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Everything posted by Phenomenum
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I agreed. For example, a Xoti's Lantern (+2 PL for Inspiration and Restoration abilities): with current keywords mess the Inspiration bonus simply don't work, becose first Inspiration spell is Dire Blessing, and this is on PL 4, then again - no Inspiration spells until PL 8-9. And not all spells with Health regeneration gains bonus PL (Watchful Presence for example have only Protection keyword). With this changes Lantern's enchants finally starts to work properly. So i'd want to see more trinkets/accessories like this.
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Hello there! I desided to add another topic for discussion: Keywords. In general, most abilities have proper keywords, with a few exeptions, but Priests spells is a mess. Looks like Obsidian wanted divide Priests subclasses in the same manner as wizards, then they dropped this idea, but spell keywords was not changed. Yesterday i made a thoughtful inspection of all spells and made a conclusion about CURRENT rules: Condemnation - spells with this keyword applies Afflictions and other debuffs. Seems logical. Punishment - spells with this keyword deals damage - punish enemies. Logical too. Inspiration - spells with this keyword grants Inspirations to allies of self. Fine. Protection - spells with this keyword grants bonuses to ally's defences, summon creatures (for protection i presume), prevent death and reduses hostile effects duration. Fire / Frost / Electr etc - this keywords used for damage/punishment spells with elemental damage. Seems fine, but a lot of spells drops out of the general order. So here's my suggestions: Priest general spells keywords: Blessing: Protection >>> Inspiration (Grants Inspiration) Iconic Projection: Restoration, Condemnation >>> Restoration, Punishment, Frost (Health recovery, deals Freeze damage) Watchful Presence: Protection >>> Protection, Restoration (Health recovery when Near death) Shining Beacon: Punishment, Fire >>> Condemnation, Punishment, Fire (Applies debuff on foes, deals Fire damage) All "Prayers" and "Litanies": Protection >>> Inspiration (Grants Inspirations) Triumph of the Crusaders: Restoration >>> Restoration, Inspiration (Grants Inspiration) Champion's Boon: Condemnation, Inspiration >>> Inspiration (Grants Resolyte and Tenacious Inspiration - why is Condemnation here???) Minor Intercession: Restoration >>> Restoration, Protection (Health recovery, reduces duration of hostile effects) Ressurection: Restoration >>> Restoration, Protection (Reviving, Health recovery, prevents death) Sumbol of Wael: Inspiration >>> Inspiration, Punishment, Frost (Grants Inspiration to allies, deals Freeze damage to enemies in AoE) Blessing of Wael: Inspiration >>> Protection, Condemnation (Grants bonus to all defences for allies, applies debuff on attackers) Symbol of Eothas: Restoration >>> Protection, Punishment, Fire (Grants bonus to all defences, deals Fire damage) Light of Eothas: Restoration >>> Restoration, Protection (Health recovery, reduces duration of hostile effects) Call of Rymrgand: Condemnation, Frost >>> Condemnation, Punishment, Frost (Applies debuff on foes, deals Freeze damage) Symbol of Berath: Punishment >>> Punishment, Condemnation (applies debuff on foes) Hand of Berath: Punishment >>> Condemnation (applies debuff on foes) Cleansing Flame: Condemnation, Cleansing, Fire >>> Condemnation, Cleansing, Punishment, Fire (Deals Fire damage, applies debuff on foes) Symbol of Magran: Cleansing, Fire >>> Condemnation, Cleansing, Punishment, Fire (Feals Fire damage, applies debuff on foes) Symbol of Skaen: Condemnation >>> Condemnation, Punishment (Applies debuff on foes, deals damage) Spiritual Ally: Protection >>> Summon Creature Keyword, Protection (Summon ally for help and protect, attack have the same two Keywords but not Ability) Incarnate spells: Punishment >>> Summon Creature Keyword, Protection, Condemnation (Applies debuff on self, summon allies for help and protect, attack have Summon Creature Keyword but not Ability) Class specific spells: Apreading Plague (Berath): Decay >>> Condemnation, Decay (Applies debuffs) Rusted Armor (Berath): Decay >>> Condemnation, Decay (Applies debuffs) Sunbeam (Eothas): Fire, Elements >>> Punishment, Condemnation, Fire, Elements (Deals Fire damage, applies debuff) Fun of Flames (Magran): Fire, Evocation >>> Punishment, Fire, Evocation (Deals Fire damage) Flame Shield (Magran): Fire, Evocation >>> Protection, Punishment, Fire, Evocation (Grants protection from Fire, Deals Fire damage) Torrent of Flame (Magran): Fire, Evocation >>> Punishment, Fire, Evocation (Deals Fire damage) Arcane Veil (Wael): Conjuration, Veil >>> Protection, Conjuration, Veil (Grants bonus Deflection) Mirrored Image (Wael): Illusions >>> Protection, Illusions (Grants bonus Deflection) Lliengrath Displaced Image (Wael): Illusions >>> Protection, Illusions (Grants bonus Deflection) Confusion (Wael): Mind, Illusions >>> Condemnation, Mind, Illusions (Applies affliction) Arkemyr's Wondrous Torment (Wael): Mind, Illusions >>> Condemnation, Mind, Illusions (Applies affliction) Arkemyr's Wondrous Torment (Wael): Illusions, Gaze >>> Condemnation, Illusions, Gaze (Applies affliction) Sounds like fun, eh?
