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Everything posted by Phenomenum
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It's easy, i can do this, even paint from scratch (and trinkets icons too) but i need some ideas and references - otherwise it will be time consuming.
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Maybe i should consider to cut some KW. I need to take a closer look on my whole list.
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Yes, just we don't know exact PL bonus we will put on trinkets. If it will be +2 PL, then +4PL seems like "on OP edge". Becose i belive all trinkets should be accessible in the first 1/3 of game.
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Totally forgot. "Houston, we have a problem". The problem name is Xoti Lantern, which gives +2 PL to Inspiration and Restoration KW and might be equipped as shield. I'm curious, if it will stack with trinkets? If not, then nothing to worry about. And a second thing (just in case): All class specific spells is a NATIVE priest's spells. For example, Xoti have a Vile Thorns spell, but this is not a Level 1 druid spell, as you can imagine - it's a copy of druid's spell, named "Vile_Thorns_Gaun" with new ID and it's Level 3 spell with respective PL scaling. Same for all class specific priest's spell. That's why i was able to freely add priest-specific KW's to all "Wizard" and "Druid" spells for priests - it's will never affect on original Wizard and Druid spells. In other words, Priests have their own spells, and Wizards/Druids have their own, even if concurrent names. Just for the record (Max don't ever knew about this Obsidian trick until our recent chat).
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I have a gift) UPDATE (8th April): Forbidden Fist ability now is Weapon Attack (generates Focus and receives all weapon related bonuses - Soul Whip, Hammering Thoughs, Transcendent Suffering, Unarmed modal, Sneak Sttack, Backstab etc.) Screenshots: https://www.nexusmods.com/pillarsofeternity2/mods/241?tab=files Have fun! Becose value "TreatAsWeapon" in attacks.gamedatabundle was set to "False", i think this is was intended or maybe a simple oversight.
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I suggest to hire Boeroer as our items designer. For food of course) All Prayers and Litanies will be under Ispiration keyword. So i suggest do not add new KW for them. And for anything. Too much hustle
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Portraits IV
Phenomenum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Great, then i have a two arts from this autor) Very good technique, i must say. Just...don't tell 'em - all those artists become a very angry when someone modifying his works (though i don't understand why). We need to keep a low profile. -
Seems like an oversight. Checked a minute ago: The Rot_Skulls_AOE attack implemented as ExtraAttack (secondary attack on impact) into the main Druid_Rot_Skull_Attack (which has Penetration Rating 6), but for Rot_Skulls_AOE penetration rating is... 0. Proof: { "$type": "Game.GameData.AttackAOEGameData, Assembly-CSharp", "DebugName": "Rot_Skulls_AOE", "ID": "7220a161-f9db-4b2d-ac7d-b5e993e42108", "Components": [ { "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "KeywordsIDs": [ "115559b3-0105-496e-8b95-2795969f62d2", "2f013adc-8e9d-480a-bc65-ba1c7b66dc6c" ], "AttackDistance": 6, "MinAttackDistance": 0, "AttackVariationID": "35abdf41-fc3f-4310-8d5d-5d7da644affc", "UseParentEquippableHand": "false", "CastSpeedID": "eacb53e3-6eb5-422a-92ca-99cc883ae4a9", "RecoveryTimeID": "566840d9-1561-4243-8ca7-889df9869847", "OverrideTacticalActionType": "None", "ImpactDelay": 0, "ForcedTarget": "None", "AffectedTargetType": "Hostile", "AffectedTargetConditional": { "Conditional": { "Operator": 0, "Components": [] } }, "AffectedTargetDeathState": "Alive", "HostilityOverride": "Default", "PushDistance": 0, "FaceTarget": "true", "AccuracyBonus": 0, "PenetrationRating": 0, "DamageData": { "DamageType": "None", "AlternateDamageType": "None", "Minimum": 0, "Maximum": 0, "TacticalMinimumOverride": 0, "TacticalMaximumOverride": 0, "DamageProcs": [] },
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Portraits IV
Phenomenum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Some nature godlike chick Original (sadly don't know, who's the autor): -
Portraits IV
Phenomenum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Oh, really? -
Portraits IV
Phenomenum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Just don't count on me. I don't like these arts at all. -
Portraits IV
Phenomenum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
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"LevelScalingArmorLevelIncrement": 3, "LevelScalingArmorModifier": 1, "LevelScalingPenetrationLevelIncrement": 2, "LevelScalingPenetrationModifier": 1, It means +1 Armor each 3 Levels and +1 Pen each 2 levels. Though i don't understand, how it works, becose "ExpectedDifferenceMin": 4, "ExpectedDifferenceMax": 4, "AdjustedLevelAmount": 4 Max scaling adjustment is +4 levels to base creature level (e.g. native level 6, max scaling to level 10).
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If you want to replicate PoE 1 DR, the only way to do it, is remove all Pen values from all attacks and then attach to all armor (and every creature) Damage Shield, which should refresh after every attack. In fact, several damage shields for every damage type. Technically it will work exactly like in PoE 1 (i know how to do it and i've tested it), but imagine how it will be time consuming! More than that, you need to set all DR values for everything and everyone from scratch. Basically, you need to design the whole DR system. Se futtito! Madiccho!
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It's not so simple. For example, if you feel lack of Pen, you can simply tune down all enemies armor in global.gamedatabundle. { "Difficulty": "PathOfTheDamned", "HealthMultiplier": 1.25, "AccuracyBonus": 15, "DefenseBonus": 15, "ArmorBonus": 2, <- Change this to -1 "PenetrationBonus": 2, "LevelMultiplier": 1, "RecoveryTimeMultiplier": 1, "DisengagementAccuracyBonus": 0, "HostileEffectDurationMultiplier": 1 }, Why impossible? All is possible if you have enough time to test. In case of AR/PEN, you need to balance all related abilities, bonuses, penalties and, what is more important, test it. During my work with Penetration Mod, i realized one day, that i need to change so much things and spend dozens of hours testing and balancing that... basically, the result is not worth the effort. I'll upload a new version after big batch - more simplified and not so demanding in tuning other mechanics aspects. But, anyway, it will not solve all problems. That's it.
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Go on Just do not repeat my mistakes: https://www.nexusmods.com/pillarsofeternity2/mods/241 "Mistakes", becose PEN/AR system is very sensitive and needs a fine tuning of Armor and Weapon/Spells Pen. values in first place. Otherwise, every change looks like a trap - you fix one thing, and break another. Becose too much things connected together with AR/PEN - Weapon modals, Penetration/Armor buffs, food buffs, Potions, and so on. Very complex ****. And i consider my mod is only partially good, becose it solves some problems, but creating some new.