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Phenomenum

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Everything posted by Phenomenum

  1. 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.
  2. 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
  3. 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).
  4. 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.
  5. 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.
  6. You can use my code for Backstab from CP Extra to solve both problems.
  7. 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.
  8. 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.
  9. 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.
  10. 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
  11. 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%)
  12. 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.
  13. I have another idea - simply tune down some bosses HP. Especially megabosses.
  14. I'm working on CP addon, but feel free to use my proposals/ideas in your Balance Mod.
  15. 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.
  16. Can we draw the line and make some preliminary list of changes? Still haven't much time for now so appreciate for any help.
  17. @Boeroer Let's think about Priest's subclasses "uniquness" from the start. What we have now, what staff we can learn from PoE 1, what staff we can add/alter by ourselves. For now. 1. Unique spells on each PL. 2. Some minor variance in standart spells, which is negligible. That's all. ------------------------------------------------------- I miss the Holy Radiance upgrades - that's for sure. I want unique HR upgrade for every subclass via standart progression mechanism or via trinkets. Then, number of spells. How many bonus spells you'd like to see?
  18. I know about this bug. But the other two needs investigating. Could you share your gamebundle files?
  19. Ok, let's think again. I'm interested with this and we can discuss it here to make some "to do" list, and i can start doing something on weekend. I should also check my own notes... And maybe try to contact with Max and ask his permission, in case if he don't want to be involved in modding. In any case, we can do some nice little things.
  20. As for Priests spells, i remember that you wanted to do a second Wizards from Priests with identical grimoure mechanic, i've stand opposed and Max... well, he was somewhere in the middle.
  21. @Boeroer Nonono, i mean only this section - unique abilities for each Priest subclass: Priests: All Priest subclasses now have a unique passive bonus. These also apply to enemy Priests. If you are loading an existing save, you will have to respec your character to gain the bonuses for Berath, Eothas, Woedica and Gaun. The rest should apply to existing characters. Berath: When scoring a Hit with a Decay attack, or when an ally or enemy falls in combat, gain increased Power Level on the next Restoration or Rejuvenation ability used. Eothas: When under an Inspiration effect, nearby allies gain Resistance to Resolve Afflictions. When under a Protection effect, nearby allies receive increased healing. Magran: On scoring a hit with a weapon, gain bonus Armor Rating and Concentration for 15 seconds, and bonus Accuracy on the next Fire or Punishment attack. On scoring a hit with a Fire or Punishment attack, the Priest and all allies gain bonus Accuracy and Penetration on their next weapon attack. Skaen: Condemnation and Punishment attacks gain bonus Accuracy from stealth, invisibility, or against Sneak Attack targets. From stealth, invisibility or against Sneak Attack targets, Punishment attacks deal additional Raw damage over time. Wael: Deception, Mind and Illusion attacks Interrupt against Sneak Attack targets. When missed by an attack, the Priest has a chance to gain duration on beneficial effects. Woedica: Targets hit by Condemnation or Punishment attacks suffer increased damage and Interrupt the next time they take damage. Allies near targets hit by Condemnation or Punishment attacks have Intellect Afflictions cleared. Harvester of Gaun: When scoring a Hit with a Plant attack, or when an ally or enemy falls in combat, gain increased Power Level and Action Speed on the next Inspiration or Protection ability used. Rymrgand: Targets hit with Decay, Frost or Poison attacks suffer increased duration of hostile effects. Targets Crit by Decay, Frost or Poison attacks additionally suffer penalties to Armor Rating and Action Speed. -------------------------------------------------------------------------------- Other tweaks in this mod (Keywords etc.) quite unbalanced.
  22. I agreed, but damage part is very minor, only 10-14 - you can't do any serious damage with this ability, then is unnecessary to change it. But with Discipline cost=1 you can spam pulling. Anyway, what's the problem with vanilla "Into the Fray"? No, every opinion is appreciated. P.S. @Boeroer I like the idea of Priest subclasses bonuses from this mod: https://www.nexusmods.com/pillarsofeternity2/mods/363 What do you say? Basically it's what we wanted to do via trinkets.
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