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Everything posted by Phenomenum
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Current reactions for @Gfted1 post: I love you, you're good, but sad.
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Bump, Heheh... As always, all further information was precisely tested and verified. First of all, no offence to @theBalthazar, but his topic full of wrong information, based on his own speculations and conclusions, but no proper testing. No offence, i say. The only truth, is that Flanked Deflection penalty don't stack with CB Deflection penalty. But... 1. CB ability apply additional -3 Deflection penalty on FIRST attack landing. In fact we have not -3*10 penalty, but -3*11 penalty. Maximum value: -33. 2. CB Deflection penalty triggers 'On Damaged'. That means it will trigger not only from physical weapon damage, but from most damage sources from ALL party members. You can use Wall of Flames, Ray of Fire, all Cipher's ray spells and so on. Player can very fast apply Maximum penalty value to target, just attacking it from various sources. 3. Efficiency of CB ability Attack highly depends of used weapons and number of it's projectiles, because after CB effect applied, each additional attack (or projectile) triggers -3 Deflection penalty. Even your Secondary attack when using CB ability with DW. And all projectiles of Blunderbuss. And all this triggers applied INSTANTLY, when you Graze/Hit/Crit by an attack. I had a huge test session, but also i looked in status effect data to be sure about my implications. The final results are here. Read carefully, feel free to ask questions if you don't understand something. My test subject's Deflection value was 61. Currently @MaxQuest and i working together on some sort of Community patch. I can make Flanking penalty stack with everything - it's not a big deal. But i want to ask all community members interested: A you really want it? Because in fact, currently you lose ONLY ONE attack (and ONLY IF One Handed style used). But if Flanking and CB penalties will be stackable, you'll be able to apply INSTANT -37 Deflection penalty (-10 from Flanked, -3 from initial CB penalty, and -24 from 8 projectiles triggered) with dual Blunderbusses, and raise it to -43 within next 2 sec. just landing two additional hits on enemy.
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Look at descriprion - you need to deal 1500 Damage to KITH enemies (humans, elfs, aumaua, godlike, orlan...) Imp is obviously not belongs to kith races.
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BTW, anyone else noticed that awful gradient banding on thread's titles? Om my monitor (not the best, but not a cheap one) i see 4 sections of banding in the center. Very annoying, i say. About Reaction emoticons: It will be fun if those emoticons were representing various Obsidian games charachters, depends on forum. Something like this:
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Damn! I just noticed Obsidian ruined my brilliant avatar concept. As usually. Get Sawyer out of forum design, please.
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Honestly, i thought it's a browser related. Is someone with Crome, Edge can test it? Anyway, i love my FF, so it will be stupid to change browser becose of this feature. Even a nice one.
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Well, then i'll wait for Obsidian's official answer. For something like: "We verified your report and can confirm it's not a bug, but intended feature - to give some of passive abilities and chants single class progression scaling for multiclass characters." Until that, i will consider it a bug, becose it 'feature' have no consistency with declared scaling mechanics and looks like nonsence)
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Give admin rights to all users! We earned this!
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I suggest to raise the flag of rebellion We want cover image! We want cover image!
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It not so easy, my friend... There's no option. Should i blame Firefox?
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Hmm... How to change this new 'cover' picture? I don't see any button to click on... Is this an exlusive feature for @SChin?
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Both - issue and suggested fix - was tested with weapon 100-100 dmg and easy to reproduce. Basically, all Carnage AoE Damage calculating only from Primary Weapon. So if your Primary Weapon is Legendary Sabre and a Secondary Weapon is ordinary Dagger, Carnage damage from Dagger Hit will calculate as it was Legendary Sabre. There are two effects chains for Carnage ability. One for Primary Weapon attacks: Carnage_SE_ApplyStatusEffectToEnemyOnEventPrimary >>> Carnage_SE_AttackOnEventPrimary >>> Carnage_AOEPrimary (in attacks.gamebatabundle) >>> Carnage_SE_PrimaryAttackDamage And the same for Secondary Weapon attack: Carnage_SE_ApplyStatusEffectToEnemyOnEventSecondary >>> Carnage_SE_AttackOnEventSecondary >>> Carnage_AOESecondary >>> Carnage_SE_SecondaryAttackDamage The mistake is simple: Both first status effects – Carnage_SE_ApplyStatusEffectToEnemyOnEventPrimary and Carnage_SE_ApplyStatusEffectToEnemyOnEventSecondary – was redirected to Carnage_SE_AttackOnEventPrimary status effect. To fix this, you must simply enter the correct status effect ID into Carnage_SE_ApplyStatusEffectToEnemyOnEventSecondary:
