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Few Questions
MaxQuest replied to MaxQuest's topic in Pillars of Eternity: Modding (Spoiler Warning!)
Ha! Answers! 1. Yeah, I have looked for those. But the only assets having something like "one-handed" in their filename are those related to one-handed fighting. From their data it is seen that they add 30% graze-to-hit conversion. It's not it. 2. Thanks! So it is the ModifiedStat enum from StatusEffect class. Quickly checked monobehaviours of "one-handed fighting", "two-weapon fighting", "vielo-vidorio" and "confident aim": - 200: BonusGrazeToHitRatioMeleeOneHand - 193: DualWieldAttackSpeedPercent - 109: BonusDamageProc - 185: Accuracy - 11: AttackSpeed - 102: BonusGrazeToHitPercent (value: 0.2) - 222: WeapMinDamageMult (value: 1.2) Everything adds up. 3. Reloading durations are indeed saved in asset files. But (except for blunderbuss) are quite inaccurate in comparison to empirical results. - Arquebus: 6.800000 | in practice: 6.30 - Arbalest: 6.000000 | in practice: 5.56 - Blunderbuss: 5.000000 | in practice: 5.00 As for attack and recovery durations: the later is not specified at all, while the first one is mentioned only as UiAttackSpeed property ranging from 1 to 5 and referencing the enum from AttackBase class: UIAttackSpeedType {Undefined, Fast, Average, Slow, VerySlow, ExtremelySlow } But than again, this is bs, because Arquebus, Arbalest and War Bow, although do 'belong' to different SpeedTypes, in practice have pretty much the same (i.e. very, very close) values for attack and recovery durations. Empirical Data: link Asset Data: So the 1st and 3rd questions are still open. -
Games you want that'll likely never exist
MaxQuest replied to Barothmuk's topic in Computer and Console
This might be a slightly different game. Longer response: Well. not saying that AC: Back Flag is bad. It isn't. But after around 8 hours, I ended up doing another playthrough of NWN2... -
Understood. That was just a wild guess.
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Games you want that'll likely never exist
MaxQuest replied to Barothmuk's topic in Computer and Console
There was a similar game, made by Russian studio "Akella": "Age of Pirates - Caribbean Tales". You could hire various crew members, and roam the land with any 3 of them. Characters had attributes, levels and various talent percs. When going to sea, you could appoint them into various positions and thus additionaly improve characteristics of the ship, or ships if you were going to make a fleet. They were also fighting alongside with you during boarding. And could also appoint one of them as gubernator of a settlement, you could build later on. Recruit troops, improve it's infrastructure, generate income. Although if you had bad relationship with some of the big factions, they would often pay you a visit. Ah good old times... -
Are you dual-wielding?
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Favourite Class and why?
MaxQuest replied to chickenhed's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Well, it's Cipher. Because: I like the thematic of this class I find it easier to associate with this archetype. For some reason I always feel odd, when trying to play barbarians, fighters and especially paladins. It fits nicely with the main story It is capable of very high damage output While also being quite versatile Ah, and lastly they don't depend on per-rest abilities. And I am crazy one, always saving everything for later. (esp. on first playthrough, when you never know what to expect next) -
Your talent distribution is okay for an early game tank. Although later, you won't need that high resolve on a fighter. Even in dragon fights; where you will want to have higher fortitude than deflection. Also fighters have decent health-per-endurance coefficient, so you might want to make use of it by rising CON a bit. So something like 15/15/3/15/15/15 with Stunning weapon, Overbearing Guard and Binding Rope/Lavender Wreath should work fine.
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Silver Tide does benefit from might. To stay optimal, it's either high-mig Moon Godlike, or dumped-might pale elf / wild orlan. That's actually a plus, if chanter is not your main character. As they require less 'supervision'. ---- P.S. Depending on your party composition, you can lower your PER a bit. For example White Worms and Seven Nights invocations both deal high damage and target Reflex. Something like Gaze of Adragan not only will double your damage, but will also lower enemy saves to the ground.
