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Everything posted by Phenomenum
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Elemental PEN + Deep Pockets for everyone - It will be fine in my book. I miss freedom of PoE 1 universal talents, but Deadfire UI is not designed for this. I mean, even if we give all universal talents to all classes at early levels, like in PoE 1 - UI can't handle this. Besides, it will be not "polishing"
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Toynbee argues that civilizations are born out of more primitive societies, not as the result of racial or environmental factors, but as a response to challenges, such as hard country, new ground, blows and pressures from other civilizations, and penalization. He argues that for civilizations to be born, the challenge must be a golden mean; that excessive challenge will crush the civilization, and too little challenge will cause it to stagnate. He argues that civilizations continue to grow only when they meet one challenge only to be met by another, in a continuous cycle of "Challenge and Response". He argues that civilizations develop in different ways due to their different environments and different approaches to the challenges they face. He argues that growth is driven by "Creative Minorities": those who find solutions to the challenges, who inspire (rather than compel) others to follow their innovative lead. This is done through the "faculty of mimesis." Creative minorities find solutions to the challenges a civilization faces, while the great mass follow these solutions by imitation, solutions they otherwise would be incapable of discovering on their own. https://en.wikipedia.org/wiki/A_Study_of_History
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No. Only one conversion. i think this is for multiclasses - basically, for Priest/Someone-else you can pick SoD/SoF... and another passive on the same PL from second class, during one level up. Very handy sometimes.
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A some fresh thought: i'll be fine with Uncanny Luck in current state if this ability was not PL 5, but PL 2 or 3. Can we consider this option? Maybe. Sometimes, when i reading your post i just get such an impression. No offence)
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Interesting reading. But the main problem - and this is true for all of us - all arguments based entirely on one's own limited perspective and playstyle. But @Thelee, you pushing too hard - when i'm reading you, it seems like you consider your own opinion "the one and only' true correct, blaming another people for "not looking from perspective" and so on. Maybe i'm too blunt (becose of my russian mentality), but you acting like you are smarter than other of us. I don't appreciate this approach. At the end, there's only small 0.0001% chance that Obsidian will implement at least some of our suggestions and we forced to mod what we can, on our own. And you know who will be do this? Max, i, maube someone else. For now, you just sittin' in your chair and givin' your smart and "objective" hints and tips left and right. We have a poll. Each of us will vote, and based of it's results we (or Obsidian, god know) can make some changes. - with regards.
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Agreed. 8% seems weird. Also i don't like numbers, which is not divided by 5, like Thelee)) Agreed.
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Time for more fun. And explosions. This mod adds Power Level 9 AoE Damage ability for Rogue. Overall there's only one PL 9 ability in game, and i always want some AoE damage for rogues so...here it is! Rogue dashes across the battlefield in a flash to target, Immobilizing anyone caught in their path and leaving a powerful timebombs right under the legs of foes. It's the reason to run like hell away, and scream "FIRE IN A HOLE", becose after 5 seconds all bombs will explode. I pick a Fighter Charge ability as a base. Becose all bombs dealing damage in 2.5 m. radius, ability become more effective if you catch several enemies standing close to each other - this can be tricky, but activates a chain damage effect. https://www.nexusmods.com/pillarsofeternity2/mods/313/
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1. With Rogues you don't be hitting often anyway, so i want to restrict using this modal forever, even if Rogue will be not "under fire". 2. Rogue Multiclass Have a variety of options to Rise up Deflection - Fighter Vigorous Defences, Wizard Deflection buffs and so on. 3. Trickster Class have a several Deflection buffs and Repulsive Visage spell, making Deflection penalty itself not so severe. 4. The benefits of Reckless Assault and Desperado is HU-U-UGE - they stack almost with everything in game. 5. It's not so bad - you just need some Heal.
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Damage bonus will don't stack only with: { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "One_Stands_Alone_SE_DamageBonus", "ID": "1723a6f2-8bfd-4ffd-9e57-1325f47bcc43", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "MeleeDamageMultiplier", { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "BlindingStrike_SEDamageMult", "ID": "8cad2f7f-82bf-4d74-8b70-3184fa43ab64", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "MeleeDamageMultiplier", { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Potion_of_relentless_striking_SE_DamageBonus", "ID": "cea65b70-c58d-4a9d-9a59-033958b1ced3", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "MeleeDamageMultiplier", { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Mean_Drunk_SE_MeleeDamage", "ID": "e3391e3f-018c-40e8-996d-2ec7c20618f9", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "MeleeDamageMultiplier", { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Mad_Drunk_SE_MeleeDamage", "ID": "57883fd2-ccd3-4866-bf1d-26705bd7821e", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "MeleeDamageMultiplier", { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Irrepressible_SE_Damage", "ID": "1d8b7bfb-6291-4fda-bee3-37b425b67de0", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "MeleeDamageMultiplier", ...and will stack with everything else. Accuracy bonus will don't stack only with: { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Charged_Field_SE_Accuracy", "ID": "2caded92-c5ed-443a-b477-2eb6c3e2e676", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "MeleeAccuracy", { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Thrusting_SE_Accuracy", "ID": "2f716caa-e657-4636-8450-55f038602be6", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "MeleeAccuracy", { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Drawing_Cut_SE_Accuracy", "ID": "d0aecf51-99ad-4ce7-a7fb-76757a87d6e6", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "MeleeAccuracy", ...and will stack with everything else.
