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Phenomenum

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Everything posted by Phenomenum

  1. For pet's it works different, because pet don't perform any attack during ability activation, so he still have 2 attacks triggers before effects dispell. Yes, there should be separate SE's for pet with "MaxTriggerCount" = 1. Basically, you should copy all SE's from Ranger add different ID's to them and put into "99ad5e70-b423-4883-9b9f-ef65f9773a5a" attack instead of existing SE's. This should work.
  2. Everything seems right. This how ability designed: "TriggerOnEvent": "OnPostAttackRollCalculated", - means that all status effects triggered 1st time after attack 99ad5e70-b423-4883-9b9f-ef65f9773a5a for 30 sec. OR if you'll launch second attack - in this case all SE will be triggered 2nd time and clear. I mean, it's logical and fine on paper. Also "MaterialReplacement" status effect can be buggy sometimes.
  3. Ah, this... Yes, we also received several reports about this on Nexus (questioned with unknown mechanic of this "bug" - in theory game should just ignore excess file records). Anyway, the game is far better with expansions, so you did a right thing.
  4. UPD. Finished with Carnage highlight. @Boeroer i think i'll be able to add highlight to Clear Out and Whirling Strikes by adding another fake AOE attack.
  5. A few people encountered bug, when game doesn't read correctly file "gn.stun_reflex_debuff", resulting in black screen on start. Deleting this file may help. And ONLY manual mod installation! Unfortunately, we didn't understand what causing this bug - file itself is not corrupted and have a proper code without mistakes, and only about 5-10 peoples encountered this bug, while other 1000+ have zero problems.
  6. @UltimaLuminaire It's a mistake in "Spirit_Tornado_SE_AttacksCauseStagger" status effect. Spirit Frenzy has a similar status effect named "Spirit_Frenzy_SE_AttacksCauseStagger" and the difference between them in AttackFilter section: "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "None", this means status effect can be applied from all sources - weapon and spells "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, In Spirit Tornado SE we can see this: "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "Weapon", this means status effect can be applied only with weapon attacks "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, So it's a clear oversight and should be corrected. I've added this into my "To do" list.
  7. Of course. It will be slight different though - Community Patch Addon as stanalone mod, CP Keywords need to be overwritten, and some of original files must be deleted to prevent possible mistakes. I'll write installation manual, when Addon will be ready. Ok, thank you!
  8. Oh, greetings, Andrea! And thank you - great find! UPD. Just looked into data files - Caedebald's Black Bow is already have WarBow proficiency in vanilla. Maybe it's just don't work? Need to check in game.
  9. I think, i'll just reduce Bells cost to 1 Guile in CP Addon - the rest is up to you.
  10. Indeed. My vote for Charm for Sap upgrade. A Charmed enemy hits other enemies and they become Confused. It's will be very easy - just replace initial Confusion with Charm. Works fine as CC in my book. Guile cost 1 > 2 because ability will be more powerful.
  11. Elemental weapons changed: Sun and Moon Grave Calling Frostseeker Frostfall (DLC) Frostfall Shattering Head enchantment attack Dragons Dowry Sunlance Fire Stag Horns melee attack Firebrand Essense Interrupter Thundercrack Pistol Druid abilities Scion of Flame, Heart of the Storm, Secrets of Rime, Spirit of Decay seems the only, which affect on weapons. WARN ME IF I MISSED SOMETHING!
  12. Also another thing bothers me – Scrolls accuracy. We all know, that consumable Accuracy don't take Perception bonus in account, and it's hard-coded. The thing is: Explosives receive +1PL for each point = +1 Accuracy for each point Scrolls gets only +0.5 PL for each Arcana point = 0.5 Accuracy for each point I the end, 20 Explosives points gives +20 Accuracy for bombs, 20 Arcana points gives only +10 Accuracy for scrolls. What a shame. I've tried to add dynamic Acc bonus for Arcana, but without success. We also get minor Accuracy bonus for scrolls with some keywords PL, but still... So i'd like to suggest to add +5 Accuracy for all scrolls.
  13. So after closer look, most Potions have 4 sec base Recovery. Four potions are different. Can't say about the reasons (only Potion of Invinsibility 0 Recovery makes sense). I'd like to have 2-3 sec. for all and extend duration of Potion of Invincibility to compensate Recovery (though at least you can move during Recovery phase).
  14. In this case grab whatever you like - melee wizard will be fine. + 3 characters is the HUGE advantage and even with unoptimized builds you barely fall into troubles. If you learn some game mechanics of course.
  15. @Boeroer @Elric Galad One more thing. As you can see, now I'm in search for various QoL improvements, and i noticed that various Potions have a various Recovery Time - some of them have 3 sec., some 4, some have instant Recovery. I think this is not right - no matter what in your bottle, it's the same action. I don't know if there some math behind this Obsidian desicion, but... Do you want the same Recovery for all potions? If you do, then suggest duration: Instant, 1, 2, 3 sec...
  16. Some builds/classes are just about fun and roleplay, not about math and effectiveness.
  17. @Boeroer One more thing: Firebrand and Sunlance have a Burn/Pierce damage. Technically, they must deal Pierce damage to Fire enemies, but lorewise it's a pure elemental weapons and can't damage Fire enemies. What do you think? 1. Leave it as is. 2. Add new KW (can deal Pierce dmg to elemental foes) 3. Add new KW and remove Pierce dmg.
  18. Also i plan to extend duration of some spells - who needs Interdiction with 7 sec. Dazed base duration?
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