Everything posted by Phenomenum
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Balance Polishing Mod Release 1.0
Vanilla ST has no keywords - so there's no to cancel.
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Balance Polishing Mod Release 1.0
Totally wrong. Period. Ability and attacks have parent>child relationship. To be clear i need some additional test. Yes.
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Balance Polishing Mod Release 1.0
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)
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Balance Polishing Mod Release 1.0
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.
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What's Kraken Eye Used For?
Phenomenum replied to Kovil's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)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.
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Project for a Balance Mod
Yes, of course. Overall, i think rangers are fine with ranged weapons, but melee rangers need some tweaks.
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Project for a Balance Mod
No.
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Multiclassing a shifter druid
He-heh. Without it Arena fights can be pain in the ass. +30 Deflection (even it decreases on hit) can't be useless. Also, you can pick Quarterstaff profficiency modal which gives +20 Deflection against Melee attacks, but +50% Recovery only for Quarterstaff attacks - so you have +20 melee deflection and no penalty for spells recovery (don't stacks with Mirrored Image, but don't decreases on hit).
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Community Patch Addon
Also i agreed with Boeroer: there's two options 1. VV as upgrade of FoD with 1 Zeal cost and FoD REPLACEMENT 2. VV as upgrade of FoD with 2 Zeal cost and KEEP FoD as separate 1st level ability. I prefer option 2, because of greater versatility. Still, it takes about 1 week before i'll fix other small bugs, so i'm free for suggestions. But i don't want to mess with entire progression table for this. VV is a small favor bonus to Pallegina (sort of restored consistency with PoE 1), nothing more.
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Community Patch Addon
Indeed.
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Multiclassing a shifter druid
As i said, it's very depends of playstile. Striker rogue usually doesn't attacked too much, and almost never surrounded by enemies so it's a very situative passive for ME (i mean vanilla Riposte version). Most of time attacked enemies is busy with other things (or even totally disabled) than attack my Rogue in melee.
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Multiclassing a shifter druid
It's pretty tall order. Though it depends of playstyle, but with Deflection = attacker's Acc (which is pretty high on PotD) you have only 8.3% Riposte chance. Riposte was tweaked in CP for a good reason.
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Multiclassing a shifter druid
I don't use any strike abilities exept Finishing/Devastating blow. Nope. It's practically useless (especially for this build).
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Multiclassing a shifter druid
Yes. Trough Trickster spells a fully identical to Mage spells and both shares the same Attack ID's and status effects, Trickster spells doesn't blocked during spiritshift only because "UsageType": "ClassPowerPool" instead of "UsageType": "Spell". So technically they treated as generic abilities.
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Multiclassing a shifter druid
Yes, you can cast Trickster spells in shifted form. MIG 15 CON 8 DEX 15 PER 18 INT 15 RES 7
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Multiclassing a shifter druid
I'm playing with shifter/trickter and it's totally fine, fun, end effective. Trickster spells is very useful for defense (Mirrorred Image, LLiengath) + solid single target damage and fast movement across the battlefield trough Rogue "teleport" + druid spells. No need for most Rogue active abilities because Afllictions can be applied via druid spells or by other team members. All and all, my favorite multiclass so far. I only miss a Crush damage in shifter form.
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Community Patch Addon
cl.frermas.vielo_vidorio_2020.zip Here's a test. You can put it into whatever mod to other files (Community Patch for example). Open it with any text redactor: { "$type": "Game.GameData.AttackAOEComponent, Assembly-CSharp", "BlastSize": "Override", "BlastRadiusOverride": 5, Here you can change AoE radious "DamageAngle": 360, "ExcludePrimaryTarget": "false", "IgnoreParentTarget": "false", "ExcludeSelf": "true", "BlastPhysicsForce": 500, "PushFromCaster": "false" }, ------------------------------------------------------------------------------------------ { "$type": "Game.GameData.WeaponAttackAbilityGameData, Assembly-CSharp", "DebugName": "Vielo_Vidorio", "ID": "72864613-52e4-40d9-b871-3e057b09d739", "Components": [ { "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "KeywordsIDs": [ "f0dbb330-1b06-4175-8ce4-efe790b99213" ], "DisplayName": 2071, "Description": 320, "DescriptionTactical": -1, "UpgradeDescriptions": [ { "String": 2072, "StringTactical": -1 } ], "UpgradedFromID": "02e11c52-6ca1-4817-835d-e130fdb5b104", "Vocalization": "AbilityCast", "Icon": "gui/icons/abilities/paladin/vielo_vidorio.png", "UsageType": "ClassPowerPool", "UsageValue": 2, Here you can change Zeal cost -------------------------------------------------------------------------------------- Under "Vielo_Vidorio_SE_RecoveryMult" and "Vielo_Vidorio_SE_BurnDamage" in "BaseValue" sections you can change Burning lash additional damage (0.5 means +50%) and Recovery time bonus (0.8 means -20% Recovery Time). Test it in your game, to figure out how it works on practice. You need Pallegina to do this for obvious reason.
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Community Patch Addon
And if it will be 1 Zeal, then yes? It's only 2.5 m. which is kinda small, based on my playtests. No. It's in a row with Eternal Flame and Shared Flames and mutually exclusive.
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Community Patch Addon
Actually, they can stack, but... I agreed. Write your suggestions: 1. Remove or not original FoD. 2. Lash damage. 3. Recovery time bonus. 4. AoE radius. 5. Ability cost. Resources pool or per encounter.
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Community Patch Addon
TO ALL: write your suggestions. 1. Remove or not original FoD. 2. Lash damage. 3. Recovery time bonus. 4. AoE radius. 5. Ability cost. Resources pool or per encounter.
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Community Patch Addon
I mean, you can spam it if you have endless resource pool via Brilliant inspiration and constantly speed up party members. I don't want to add cheat-like ability.
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Community Patch Addon
Only thing i'm afraid: it can be used with Brilliant to constant speed up party members. So i prefer to avoid this. With one Zeal it can be OPW even without Brilliant. So the questions is: 1. Remove or not original FoD. 2. Lash damage. Originally it was +30% Fire damage. 3. Recovery time bonus. Originally it was -20% Recovery time. -15% if fine too. 4. Use Zeal or per Encounter. If we use Zeal, effects should be less powerful and 2 Zeal cost to prevent spam. 5. AoE radius. Originally it was about 3 m, but i think it's too low and 5 m (like all paladin Auras) will be fine. About highlight: i'll try another trick, but for now adding fake AoE attack doesn't working with abilities with GameData.WeaponAttackAbilityComponent, where you forced to pick one target for attack.
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Community Patch Addon
We are small indy company and can't afford proper testing.
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Community Patch Addon
UPD. Oh, it's not Resolve. Community Patch Lasting Empower currently bugged and applies +20% duration bonus even for incoming non-Empowered effects. Crap... I've tested it only for outcoming effects and never imagine it have that kind of side effects. I suggest to delete "gn.lasting_empower" file , until i fix it (if i fix it).
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Community Patch Addon
My idea is to make Vidorio more powerful (+50% Burn damage, maybe longer duration and return original -20% Recovery Time etc.), but 2-3 per encounter to avoid Brilliant exploit. We still have base FoD for spam attacks. Something like this: 5m. AoE radius. And seems Resolve affect duration (Divine Immolation too). That's bad. Need to avoid it somehow.