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Posts posted by Phenomenum
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All "per intervals" effects is not scaling, because of... Forget about it. Just Obsidian's lazy game design.
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4 hours ago, MaxQuest said:
and PoE1 Eder.
I'll see what i can do
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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.
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Astounding portrait, but convo isn't so good as original artwork
So i've tried to fix it
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23 hours ago, Elric Galad said:
@MaxQuest, @Phenomenum, should it be patched in your opinion ?
"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.
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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.
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51 minutes ago, Boeroer said:
As far as I can tell it's only the Shifter.
Can u run some tests? I need a confirmation.
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49 minutes ago, Boeroer said:
As far as I can tell it's only the Shifter.
It's strange, because Shifter and other subclasses uses the same status-effect for Boar DOT dmg...
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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?
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26 minutes ago, Exanos said:
the raw dot can escalate to absurd lvl out dpsing catform.
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).
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Damn, i can't stop watching. Repeat, please.
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On 3/11/2021 at 9:29 PM, Elric Galad said:
It would be possible to implement a more conservative solution that only sets Duration Override to 0 (but not the other changes).
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.
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5 minutes ago, Elric Galad said:
Wouldn't be perfect but better than infinite duration.
Sure.
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2 minutes ago, Elric Galad said:
he "hard" workaround would be to give it a duration.
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). -
26 minutes ago, Elric Galad said:
In my opinion, this hard cap feels a bit articial, even if it only sometimes matters for Tactician.
26 minutes ago, Elric Galad said:But everyone has a slightly different opinion
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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22 hours ago, Elric Galad said:
The sticking bonus after familiar is gone is a glitch, I think.
Interesting. I've checked familiar buffs and:
1. Familiar are origin of this effects – these abilities belongs to familiar according to progressiontables.gamedata
2. If these effects tend to stick to character, this is some kind of program bug, because effects itself are OK, contain no mistakes and should be disappear with origin (familiar) death.
3. So "ClearOnDeath": "true" can make it work (or don't). Otherwise i see no workarounds.
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I know, but i dont want infinite Brilliant))
More than that, it will be useless for all exluding Tactician - with modified SoT you hardly can prolong cipher Brill even for a minute. So Tactician Brill source will be better than others. No, i want to build a kommunism - same Brill for all.
And with non-modified SoT we get nearly the same infinite resources as in vanilla. Bad idea.
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Here are the code example:
Spoiler{
"$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp",
"DebugName": "Add_Resources_SE_OnEvent",
"ID": "1369508f-f6d6-4fa8-86bc-a289881e1c81",
"Components": [
{
"$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp",
"StatusEffectType": "ApplyStatusEffectOnEvent",
"OverrideDescriptionString": -1,
"OverrideDescriptionStringTactical": -1,
"UseStatusEffectValueAs": "None",
"BaseValue": 1,
"DynamicValue": {
"Stat": "None",
"SkillDataID": "00000000-0000-0000-0000-000000000000",
"ClassID": "00000000-0000-0000-0000-000000000000",
"MultiplyBy": 1,
"Operator": "Add"
},
"KeywordsIDs": [],
"DurationType": "UseDurationTimeUnadjusted",
"Duration": 30,
"MaxStackQuantity": 0,
"ApplicationBehavior": "UseLongerDurationIfAlreadyApplied",
"ApplicationType": "ApplyAtEnd",
"IntervalRateID": "00000000-0000-0000-0000-000000000000",
"StackedChildrenApplyEffects": "false",
"InclusionConditions": {
"Operator": 0,
"Components": []
},
"ApplicationPrerequisites": {
"Conditional": {
"Operator": 0,
"Components": []
}
},
"TriggerAdjustment": {
"TriggerOnEvent": "None",
"TriggerOffEvent": "None",
"ValidateWithAttackFilter": "false",
"ParamValue": 0,
"ValueAdjustment": 0,
"DurationAdjustment": 0,
"ResetTriggerOnEffectTimeout": "false",
"MaxTriggerCount": 0,
"IgnoreMaxTriggerCount": "false",
"RemoveEffectAtMax": "false",
"ChanceToTrigger": 1
},
"PowerLevelScaling": {
"UseCharacterLevel": "false",
"BaseLevel": 0,
"LevelIncrement": 1,
"MaxLevel": 0,
"ValueAdjustment": 0,
"DurationAdjustment": 0
},
"IsHostile": "false",
"ClearOnCombatEnd": "false",
"ClearOnRest": "false",
"ClearOnFoodRest": "false",
"ClearWhenAttacks": "false",
