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Phenomenum

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Everything posted by Phenomenum

  1. For some strange reason my favorite is Port Maje - small town, survived a storm. Art and music creates some warm and comfort atmosphere. Also i very appreciate design idea of Evon Devr bridge with all those "Second before", "Second after" - brilliant idea, never seen such things before. And i don't like all tropical huana villages. They are not bad itself, but very generic in my taste. I'm curious what places are most liked / unliked by other peoples?
  2. I like most of stuff. Exept, maybe, Shared Nightmare, and "Souls" icons with skulls... Maybe try a different symbol for soul? https://www.google.com/search?q=soul+symbol&newwindow=1&client=firefox-b-d&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjE8pzdj_3hAhWrw6YKHXbcAV8Q_AUIDigB#imgrc=RZoexgLv7WO10M: https://www.behance.net/gallery/24648085/Soul-Symbol-Design
  3. Ears - it's the second important thing for orlans.
  4. Phrases scaling, he means? Becose i don't know any other bugs related to Phrases. Ghaun save us...
  5. No. Pillars of Eternity 3 based on UE 4 (Outher Worlds already on UE 4), founded by Microsoft – the only way. Kickstarter is a s**t. Only a few games, birth out from KS were a good within 5 years – this fact is totally dispels myth about "bad publishers and good developers". They are no good – just lazy sons of b***, greedy for money and manipulating gamers with all those "nostalgic feelings".
  6. Thanks, guys. But this is just a concept. And i assume you approve it. Good start.
  7. Chifting Croma concept (Hellstone prism icon as reference) "The colors within the helstone shift, applying random defensive bonus at the beginning of combat."
  8. To @Boeroer You're fast one! Combat Focus - try to use less elements (8 for example) Weapon & Shield style - ***ing great! Great Soul - still don't like this Hypnotoad. Confident Aim - it's an... Arrows harvest ot what?) Sneak attack - Why just use a masked face with dagger? Slippery mind - get off this snake from mouth. Desgant.
  9. I set "StackWithAllSimilarDataEffects" for both. Just in case) 3x8 or 2x12... - 10 Flanked = -34. Vanilla max penalty is -33. Sounds fine by me.
  10. Ok, then we can use odd numbers for effect duration: 5% every 3 sec. for 9 sec. = 5*4 = 20. But in this case tooltip will say HELLO Total amount: 15. BTW. Show me the man, who designed all this things to work in such perverted way. I'm just interested. With his "skills" he shouldn't approach to game development within a cannon shot.
  11. Then tooltips for ApplyOnTick is also wrong? Becose... With additional "starting" tick at 0 sec. Damage should be obviously 160. Ohh... Agreed. Well, i think we should know how exactly works ApplyOnTick, before doing anything.
  12. Calm down guys, both Flanking debuffs - AR & Deflection - will be stackable with everything. 100%. Take it into account for your suggestions.
  13. 99,9% should be. Better (and quickest) way to know - is to try, instead of asking questions on forum and waiting for answers
  14. Wait. So ApplyOverTime HAVE benefits from INT? Confirmed? I'm forgot to test it) I just don't understand - if ApplyOverTime Damage/Health total amount depends of INT, so what's the point of all this s***? Besides of bugs. Mm? About Deep Wounds: don't see the reason. If we convert it to ApplyOnTick then it will be 10% every 3 sec. for 6 sec. = 20%. And with 20 INT it will be 10% every 3 sec. for 9 sec. = 30% (just like now, in fact). I don't think it will be OP. It's becose Wounding Shot DoT is s**tty. In PoE 1 WS DoT has much longer duration, givin synergy with pet ability "+N damage to targets affected by DoT's". Now WS DoT have only 6? sec. duration and i see no point in this.
  15. No agruments here. But effect is tricky and if we make it simply stackable, we just create another exploit. This is not what i want. How you feelin' about stackable -10 from Flanking and -2*10 from CB for total -30?
  16. https://www.nexusmods.com/pillarsofeternity2/mods/175
  17. Those changes, approved via poll. I work on this too, but i started with few hardest ones. Because most of "suggestions" are easy to mod simply adding/changing values (even no test needed, if original effects works fine). Currently done and tested: Stag Carnage - Identical to Barbarian Carnage but 20% base damage as AoE. Identical scaling: +2% damage each PL, starting PL 1. (Barbarian Carnage have 33% as AoE and +3,3% each PL). Barbarian Carnage Fix (discovered this oversight by accidentally). Backstab - 15 Raw Damage with +1.5 each PL, starting PL 2. Focus generation for Ciphers also 15 + 1.5 each PL. Detonate spell fix. Confounding Blind - in process. We need to understand what to do with penalty values to avoid cheap -40 Deflection penalty at PL 3. Keywords refining - in process. + some other small fixes. Icons - adjusted gradient color to perfectly match original one. Other stuff i can make quickly. Just want to see that "ton of bugfixes" from Obsidian. P.S. Tried to fix chants scaling, but it's seems hardcoded into one of scaling "ruleset" (FallbackScaling to be specific). So currently fix is unavailable.
  18. We can do Flanking passive and 10 stacks for CB, but with step of 2 (2*10). So Flanking Debuff (-10) and CB Max value (-20) = -30 total Deflection.
  19. Currently is only 8 abilities uses ApplyOverTime formula: Disintegration_SE_RawDamage Taste_of_the_Hunt_SE_RawDOT Unbending_SE_Health / Unbending_Shield_SE_Health / Unbending_Trunk_SE_Health Cleansing_Flame_SE_BurnDamage Wounding_Shot_SE_RawDamage / Accurate_Wounding_Shot_SE_RawDoT / Hobbling_Shot_SE_RawDoT Deep_Wounds_SE_RawDOT Combusting_Wounds_SE_BurnDOT Blightheart_Heartbeat_SE_Health We can simply change them to use ApplyOnTick. Eg. Deep Wounds 20% for 6 sec. >>> 10% every 3 sec. for 6 sec. Nice and simple. And without bugs. + they can be affected by Int bonus, finally.
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