feeling
  5. "BaseValue": 120, "DynamicValue": { "Stat": "Health", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": -100, "Operator": "Add" }, Sorry for misguiding you guys. I didn't initially check what exactly "Health" is, and got carried away by it's name Health Current target health percentage from 0.0-1.0 It is actually a percentage. So dmg = 120 - 100 * current_hp/max_hp Edit: Noqn you ninja
  6. I have briefly checked related StatusEffectGameData. It looks that: as long the ability Grazes, Hits or Crits the attack applies a StatusEffect that deals (120 - 100 * target_health target_health_percentage) damage. So the "If the enemy is Bloodied or Near Death, they will receive significantly more damage from Blessed Harvest." part of description is technically incorrect against high-hp enemies.
  7. I do a bit. But would prefer to find time and compare the dps/benefits first. Yeah, the dps of bashing shield should be lower than of normal 1-hander, since it gives extra deflection and reflex) I think it should be like that: 1h+shield < 1h + bashing_shield < 1h+1h. And one more thing: what do you think if The Best Defense had 0.5 + 3.0 attack/recovery time? First association: something something about Blackwood and Durance's staff collection The no-shave quarantine Half of my colleagues (including me) are now with beard or stubble)
  8. Ah, that's an idea) Changing extension should work indeed gn.uncanny_luck.gamedatabundle -> gn.uncanny_luck.gamedatabundle.temp and voila.
  9. Just wanted to chime in regarding switching off individual changes. Renaming a gamedatabundle is not enough. The game will still pick-up the data, parse it and apply. You need to remove the file completely. E.g.: you don't like the change that increases Uncanny Luck hit-to-crit chance from 5% to 10%. In that case: you navigate to \override\CommunityPatchBasic\design\gamedata\ and delete gn.uncanny_luck.gamedatabundle P.S. Renaming strat applies to localization files though.
  10. I like that you brought The Best Defense and Magran's Blessing to the same values. But 7-10 feels a bit low for 0.7 + 4.0 speed. What do you think? That's great) Thank you for your work Noqn) No objections) I think we can add "Carnage and Powder Burns Indicators" to Basic package then. But regarding "Bashing Shields" I need more time to think about numbers. Arguments are welcome.
  11. Really Phenomenum has contacted me with a list of gathered feedback, and we decided to release an update. You have caught us during description update) v2.0.0 files are uploaded now. And here is the list of included changes: It's been awhile. How ya doin Boeroer? I like the idea of scaling bashing shields, and think it should be so from the start. And if you are ok with that, we could include it into a new and separate "MakersPack" sub-mod of CommunityPatch, which we might release in mid-late Spring. Of course: if and only if we will have enough of free time to implement it. --- Also I'd like to double check bash shields stats: The Best Defense: small shield attack time: 0.7s + 4.0s base damage: 7-10 pierce/crush base penetration: 8 doesn't benefit from Transcending Suffering Tuotilo's Palm: small shield attack time: 0.5s + 3.0s base damage: 8-10 crush base penetration: 7 (or 3 with adjustment) does benefit from Transcending Suffering Magran's Blessing: medium shield attack time: 0.7s + 4.0s base damage: 11-15 crush/burn base penetration: 7 doesn't benefit from Transcending Suffering And for reference we have: Regular Mace: attack time: 0.7s + 4.0s base damage: 11-15 crush base penetration: 9 Regular War Hammer: attack time: 0.7s + 4.0s base damage: 11-15 crush/pierce base penetration: 8 Regular Club: attack time: 0.5s + 3.0s base damage: 10-14 crush base penetration: 7 ----- I will need to think about this more; but at the moment The Best Defense shield looks like it could have it's damage increased (to match it's speed); but Penetration lowered by 1. I think it should be hard to "penetrate" or "over-penetrate" with a shield.
  12. Oh, it's great if possible) As for +20 focus... the workaround could be: trigger resource replenish twice if it is a cipher.
