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Split Health/Stamina
MaxQuest replied to desel's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
^ Missread But no wonder: I said you can use only one Empower charge in one encounter; but have a few charges per-rest. Depends on how good it is. Example: Minnoleta's Missiles will fire 4 projectiles instead of 3. I doubt someone would rest in order to inflict extra 20-50 flat damage. On the other hand if Empower would greatly increase accuracy of cc abilities, or would condense or substantially increase damage coefficient of DoT spells... now that would be an incentive to rest. -
All per-rest spells and abilities from PoE1 will be per-encounter in Deadfire. There will also be an "Empower" ability. It will have few per-rest charges, but you will be able to use it no more than once per-encounter. Selecting Empower before using a spell or ability, will result in casting a stronger version of that spell or ability. P.S. Amount of Empower per-rest charges may increase with character or power level.
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- Will there be more clothing and armor models in Deadfire? - Will there be a possibility to change appearance of one armor/outfit to that of another one of the same armor category (light, medium, heavy)? Because even if you are a min-maxer, chances are you want your characters to look stylish - How will Full Attack abilities work with dual-wielded firearms? - It was mentioned that pistol proficiency will add a modal that can turn them into clubs. If these pistol-clubs are better than other clubs, then the latter become obsolete. And if they are worse, then it's better to just carry a usual club in the second weapon slot instead. How do you think is the best way to balance this situation? Also will these pistol-clubs work with carnage and torment reach? - It was mentioned that abilities damage will scale with power source. But how will it affect crowd-control spells? If it affects duration won't it make cc-spells weak in early game, and too strong later? - What Skills will we have in Deadfire? - Will reward talents like Mental Prowess, Gift from the Machine, Scale Breaker and so on, be carried to Deadfire on character import? - In PoE1 we had problem where: you want to side with one faction (let's say Crucible Knights), but get the talent reward from another faction (Doemenel). Will this also be the case in Deadfire? Or we'll be given some flexibility / ability to choose the right reward ourselves?
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I feel like the character's persona should in essence a better me. I need to like the character in order to enjoy playing him. Any kind of zealotry, rage, indiscriminate cruelty is a red flag. So far out of my MCs 3 out of 3 were ciphers. I could consider rolling a wizard, monk, druid or rogue, but that's about all.
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Detecting traps
MaxQuest replied to JFutral's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Afaik it's only [mechanics]. Plus if you are in [scouting/stealth] mode, you get a bonus. And the last factor is [distance] to the trap. Haven't checked the code through. -
Split Health/Stamina
MaxQuest replied to desel's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Sure thing. I can imagine such an option to be available for Story, Easy and Normal modes. -
Split Health/Stamina
MaxQuest replied to desel's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I've been thinking, what if there was a compromise between Health/Endurance split from PoE1 and the proposed system for Deadfire? PoE1: - Health and Endurance - Injuries on Knockout (optional) - Knockout on Endurance depletion - Health used as [hard] gating mechanism vs infinite tanking; plus as immersion measure: after a really hard fight you want to rest - Health used as [hard] gating mechanism vs rushing in numerous battles over and over again without resting at all - Injuries used as [soft] gating to incentivize resting - Endurance restored on combat end Deadfire: - just Health, no Endurance - Injuries on Knockout (always on) - Knockout on Health depletion - Injuries used as [soft] gating to incentivize resting (btw, did they say that injuries will reduce max Health in Deadfire? If so then it's [hard] gating) - Health restored on combat end Suggested: - Vitality and Endurance - Injuries on Knockout (always on; maybe optional on lower difficulties) - Knockout on Endurance depletion - Vitality used as [hard] gating mechanism vs infinite tanking; plus as immersion measure: after a really hard fight you want to rest - Vitality used as [soft] gating mechanism vs rushing in numerous battles over and over again without resting at all - Injuries used as [soft] gating to incentivize resting - Endurance restored on combat end - Vitality restored slowly over time (as a permanent and passive HoT): 10% Health over 1 Eora day (27 hours). (*) * Different classes could also get something that affects Vitality or gets rid of Injuries. For example Priests could get an aura that doubles the Vitality restoration. Empowered Lay on Hands could restore a percent of Vitality. While druids could get some long lasting cocoon spell, which would heal an injury once it's duration expires. Barbarians with some sort of "ignore wound effects during frenzy". And ofc there are wizards with Infuse with Vital Essence spell already. P.S. Reason for using "Vitality" instead of "Health". Health is used in many games, and usually you can heal it. Maybe that was one of the reasons why players were getting confused. P.P.S. Few extracts from Q&A transcripts: -
Have to agree here. With specific party composition / fighting plan, every lash indeed can be good enough to be used. My plan in the last run was: optimize party physical damage (especially that of ciphers and barbarians) vs trash / most encountered minions; while bosses are killed mostly with periodic effects (for example: Disintegration, Soul Ignition, Shinning Beacon, Hand of Weal and Woe, Scrolls of Insect Swarm (vs fire immune), Wounding; and Gaze of Adragan + Cleansing Flame for damage and tick rate boost).