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You can safely dump DEX. Chants don't benefit from it. And it's neither needed for his melee output. Because main part of chanter's damage comes from invocations, dragon-thrashed chant and indirectly from Aefyllath. Chanters can be great at [DealingDamage], [CC, via scrolls/invocations] and [OffTanking]. I would say pick 2 out of these 3, and max the stats accordingly. Or if you really want to do all 3, keep the stats in 10-16 range and use the spread proposed by KDubya. I used Kana as a second tank. And tbh his 12 CON and 10 RES, felt a bit underwhelming in early game. So either use him as 3rd melee character that engages after your tanks, or up the stats to 14 CON and 12-14 RES. Or get a priest. S&S. No other, optimal way for a melee chanter. As for engagement, your chanter will hold enemies engaged quite easily. He is considered a spellcaster by the game, and has higher targeting priority when in close range. Most useful (from my pov): Chants: - Aefyllath - imho, best buff there is in the game. Buffing 6 characters with +25% (ok, with +20% when you've got the weapon lashes) is like bringing a 7th dps to the party. Also any ciphers will especially love this. - Dragon Thrashed - really good damage. In an AoE. Over a big radius. - Sure-Handed - if you have 2+ ranged team mates (without swift-aim). Invocations: - White Worms/Seven Nights - has potential to do very, very solid damage. - Thunder Rolled/Killers Froze Stiff/The Lover cried - there is never too much CC. The versatility of stun vs fort. or paralyze vs will, is also useful. * Summons - I must note, that I was quite disappointed in all summoning options. But that's probably due to personal playstyle. I had impression that using CCing invocations would provide a better gain, than using these temporary meat-shields, which... were not needed on medium encounters, and were instantly dying on hardest ones.
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1. So, I am browsing Assembly-CSharp.dll with ILSpy and looking at AttackData.cs. It contains obviously obsolete data, like: public int Single1HWeapNoShieldAccuracyBonus = 15; public float MinDamagePercent = 40f; public float MinCrushingDamagePercent = 50f; But at the same time, these values do not appear to be overwritten nowhere in the project. Looking by values is not that fruitful either. So, where for instance is saved/hardcoded the bonus for one-handed attack? 2. Checking games assets, I often stumble upon some talents modifying a stat and referencing it by id. (e.g: int AffectsStat = 122;). Where is located the id <-> stats hashmap/stringtable? 3. Are base attack/recovery/reload durations saved anywhere?
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Modifying Soulbound Weapons
MaxQuest replied to Chesschamp09's topic in Pillars of Eternity: Modding (Spoiler Warning!)
^ Does it basically mean: - find the needed .cs file using ILSpy - save and then modify it - use IEMod framework or this patchwork, to compile the modified class and inject it into Assembly-CSharp.dll?- 19 replies
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The reason he crit Eder for 180 is due to Sneak Attack and Deathblow. His 'regular' attack is not that hard: 74-101 Crush/Pierce. Alpine's biggest weakness is his will defense. So you can relatively easy charm him with GM. So the plan is, to send solo Eder, while party stays far in the back, with GM trying to land Whispers of Treason, after being buffed by the priest. After that let the dragon help you with clearing the adds. And when only the dragon himself is left, charm him again (for the -25 to defenses) and let Aloth land his Gaze of Adragan. Dragon will fall in no time. P.S. Just be attentive and don't accidentally buff the dragon yourself, while he is charmed. Unfortunately Alpine Dragon doesn't get upscaled at all. On both PotD and upscaled Potd, his defenses are 123/134/134/118. Other dragons that are not upscaled are Turisulfus, Gafonercos and Adra Dragon. The latter because there is no upscale option for Od Nua content. The only up-scaling high dragon is the Sky Dragon. His defenses increasing from 113/130/118/108 to 124/147/135/125.
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The Custom Portraits Thread
MaxQuest replied to Namutree's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Lady of Pain More [raw] portraits here. -
The Custom Portraits Thread
MaxQuest replied to Namutree's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Heh, just noticed my current avatar in this thread --------------------- I've cropped few portraits for my new playthrough. Decided to share: Aloth, a more mature alternative: GM alternative: -
^ Looks like Triumph of the Crusaders was quite handy, as Lay on Hands wasn't even used P.S. 80h+ into the game, I learn that one can use the food, by dropping it onto the portrait...
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Hah! Indeed, since the retaliate goes now through standard attack resolution, it should get the benefits of outgoing onHit and onCrit effects originating from talents and equipment (minus weapons). I bet it will work with Deathblows too, just like you are supposing. Maybe new retaliation will also proc the Taste of the Hunt from Dragon Maw's shield, Weakened from Enervating Blows, Dazed from Glittering Gloves and extra damage from Lightning Strikes? That's weird. Really an oversight from the devs As I understand it procs the effects of any currently outgoing action that is a full attack? For example it would proc Prone (from Knockdown) on being hit too? Could you elaborate on why exactly DW is needed?
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CRPGs have made a comeback! How about RTSs?
MaxQuest replied to Heijoushin's topic in Computer and Console
Still waiting for Warcraft IV... Although I literally have no idea how would they handle the lore perturbations induced by wow storyline.