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Phenomenum

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Everything posted by Phenomenum

  1. 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
  2. And this boat wabbles and slooowly turns around Y-axis. This is the most fun bug in game!
  3. "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.
  4. 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.
  5. 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.
  6. 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...
  7. Guys, i think i found the solution to compensate overall damage output - proper Crits. Here are my calculations: 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 OverPEN) + 25% (from Crit bonus) = 55%. So i just changed Crit bonus to 0.5 (like in PoE 1). I've run several encounters already and so far it work perfect - Crits leads to FullPEN in most cases and Attacker deals 100% dmg + bonus 50% dmg, which less than vanilla only by 5% (neglitable). So overall damage output still the very same and Crits hurts bad Also a nice side effect of increased Crits is that firearms Crits not so stupidly unuseful. They all have -0.3 multiplier and in vanilla, due to double inversion, Crit with firearms could deal less damage than Hit. With 0.5 Crit multiplier firearms still produce less bonys Crit damage, but not lesser than Hit. I'll keep testing for a while to be certain that my decision have no downsides and overlooks. But so far, i'm very satisfied.
  8. Since on Crit multiplier for effects duration is 1.25, it seems only effects with 4+ rounds duration gain benefit (4x1.25=5) and effects with less than 4 rounds (more than 50% of all effects in game) gain no duration bonus on Crit. Can anyone confirm it? Am i right? Is this so, then on Crit duration mult should be 1.5 to aplly bonus duration at least for effects with 2 rounds (2x1.5=3).
  9. {"Difficulty":"PathOfTheDamned","HealthMultiplier":1.25,"AccuracyBonus":15,"DefenseBonus":15,"ArmorBonus":2,"PenetrationBonus":2,"LevelMultiplier":1, "RecoveryTimeMultiplier":1,"DisengagementAccuracyBonus":0,"HostileEffectDurationMultiplier":1} Well then, https://i.imgur.com/05QX74O.jpg At the risk of an overly simplistic solution, I'd suggest trying out just setting the armor and penetration bonuses to the same as they are on Veteran instead. It solves almost nothing, as i said before (i've tried of course): Penetration values still clutched between two points, armor still didn't work
  10. {"Difficulty":"PathOfTheDamned","HealthMultiplier":1.25,"AccuracyBonus":15,"DefenseBonus":15,"ArmorBonus":2,"PenetrationBonus":2,"LevelMultiplier":1, "RecoveryTimeMultiplier":1,"DisengagementAccuracyBonus":0,"HostileEffectDurationMultiplier":1}
  11. "Problem is the fix for that would be to go through the whole game and renorm all the AR levels encounter by encounter back down again to sane levels -- basically, AR shouldn't scale with difficulty level the way other stats do." - i'm totally agree with you, but you know: it will never happen. On the other side, i've tried just to remove POtD AR&PEN buffs from enemies and this make game far easier, so this is not work, becose problem is more complex. Also Armor still don't work in this case.
  12. I've done with testing, everythigs seems work fine. So i've uploaded 2.1 version. More precise damage calculation (10 steps) Increased PEN bonus of weapons modals (+2 > +3) to better match wider UnderPen 'window'. Reduced -N% incoming damage effects from food and some items, becose of increased armor protection.
  13. I've done with testing, everythigs seems work fine. So i've uploaded 2.1 version. More precise damage calculation (10 steps) Increased PEN bonus of weapons modals (+2 > +3) to better match wider UnderPen 'window'. Reduced -N% incoming damage effects from food and some items, becose of increased armor protection.
  14. Damn, and no mention about it in descriptions. As usually. Definetely Obsidian style.
  15. Wait... Two Handed Style affects all twohanded ranged weapons?
  16. It were common at early-mid 2000's (and maybe still common in province small towns) but now it's mostly used as joke in Russia - you know, squat, vodka, balalayka...all this things) Ah, and bears of course)
  17. "Personally I liked your previous version of over\underpen. I get the logic behind this new setting, but I think some kind of bonus for overpen feels right from a game perspective. Having to double the enemies armor just to get "normal" damage feels like a nerf really. Maybe 125% at 2.0 overpen, reducing by 5% each .2 down to 100% at 1.0. Could do the same for each step of underpen too. Is there a reason overpen is a ratio but underpen is integers?" 1. Old version still aviable for downloading, becose i understand that different peoples might have different tastes. So if you like old version, just use it. 2. "Is there a reason overpen is a ratio but underpen is integers?" - I don't know, it's in the game code. You better ask Obsidian about it.