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Sigh, I can't RP as paladin at all. Bleak Walkers are marked with Cruel and Aggressive dispositions. And cruelty is "indifference to suffering and pleasure in inflicting suffering". A Punisher would inflict suffering if there is something to punish for. Bleak Walker would do it, just because he can. As a mercenary he will oblige his contract, but mostly because there can be quite unpleasant consequences; and not because he is really that determined. Unless... things start to get personal, and there is vengeance or hate at hand. P.S. Don't take this as the ultimate truth. I just see it that way.
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I would second the Counselor Ploi build. Also, if you want pure tanking + buffing (no cc) out of your paladin, you can try something like 18/15/6/6/18/15 or 18/16/8/8/18/10 darcozzi (for the Inspiring Liberation) or goldpact knight (for the Bond of Duty); and get out of paladin stuff only: Lay on Hands, Zealous Endurance or Zealous Focus with improvement, Greater Lay on Hands, Aegis of Loyalty, Coordinated Attacks, Liberating Exhortation + Improvement, Righteous Soul and Sacred Immolation.
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Community Bug Fixes
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I see this bug for the first time. But it is not related or caused by UPMod Probably some of level designers copy-pasted/forgot Gramrfel somewhere in textures, as it's quite unlikely for Od Nua to be connected with Margran's Fork. Some of spiders have very high DR penetration. But this is not reflected in the Bestiary, because BestiaryEntry does not list DR Pen. P.S. I have found that damage dealt by Recall Agony is influenced by Might. I.e. 39% at 20 MIG, 23,7% at 3 MIG. I can fix it, or leave as is (but we'll update it's tooltip). What do you say? -
This will heavily affect the weapon selection for he mentioned classes, and for Paladin (FoD) and Fighter (Knockdown). Dual-wielding will no longer reign supreme with majority of full-attack melee attacks. I don't quite understand through, why no attacks are registered in the combat log between 4:09 and 6:13. Barbarian has clearly killed the target on 4:19. Also, while looking at Barbaric Blow with Polleaxe (on 6.47), Barbarian makes a primary attack, and we see the popup number for 52 damage. Then he follows with a second swing as part of the animation; but there is no damage and no miss entry in the combat log.
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That's an interesting approach to lashes) After checking the DRs of enemies from the base game, I never even considered other lashes than fire or corrode. Especially on ciphers, I always get fire lash, because I know that they will attack spirits and spiders a lot, building focus on them. And than there are also Trolls, Lurkers, Fampyrs and Delemgams/Pwgra with weakness to fire.
