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Phenomenum

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Everything posted by Phenomenum

  1. Perhaps. Because math shows us that is should. A dagger has 0.5s attack time and 3.0s recovery time. A rogue with 15 DEX dual-wielding daggers with TWS, while in stealth should have: attack_time: 0.43s recovery effects: -85% rec time (stealth), -30% rec time (dw), -15% rec time (TWS), +15% action speed (from 15 DEX) step_sum = 5.66 + 0.42 + 0.17 + 0.15 = 6.4 rec_coef = 7.4 => recovery_time = 3.0/7.4 = 0.40s P.S. I'm curious what will your tests show at 1.2 and 1.3 window thresholds. Personally I was suggesting to change them from from +1/-5 to +2/-4 or at least +2/-5. You can read more about it: here I do not know( Seems like in certain conditions stealth recovery bonus is not work. I have a few ideas, anyway. But first, i want to specify Stealth attack conditions. Maybe you or Boeroer could explain this... So, the questions of the day is: What stealth conditions game counts for proper Backstab and stealth recovery bonus? There a 3 steps - no circle, yellow circle, and red circle. When i give an order to attack from full stealth (no circle), but at close distance to enemy circle fills yellow, then red - is this counting as stealth attack? And if i'll give an order to attack, when circle is yellow? And what if i'll give an order to attack, when circle is partially red? About tests: i decided to start with DEX 10 to find an edge when only fast weapons can deal two strikes with Backstab. Then, according your suggestion, if i want to gain benefit from heavy onehanders/pistols i need to be more swift - more DEX an so on. Looks immersive and logical. Regarding Spell Shaping: +2/-4 seems fair enough for me. Good idea!
  2. As topic says. I don't like you new "smart" camera, becose it don't really smart - camera switches to characters in combat when i don't need it, camera smooth movement makes interactions with objects (loot, ingridients etc.) harder, becose it difficult to hover mouse cursor on small objects during this movement, and so on. Additionally, it automatically zooms in and out after map transition - who the hell designed this feature? Had this man or moman ever considered that some people might don't like his/her brilliant idea?! And the icing on the cake - even if i turn off your SMARTEST camera, autozoom still working and "classic" camera don't have "center on doubleclick" function, whis was present in PoE 1 and every classic isometric RPG. "So, Obsidian... Thing is, the way NORMAL cameras work, right - and I realize this is complicated - is that they jus show some pictures to the player, have centering on doubleclick, and DO. NOT. MOVING or ZOOM, until player ask they to do that."
  3. Also Spell Shaping area & PL modifiers can be adjusted. Waiting for suggestions.
  4. "I think 0.9s linger is enough" - ups, no There is 2 sec. Stealth linger set by default, but first test showed that isn't enough even for fast weapons (i don't know why, maybe some problems with stealth recovery bonus don't applies correctly). I will do another tests tomorrow, but currently 3 sec. working almost fine. I will reduce duration by 0.2 sec. step and test each variant. Your suggestions was noted, little watcher."
  5. I mean, i can make it easily. Just think about new duration: vanilla game KD duration is 1 sec., so 3 or 4 sec. (1 round in TB) seems long enough to me. Also a Slicken spell pulse rate will be 1 per 6 sec. instead of 1 per 3 sec., to prevent locking enemies. What do you think? About Backstab: I can set a specified time (in seconds) - whithin those time period all attacks will be gain +100% bonus from Backstab. Currently i tested 3 seconds linger - with Dexterity 15 i can land two strikes with fast DW weapons, medium DW weapons and DW pistols; Twohads weapons can hit only once. Suggestions? Anyone needs this, after all?
  6. Btw, i have an idea about description of your new Lavender Rauatai Hat) I presume you'll never find a proper model, so if you don't mind i want to share my suggestion:
  7. "P.S. Just took a look how Deadfire looks in Russian. Oh my... Берас - так режет слух) It's kinda strange that translators have chosen "Берас" over {"Берат", "Бератх", "Бераф"}." Ha-hah... Translations like that originates from PoE 1 and i prefer to leave those as it is in aware to confusing players. But this is the only tip of the iceberg - there's much more wild and crazy things in Deadfire official localization. Unfortunally, i can't rewrite all text (i had made some calculations and fugured out that is will took over a year, in addition to all corrections i did already). Deadfire translation much worse than PoE 1 in many ways. P.S. GUYS, BEWARE OF RUSSIAN SPY!