  18. I'm not dividing charachers like this: 'player' and 'enemies'. Both sides have benefits as you can see from description. Remember that enemies use the same rules and now also have additional protection. In fact, this version is very similar with OverPen bonus version - i just shifted PEN=AR point to make it more balanced in terms of armor efficiency and to make armor protection similar to PoE 1. In PoE 1 you have almost never deal 100% (only with weapons with DR reduction and Raw damage). About overall damage output - without OverPen +30% bonus damage overall dmg output lower by 10-15%, becose not you neither enemies don't constantly Overpenetrate each other (actually im some fights this bonus became very situational). Still, you can use old version if you like it more
  19. Oh, i had almost forgot: i need to NERF (ha-ha) some statuseffects provided by food and items, which reducing incoming damage - in combination with armor they will grant a little more protection (-40% incoming damage) than i want. Balance shall persist!
  20. you're going to have to explain that to me! say what? He means activate modal and use DW Full Attack abilities at the cost of total +25% Recovery time, becose in this case Recovery penalty working only for offhand weapon.
  21. Aren't these modals worth it only between -4 to -2 PEN ? This is exactly the same range unless I miss something... No. In general, the modals are worth it from -4 to -2 (even -3 to -2 for maces), -3 to -1, -2 to 0. In terms of PEN only time they are not worth it, is trying to go from 100% to any OVERPEN, or from -1 to anything else. With this mod seems they a worth in many more scenarios. For now, it fits good (not fine) with vanilla values. Remember, in vanilla, when you at -5 UnderPen, there was only one option - change weapon I've read a lot of your posts - great job. Hope you try mod and say something after.
  22. 1. Nope and i don't think it needed. For now at least. 2. Not yet, but i understand that some tweeking needed. +3 PEN i guess.
  23. Not sure this is the right place... But whatever - i want to more people try this and share their opinions. After countless sleepless night in thoughts about PENETRATION i've changed my mod. But let's start from far - i want to explain what downsides of vanilla system was fixed. There is a several scenarios in vanilla that looks...far from perfect (in my opinion, of course). #1. Balanced scenario, when Attacker's PEN = Defender's AR (which is not often). Attack deals listed damage (good for Attacker), but Defender's armor not working (at this moment you thinking: "What for this armor needed?!") In fact, Armor just protect you from possible Overpenetration bonus damage. Resolution: I remember PoE 1 system (which was far from perfect anyway), when armor always give some protection. So i've changed PEN=AR Damage - now attack deals only 75% damage (-25% Damage penalty). Even the Light Armor will reduce some damage and protect Defender from attack. Good for Defender, bad for Attacker you say, but... #2. Attacker's PEN exeeds Defender's AR by 1 or 2 points or whole bunch of points, but less than x2 (13,5 Pen vs 7 AR etc.) In vanilla game Attacker gains nothing and armor still don't give any protection to Defender. Literally, there 2 breakpoints – PEN = AR and PEN = x2 AR – everything between gives nothing to both Defender and Attacker. Resolution: Since game counts OVERPEN as PEN/AR ratio (which is not perfect but doable), i've added incrementing damage boost with 5% step. In vanilla you never care to change your weapon if PEN exeeds target's AR less than x2. Now you will want to do it to deal maximum damage. And vice versa. This how it looks: (PEN/AR ratio) x1.0 = 75% dmg (PEN = AR) x1.2 = 80% dmg x1.4 = 85% dmg x1.6 = 90% dmg x1.8 = 95% dmg x2.0 = 100% dmg (PEN = x2 AR) P.S. Now i running some tests - if all goes fine, i'll upload a new version with more precise damage calculation. #3 (implies from #2). Bonus Damage from OVERPEN no longer exist. On Obsidian forums people often wondering, what is "Overpenetration" - probably, when your sword drivening through enemy stomach up to the hilt. So, Attacker will deal full damage only when his PEN exeeds Defender's AR x2 or more. On one side, Attacker will be rewarded for every PEN point, on the other side Defender still receive some protection from armor, which reduces with higher Attacker's Penetration, so EVERY AR & PEN point will be working for both sides in every possible scenarios. Pure and simple. Overall damage output for all charachers will be slightly reduced, but not drastically. #4. Vanilla UNDERPEN damage penalties was changed. UNDERPEN 'window' slightly increased: from -1 to -5. When Attacker's PEN less