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Community Bug Fixes
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Seems about right. I have also answered some of your questions. Btw, what do you think if we'd substitute "recovery time" with "recovery duration"? I am not a native speaker, but it sounds to me that 'time' is something exact, a point on timescale like 18:15 o'clock; while duration indicates an interval. P.S. If you want I can make editing of that spreadsheet private, and send you an invitation. Or we can leave it public, but make a backup (just-in-case). Perfect. I would just remove the last "melee" mentioning, because TwoWeaponStyle affects Long Pain too, no? Edit: checked, Long Pain is affected by TwoWeaponStyle. -
Community Bug Fixes
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I agree with your suggestion regarding Wounding Shot. Haven't through about Marked Prey yet through. This seems to be intended. There is an implicit check in GenericAbility class: if (this.CannotActivateWhileInvisible && this.m_ownerStats && this.m_ownerStats.IsInvisible) { this.WhyNotReady = GenericAbility.NotReadyValue.Invisible; } It might feel strange, but it matches the PoE idea of being unable to buff yourself unless in danger. This way OBS could make buffs really potent, because there is an opportunity cost. Or you'd want to be able to buff / drink potions, and these actions to clear invisibility? Strange, I would expect Bartender Ring apply a bonus to the same stat as Sanctifier and Ghost Hunter do. -
Community Bug Fixes
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
No problem. Maybe we'll manage to fix something from that list. You mean the [<DefaultText>some localized text</DefaultText>] text? It means that unless specific conditions are met, this (DefaultText) will be used. As far as I see there is only one specific condition used, i.e. if character is female and <FemaleText/> is not empty, <FemaleText/> will be used instead of <DefaultText/> Displayed text is not (should not be) stored in prefabs, because it has to be localized. But there is one thing that puzzles me. I have edited the descriptions of Whispers of Treason and Time Parasite: <Entry> <ID>568</ID> <DefaultText>Imparts a bedeviling FOOBAR secret to an enemy that causes its allegiance to bend, Charming them for the duration.</DefaultText> <FemaleText /> </Entry> <Entry> <ID>1462</ID> <DefaultText>By siphoning power from enemies' souls, the cipher is able to slow them down and increase his or her own speed FOOBAR.</DefaultText> <FemaleText /> </Entry> But ingame I see that only the first one was modified. P.S. As for spreadsheet, you meant something like this? -
Had to google what Ska is... So many questions... If Brisk Recitation keeps the same values as in PoE1, then that's a nerf. In PoE1 all chanters have it, plus BR does not reduce the linger duration. Following the speculation, the 3rd subclass could be Enchanter - chanter focused on cc (charm/confuse/dominate) invocations. Also, we could argue that actually Troubadour is the one focused on Invocations. Since he has basically same chants, but can cast invocations much more often. In this case 3rd subclass could be the one focused on: - phrases; and a few names off the top of my head: Siren, Death Speaker, Herald, Ambassador, Whisperer, or Binder (although the last two names would also suit a Chanter-Cipher multiclass) - melee combat: Bladesinger
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Community Bug Fixes
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Oh, that's quite a list Livegood118 While majority of points are related to description improvement (and can be done via editing PillarsOfEternity_Data\data\localized\en\text\game\abilities.stringtable) there are a few tricky ones. Currently implemented fixes plus those proposed by Livegood118 do not affect state of the game or any quest progression. So it's safe to apply and disapply UPMod wherever you want) Tbh I have no idea how enchanting is implemented yet. But since there is Cladhaliath ingame, and we could choose how to enchant it, I would expect that at least those recipes are already, uhm, 'created'. Maybe they are just set as hidden for the default enchanting... Should combat: - just be kept? - kept, but end if enemies walk away far enough? e.g: {12, perception_range, 20, ?}. - or it doesn't matter? (because until finding where/how it is implemented, I don't know if this can be done at all) Hmm, I am not sure if it is fair, combining them completely. When a paladin makes a FoD attack with [intense Flames], [Fire lash] and [Aefyllath Ues Mith Fyr] I would expect: - 100% weapon dmg vs respective DR, plus - 25% fire dmg (from aefyllath) vs burning DR/4, plus - 25% fire dmg (from fire lash) vs burning DR/4, plus - 75% fire dmg (from FoD + Intense Flames) vs burning DR/4 I.e. combining lashes from same source only: - FoD with Intense Flames - Fire lash with built-in burning bonus damage, like [10% Damage as Burn] on Starcaller and Unforgiven flails. -
Community Bug Fixes
