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Phenomenum

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Everything posted by Phenomenum

  1. 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
  2. I've uploaded fix for RS as separate mod. Check the link - you will see. Sorry if my message wasn't clear enough.
  3. 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.
  4. Uploaded quckfix for RS AS SEPARATE MOD to my Combat Tweaks Collection: https://www.nexusmods.com/pillarsofeternity2/mods/241?tab=files You can use it, though Obsidian should fix it, if they will see this thread.
  5. Tested now. PenetrationRating was set to 6. Everything works as intended (6 base + 3 from level scaling). So it's easy to fix. P.S. I just wondering... Obsidian, HOW...?
  6. 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": [] },
  7. Some nature godlike chick Original (sadly don't know, who's the autor):
  8. Just don't count on me. I don't like these arts at all.
  9. "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).
  10. I usually use PotD + upscaling only and sometimes it feels too-o-o much. I think, if i change PotD bonus to +1, then, combined with +2 from level scaling, it should be a "Goldilocks recipe".
  11. 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!
  12. 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.
  13. Ou, and i agree with Boeroer: scaling AR with difficulty was a bad move, becose AR/PEN system based on flat integer numbers and needs fine tuned values to functional properly. Flat +1/2 to AR breaks all system.
  14. 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.
  15. + trough dialogue options you can suggest her something (or someone) in exchange for bitakten necklace, or you can distract her and steal the jewelry.
  16. Don't remember if you can convince her to fight with Eothas, but surely you can convince her fly away, before voulcan errupts.
  17. Sorry, guys) I mean not only duration, but Damage even higher with Crit. Max already did all calculations (as usual).
  18. Вот это самая дрянь. А если еще и крит, то совсем плохо.
  19. But you (Thelee especially) writing a very similar creative, trying to logically explain a simple inconsistency, ne?
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