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Phenomenum

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Everything posted by Phenomenum

  1. I've made a pretty good char in 3 mins. Character editor is good, and fiiled with variety, so you can easily create a wide range of characters - frow weird funky godlikes to normal people.
  2. Hello, my friend! Progression is quite simple (can't be compared with PoE 1/2), so, i presume, the are no need for this kind of topic((
  3. 1. No walk toggle on PC. Seem like some Obsidian designers don't understand, how this simple thing adds immersion. We have no walk toggle in PoE 1. After a dosens of requests, Obsidian adden walk in PoE 2, but now... here we go again, running everywhere. Such a shame. 2. No widescreen support in conversations. 3. No minmaxing builds allowed. 4. Enemies on Hard/PotD is nothing, but health sponges. 5. Game discreetly uses TAA temporal upscale, even with all upscaling turned off >>> image very blurry in motion 6. No FSR 3 Framegen 7. With Radeon Antilag turned ON, frametime is not stable, with dosens of spikes and microstutters. That's all for now.
  4. Arcana Accuracy at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com)
  5. All "per intervals" effects is not scaling, because of... Forget about it. Just Obsidian's lazy game design.
  6. Hey... After more than a year since my Enhanced Companions Portraits release, i finally made a proper comparison "vanilla vs moded". Use it, if you like it. Or not. "Zoom" for most portraits were made for correspondence and harmonization to other NPC portraits.
  7. Pallegina Mes Rei - A Bird God Paladin - POE 2 at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) Astounding portrait, but convo isn't so good as original artwork So i've tried to fix it
  8. "BaseCrossbow_SEHitToCritChance" status-effect have no restrictions in attack filter so Bonus Hit to Crit applies on any source (spells, poisons, bombs) when crossbow is equipped. In my opinion, it looks like oversight and must be restricted to crossbows only, because with other weapons, which have any special effects (e.g. Sabre Bonus damage) these effects applies only for those weapons attacks. So crossbow bonus for all sources are inconsistent with rules for other weapons. Just need to add CrossbowKeyword in attack filter - simple. P.S. I'm workin' hard last weeks so i can't spent much time for modding right now, but i makin' notes of every adjustment we need to do.
  9. i've confirmed a vanilla bug: Boar's DOT do not limited by base time of 6 sec. It's still even after spiritshift is gone.
  10. It's strange, because Shifter and other subclasses uses the same status-effect for Boar DOT dmg...
  11. For now, i can presume that we can rearrange this status-effect trough adding transfer AttackOnEvent instead ApplyStatusEffectOnEvent (and then attack applies DOT). Maybe it can help. Question: is this bug appears for other subclasses or for Shifter only?
  12. OK, tested and i get it. Somehow DOT is still active beyond time limit. So the base 6 sec. limit is not working. Need to think. Give me some time (about 1 week).
  13. Emm... Let's see: Boar's DOT is 10% of dmg dealt as RAW for 6 sec. base. It's applied by 3 sec. tick so we have 3 ticks within 6 sec. - total 30% dmg as RAW. DOT can be scaled by int so with 20 INT you'll receive 4 ticks - total 40% dmg. And yes, it's stackable (same story for Battle Axe DOT). "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Spiritshift_Boar_SE_ApplyOnEvent", "ID": "f2d641f0-bf73-4a54-86e3-78a14042adf8", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "ApplyStatusEffectToEnemyByDamageDealt", "OverrideDescriptionString": -1, "OverrideDescriptionStringTactical": -1, "UseStatusEffectValueAs": "None", "BaseValue": 0.1, = 10% of dmg dealt "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Spiritshift_Boar_SE_RawDamage", "ID": "33b22e2d-a4b2-4da9-92d8-e1f525817541", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "Damage", "OverrideDescriptionString": -1, "OverrideDescriptionStringTactical": -1, "UseStatusEffectValueAs": "None", "BaseValue": 0, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "UseDurationTime", "Duration": 6, "MaxStackQuantity": 0, "ApplicationBehavior": "StackIfAlreadyApplied", "ApplicationType": "ApplyOnTick", "IntervalRateID": "25acc41f-26a4-4ef7-9b7d-0f1bf0ddfe9f", We can turn off stacking. Simple. Though i've played Shifter/Trickster (my favorite build) a lot (hell of a time) and i believe that Cat's form with Fast Attack ability is still be better in therms of DPS, and i use Boar form mostly for regeneration. So i, personally, don't see any OP here. If Boar DOT feels OP, then Cat Form paired with high DEX and DW passive is SUPER OP.
  14. Yes, it obvious lazy fix)) The problem is: familiar lifetime is scales with caster INT, but duration of familiar's buffs don't (more than than that, all familiars have 10 in all stats).
  15. Yep. Personally, i'm glad to see Tactician Brill is limited, because it's too easy to trigger. Tactician/Bloodmage with infinite Brill receive infinite resources - that's not what we all wanted, i think. Combined with "Potion of Brilliant" it will be a tremendous resource generator, especially in boss fights. Think about it. P.S. And to say, i didn't tested yet Tactician Brill + AM. Maybe they can stack due to individual ticks as status-effects (but it will be another quest to resolve).
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