  8. There is a known issue of Shod-in-Faith boots description not showing 1-per-encounter and that it triggers onCrit taken. Unfortunately that's a current modding limitation. That effect was tricky to implement, and description parser doesn't completely understand it.Actually, this isn't a modding limitation Explanation: Screenshots: Corrected version: https://filecloud.me/ictnzg29yd2d.html Don't thank me
  9. "Ring of the Selonan, Telda's Ring, Seal of Faith" - He-heh, casters needs more casts) If you can make some other things in future i'll be veeery grateful! Thing about some of this: https://pillarsofeternity.gamepedia.com/Tax_Collector%27s_Mantle https://pillarsofeternity.gamepedia.com/Wildstrike_Belt https://pillarsofeternity.gamepedia.com/Berserker%27s_Belt https://pillarsofeternity.gamepedia.com/Coil_of_Resourcefulness
  10. They have low Will defence. Debuff their Will even more and use Cipher's Whisper of Treason (1st level spell). Use Flanking. Hit them only with Crush weapons.
  11. Hey, man, that's great touch of nostalgy) I had really missed some of this items, especially Shod-in-Faith. Could you add a russian version to Nexus? I did a translation already, here it is: https://filecloud.me/grqjpip7885c.html And if you don't mind i will provide link to your mod on Deadfire RLF mod's page?
  12. I've tried, but my pack was vanished from Nexus becose of one small copyrighted bitch from Belarus. I've spent 3 days chatting with moderator, writing long argumentation letters to him (he is a good guy through, it's just his work), but in the end of our communications he asked me to provide approvals not for those damn moon godlike picture, but for ALL 80+ pictures in my pack. I've feel bound to wrote him that i will delete my pack, becose i was very tired arguing with him for 3 days. End of story.
  13. Maya is the one and unique adequate character in this bunch of freaks Some days i miss Durance... If that one son of a **** were in Deadfire, i'd definetely wanted him to romance with Vatnir - it could be most epic lovestory in PRG's ever!
  14. I'm not totally sure about several "-N% incoming damage" nerfes, so this section is likely will be changed somehow. I'd like to see some cryticism and proposals!
  15. Firearms have a -.15 multiplier, no? The window in which firearms did less damage on a crit was like 1.0 and shortly after, before the blunted criticals effect got nerfed. Just looked now - yeah, 0.85 multiplier, you're right. I should remove this sentence from description
  16. Updated mu journal. Check out Mod's thread: https://forums.obsidian.net/topic/108250-penetration-mod/?do=findComment&comment=2136173 Tried several times to walk through Gorecci street on POtD with 2.2 version - same hard **** as ever, but more logical and fun (+50% Crit damage is beautiful in both ways). So the game difficulty seems still the same, which is good.
  17. Updated to 2.2 https://www.nexusmods.com/pillarsofeternity2/mods/241 To compensate reduced overall damage output, Critical Hit damage bonus vere raised to classic value of +50%. Here's explanation: In vanilla Crit adds 1.5 PEN multiplier & +25% of base damage. When you score a Crit or being Critically Hit it lead to OverPEN in most cases, so total damage dealt is 30% (from FullPEN) + 25% (from Crit bonus) = 55%. With Crit bonus +50% Attacker deals 100% dmg (from FullPEN) + bonus 50% dmg (from Crit), which less than vanilla only by 5% (neglitable). So overall damage output still the very same and Crits hurts bad. ---------------------------------------------------------------------------------------------------------------------------------------------------- Reduced -N% incoming damage effects from food and some items and abilities, becose of increased armor protection: Assassin subclass penalty: +15% > +20% incoming damage Rise Food: -10% > - 5% Arrak: -15% > -10% Food Forgetful Night: -20% > -15% Food_yolk_bowl: -10% > -5% Food_honey_wine: -15% > -10% Pet_Grave_Hound: -10% > -5% Large_Shield_The_Wall_SE_IncomingDamageMultRanged: -50% > -35% Large_Shield_The_Wall_SE_IncomingDamageMultReflex: -50% > 35% Death_Runes_SE_EnemyDamageReduction: -15% > -10% Refusal_SE_EnemyMeleeDamageReduction: -10% > -5% Defiant_SE_DamageReduction: -15% > -10% Girded_Flanks_SE_EnemyDamageReduction: -15% > -10% Fathers_aegis_SE_ReducedDamage: -15% > 10% At_Blades_Reach_SE_EnemyDamageReduction: -20% > -15% Pull_Back_SE_EnemyDamageReduction: -25% > -20% Feigned_Retreat_SE_EnemyDamageReduction: -25% > -20% ------------------------------------------------------------------------------- Added optional mod, which slightly rises attribute bonuses/penalties from tiers 1 & 2 Afflictions and Inspirations: Tier 2 Inspirations: +6 attribute bonus Tier 3 Inspirations: +7 attribute bonus Tier 2 Afflictions: -6 attribute penalty Tier 3 Afflictions: -7 attribute penalty Paralyzed/Petrified Affliction now have 50% incoming hits to crits (instead of 25% vanilla) Stunned Affliction Deflection penalty now -15 (instead of -10 vanilla) This gentle touches makes a bit more strong vanilla effects, which is too soft and oftenly can be unnoticed.
