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Phenomenum

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Everything posted by Phenomenum

  1. 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)
  2. Give admin rights to all users! We earned this!
  3. I suggest to raise the flag of rebellion We want cover image! We want cover image!
  4. It not so easy, my friend... There's no option. Should i blame Firefox?
  5. Hmm... How to change this new 'cover' picture? I don't see any button to click on... Is this an exlusive feature for @SChin?
  6. 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:
  7. 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
  8. 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
  9. "+20% Attack Action Speed" is also silly. Should be "+2% Attack Speed". +20% is a Maximum value.
  10. Yeah, this figure called Phantom Foes Also Assassin subclass have +4 Pen bonus for attacks from stealth or invincibility.
  11. 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..?
  12. Yeah. I want to illustrate a problem with some icon's centering:
  13. Ok, now i get it. Maybe it is, maybe not, or maybe it differs from one DoT ability to another... Unfortunally it's very time consuming to test all DoT's - hopefully, Obidian have QA team for this task... or whatever they call a QA team...
  14. 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.
  15. Don't know. For DW, Int's shouldn't affect on total damage. i'll test it later.
  16. 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.
  17. Rubbish. Go and see your tread. The description is correct like a fharmacy recipe. But confusing, i agree. 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.
  18. I hacked a pair of abilities to show the difference. Damage On Tick can be with different intervals (per 0,33 sec., per 1 sec., per 3 sec., per 6 sec. and so on)ю I'm decided to use 1 sec. interval for illustration purposes. @MaxQuest, correct me if i wrong somewhere.
  19. ApplyOverTime is worst effect ever. Imagine you have weapon with 100 pt. Damage, so 20% = 20 pt. Now they apply within 6 sec., simply enough. But if your Intellect high enough (eg. +50% effects duration) you have the same 20 pt. of Damage over 9 sec. No Damage gain. Tidefall from PoE 1 works the same way, so it was better to have low Intellect, becose Damage nor changing. ApplyOnTick is whole different. In the same scenario you deal 20 pt. every 3 sec. and if your Intellect high enough you will gain additional Ticks - and additional Damage.
  20. It's just a sailor's tales, they said... But last night somebody knocked at the doof of my cabin. I've tried to run, but it was too late. She come after me!
  21. Looks like i don't do anything with icons today. I'm tired. Anyway, my suggestion is to make all icons in default colors, for beginning, and then we will see if any changes required. Oh, don't tell me... Seems, my fat bastard was created for one purpose - to make troubles of all kind.
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