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Phenomenum

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Everything posted by Phenomenum

  1. Some builds/classes are just about fun and roleplay, not about math and effectiveness.
  2. @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.
  3. Also i plan to extend duration of some spells - who needs Interdiction with 7 sec. Dazed base duration?
  4. Don't know yet. I already created one. I think it's enough. I'm not a fan of many active abilities. Too much for poor Rogue, considering a couple must-have passives. I think, that Tier 1 affliction for hi-level ability is a garbage. Though, as i said, i don't have any particular ideas for now. Overall, i want to add more various Afflictions in active abilities: Stun, Immobilize, Shaken, even Charmed (maybe on Perplexing Sap), Health drain and so on. Make Rogue more versatile against different types of enemies and situations.
  5. Used in CP in abilities.stringtable, gui.stringtable and statuseffects.stringtable: 20000-20049 – General and Racial 20050-20099 – Barbarian 20100-20149 – Chanter 20150-20199 – Cipher 20200-20249 – Druid 20250-20299 – Fighter 20300-20349 – Monk 20350-20399 – Paladin 20400-20449 – Priest 20450-20499 – Ranger 20500-20549 – Rogue 20550-20599 – Wizard ------------------------------ 10001-10200 and 20069-20075 (i now it was stupid but it's too late) used in Russian loc fix in statuseffects.stringtable
  6. Can't say anything about Babarian. Rogue need some attention - too much hobble Afflictions among active abilities, the Bells branch is cost too much (2 Guile) and unuseful, Sap a very situational in my book (have an idea to rise Guile cost and implement Health drain).
  7. Finally implemented Carnage AOE highlight. It's a bit dumb – need to add this tweak in every melee weapon attack, but it's only 92 (and i did 10 already), so nothing impossible.
  8. Yes, but not tested yet. As for upgrades... it's hardly feasible - we can add new abilities in progress list via standard modding protocol, but can't change existing. We need a cutoff "Mutually exclusive" flag, but need to change original file for that. So i think i'll keep conservative approach and add only a few Penetration + ensure that Pen scaling works correctly. People, who want a more powerful Suns may use your tweaks.
  9. You can use my code for Backstab from CP Extra to solve both problems.
  10. But i thought Pet's Intellect = 10. Now i see it's 5. Thanks! I barely tested new Distracted Training myself (messing around with keywords today), so further tweaking is inevitable. As always.
  11. You can play even with single class melee wizard. Or Wizard/Assassin (Trickster subclass) which gives you additional single target melee power and some free defensive spells.
  12. Hi there. In the absence of @MaxQuest i decided to continue our work, because CP have some flaws and missed fixes. I don't want to do anything radical, just collect feedback and add some nice things. Also i'm in aware about @Elric Galad mod development (his Balance Mod designed to work with CP), so we try to keep in touch and not interfere each other. Current fixes done: Fury Form of Druid attack - TreatAsWeapon=true (Fury attack now works as weapon) Pallegina five suns penetration - 7 > 9. Ideally i want to clear restrictions for other 2 upgrades for Pallegina. Kalakot's blights - Add Wands proficiency Shattered Pillar - Wounds trait fix (10 for Lesser Wounds) Distraction training. -10 Deflection for Attackers on Missed for Pet > +25% Melee weapon resistance for Pet, Disorientation on Miss for Attackers. So natural Misses will be connected to Resistance - it allow to apply debuff more frequently, regardless of foes accuracy + increase pet durability. Connected with +engage slots abilities, pet should effectlively hold the line and debuff up to 3 enemies most of the time. Keywords done: Symbol of Berath - Added Decay KW 4 spells Priest of Gaun - Brought back Plant KW Priest of Wael Confusion - Brought back Illusion KW Reworked all elemental damage weapons to work properly with elemental enemies: I've added new KW's for every weapon (Shock weapon. Fire weapon, Corrode weapon, Frost weapon) and added the same KW's to druid's elemental talents. So far it' works as intended - now you can hit elemental enemy with physical damage. The initial idea of new keywords was suggested by @Boeroer. -------------------------------------------------------------------------------- I'll be very appreciated for feedback about CP to do a preliminary "Need to fix/improve" list. My next step is to reduce crazy Megabosses HP pool and i seekeng for help with complete list of elemental weapons and abilities, which can affect on those weapons (including DLC) because i'm afraid to miss something.
  13. There's also level scaling, but i operatings numbers from characters.gamedatabundle "GameDataObjects": [ { "$type": "Game.GameData.BaseStatsGameData, Assembly-CSharp", "DebugName": "BS_Construct_Helfire_Ironclad", "ID": "3d91dc03-576c-485a-9f82-4b74463bc861", "Components": [ { "$type": "Game.GameData.BaseStatsComponent, Assembly-CSharp", "IsPlayerClass": "false", "BaseDeflection": 5, "BaseFortitude": -20, "BaseReflexes": -45, "BaseWill": -25, "MeleeAccuracyBonus": 35, "RangedAccuracyBonus": 25, "MaxHealth": 2000, "HealthPerLevel": 142
  14. Ok, you can leave this to me. Though i don't have saves i need someone to test changes. Right now Megabosses have base HP + per level HP. For example, Dorudugan have 2000 base + 172 per level. So on 20-th level it should be 5268 * difficulty coeff. Insane! Ok, then we should keep in touch with each other. As for Distracted training, i stopped for 9 sec. Disorientation (it will be 6 sec. against 20 Resolve) + 25% resist. (or 20%)
  15. Maybe it's better suits for Heart Seeker ability? +1 Bond on Crit or something. Since you can target miltiple enemies it can significally reduce total ability cost, or even more, if you're lucky. Similar with Rogue Gambit - high stakes, high reward.
  16. I have another idea - simply tune down some bosses HP. Especially megabosses.
  17. I'm working on CP addon, but feel free to use my proposals/ideas in your Balance Mod.
  18. Actually, my idea was to clear upgrade restrictions for Pallegina... Still need to test. It's magic. So, the idea is: 1. Debuff must follow the initial idea of ability. Disorientation fits perfectly in my opinion. 2. Add some resistance to pet (i set 100% just for testing purpose). So natural Misses will be connected to Resistance - it allow to apply debuff more frequently, regardless of foes accuracy + increase pet durability. Connected with +engage slots abilities, pet should effectlively hold the line and debuff up to 3 enemies most of the time. Suits for me as hi level passive.
  19. Can we draw the line and make some preliminary list of changes? Still haven't much time for now so appreciate for any help.
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