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Hehe, I wanted to see how good is Dragon Trashed chant 'in the wild' for awhile now (i.e. track it's damage). Aaand it's gonna happen Have build a pw.dll for the IEMod's patchwork. You can download it here: - v1.00.306. (30/06/2017) - v1.01.306. (09/07/2017) - v1.01.370. (02/12/2017) - same as v1.01.306 but with fixed UIVersionNumber since it was changed in Definitive Edition which migrated to Semantic Versioning. (that's also the reason why it's 370 and not 307) Note 1: these are standalone mods, so just grab only one, Usually you'd want the latest one. Note 2: .306 means that it was personally tested with PoE1 v3.06 Note 3: .370 means that it was personally tested with PoE1 v3.7.0 What it does: v1.00: 1. Fixed inflicted DoT damage not being tracked/registered in "Total Damage Done". 2. Fixed an issue with DoTs not benefiting from Elemental talents (Scion of Flame, Heart of the Storm, Secrets of Rime, Spirit of Decay). 3. Fixed an issue with DoTs not benefiting from Race Slayer talents (Beast Slayer, Primal Bane, Ghost Hunter, Sanctifier, Wilder Hunter). 4. Fighter's ability Take the Hit will no longer protect non party characters (there was a problem where it would affect charmed enemies). 5. Fixed an issue where charm and dominate effects could unexpectedly break if affected character had no target despite enemies being in range. 5.b. Last enemy will no longer break charm and dominate effects immediately. These effects will last at least 5s, and player will be notified with "<Creature> has broken free!" message. v1.01: (includes v1.00 changes plus the following) 6. Consume potions duration reduced from 2.33s to 1s 7. Going invisible (Shadowing Beyond, Withdraw) will no longer end combat if there are enemies in range (12 range, 3s linger). How to install: V1. If you have ever used IEMod: - download the zipped UPMod.pw.dll (linked above) - drop the dll into /IEMod/mods/ folder - remove the Assembly-CSharp.dll.pw.modified from PoE <Installation folder>/PillarsOfEternity_Data/Managed/ (it will be regenerated) - just-in-case make a backup copy of Assembly-CSharp.dll (e.g. ctrl-c->ctrl-v, and rename the copy to something like Assembly-CSharp.Original.3.06.dll) - launch the PatchworkLauncher.exe located in /IEMod/ folder - indicate the PoE install folder if prompted - click on "Active Mods" and add/tick UPMod (example) - click on "Test Run" and check the log for errors (there should be none) - click on "Launch with Mods" and voila, you should see this (in the bottom-left corner of main screen): OR: note: UPMod does not conflict with IEMod, i.e. if you want you can check both. But only the bottom mod will edit the version string. V2. If you have not used IEMod. - download it anyway (link) - unzip anywhere you want - follow V1 P.S. I have tested it and it's completely stable for me. If you try it, please report how it goes for you P.P.S. Project source code: zip P.P.P.S. Cross link to related post in Technical Support: link- 114 replies
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3s non-guaranteed stun, once per encounter is... very Meh. And 20 (non-scalling, non focus generating) raw damage from Brutal Backlash is almost an insult. Psychic Backlash has some minor use vs Dragons as they have Terrifying aura which procs Backlash almost instantly. But until you buff your acc / debuff their will, the stun is unreliable. Not to mention that vs Alpine Dragon it only makes him summon shades sooner.
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Community Bug Fixes
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Hmm, makes sense. As for Enduring Flames, no, it's duration is still affected by INT. Regarding [premature charm ending]: have tried 1), i.e. solution proposed by Loren Tyr here. It works fine, especially if instead creature's perception range (which can be small), use a min(perception_range, 12). I will probably end up with a compromise: if (charmed_character has no target) { if (no enemies in range) // at least 12 yards range { if (is partymember) clear charm if (is not partymember and charm has lasted at least 4s) // or 6s? partially related note: dragons regenerate 25% of hp everytime they are charmed clear charm } } -
Community Bug Fixes
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Encounter ends when there are no alive enemies in range. If I choose 2), then charming will still be active if the charmed enemy is the last enemy left. Also if there is only one enemy (uncharmed), you will be able to charm him for full duration, without the effect breaking immediately. Atm code attempts to do the following: if a character has swapped team and has no target and is not under effect of confusion, clear the effect. Now I could simply add the [not under effect of charm or dominate]. And this would be the 2) solution. I have tried it and it works. Combat does not reset, and everything is fine. This does solve: - this bug (plus should cover these reports as well: report 1, report 2) - and the problem I had with Alpine Dragon minions (i.e. charming duration was very unreliable) Because interrupting a charmed enemy could make it have no target for a brief moment, and if StatusEffect.UpdateHelper would fire before a new TargetPreference check was made, the charm was getting removed. But I think I understood why this charm/dominate clear mechanism was implemented in the first place. Main reason is: if you solo, and enemy mob has a few charmers, technically they could charm you over and over again. (but that's not a problem because I can keep the charm auto-removal for party members only). Second reason is minor, but more related to balance. Charmed enemies can be auto-attacked and affected by targeted spells. So if a solo cipher remains 1x1 with one enemy, he will guaranteedly kill it, because it won't fight back. (on the other hand prone/stunned/paralyzed targets can't fight back neither)