than Defender's AR, Attacker receives additional -10% Damage penalty per point under the target's Armor, Max -75% at 5 points). But you don't need to stack your AR to +5, becose even with PEN>AR Defender have moderate damage reduction. So overall incoming damage will be less than vanilla. TOTAL VALUES: PEN > AR (PEN/AR ratio): x2.0 = 100% dmg (vanilla: 130%) x1.8 = -5% dmg (vanilla: 100%) x1.6 = -10% dmg (vanilla: 100%) x1.4 = -15% dmg (vanilla: 100%) x1.2 = -20% dmg(vanilla: 100%) x1.0 = -25% dmg (vanilla: 100%) PEN < AR -1 PEN: -35% dmg (vanilla: -25%) -2 PEN: -45% dmg (vanilla: -50%) -3 PEN: -55% dmg (vanilla: -75%) -4 PEN: -65% dmg (vanilla: -75%) -5 PEN: -75% dmg (vanilla: -75%) So, this variant of Penetration system have several pros: Light Armor and Clothing will be useful, even on POtD, and give protection not only from possible OverPen +30% bonus damage Attacker gains reward for every Penetration point that exeeds Defender's AR Every AR point for Defender will be rewarded and give additional protection even when Attacker's Pen exeeds AR less than x2 More smooth UnderPenetration damage penalty increment Terminology slightly changed (including Cyclopedia entries and tooltips) PEN < AR: No Penetration. 25-75% dmg. PEN ≥ AR (but not x2): Partial Penetration. 75-95% dmg. PEN = x2 AR: Full Penetration. 100% dmg. https://www.nexusmods.com/pillarsofeternity2/mods/241
  24. After countless sleepless night in thoughts about PENETRATION i've changed my mod. But let's start from far - i want to explain what downsides of vanilla system was fixed. There is a several scenarios in vanilla that looks...far from perfect (in my opinion, of course). #1. Balanced scenario, when Attacker's PEN = Defender's AR (which is not often). Attack deals listed damage (good for Attacker), but Defender's armor not working (at this moment you thinking: "What for this armor needed?!") In fact, Armor just protect you from possible Overpenetration bonus damage. Resolution: I remember PoE 1 system (which was far from perfect anyway), when armor always give some protection. So i've changed PEN=AR Damage - now attack deals only 75% damage (-25% Damage penaly). Even the Light Armor will reduce some damage and protect Defender from attack. Good for Defender, bad for Attacker you say, but... #2. Attacker's PEN exeeds Defender's AR by 1 or 2 points or whole bunch of points, but less than x2 (13,5 Pen vs 7 AR etc.) In vanilla game Attacker gains nothing and armor still don't give any protection to Defender. Literally, there 2 breakpoints – PEN = AR and PEN = x2 AR – everything between gives nothing to both Defender and Attacker. Resolution: Since game counts OVERPEN as PEN/AR ratio, i've added progressive damage boost with 5% step. This how it looks: (PEN/AR ratio) x1.0 = 75% dmg (PEN = AR) x1.2 = 80% dmg x1.4 = 85% dmg x1.6 = 90% dmg x1.8 = 95% dmg x2.0 = 100% dmg (PEN = x2 AR) #3 (implies from #2). Bonus Damage from OVERPEN no longer exist. On Obsidian forums people often wondering, what is "Overpenetration" - probably, when your sword drivening through enemy stomach... up to the hilt. So, Attacker will deal full damage only when his PEN exeeds Defender's AR x2 or more. On one side, Attacker will be rewarded for every PEN point, on the other side Defender still receive some protection from armor, which reduces with higher Attacker's Penetration, so EVERY AR point willbe useful. Pure and simple. Overall damage output for all charachers will be slightly reduced, but not drastically. #4. Vanilla UNDERPEN damage penalties was changed. UNDERPEN 'window' slightly increased. When Attacker's PEN less than Defender's AR, Attacker receivess additional -10% Damage penalty per point under the target's Armor, Max -75% at 5 points). TOTAL VALUES: PEN > AR (PEN/AR ratio): x2.0 = 100% dmg (vanilla: 130%) x1.8 = -5% dmg (vanilla: 100%) x1.6 = -10% dmg (vanilla: 100%) x1.4 = -15% dmg (vanilla: 100%) x1.2 = -20% dmg(vanilla: 100%) x1.0 = -25% dmg (vanilla: 100%) PEN < AR -1 PEN: -35% dmg (vanilla: -25%) -2 PEN: -45% dmg (vanilla: -50%) -3 PEN: -55% dmg (vanilla: -75%) -4 PEN: -65% dmg (vanilla: -75%) -5 PEN: -75% dmg (vanilla: -75%) So, this variant of Penetration system have several goals: Light Armor and clothing will be useful, even on POtD, and give protection not only from OverPen +30% bonus damage Attacker gains reward for every Penetration point that exeeds Defender's AR Every AR point for Defender will be useful and give additional protection even when Attacker's Pen exeeds AR by 1 or 2 points More smooth UnderPenetration damage penalty progression Cyclopedia entries and tooltips were also changed. https://www.nexusmods.com/pillarsofeternity2/mods/241
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