"ClearOnDeath": "false",
"HideFromCombatTooltip": "false",
"HideFromCombatLog": "false",
"HideFromUI": "false",
"HideIfNoValue": "false",
"VisualEffects": [],
"MaterialReplacementID": "00000000-0000-0000-0000-000000000000",
"AttackFilter": {
"KeywordsIDs": [],
"KeywordLogic": "Or",
"Race": "None",
"IsKith": "false",
"HealthPercentage": 0,
"HealthOperator": "EqualTo",
"Range": "None",
"ClassTypeID": "00000000-0000-0000-0000-000000000000",
"Source": "None",
"DefendedBy": "None",
"Empowered": "false",
"Disengagement": "false",
"Stealthed": "false",
"UseStealthLinger": "false",
"PowerLevel": 0,
"PowerLevelOperator": "EqualTo",
"ChanceToApply": 1,
"AttackHostility": "Default",
"TargetType": "None"
},
"AttackTargetFilter": {
"KeywordsIDs": [],
"KeywordLogic": "Or",
"Race": "None",
"IsKith": "false",
"HealthPercentage": 0,
"HealthOperator": "EqualTo",
"Distance": 0,
"DistanceOperator": "EqualTo",
"HasDOT": "false",
"IsMarked": "false",
"TargetHostility": "Default"
},
"ExtraValue": 0,
"OverridePenetration": 0,
"DamageTypeValue": "All",
"KeywordValueID": "00000000-0000-0000-0000-000000000000",
"RaceValue": "None",
"StatusEffectTypeValue": "None",
"ItemValueID": "00000000-0000-0000-0000-000000000000",
"AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000",
"StatusEffectsValueIDs": [
"5ae7a8c0-582d-49e2-aaf2-78c630e24554"
],
"AttackValueID": "00000000-0000-0000-0000-000000000000",
"AttackOverrideValue": "None",
"EventValue": "OnApply",
"ClassValueID": "00000000-0000-0000-0000-000000000000",
"WeaponTypeValue": "None",
"AttackHitType": "None",
"SkillValueID": "00000000-0000-0000-0000-000000000000",
"AudioEventListID": "00000000-0000-0000-0000-000000000000",
"BedRestDaysMinimum": 0,
"BedRestDaysMaximum": 0
}
]
},
{
"$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp",
"DebugName": "AddResource_SE",
"ID": "5ae7a8c0-582d-49e2-aaf2-78c630e24554",
"Components": [
{
"$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp",
"StatusEffectType": "AddResource",
"OverrideDescriptionString": -1,
"OverrideDescriptionStringTactical": -1,
"UseStatusEffectValueAs": "None",
"BaseValue": 1,
"DynamicValue": {
"Stat": "None",
"SkillDataID": "00000000-0000-0000-0000-000000000000",
"ClassID": "00000000-0000-0000-0000-000000000000",
"MultiplyBy": 1,
"Operator": "Add"
},
"KeywordsIDs": [],
"DurationType": "Infinite",
"Duration": 0,
"MaxStackQuantity": 0,
"ApplicationBehavior": "UseLongerDurationIfAlreadyApplied",
"ApplicationType": "ApplyOnTick",
"IntervalRateID": "00000000-0000-0000-0000-000000000000", - Custom 30 interval
"StackedChildrenApplyEffects": "false",
"InclusionConditions": {
"Operator": 0,
"Components": []
},
"ApplicationPrerequisites": {
"Conditional": {
"Operator": 0,
"Components": []
}
},
"TriggerAdjustment": {
"TriggerOnEvent": "None",
"TriggerOffEvent": "None",
"ValidateWithAttackFilter": "false",
"ParamValue": 0,
"ValueAdjustment": 0,
"DurationAdjustment": 0,
"ResetTriggerOnEffectTimeout": "false",
"MaxTriggerCount": 0,
"IgnoreMaxTriggerCount": "false",
"RemoveEffectAtMax": "false",
"ChanceToTrigger": 1
},
"PowerLevelScaling": {
"UseCharacterLevel": "false",
"BaseLevel": 0,
"LevelIncrement": 1,
"MaxLevel": 0,
"ValueAdjustment": 0,
"DurationAdjustment": 0
},
"IsHostile": "false",
"ClearOnCombatEnd": "true",
"ClearOnRest": "false",
"ClearOnFoodRest": "false",
"ClearWhenAttacks": "false",
"ClearOnDeath": "false",
"HideFromCombatTooltip": "false",
"HideFromCombatLog": "false",
"HideFromUI": "false",
"HideIfNoValue": "false",
"VisualEffects": [],
"MaterialReplacementID": "00000000-0000-0000-0000-000000000000",
"AttackFilter": {
"KeywordsIDs": [],
"KeywordLogic": "Or",
"Race": "None",
"IsKith": "false",
"HealthPercentage": 0,
"HealthOperator": "EqualTo",
"Range": "None",
"ClassTypeID": "00000000-0000-0000-0000-000000000000",
"Source": "None",
"DefendedBy": "None",
"Empowered": "false",
"Disengagement": "false",
"Stealthed": "false",
"UseStealthLinger": "false",
"PowerLevel": 0,
"PowerLevelOperator": "EqualTo",
"ChanceToApply": 1,
"AttackHostility": "Default",
"TargetType": "None"
},
"AttackTargetFilter": {
"KeywordsIDs": [],
"KeywordLogic": "Or",
"Race": "None",
"IsKith": "false",
"HealthPercentage": 0,
"HealthOperator": "EqualTo",
"Distance": 0,
"DistanceOperator": "EqualTo",
"HasDOT": "false",
"IsMarked": "false",
"TargetHostility": "Default"
},
"ExtraValue": 8,
"OverridePenetration": 0,
"DamageTypeValue": "All",
"KeywordValueID": "00000000-0000-0000-0000-000000000000",
"RaceValue": "None",
"StatusEffectTypeValue": "None",
"ItemValueID": "00000000-0000-0000-0000-000000000000",
"AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000",
"StatusEffectsValueIDs": [],
"AttackValueID": "00000000-0000-0000-0000-000000000000",
"AttackOverrideValue": "None",
"EventValue": "OnApply",
"ClassValueID": "00000000-0000-0000-0000-000000000000",
"WeaponTypeValue": "None",
"AttackHitType": "None",
"SkillValueID": "00000000-0000-0000-0000-000000000000",
"AudioEventListID": "00000000-0000-0000-0000-000000000000",
"BedRestDaysMinimum": 0,
"BedRestDaysMaximum": 0
}
]
}In this construction, initial tick should be delayed for 30 sec. timer, then usual OnTick effect will be applied. Can be used to delay anything.
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Been away for years, are the old posters still around?
in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Posted · Edited by Phenomenum
Boo!