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Community Bug Fixes
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Good news: I am able to correctly detect Withdraw (I was just using wrong character...) So, if a player character uses Withdraw or Shadowing Beyond, this will no longer lead to combat end. Combat will end through, if there are no enemies in 12 range, for 3 or more seconds. Note: there are few scripted fights with ForceCombatMode. You won't be able to stop combat by running away from Alpine Dragon for example. But at least, Withdraw and Shadowing Beyond will last for their full duration. Regarding fizzling: still have no clue. Update. Have took a look at a few more things: I have found how to mod it. Made modifications and added logging... Turns out summon duration was already influenced by INT It just isn't reflected in the tooltip. Status: already done It's not modifiable from code. But can change via Assets Bundle Extractor: - amount of wounds you get - per-rest/per-encounter - number of charges I'd say 3 wounds, 1 use per-encounter is ok. Any other opinions? Status: awaiting feedback It's not modifiable from code. But in any case, I do agree, it needs a buff. Base Frenzy gives you +4 MIG, +4 CON and speed buff for one ability slot. While Greater Frenzy gives only +2 MIG and +2 CON. It's too low even for a passive. Unfortunately I don't know how to add some interesting effects via UABE. What I can do, is buff existing stats, for example set it to +3 MIG and +3 CON. Status: awaiting feedback It's not modifiable from code. I have inspected Interdiction, Painful Interdiction and Empowered Interdiction via UABE. The thing is: in order to add bonus accuracy, I would have to add weakened effect to the asset of Empowered Interdiction. And this would make Painful Interdiction redundant. Status: can't fix As I already wrote: it doesn't currently affect DoT effects. And unfortunately I can't fix it due to the way it is implemented. Status: can't fix I have checked Runner's / Wounding Shot. And it seems like it is not a bug, but completely intended by Obsidian. These abilities affect PostDtDamagePlusDot stat, and indeed use the damage value after DR. (maybe it was done with blunderbusses in mind) Unless there will be more requests to change it, I will leave this be. Status: won't fix at the moment I have checked Intense Flames. Surprisingly this was intended as a separate instance of damage. It affects BonusDamageProc stat. Tbh I still think that it should get combined with FoD for a single instance of 75% burn damage. But can't change it as BonusDamageProc affects some of other abilities as well. For example druid's Wildstrike. Status: requires investigation The code I need to edit is in override member. Patchwork can patch it properly. The game hangs when ranger attempts to make a shot. Status: can't fix New UPMod version: 1.01.306 (download) What's new: - Consume potions duration reduced from 2.33s to 1s - Going invisible (Shadowing Beyond, Withdraw) will no longer end combat if there are enemies in range (12 range, 3s linger). Edit: Check this post for installation notes. -
Community Bug Fixes
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
In practice it would look like the character drinks a quick shot. Regarding potion fizzle: it will help indirectly, because there are less chances something to happen in 15 frames than in 35 Seriously speaking I have tried to eliminate this fizzling completely. But I cannot replicate it... After 10+ attempts of interrupting the drinker, he just plays the recovery animation and then attempts to consume the potion again. If someone would find a 100% replicable scenario that would be a good point to start from. -
Community Bug Fixes
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I have checked, and am able to fix this. I.e. make combat continue if the player is invisible, but there are enemies in range. This works for Shadowing Beyond. But there is a problem with Withdraw. IsInvisible() returns false during Withdraw; while GetEnemiesInRange() returns none, even if they are in range. I have checked the animation for drinking potions: - 3-4 frames delay - 70 frames (or 2.333s) action (potion effect is applied in the middle of this interval) - note: it is not influenced by armor, attack speed or dex. I don't see how to make it instant and add constant recovery instead. But what I can do is speed it up. For example make drinking animation faster: 70 frames => 30 frames. What do you say? -
Tbh, (testing aside) I never even used Power Pain Link and Power Pain Block in my last two playthroughts (despite having 2 ciphers in the party). In any case, I have a strong feeling that these two powers alongside with Amplified Wave and (arguably) Going Between should be castable on self. @OP, if you want to use Pain Block on self, you'll have to modify it's asset (see validTargets field). Actually, here you go: modified pain_block.unity3d
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Yeap FoD is Flames of Devotion. But it is not melee only. That is description error. Also I meant specifically full-action weapon abilities (or to be more precise: full-attack). The thing is: the character makes an attack with offhand, skips it's recovery and makes an attack with mainhand. Plus it was told that reloading wont kick in until you fire with both firearms. So effectively you skip the recovery and reloading of offhand blunderbuss entirely; and substitute recovery and reloading of mainhand blunderbuss with switch animation (2s or 0.5s with Quick Switch). For a cipher such FoD shot in PoE1 would result in 200-350 dmg burst (non crit) and 109-189 focus in 2.5-4s.