  18. Hi, SChin! Unfortunately, i can't 100% (even 10%) reproduce this. It happens sometimes right after loading savegame. I presume it's something related to ocean physics don't loading correctly. I have a quicksave, but i loaded it several times after and unable to reproduce even after game restart. It's nothing bad with this... em, feature, it just brings some little fun in the game
  19. And this boat wabbles and slooowly turns around Y-axis. This is the most fun bug in game!
  20. "Now, in PoE2, it does" - No, it doesn't. Especially on POtD, when all armor exept Heavy provides zero defence against most attacks. AR system isn't bad, but have very limited scaling capabilities. Vanilla PEN vs.AR works fine ONLY with certain values difference for weapons/spells and armor, creating balanced set of benefits and penalties for both Attacker and Defender. But when this values shifted, even by 1 or 2 points, then all system ruins like a card-castle. For example: PEN 8 vs AR 10 leads to UnderPEN penalty -50% dmg for Attacker, which can be compensated by using +2 PEN Modal ability or debuff enemy AR by -2; but PEN 8 vs AR 12 leaves Attacker no options exept keep spamming unefficient -50% dmg attacks. And vise versa - when Attacker PEN too high compared Defender's AR, then Defender's armor doesn't work at all: for example PEN 15 vs AR 8 - there is no +8 AR buff in game, and even if you manage to rise your AR to 15 it changes... NOTHING. And if you are on Attacker's place, you will gain no benefits when your PEN exeeds enemy AR less than two times - if enemy AR 8, you will deal the same amount of dmg with PEN 8 and PEN 15.9. WTF? You have spent tons of money to enchant your weapons or talent points to improve your spells, crafting potions, and you gain nothing only becose your PEN is less than enemy's AR by 0.5 points. Screw that, i say. That's why i created this mod - at least to smooth those inconsistences.
  21. Maybe you're right. I just feel myself anger/sad, when i look how one of my favorite title literally dig in oneself with all those bugs. Obsidian leaved PoE 1 in near perfect state (exluding some minor bugs, blurred backgrounds in 3.07 and CC stacking bug which has been fixed by some modder ha-hah), they had gain a huge experience during first game development and somehow this expirience converted into one of the most bugged and technically broken game i've ever seen. Guess Pathfinder beats Deadfire, but just a bit. Guess there is some core problems in the code - maybe one's became too complex and complicated.
  22. Seems mod end up as "Combat rebalance" Some time ago i also a bit tweaked tier 2 and 3 Afflictions and Inspirations to be little more stronger (becose effects a very subtle compared to PoE 1). Already played a lot with this tweaks and i like it so far.
  23. Haha. Almost a year since release and they managed somehow to broke one of core combat mechanics. I hope Microsoft will drive out all those autist programmers and QA stuff. "Look at this, guys - we made a crappy balanced turn-based combat in our game!" "But your game is swarmed by bugs." "Ah, yes, sorry for the inconvinience, upload your save and output.log to DropBox, we investigate it... at sometime in the future. Thank you." Ohhh, crap...
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