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Hmm. Interesting.. how does this work... Galawain_Exalted_SE_Robust and Greater_Lay_On_Hands_SE_Robust look extremely similar, the only difference being DurationType Infinite (1s) versus UseDurationTime (8s). Brilliant_Tactician_SE_Brilliant also has infinite duration, so yeah, it will most likely behave the same as Exalted Robust. In rest.. they are like regular inspirations. P.S. Checked Vela's Cower ability. It applies [terrified effect] directly, and not [terrified affliction] (which consists of -5 RES, -3 PL, terrified effect). So Cap of the Laughingstock most likely won't help (since it gives immunity vs affliction) \
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Yeah, that info is not listed anywhere ingame afaik. Btw, have you tried the interaction between Brilliant Tactician and INT afflictions? I am curious what happens if you have Brilliant, and somehow get hit by Confuse / Charm / Dominate; the Brilliant will prevent the effect -> and: a). Brilliant will be removed b). Brilliant will be removed, but will immediately come back
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^ Regarding stealth and wisps: Will-o-Wisps have supernatural perception type. (while ice wisps have normal) Other enemies that have same supernatural perception type are: phantoms + spectres + wraiths (but not shadows) skulldrak + skulldrak screecher crypt deathguards + liches Neryscirlas Also there are a few enemies with keen type: tyrant of decay + warden of decay + scourge + soul collector Scyorielaphas Jadaferlas As the names suggest, keen enemies are hard to sneak by; and supernatural are even harder.
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1. As Raven has already mentioned, Beetle Shell has "AffectedTargetType": "Friendly", just like Withdraw. Meanwhile Stasis Shell can be cast only on "Hostile". 2. A unit in stasis can't threaten/engage, so if he was engaging prior to being encased in stasis, the enemy would lose a bit of "interest". But since Vela wasn't engaging anyone in the first place, I think there will be no interest difference between in Cowering Vela and Beetle Shelled Vela. 3. I remember trying to cast Tenous Grasp (which has the same targeting as Stasis Shell, i.e. hostile) on a confused party member and couldn't do it. Would need also to check if a confused cipher can do it. Btw, in PoE1, in Adra Dragon fight, it was possible to wait for Eder to get dominated, and Stasis Shell him before the dominate would expire, and the dragon sometimes would try to hit him (post-dominate, but still in stasis). 4. If WoT or Puppet Master have landed - yes, those affected will stop hitting Vela. And ringleader is especially handy for that. The problems are AoEs, enemy immunities, possible misses. 5. The invisibility part? No way) P.S. Looking at a few videos / streams, I have a feeling that Vela attracts less attention from the enemies, compared to a party member (with same stats as Vela) would.
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As tactician/skaen? Not many. Afaik there is only Searing Seal (for the blind). But iirc the enemy has to activate it. And out of neutral options: - Chillfog from Gravecaller, while confused (and iirc tactician is confused and shaken while flanked). - Sparckcrackers - Scroll of Sunbeam - Cinder Bomb - Shock Chain Trap (?) Although all these will roll vs character's defenses. P.S. Beside WotEP there is also Wahai Poraga. I haven't checked it, but it should apply AoE Mule Kick in v5.0+ too. Arcane Reflection is a self cast, no? And it reflects only hostile spells. And the problem would be: how do you keep Vela and your MC alive.
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I have checked it just now: Clear Out with mortar (in MH) and melee weapon (in OH) will use the mortar. Clear Out with melee weapon (in MH) and mortar (in OH) will use melee weapon. Mule Kick with mortar (in MH) and melee weapon (in OH) will use melee weapon. Mule Kick with melee weapon (in MH) and mortar (in OH) will use melee weapon. And without melee weapon (in at least one hand), you can't use these abilities at all (and icons are greyed out) P.S. AoE Mule Kick works fine with WotEP though.
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Beam spells hit twice per cast
MaxQuest replied to Ragniz's topic in Beta Feedback for Turn-Based Mode
What do you mean by "2 damage ticks"? For reference, in RTwP Ectopsychic Echo has 10s duration and ticks every 1s. -
A, you probably missed Boeroer's gif related to Blinding Smoke (from Hand Mortar) + Avenging Storm interaction. That disorienting effect is not a weapon attack, but AS 'thinks' it is, because it is "originating" from a weapon. With WotW or Clear Out the effect is devastating. Although, dunno, it might cross the line related to "spirit of the challenge". Btw, if tactician/scaen is under the effect of Brilliant Tactician, but does need to regenerate faith faster, he can flank himself and immediately remove it via Discipline Barrage or switching to Kapana Taga / Squid's Grasp. Once he unflanks himself he will get Brilliant Tactician back, and the first tick of it provides +1 discipline/faith immediately. This might be handy, provided that you can do it faster than once in 6s. Tactician/priest might also find useful Searing Seal and Spiritual Ally, for flanking purpose.
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Latest Patch.
