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Everything posted by Phenomenum
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I desperately need help. It's about Finishing/Devastating Blow ability damage description. The thing is... well, all description is totally wrong and have no relation with actual ability mechanics. The description itself appears in gui.stringtable: <Entry> <ID>1154</ID> <DefaultText>{0} Damage by percentage of target's Health lost Finishing Blow: +50% Damage by percentage of target's Health lost Devastating Blow: +200% Damage by percentage of target's Health lost Well, i had looked into abilities.gamedatabundle for actual damage values Finishing Blow: { "$type": "Game.GameData.FinishingBlowAbilityComponent, Assembly-CSharp", "BaseDamageMultiplier": 1.5, "TargetHealthRatio": 0.5, "BonusDamageMultiplierPerPercent": 0.03 }, Devastating Blow: { "$type": "Game.GameData.FinishingBlowAbilityComponent, Assembly-CSharp", "BaseDamageMultiplier": 1.5, "TargetHealthRatio": 0.5, "BonusDamageMultiplierPerPercent": 0.06 }, So the proper description must be a: "+1/4% for each target's Health persent below 50%" But game math counts all in different manner - it counts all potential damage, which could be dealt at 0% target's Health (which is never gonna happen): 0.03*50 = 1,5 multiplier, which converted into +50% for Finishing Blow 0.06*50 = 3 multiplier, which converted into +200% for Devastating Blow I can manually set correct value in 1154 (+1%) and i wanted to create a new string for +4% description, but i didn't find where a can override used 1154 String. Can you give me a tip? I RE-E-EALLY want to fix this. Or, well... maybe you could make a correction in future patch. If not, please help me. Long life for Nemnock BMac!
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ETA for next patch
Phenomenum replied to Majber's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I hope they fix all bugs you mentioned. Becose this is not funny after all. -
ETA for next patch
Phenomenum replied to Majber's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Not for me. I'm altering between walking and running all the time which is superannoying. Wait. How? Is this bug a different depends of computers? What a...BUG For me, it occurs after loading save, after encounter end, and after dialogues. A you sure? Just select all party, then order to run with DC instead of single. Another trick - select all, toggle on/off stealth mode -
ETA for next patch
Phenomenum replied to Majber's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Double click always return normal speed. -
Well, it will be nice if you can sent one of your team members. Like adventures in Stronghold. You give em ship with sailors, money etc. end sent to the Dyrwood. Selected member will be "busy" for some days/weeks. In the end he went back with some random thing from PoE 1, and gain +N additional experience (this is important, becose for now all companions lefted at ship gain only 75% of your XP and difference in level might be significant - you can reach 20 level, but some of your companions still only 16 level). Stronghold adventures was nice becose some bonus XP.
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Penetration Mod
Phenomenum replied to Phenomenum's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Thank you for the kind words) -
Portraits IV
Phenomenum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Vatnir is ok, i don't want to touch him. Only sharpened. -
Portraits IV
Phenomenum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
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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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Portraits IV
Phenomenum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
All color pictures were sharpened to better highlight a paint structure. Pallegina's nose and eyes were slightly shaped, but original look is maintained. Some small portraits were properly cropped. "Watercolor" versions created from scratch. -
As for prone - i don't know, how you will further reduce 1 sec. vanilla duration (basically, 1 sec - it's the time for animation). So you should somehow add prohe immunity (OP?) or completely change the effect. As for Stunned - we have MIght Resistance effect in Deadfire, so this is not crucial for me. But my main concern is +3 Dex. In PoE 1 it's was fair top tier enchantment, becose of stacking rules. In Deadfire, you can easily stack Ring of Thorns (+3), Pyromant Gloves (+2), pet bonus + something else on top (Konstanten's room +3 DEX) to gain a +9/10 base DEX bonus without Inspirations. Too. Much.
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Then Collector's Mante is confirmed. Sweet! Always liked this cloak in PoE 1. I have some thoughts lately. If you consider to add rings with more casts - Selona, Telda, Seal of Fate etc - could you add something new for druid? This thing is always bothering me in PoE 1 - having 2 rings for wizard, 2 rings for Priest (second one in WM 2, forgot the name), and no one for druids. That's unfair, i say. Maybe you might to use some assets from PoE 1 for this ring with "nature" look, something like Ring of Thorns (which will be OP in Deadfire anyway) or similar, and set it as a trophy for quest with druids on Sayuka, for example. As for description... well, i could write something for sure.
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Portraits IV
Phenomenum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Fixed this **** chromatic aberration -
1. Unduing Flame Description: "20% chance to deal additional Burn Damage on Hit". But Fire damage triggers on every successful attack. Let's look into deeps of Obsidian coding (i marked mistakes with RED) 2. Flames of Retribution. Description: "20% chance to deal additional Burn Damage in AoE on Hit". Exactly the same mistakes. No need to repeat it. Conclusion: Descriptions for both effects is completely wrong – neither "20% chance", nor "on Hit". Possible solutions: Provide a correct descriptions for both effects or adjust values for both effects to match current descriptions. P.S. Guys, you are really surprising me every day. Unfortunally, in the bad sence of the word.
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Ouch... Strange, but it works properly anyway The second tip is also good - i'll update mod with your corrections. Never worked with JSON until desided to do this mods. Thank you! Nope. Just fixed value in global.gamedatabundle. Knockdown doesn't counting as status affect. It will be extremely useful to have some feedback on Devious Backstab. Becose now actual Linger value is slightly bigger than it should: "1.1" - to compensate possible animations glitches. But it might happens just on my computer (game runs far from perfect, i even locked FPS to 30 to avoid framerate spikes, which could affect animations, according MaxQuest's suggestion), and for other users value "1.0" will be enough.
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https://www.nexusmods.com/pillarsofeternity2/mods/241 Well, it's too many additions for Penetration mod, so i renamed it. Contains a number of various tweaks. PENETRATION MOD English description: Описание на русском: STRONGER AFFLICTIONS & INSPIRATIONS English description: Описание на русском: INCREASED KNOCKDOWN DURATION English description: Описание на русском: DEVIOUS BACKSTAB English description: Описание на русском: SPELL SHAPING TWEAK English description: Описание на русском: NO FULL ATTACK PENALTY English description: Описание на русском: WILDSTRIKE KEYWORDS / КЛЮЧЕВЫЕ СЛОВА ДЛЯ «ДИКИХ УДАРОВ» 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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"Once the red circle is full - you lose the Stealth." - Backstab bonus applied even when you give an order to attack wil full red circle. Tested 30 min ago. Unexpected, yes... Considering unstable situation with Linger, maybe i'll give up and follow Boeroer suggestion. For now, i'll run some further tests. P.S. Knockdawn duration adjustment don't have any problems. Just need to adjust Slicken pulse rate to 4 sec. to preserve 2 sec. vanilla interval between KD's. I'll upload the mod today.
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1. Thank you for such a detailed post. As usually 2. It also immersive and logical, but it presumes two different combat styles - onehaded vs. DW. With fixed bonus we basically get second version of druid's Taste of Hunt. Besides, rogue have a plenty active abilities, which deals PL scaling damage. So i unsure about this... Backstab is very situational in current state, in my book, and you can easily miss - then you gain nothing. When you deal Backstab with an arquebuse, it's a risky choise and i like it - yes, you can deal a decent amount of damage (if you don't miss), but then, during long recovery time you'll be vulnarable to enemy's attack. Seems fair to me. Don't know... i wanted to adjust Backstab to be similar with PoE 1. Call me an oldfag