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Phenomenum

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Posts 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. 2 hours ago, Elric Galad said:

    Then I checked the gamedata files and spotted this :

    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. 16 minutes ago, hoochymamma said:

    I just bought the three expansions and the bug went off, everything works fine now.

    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. :thumbsup:

  4. 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.

  5. @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.

    • Like 3
    • Thanks 1
    • Hmmm 1
  6. 1 hour ago, Noqn said:

    Community Patch Addon - Fixes (e.g. Shattered Pillar Lesser Wound fix).
    Community Patch Addon - Basic (e.g. Pallegina Five☀️ Penetration buff.)
    Community Patch Addon - Extended (e.g. Scroll bonus accuracy.)
    Community Patch Addon - Keywords

    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.

    1 hour ago, Noqn said:

    By the way, small fix to display the dmg/tick for Disintegration, and view the correct total damage after duration modifiers.

    Ok, thank you!

    • Like 1
  7. 23 minutes ago, Powerotti said:

    Charmed part would be especially useful for debonaire

    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.

  8. 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!

  9. 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.

  10. Spoiler

    Potion_of_ascension_Attack - 3 sec
    Potion_of_cleansing_purge_Attack - 3 sec
    Potion_of_deftness_Attack - 3 sec
    Potion_of_elemental_defense_Attack - 4 sec
    Potion_of_impediment_Attack - 4 sec
    Potion_of_imperfect_arcane_reflection_Attack - 4 sec
    Potion_of_improved_arcane_reflection_Attack - 4 sec
    Potion_of_insubstantial_form_Attack - 4 sec
    Potion_of_invisibility_Attack - 0 sec
    Potion_of_ironskin_Attack - 4 sec
    Potion_of_major_healing_Attack - 4 sec
    Potion_of_major_recovery_Attack - 4 sec
    Potion_of_mental_prowess_Attack - 4 sec
    Potion_of_merciless_gaze_Attack - 4 sec
    Potion_of_minor_healing_Attack - 4 sec
    Potion_of_miraculous_healing_Attack - 4 sec
    Potion_of_moderate_healing_Attack - 4 sec
    Potion_of_perfect_aim_Attack - 4 sec
    Potion_of_physical_prowess_Attack - 4 sec
    Potion_of_piercing_strikes_Attack - 4 sec
    Potion_of_refuge_Attack - 4 sec
    Potion_of_relentless_striking_Attack - 4 sec
    Potion_of_spatial_alacrity_Attack - 4 sec
    Potion_of_spirit_shield_Attack - 4 sec
    Potion_of_superior_elemental_defense_Attack - 4 sec
    Potion_of_the_attuned_self_Attack - 4 sec
    Potion_of_the_fearsome_brute_Attack - 4 sec
    Potion_of_the_final_stand_Attack - 4 sec
    Potion_of_the_focused_mind_Attack - 4 sec
    Potion_of_the_resilient_body_Attack - 4 sec
    Potion_of_Fleet_Feet_L1 - 4 sec
    Potion_of_ryngrims_repulsive_visage_PulseAoE - 4 sec
    Potion_of_impediment_InterruptAttack - 4 sec

    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).

  11. 2 hours ago, Taldan35 said:

    I want to play POTD upscaled with the 8 characters mods

    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.

  12. @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...

  13. @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.

    :shrugz:

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