MaxQuest replied to Hulk'O'Saurus's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I think it's not as boring as just solo, because it's not like "I can do this, it just takes a helluva of time" but rather "is it even possible in practice?". In theory I suppose it is possible. But there is a hefty random factor to it. And Vela makes it so much harder. That's why I doubt there will be a completely legit Ultimate run, at least this year; were the player would start the whole run from the beginning in case of character's death, instead of just loading the save's copy. Because putting 100h+ and losing all progress is quite demotivating; more so if it happens several+ times. -
Patch Notes for 5.0.0
MaxQuest replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
^ Then it's strange. -
Patch Notes for 5.0.0
MaxQuest replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
^ Afaik vendor's item list is generated for the first time when you enter his scene. I guess Zamar's list was populated when you entered Queen's Berth. -
Nice and here we go: Black Jacket: made me chuckle) - what would a Black Jacket icon would look like? - well_there_it_is.jpg . On serious note, I think it is taken too literally) Devoted: nice Tactician: good, and really suggestive Brilliant Tact, and Tact Dilemma: really fitting, given Tactician's icon above Berserker: doesn't reflect the enraged nature of berserker. Maybe need some drop of blood? Corpse Eater: cheshire smile? Well... it is better than cadaver I guess. Furyshapper: unexpected, but actually ok ^^ Mageslayer: crushing the pentagram? Hmm, ok Assassin: ok Debonaire: good Cowardice: great Streetfighter: good enough Trickster: good enough Forbidden Fist: good enough Helwalker: don't like it. Looks like walking on pins/caltrops. Btw, isn't Hel a second name for The Beyond? Nalpazka: ok Shattered Pillar: duh Ascendant: good enough. But could you apply here those "wings" from Soul Blade? Beguiler: superb Soul Blade: quite nice, but atm, SB looks more ascending than Ascendant himself. Psion: don't like it. Gives an impression that he is looking at something in a strange window. The meditative state of Ascendant icon could fit here. Priest: all 8 are great
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Just in case: Aloth still has only 2 dispositions that he approves, in v5.0. So: Aloth approves 2; disapproves 3 Eder approves 5; disapproves 3 Maia approves 5; disapproves 2 Pallegina approves 4; disapproves 3 Serafen approves 4; disapproves 2 Tekehu approves 6; disapproves 2 Xoti approves 4; disapproves 3 P.S. But there is a mod that adds 2 extra (and lore-friendly) dispositions for Aloth to approve: link
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Can't do it via gamedatabundles/json modding, because there is no field/checkbox for that. And can't do it via dll moding either, since it is unclear to me what prevents targeting a launched target. protected bool AllowIncomingThreat() { AIBehaviorType currentBehaviorType = this.GetCurrentBehaviorType(); return currentBehaviorType != AIBehaviorType.PushedBack && currentBehaviorType != AIBehaviorType.Dead && currentBehaviorType != AIBehaviorType.Unconscious && currentBehaviorType != AIBehaviorType.Grabbed; } protected bool AllowOutgoingThreat() { AIBehaviorType currentBehaviorType = this.GetCurrentBehaviorType(); if (currentBehaviorType == AIBehaviorType.Stunned || currentBehaviorType == AIBehaviorType.PushedBack || currentBehaviorType == AIBehaviorType.Paralyzed || currentBehaviorType == AIBehaviorType.Terrified || currentBehaviorType == AIBehaviorType.KnockedDown || currentBehaviorType == AIBehaviorType.Dead || currentBehaviorType == AIBehaviorType.Unconscious || currentBehaviorType == AIBehaviorType.Launched || currentBehaviorType == AIBehaviorType.Grabbed) { return false; } AIBehavior currentBehavior = this.BehaviorStack.CurrentBehavior; return currentBehaviorType != AIBehaviorType.UseObject || !(currentBehavior.CurrentState is InUseState); } AllowIncomingThreat doesn't even check for AIBehaviorType.Launched. P.S. But could substitute the Prone and 1.5s Launch effect, with a 2.5s Prone instead.
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Typo thread
MaxQuest replied to rone's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Fixing these is fairly easy. You need to find the typo in game's stringtables, and create an override entry in a new stringtable (inside of the mod, with the same name and file hierarchy location). I have found and fixed around 20 typos from the last 2 pages on this thread. You can try the attached mod. P.S. It seems that typos posted before 15th December have been already fixed. CommunityPatchTypos.zip -
Hah) No, she's pretty unique in that she is the only one summon of "CombatPet" type. Familiars are of "Summoned" type. And the remaining 3 types are: "Pet", "AnimalCompanion" and "NotSummoned" (which is a funny type for a Summon). P.S. Unfortunately off.documentation doesn't provide much insight on the difference between these. Maybe there will be something in the code...
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Legacy Issues and Solutions
MaxQuest replied to SChin's topic in Pillars of Eternity II: Deadfire Announcements & News
^ Probably that's why they decided to give Unreal Engine a try, instead of Unity (used in Pillars series). -
Legacy Issues and Solutions
MaxQuest replied to SChin's topic in Pillars of Eternity II: Deadfire Announcements & News
Yeah, I do this before starting a new playthrough. Although I haven't actually "played" since December, and have been mostly checking/testing stuff. -
Legacy Issues and Solutions
MaxQuest replied to SChin's topic in Pillars of Eternity II: Deadfire Announcements & News
Excessive saves, ehh. I have 200+ at the moment, and definitely noticed a heavy degrade in save/load menu performance. But I need all of them Also it's good to know that this was the last ~balance related patch. Saddening a bit though)