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It depends... If a dragon can one shot your tank, then you need a disabler instead. If enemies can hardly scratch you, then you don't need a (defensive) buffer/healer. If there is a single tough enemy, then instead of AoE you would want singe-target specialist. After the first run, we usually get a good understanding of how to cover all encounters (that we have faced) in the most optimal and comfortable way. Oh god, four is indeed too low. On the other hand... in Tyranny solo'ing might result in even faster progression (in realworld time) than with full party.
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1. Conflicted 2. Depends. I expect a slight shift in balance vs single-target vs aoe spells and abilities 3. Detrimental? Can't say for sure, need to try first 4. Less fuss with controlling full party. Although I wouldn't say it was a big problem in PoE1. Also there will be Player AI Scripting which would address this anyway. 5. In NWN2 I always wanted a 5 man party, because besides of Elanee and Zhjaeve, I wanted to have Khelgar and Sand / Neeshka for the banter. In Dragon Age series there are also not enough active companions. And since my MC is always focused on dps, I usually ended up with the same 3 companions over and over again. (and usually it's a tank + 2 heal/cc specialists) I understand you. Was even, occasionally thinking that I want a 7th party member in order to round the lineup. Although in a way that would be one step closer to AoE galore; so in the end 6-man party was really ok. When optimizing party for PotD we often had one character starting to fill two or even three roles at once. Barbarian can tank and either interrupt/cc or deal damage. Cipher can offtank, cc, and again offtank using a charmed enemy. Priest can heal, buff and deal aoe damage. In Deadfire we'll probably have this role-coverage evolve even further. MT could blend with buffer. and debilitator with offtank. Multi-classing will help us with that. Also chances are, that if UI permits and Deadfire is enough modding-friendly, someone would make a mod that changes party size back to 6; provided that encounters can be made harder.
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RARE FOOTAGE OF AZZURO
MaxQuest replied to Messier-31's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Testing stuff. How fast weapons are. Stacking. Modals. Checking if the changes for my mini-mod are applied as intended. And so on. I especially like one save made in Lle a Rhemen. There are 3 Spores, and since they can't move you can stop combat / let them regenerate wherever you want. -
Running ie mod on mac osx
MaxQuest replied to copperleaves's topic in Pillars of Eternity: Modding (Spoiler Warning!)
But do you have Assembly-CSharp.dll in the /PillarsOfEternity_Data/Managed directory? If yes, and assuming this .dll is the same despite of platform, you could install PoE on Windows, run Patchwork and generate Assembly-CSharp.pw.modified.dll. Then substitute the original Assembly-CSharp.dll (on your Mac) with the generated Assembly-CSharp.pw.modified.dll. (don't forget to backup through). -
RARE FOOTAGE OF AZZURO
MaxQuest replied to Messier-31's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Azzuro is a sneaky bastard. I have a few saves for testing, and seen him arriving more than 10 times already while tinkering with stuff. Yet never saw him in the actual playthrough to which this saves are related to. -
So that's why characters take damage from it... And yes, figuring it out was fun. In the first play-through I had my MC naked, until I've found a piece of clothing. Now I know that even wearing hide armor, is not such a big hinder (in early-mid game) to auto-attack dps (with single weapon). Not to mention that hide provides extra bonuses vs pierce and freeze - two most nasty damage types in the early game (xaurips, shades, spiders, lions, wolves) P.S. I wish Durance' Robe gave a bonus DR vs freeze (instead of fire)... that would be like anti-shade plate.
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Depends on: - what armor you have equipped - what other speed related effects/talents there are to take into account For example if Hiravias: - is in hide armor, and there are not other effects: Llawran's staff will attack only 11% faster than Durance' staff. - is in durganized hide armor, both staves are also durganized, and is under effect of DAoM potion: Llawran's staff will attack 47% faster
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You mean it's better to avoid making a subclass being specialized into melee or ranged because it limits the way it can be played? You know.. you have a point. Ghost Heart, Black Jacket, Troubadour, Beckoner, Nalpazca indeed do not seem to limit the range at which the character should operate. Although Soulblade and Spiritshift subclass do. And there are also Barbarians as a class, who can not be really effective at range, even if we wished to.