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You missing one thing about Acc. There's two kind of Acc Status effects (Actually 3): MeleeAccuracy, AllAccuracy, RangedAccuracy. I'm using MeleeAccuracy, so it will be stackable with other actives (paladin aura and so on), which add AllAccuracy. { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Warrior_Stance_SE_Accuracy", "ID": "f11ef2bd-25e9-4442-a828-38cb34ed4fb0", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "AllAccuracy", { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Reckless_Assault_Melee_Accuracy", "ID": "a53d1c6c-1a90-4b62-bde0-ce022ca2e2c9", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "MeleeAccuracy", See the difference? They will stack. Also: { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Two_Handed_Style_SE_DamageBonus", "ID": "36a35b18-4ea6-43d4-97f9-5914ae016ebb", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "DamageMultiplier", { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Reckless_Assault_Melee_Damage", "ID": "35491c2b-6e50-4e85-b384-a165ea769d8e", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "MeleeDamageMultiplier",
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Nope) Rogue base Deflection is higher than in PoE 1, could be even more higher with Fighter multiclass and Trickster Deflection buffs, Repulsive Visage spell will make this penalty almost neglitable, so even -15 Deflection don't prevent "turn ON and forget" option - i need something to restrict this kind of using modal. Otherwise it will be just another cheat ability mod. P.S. I wanted to use even more strong penalties, but @MaxQuest stopped me
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I made a post about this a while ago: https://forums.obsidian.net/topic/108802-deadfire-polishing-thread/page-5?do=findComment&comment=2144760 This thread reminded me about one annoying UI design oversight: we can't use consumables by simply drag it to character portrait / model, like in PoE 1. Nooo, this days, if you want to use some drugs, you must go to Inventory, place consumables you want you use into Quick Items slots for every character, then close Inventory, click on every character's Quick slot to use consumables and then again open Inventory screen to place some scroll or potion in free Quick slot. I always wanted to ask UI designer, who "designed" this ****: "Are you REALLY like it and feel comfortable to use?" There's a two possible solutions: a) Allow to use consumables (drugs and balsams) by dragging it to character portrait (PoE 1 style) b) Add "Use" button in items description sheet: BUT!!! Then i realized It leads to one downside: Using consumables this way, gives you option to open Inventory during the fight and use whatever you want - 100 potions and so on. The solution is restrict Drugs to Non-combat only, but you can't do the same for potions. Or Inventory needs to be completely locked during combat. So it easy to say, but not so easy to implement feature like this.
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Mod adds Reckless Assault modal ability with upgrade. Always miss those things, so i deside to made it for myself. This is not a direct transfer. I've tried to make abilitiy balanced and add some additional tradeoffs, so it will be not (i hope) "switch ON and forget" ability, like it was in PoE 1. Upgrade - Desperado - increases bonuses and penalties, and grants a decent chance to Interrupt on Crit. So the ability will be more effective with fast weapons. Mod have a 3 versions: 1. Main version (were uploaded 25th march) Reckless Assault. +8 Melee weapon Accuracy, +20% Melee weapon Damage, -8 Deflection, 20% of Damage dealt returns as Raw Damage. Desperado. +15 Melee weapon Accuracy, +30% Melee weapon Damage, 50% chance to Interrupt target on Crit with melee weapons, -15 Deflection, 20% of Damage dealt returns as Raw Damage. 2. Mirrored version. Basically, what you can do to enemies, enemies can do to you (suggested by Boeroer) Reckless Assault. +8 Melee weapon Accuracy, +20% Melee weapon Damage, -8 Deflection, +20% Incoming melee weapon Damage. Desperado. +15 Melee weapon Accuracy, +30% Melee weapon Damage, 50% chance to Interrupt target on Crit with melee weapons, -15 Deflection, +30% Incoming melee weapon Damage. 3. Light version. No addition penalties, exept Deflection. Reckless Assault. +8 Melee weapon Accuracy, +20% Melee weapon Damage, -8 Deflection. Desperado. +15 Melee weapon Accuracy, +30% Melee weapon Damage, 50% chance to Interrupt target on Crit with melee weapons, -15 Deflection. ADDITIONAL INFO: Power Level scaling turned off. There's no need for this. Accuracy bonus will stack with everything (including active abilities) exept: Charged Field Accuracy, Thrusting Accuracy, Drawing Cut Accuracy. Damage bonus will stack with everything (including active abilities) exept: One Stands Alone Damage Bonus, Blinding Strike Damage Multiplier, Potion of relentless striking DamageBonus, Mean Drunk Melee Damage Bonus, Mad Drunk Melee Damage Bonus, Irrepressible Damage Bonus. https://www.nexusmods.com/pillarsofeternity2/mods/312
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"TriggerAdjustment": { "TriggerOnEvent": "OnHealthPercentBelow", "TriggerOffEvent": "OnHealthPercentAbove", "ValidateWithAttackFilter": "false", "ParamValue": 0.5, "ValueAdjustment": -1, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 1, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 Try with Health below 50% and see if this working. It's strange that this triggers is not reflected in effect description.
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I only want to wish "Good luck" (sarcasm) to Obsidian with Outer World sales - no chance i will buy this game on release after this "bugfect" with PoE 2. And i'm pretty sure more peoples also don't buy OW on release for the same reason (exluding some devoted Obsidian fans). That's how the poor quality of products can ruin company reputation. P.S. Guys, you literally ****ted on yourself. Congrats!