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Phenomenum

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Everything posted by Phenomenum

  1. In theory, u can hit enemy with Raw dmg and then Overpen with lash - but only in theory. Even without Overpen, overall damage output of some classes will be a little higher (but not too much, and i don't think it will be crucial to win some fights). Most of lashes (if not all) connected to attack as status-effects, so u can see Pen value only in detailed log with Shift key. I don't see a big problem. P.S. You know what's funny? Every time, when we gathering feedback (i did it in february-march 2020) and closing all possible gaps - and thinking we finally closed all - something new is coming.
  2. We can add some base Pen (6-7) to Raw dmg attacks, i think. I’m curious what @MaxQuest think about it.
  3. But these lashes are not raw. Eternal Devotion, for example, have no dedicated attack and uses equiped weapon's Pen. Second: all lashes were maded via status-effects (BonusDamageProc type), which doesn't nave Penetration stat at all, so i hardly imagine what we can do. In which case? Name, sister!
  4. Raw damage don't use Penetration stat - it always deals listed damage number to target. That's why you see 0's.
  5. Also a lot of abilities doesn't have a specific keywords, but connected attacks does - this is the cases, when game designers wanted to make an attacks work with immunities and counters, and avoid possible problems with all ability's effects.
  6. I'd mostly agreed. Though, in some cases adding a KW's it's a matter of personal preferences (and i'm fine with that). I wanted to bring attention to be careful with KW's, because in some cases it leads to undesired negative (countering and immunities issues) and positive (OP +PL bonus stacks) effects. A lot of abilities have 2 or more attacks and/or status effects with different damage types (or damage + debuffs), so keywording ability (especially with elemental keywords) may cause issues with immunities or undesired effect countering. So i try to look closely on each ability to see most possible problems. Anyway, if my theory is right, i'll tweak all +PL effects, so individual attacks will gain +PL bonuses from all sources, and we can be more free and specific in adding keywords – if adding a KW to ability can cause troubles, we can add to attack and it will work. I hope, my words sounds clear (it's been a while when i use english last time).
  7. It depends of realization of PowerLevel status-effect. 1 variant: Power Level KW added directly to "KeywordValueID" section. This is how 90+ percent of Power Level status effects were made originally. And i suspect in this case they affect on keyworded ability, but not attack (if ability have no corresponding keywords). 2 variant: Only several status-effect were made by this way - when PowerLevel KW added to "KeywordValueID" section AND "AttackFilter" section. They should give +PL bonus to ability AND attack, even if ability has no corresponding keywords. I need to check it (and for possible double bonus in case if ability AND attack have the same corresponding keywords). Then grab all "StatusEffectType": "PowerLevel" status effects and additionally add KW's into AttackFilter. Original keyword system is a mess: if you receive +PL bonus you'll never know will it work with all abilities/attacks or don't.
  8. I've used mod just a little and don't have a strong opinion too. Waybe it's worth to create a DPS values sheet to compare numbers?
  9. Yes. Only thing we must to do is to "marry" mod with Stag Carnage marker, implemented in Stag Carnage fix. I presume to cut it from fix and add to Noqn mod. I'll take a closer look on this on weekend.
  10. Deal. I doubt that @MaxQuest have any objections. Yes, Max? It's a COMMUNITY Patch after all. I also downloaded and started to use Shields Bash Fix. Only Tuotillo adjustment is questionable: we might gather this shield very early, at lvl. 5-6 and at this moment Tuotilo's Palm looks worse than other bash shields. So i deleted penalties for the moment to play a while without adjustment. Still haven't strong opinion, but maybe penalties is too harsh... don't know.
  11. Speakin of... I'd like to see Carnage and Powder Burns Indicators as part of CP. Great and big job (i was too lazy for this) and a must have QoL mod.
  12. Yes, you are right. In any case, adding Frost kw directly to ability will be bad decision, even with hostile only, because i doubt, that ST was designed to counter anything).
  13. It depends on Attack Filter in every status effects – if Attack Filter keyword section is untouched, then all effects are countered. Anyway, i'll do a deep testing session about keywords and it's relationships (parent-child) on this weekend and i'll share my results.
  14. Totally wrong. Period. Ability and attacks have parent>child relationship. To be clear i need some additional test. Yes.
  15. Yes, that's what i'm talkin' about. We should be very careful with keywords - in first CP iteration i've added a bunch of elemental keywords to status-effects and that's was a big mistake. Now, in 2.0, only a 2 status-effects have their keywords, because, during a deeper testing, i've understand how bad that can be - when you mindlessly add KW's to every ability, attack and status-effect. I'll take a look on this closely on weekend. Maybe i can fugure it out (or not, if only one way is to took off Fire KW from chant). On the second thought, maybe i can change one parameter to apply clean to only hostile effects. But this can counter with Tekehu itself phylosophy – i presume, the total Fire effects clean on tick was implemented by design, so he have a sort of immune, but can't use it for himself. It's seem logical, because Tekehu is a water creature - he can't use fire. So, wisely, i prefer do not touch it, but maybe i can create mod just for you)
  16. 1. Cheers to all) 2. We waiting for german translation update. Be patient) 3. Elric, i took only few Keywords from your mod. Overall, in Balance mod some (em... most) of your new keywords techically unnecessary (they do nothing), even more - some keywords in wrong places could break some things in game (for example, elemental keywords in contiguous damage proc status effects can cancel opposite kw effects), And some keywords need a deeper investigation. I will PM to you later about this. For example, let's take Minoletta's Minor Missiles. I've read a lot of complains about lackin' Acid KW - seems logical on first sight, because MMM deals Crush/Corrode Damage. But let's go deeper... MMM have an ability and ranged attack with dual damage: Crush and Corrode. If we add Acid KW to ability, then attack (as child) will be useless against Corrode-immune targets. Another example: Spirit Tornado. Ability have an attack with Freeze AOE and 5 status effects on char, lasting for 15 sec. Seems unfare if ST don't have a Frost KW, huh? And you can add it to ability, but then, whey you activate it, your char will be under affliction of status-effects with Frost KW for 15 seconds and this will counter any effects with opposite KW (Fire). That's a bad way. A good way is to add Frost keyword ONLY to AOE attack – so attack will receive all bonuses from Frost KW (if you have one) and you will not break game mechanics.
  17. I'm working. In fact, i've done all technical work, but need to do more tests - it will take some time. List of fixed weapons/abilities: Sun and Moon (not sure if it has any problems, need to test) Grave Calling Sabre Frostseeker Frostfall (BoW) Shattering Head AOE Dragon's Dowry Sunlance Summoned Fire Stag melee attack Firebrand Essence Interrupter Thundercrack Pistol Conductive Blast Attack Storm Rune Shot Lord Darynn's Voulge Hel Beckoning Tell me if i missed something.
  18. Yes, of course. Overall, i think rangers are fine with ranged weapons, but melee rangers need some tweaks.
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