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All further information was verified, tested and easy to reproduce. As we know, my dear developers, all abilities scaling rules divided to 5 categories, listed in global.gamedatabundle, depending on ability's type: DefaultMultiProjectileScaling (for projectile abilities) DefaultBounceScaling (for bounce abilities) DefaultEffectScaling (buffs / debuffs) DefaultWeaponAttackScaling (for martial abilities) DefaultFallbackScaling (for all abilities which don't fall in any previous category, and this is the rules for Phrases scaling) Let's take a closer look: "DefaultFallbackScaling": "ScalingType": "Default", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "DamageAdjustment": 1.05, "DurationAdjustment": 1, "BounceCountAdjustment": 0, "ProjectileCountAdjustment": 0, "AccuracyAdjustment": 2, "PenetrationAdjustment": 0.25 According to this rules (and tests), every Power Level all Phrases gains additional +5% Damage, +0.25 Penetration, and +2 Accuracy. In fact, there are only 3 Phrase gain benefits: Ancestor's Memories (+1 base Health), Come, Come, Soft Wind of Death (2 base Raw Damage) and Dragon Thrashed (4 Slash / Fire Damage). All Phrases gains scaling bonuses, starting from Power Level 2, nomather of it's acquiring Level (e.g. Dragon Thrashed (5 Level Ability) already have +20% bonus Damage (4.8 Slash / Fire) when you pick it. Maximum values at PL 9 for all affected Phrases: +40% Damage, +2 Penetration, +16 Accuracy. If you have Prestige Ability, then it will be +45% Damage, +2.25 Penetration, +18 Accuracy. Single class character gains scaling bonuses at 3, 5, 7, 9, 11, 13, 16, 19 levels. But what is not OK then? Phrases for multiclass Chanters follows the same progression rules as single class. In fact, multiclass characher gains scaling bonuses at the same 3, 5, 7, 9, 11, 13, 16, 19 levels. The only difference between Single and Multiclass Chanter's Phrases efficiency – single class have possibility to pick up Prestige ability to gain additional +1 PL scaling. Which is neglitable, comparing multiclass. We can't fix it with mods, so my dear and lovely Obsidian developers... [Rage mode on] DO YOUR JOB AND FIX IT BEFORE PATCH RELEASE! YOU HAVE A BUNCH OF FREE TESTERS, THROGH US, AND I'M PERSONALLY TIRED OF THIS BULL I'M (and for sure i'm not the only one) TIRED TO DISCOVER NEVERENDLESS BUGS AND INCONSISTENCIES, WHICH YOU SHOULD FIND AND FIX IN FIRST PLACE. [Rage mode off] Thank you for your undivided attention. Hugs and kisses. P.S. 'No hard feelings, good game' (c) Jeff «Joker» Moreau
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Real f***k up with copy-paste formatted JSON from VS Code (or anything) Hard times for Pillars modders "DefaultMultiProjectileScaling": { "ScalingType": "Default", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "DamageAdjustment": 1.05, "DurationAdjustment": 1, "BounceCountAdjustment": 0, "ProjectileCountAdjustment": 0.5, "AccuracyAdjustment": 1, "PenetrationAdjustment": 0.25 }, "DefaultBounceScaling": { "ScalingType": "Default", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "DamageAdjustment": 1.05, "DurationAdjustment": 1, "BounceCountAdjustment": 0.5, "ProjectileCountAdjustment": 0, "AccuracyAdjustment": 1, "PenetrationAdjustment": 0.25 }, "DefaultEffectScaling": { "ScalingType": "Default", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "DamageAdjustment": 1.05, "DurationAdjustment": 1.05, "BounceCountAdjustment": 0, "ProjectileCountAdjustment": 0, "AccuracyAdjustment": 1, "PenetrationAdjustment": 0.25 }, "DefaultWeaponAttackScaling": { "ScalingType": "Default", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "DamageAdjustment": 1.05, "DurationAdjustment": 1.05, "BounceCountAdjustment": 0, "ProjectileCountAdjustment": 0, "AccuracyAdjustment": 1, "PenetrationAdjustment": 0.25 }, "DefaultFallbackScaling": { "ScalingType": "Default", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "DamageAdjustment": 1.05, "DurationAdjustment": 1, "BounceCountAdjustment": 0, "ProjectileCountAdjustment": 0, "AccuracyAdjustment": 2, "PenetrationAdjustment": 0.25
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The Custom Portraits Thread
Phenomenum replied to Namutree's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
https://www.artstation.com/avvart -
Crucible of Suffering Rooting Pain, Enervating Blows, Parting Sorrow, and Imagined Pain also looks a bit strange in my taste. All others are OK. I wonder who did this..?
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Heh, take your time. After you see your icons ingame, side by side with originals, you'll want to redone some things. That's for sure. P.S. Never liked Dragon Age icons. It's kinda mess.
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I doubt it's related to Might, becose... UPDATE. Tested Deep Wounds. Metodology: Frienfly target, Health 247 vs. Weapon 100-100 dmg. Attacker have 10 pt. in all Attributes Hit should apply 100 + 20 Raw Damage for 6 sec. Target's Health should be 127 after attack. Test 1: Hit (100 dmg) + 20 pt. (20%) Deep Wounds damage >>> Health = 116. 247 - 116 = 131 total damage. Test 2: Graze (50 dmg) + 10 pt. (20%) Deep Wounds damage >>> Health = 182. 247 - 182 = 65 total damage. So DW deals 30% of Damage as Raw. Value in statuseffects.gamedatabundle is 0.2. So it's clearly a bug.