  13. With CP changes to Shroud of the Phantasm and Rakhan Field Boots it's already not that easy to abuse it in solo games. And in full-party, what there is besides Ancient Memory and Brilliant Tactician? ---- Personally I do somewhat like the ongoing regeneration of resources from Brilliant (especially because of some overly-high hp enemies present in game). What looks meh to me is: 1). the possible abuse with Salvation of Time. 2). the gain inequality between different classes. (+10 focus for cipher being the biggest offender; followed by +1 martial point compared to 1 spell usage). Regarding p1, I would prefer to see the same approach that CDProject did with Superior White Raffard's Decoction and Delayed Recovery. The potion was granting 2s invulnerability, and the talent was making the effect indefinite (while toxicity was high enough). So what they did in Witcher 3 (once they finally noticed that) was make Potion ignore the talent altogether. And in case of Pillars that would be SoT not increasing Brilliant duration. Unfortunately I don't know how to implement that via a mod... So what about such a limitation?: "gain 1 resource immediately and additionally regain class resources every 6s while not near death or bloodied". Or another one: after 18s of Brilliant get a 60s debuff that prevents resource generation from Brilliant (like "Recently Bandaged" from WoW) And regarding p2... I would increase focus generation for ciphers from +10 to at least +20. A wizard can get restored anything from rank 1 spell usage to rank 9. On average that would be rank 5. And how much does a cipher's rank 5 power cost? Am not aware of such a guide. But would take a look at existing mods on nexus and start/replicate from there: https://www.nexusmods.com/pillarsofeternity2/mods/categories/18/
  14. I'm fine guys Sorry for radio silence) It's been a busy summer, and still is an ongoing pile of RL stuff that requires my time and attention. @Phenomenum, You mentioned you have a list of tweaks for CP. PM the details, and I could upload them to Nexus.
  15. Thank you) And oh, we made a change to Turning Wheel - the bonus damage now should work with ranged weapons as well. This is included in Extra module. I think this could be going back to backers beta, when many things didn't graze/crit, but only hit. Also, making carnage able to crit, could potentially have some hard to evaluate balance side effects. I would be very cautious touching this)
  16. You and dunehunter both made valid points. I have mentioned 3 attacks, as arbitrary value to start the theorycrafting going. The initial reasoning was: Tempest provides 10% chance to skip next recovery. Blade Cascade has 5% chance, and since it is less reliable (cose it's lower) it could provide a triple benefit compared to Tempest proc, hence three skipped recoveries. But you've mentioned the fun-factor, and dunehunter that nobody picks Tempest. So I guess a compromise would be 5 attacks limit (in addition to 5s time limit)?
  17. Not much. We are thinking about making CommunityPatch - Trinkets - a mod that will add several trinkets for priests and druids. Additionally I am looking at Haunting Chains suggestion for cipher (it's a bit tricky, and will require a lot of testing). As for items: - there were requests for "do something" with Crimson Helm. And I think it could have some synergy with Crimson Panoply and One Dozen Stood armors. - Bauble of the Fin: 3% -> 4%? - Blade Cascade proc (from Scordeo's Edge) could also have a limit of 3 attacks (in addition to 5s) IF (this is possible) and (there will be requests for that) And.. I think that's it. CommunityPatch (Extra) modifies only 2 items: Rakhan Field Boots: No Quarter can be used only on hostile targets now Shroud of the Phantasm: Mind Over Matter can trigger only from hostile attacks now
  18. No need to rush) I have seen 3 requests about Steam Workshop by now, so I am considering it. But first I want to make sure that everything is stable. As you have seen, even after beta period, there were 3 minor day-1 hotfixes. And there is little joy in duplicating all the urgent uploads. I want to give it several days, and undergo an extra proofread pass, first.
  19. Pheno has sent me the updated Backstab (with onDealsDamage instead of just GrazeHitCrit), and I have re-uploaded the Extended package.
