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Phenomenum

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Posts posted by Phenomenum

  1. 1 hour ago, Boeroer said:

    Those are weekdays in Eld-Aedyran:

    Emmm. You're missing the point)

    1. Added

    <GenderNeutralText />

    2. Turn-Based Combat.

    So, i think, we can see Pillars of Eternity 3. More than that, a'm sure: because BG3 has hurt a Josh's ego. 😉

    And i'm sure, Josh haven't said it all yet about Pillars. 

  2. 1 hour ago, thelee said:

    oh man, it was a bit of a journey trying to decipher posts and notes I wrote nine (!!) years ago, but i can confirm that the trap accuracy bug is in fact fixed. it feels so good to get this fixed, almost a bit in disbelief that it finally happened - i have an entire section of my old gamefaqs guide that i need to delete.

    as promised, a hand-written letter is on its way to the irvine offices. thanks so much

     

    letter.png.53699b1eedfdabe4962c71e876c93255.png

    Wow, man... It was definitely worth waiting 10 years for 🤣

  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. 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.

    • Like 1
    • Thanks 1
  5. 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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