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A small modification for my own favor. I like St. Drogga's Skull, it's a good early game weapon, but i was tired of those acid green color. It's look very cartoonish, like a HoMM 5-6 necromancers. So i just revert it to normal flame. Maybe some peoples also don't like green color... St. Drogga's Pure Flame
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Really. Boeroer says right things. You just maked an assumption and start whining about this. I've digged up some data files just now. Techically it's not an item - it's "attacks" of item, listed in attacks.gamedatabundle file. Frostseeker attack have Frost keyword, not the item itself. Also i've checked some other abilities: Wildstrikes have no "attacks" just status effect so they will be deal at least physical damage (BUT Wildstrike Frenzy AoE have an attack marked by corresponding keyword). Flames of Devotion also have no "attack". Basically, as Boeroer already mentioned, this bug affects on only few items. Not a "WHOLE WILDSTRIKES AND LASHES AND... AAA WE ALL GOONA DIE!!!" (yes, @lMarcusl, it's about you)
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Hm... There's about 3 or some encounters with those Frost immune shade - you don't need to stick to other weapon, just switch to another bow. It's not clearly a bug, but a design oversight. Becose some Frost keywords abilities have Paralyze (Freeze) statuseffect - that's why Obsidian added Frost keyword immunuty, not just Freeze damage immunity (it will be odd to Freeze creature with Freeze damage immunity). Trough i think that marking any weapons with keywords is not a best idea. Probably? You tested it? If that's so, then it's definetely needs to be fixed
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ADDED WILDSTRIKE KEYWORDS MOD English description: Mod adds proper keywords for all druid's WildStrike abilities, so they will gain benefits from passive elemental abilities (Secrets of Ryme, Scion of Flame etc.) Описание на русском: Мод добавляет соответствующие ключевые слова для всех способностей друида «Дикие удары, таким образом они будут получать бонусы от пассивных стихийных способностей (»Секреты инея» и т.д).
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No. It' not 6%. 0.03*50 = 1,5 multiplier, which converted into +50% (Damage_Roll * 1,5) for Finishing Blow at 0 HP >>> 1% for every percent below 50% 0.06*50 = 3 multiplier, which converted into +200% (Damage_Roll * 3) for Devastating Blow at 0 HP >>> 4% for every percent below 50% And then, as Max already said, total damage bonus is summ of 50% + 1% or 4% respectively for each target's HP percent below (under) 50% Not sure about this... +25% is added in "BonusDamage" section - should be some reason behind this. I hope)
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"But, UX is really important. You can't vomit numbers all over the player. If you showed like a 25/50/15 graze/hit/crit breakdown instead of 90% chance to graze you would alienate like 95% of the player base for the 5% like you or me who wants that detailed breakdown." It was just some thoughts on my mind, i don't insist on graze/hit/crit detal at all. The main message of my, hm... "bugreport" is to revert notificarions in previous To-Hit state, since they a messed up with TB anyway.
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It's about overlay To-Hit notification, which appears around characters in battle. Act 1. In one of the latest patches you "tweaked" it to show chance To-Graze instead chance To-Hit (through i don't remember if someone asked for this), and now it's provides limited information for player - showing chance to Graze, but zero info about Hit and Crit chances. I'm curious what was your intentions? You did it for what? Act 2. After you had completely cut off Grazes in TB mode, the Graze chance is always 100% and your "tweaked-and-improved" notification provides 0 - ZERO, NOTHING, NOT A SINGLE - useful information for player. More than that - in TB mode it stills show imaginery To-Graze chance. I love you guys, but all this things - is clearly a design oversight. So be a man to admit and correct you mistakes - return To-Hit notification in normal state and never touch it again. If it's not broke, don't fix it. UPDATE: If you still want to tweak it, show all information to players: Graze/Hit/Crit. For example, if Acc = Defence, notification will show 25%/50%/0% and so on.
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Penetration Mod
Phenomenum replied to Phenomenum's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
@Rooksx Thank you for such a kind and detailed response. I hope, i fixed at least a few problems of original system. As for this: I tottaly agreed with you. Unfortunally, we won't be seeing a true self-learning neuron network AI in games at lest for nearest decade. -
There's a simple fix for this - go away for fixed 1 turn per round restriction (OR 1 attack per turn). If character have low enough Initiative the he/she should have more turns per round OR should be able perform more attacks/actions per turn. I other words, Initiative should work like an Action/Recovery Speed in RTwP and allow to attack more often. Until Obsidian don't rework Initiative mechanic in this way, Dexterity and Attack Speed will not be useful. Period.
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Portraits IV
Phenomenum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
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Patch Notes for 4.1.2.0047
Phenomenum replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
Mmm... Something like that: -
Patch Notes for 4.1.2.0047
Phenomenum replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
Ahah, man, where is your sence of humor? You too serious. -
Patch Notes for 4.1.2.0047
Phenomenum replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
What qualifies as a light weapon? Pfff... Maces, Sabres, Swords, Hammers of course. It obvious. -
Hmm... "StatusEffectType": "None"? And i could simply try to delete whole 1154 String. Ok, that's a start! Thank you very much. I'll try and see how it works. "You're right that this string is not very helpful - I will put in a report." - Yes, it would be better if you can fix this, guys. Becose even if i successfully correct it somehow, it's still be just a mod.