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I haven't played with a druid yet. But have a feeling that without spiritshift he will be idling (i.e. just auto-attacking with a ranged weapon) during the numerous trash fights. A riposte (1H + Barricade) rogue might work. With Painful Interdiction and Sunbeam you can activate deathblows plus sensibly reduce enemies accuracy. And priest can just up your deflection if you ran out of per-rest uses for Sunbeam. Tbh the one you like more / feel more connection with. From min-maxing point of view through: - Priest if you want to have a stronger Radiance vs vessels - Rogue if you want more dps, and will go for House Doemenel (or will add The Merciless Hand via console) - Rogue if you go for riposte build and also happen to want more DR (Crucible Knights) - and same reasoning for Barb and Druid P.S. Can anyone explain how Backstab works? Is it instantly dispelled once you make an attack OR it has some very short duration before lingering-off?
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Yes, as smjjames already linked, priests could take a deity talent that would give them +10 accuracy with two predefined weapon types. I was thinking of something similar, which would be given automatically when you choose the 'subclass'. It doesn't have to necessary be the acc bonus, rather something unique. Few example from top of my head: - scaen's weapon passive: increases base damage of stilettos and daggers by +2 - berath's weapon passive: each hit makes a roll vs fortitude and will. If both hit, priest drains 2 CON from the target (for 30s duration; stacks with itself). - wael's weapon passive v1: attacks done with implements deal damage that targets enemy's lowest DR on graze and hit; and debuff it's highest DR by -7 on crit. - wael's weapon passive v2: when you crit with implements twice in a row, instantly release one more attack (this attack always crits, but cannot trigger the effect itself).
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The party looks fine, but it is indeed too melee heavy. Melee rogue, in some situations, might be unable to deal damage or will get stuck between enemies and your other frontliners. You have druid storm spells to help with survivability, but still it's not as reliable as cipher's cc would be. I think you could try a ranged rogue for this setup: - v1. Persistence and 1H + Barricade in the second weapon set. - v2. Lead Spitter (or Silver Flash). Make one shot and switch to Persistence. - v3. Quick-switch blunderbusses. And take Runner's Wounding Shot + Penetrating Shot.
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I could imagine Josh specializing them a bit. Pure speculation on my part: - Priest of Magran could be focused on fire spells, especially DoTs like Shinning Beacon. - Priest of Eothas could be more of a healer (gets a bonus to restoration, guardian and resurrection spells; maybe also ability to heal injuries). - Priest of Berath (closer to Paladin) passive bonus to 2H; focused on self buffs, like Champion's Might and Minor Avatar. Being able to fight for a few seconds even at zero endurance. And so on. - Priest of Scaen (closer to Rogue) passive bonus to dual-wielding; - Priest of Wael (closer to Wizard) passive bonus implements; Bonus to status effect durations.
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Detecting traps
MaxQuest replied to JFutral's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Afaik scaling content increase trap detection, trap disarm and skill check thresholds by 25%. I hope DisarmDifficultyMult and SkillCheckMult are not applied at the same time... -
Split Health/Stamina
MaxQuest replied to desel's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
This is true. If ex-vancian classes would have kept the same amount of spell usages per rank, they would be way too powerful. No, I was asking specifically for Aloth's class level. Afaik he indeed didn't multiclass, and knowing that he is a 7/0 wizard we can deduce that his [power level] is 4 (which is also the rank of spells he has access to) So: When he casts a non-empowered spell, his power_level is 4. When he casts an empowered spell, his power_level is 7. (i.e. +3 as was told in one of Q&As) I have re-watched the video and: 4:17 - 4:25 - [Minoletta's Bounding Missiles]: visually 3 missiles fired (2 arrived to target and one disappeared mid-air, probably missed?) (tooltip says 3 missiles) 5:12 - 5:20 - Empowered [Minoletta's Bounding Missiles]: visually 8 missiles fired (7 immediately; then one more on the left) (tooltip says 3 missiles) Perhaps the power_level bonus provided by Empower was indeed increased since that Q&A. -
Split Health/Stamina
MaxQuest replied to desel's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
A x3 increase? Hell it is!) Btw, have you noticed what level Aloth was? The reason I am asking, is: The Power Level is going to range from 0 to 10. Abilities scale with Power Level (we don't know through if the scaling is proportional). And Empower adds a flat +3 bonus to the Power Level: And if for example Aloth was of power level 1, using Empower would result in casting Missiles as of power level 4, and dealing x4 damage, ofc if and only if damage scales proportionally and not like [dmg = power_level * base_dmg + c]; (plus assuming there are no other damage modifiers) Go for it. Also it's interesting to know how does Power Level stacks with Might bonus.