  20. Uhm. Ehh, can't do that. This is a limitation of current mechanics. Avenging Storm was only checking for it's source (which had to be "weapon"). Phenomenum has changed the AttackEnemyOnEvent event type to OnDealsDamage. And I think that's all we can do here, since Avenging Storm indeed considers that that Chillfog has weapon source. Oops, a value of 10s (that was used for testing) has slipped through. I have set it to 1.5s now (according to the poll) and re-uploaded the mod as v1.0.1. You will have to re-download the Extended version now. (note: delete the v1.0.0 Basic and Extra that you already have first). Additionally, Pheno has fixed the subclass icons, and I have re-uploaded the respective module.
  21. After a lengthy period of gathering players' feedback, theorycrafting and balancing, we have come with a Community Patch Mod - a community based collection of tweaks and improvements. Community Patch consists of the following stand-alone modules: Basic - includes a lot of suggestions from the Deadfire Polishing Poll - a poll made by players for players, in order to pinpoint the possible balance problems and address them. Basic mod - is a conservative patch, it includes only those suggestions that have twice more votes pro than votes against change. (note: in case of suggestion with multiple options - we were aggregating them) Extra - also includes the suggestions from Deadfire Polishing Poll. But only those that didn't make it into Basic package, but still have more votes pro than votes against. Additionally, Extra includes a few fixes for several bug reports that we have found on the official technical forums. Keywords - address the randomness and apparent lack of systematic approach to spell keywords. This mainly affects priest, and to a lesser degree druids, ciphers and wizards. Typos - fixes a wide array of typos found in the English version of the game. Icons - adds a completely unique set of icons for all passive talents and effects. They were handcrafted with being as suggestive, unique and fitting as possible, in mind. For more info, you can check the mod page, or original thread on these forums, here.
  22. Weapon Mastery change is included in CommunityPatchExtra. I have added it to the changelog list As for wands - that will be in a future update. I will think about it) Meanwhile have added a few screenshots of the icons you made. Thank you again, for investing into them) Bingo! That's why I started that initiative with polishing thread and poll in the first place. Because I'm in the same boat)
  23. Hey hey everyone! We have uploaded the pilot v1.0.0 version of Community Patch on nexus!: https://www.nexusmods.com/pillarsofeternity2/mods/335 P.S. If you spot any inexactness, or have any suggestions for the presentation of the mod page, feel free to write it here. P.P.S. I'll be mostly afk tomorrow, and will address them on Monday+
  24. I've seen this mentioned on a couple of forums. And will add a few source links: - stutter related to garbage collector (usually minor hookups every 3s): https://support.brightrockgames.com/communities/1/topics/850-stuttering-every-10-15s. And additionally: one, two, three, four - micro stutter related to Unity's VSync: one, two - general performance issues in Unity: https://learn.unity.com/tutorial/fixing-performance-problems#5c7f8528edbc2a002053b594 - inherent problems with smoothness in general: https://medium.com/@alen.ladavac/the-elusive-frame-timing-168f899aec92 --- At the moment the main optimizations a user can try, seem to be: [Special K] fix by Kaldaien disabling VSync in Deadfire (and enabling it Nvidia's Control Panel) keeping the amount of saves low (sub 70 I guess) keeping the amount of items in inventory low as well (but sell the junk somewhere not in Queens' Berth). And also there is a large collection of performance tweaks (that may, or may not help): here
  25. A. I'm ok with this approach. The idea that you would cast a specific upgrade depending on situation is nice. But I don't yet know how to make the OR part in: "ou could either cast Inspiring Radiance OR Aggrandizing Radiance at one time" B. Indeed, doesn't feel right. Unless the trinket provides just 1 radiance upgrade. C. I'm ok with this approach. But I don't know if this is possible. On the other hand can imagine some sort of upgrade where the trinket itself is substituted with a better version; although... don't know how to trigger it. Edit: if Pheno knows how to implement it: great) D. I like this approach less than C, but at least know how to do it. P.S. There could be also a lazy option E: Radiance gets a single upgrade X. Interdiction gets a single upgrade Y (e.g. painful). P.P.S. Also... such upgrages could be added to priest talents table.
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