
hippofant
Members-
Posts
65 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by hippofant
-
ORRRR get her dual-wielding blunderbusses*. 4 projectiles from each shot means at least one should hit each time, guaranteeing an interrupt, PLUS the shots bounce, so she interrupts two enemies at a time. RIP spellcasters. * Blunderbi? Maia has 80% interrupts on pistols, and only 20% on each Blunderbuss pellet. IF it hits. And dual wield blunderbuss are very inaccurate and short range, while single pistol with modal is decently accurate. And Scordeo builds up action speed speed really fast. 20%? I have had no issues hitting or interrupting with a blunderbuss on veteran. And, actually, due to a bug with Xefa's Empirical Explication, Maia interrupts allies too with alarming regularity. My Maia has an innate 89 accuracy (99 on offhand, because inaccurate isn't applying to offhand blunderbusses for some reason), which I further buff with 114/124 with Dire Blessing and Blessings of the Faithful. She's interrupting everything (literally), as you can see. Though since Scordeo's jumps too and Kitchen Stove is going to interrupt anything anyways, I'm going to replace the Xefa so as to avoid repeatedly knocking my entire party prone.
-
Demonstration: put one blunderbuss in main-hand, another blunderbuss in off-hand. Note different accuracy values. Edit: Don't want to spam the boards, so here are a few other item bugs I've found: Casita Samelia's Legacy, with the Scars and Memories trait (50% chance to slash attack enemy when hit with slash damage in melee) retaliates against Maia's ranged attacks. (Demonstration: give Maia any ranged weapon. Put armor on watcher. Have Maia shoot watcher from afar. See attached image. I have Maia using a scepter in that image, but the retaliation occurs against any ranged attack, regardless of damage type. It occasionally even occurs more than once, as can be seen in the log.) Xefa's Empirical Explication's Matter Repulsion and Inexplicable Mass traits are hitting everybody around the target, including friendly party members, knocking them down.
-
Equip a weapon that gives a stacking bonus until end of combat, like Modwyr's Eager Lover (+2% Action Speed on scoring Hit until end of combat. Stacks up to 15 times.) Manually attack an ally, hitting them 15 times with Modwyr. Mess around at your leisure. Enter next combat with Modwyr's bonus already stacked to maximum!
- 1 reply
-
- 1
-
-
Magistrate's Cudgel Bug
hippofant replied to Niml's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
My experience is that Judgement works for one full combat after equipping it/switching to it/reloading the game. It will not work in the 2nd combat unless any of those actions are performed again. Unfortunately, this means for testing purposes, the bug only appears after the first combat.- 4 replies
-
- Soulbound
- Magistrates Cudgel
-
(and 2 more)
Tagged with:
-
GiveItem Shield_U_Xotis_Lantern, I think? Or maybe Shield_Small_U_Xotis_Lantern. Pressing Tab judiciously or using FindGameData Xoti in the console will get you the exact code if I'm wrong. When your characters cast buffs, the info will appear in the combat log, depending on the buff. IIRC, when I cast Dire Blessing, the log doesn't show hits but it does immediately show resists. When I cast Nature's Bounty, I see something like "Nature's Bounty (4 hits, 1 miss)" and you can expand that to see that the miss was a resist.
-
This is so bad. Reputation options shouldn't be all that common and should be VERY polarazing and easy to read into. They should all get toned down, but some responses should grant more points than others. Case in point - You get the same amount of Cruel disposition for saying "that's the most truthful thing I heard from you" to Serafen, "You're wasting your time" to Aloth, and agreeing to kill an entire family. Those three don't carry the same weight obsidian.. You do get different amounts of points for different choices. There are minor, moderate, and greater disposition boosts, just like in PoE1. You can see them using the console command DispositionAddPoints. If it works just like in PoE1, they give you 1, 3, and 7 disposition points each, though I did not test this.
-
A lot of enchants are mutually exclusive. Usually ones that affect the same trait or give you variations on the same trait. No real way to tell in game other than to save, enchant, then reload, though you can often guess by the rule-of-thumb above and/or by looking at the name. Light of the Dawnstar also has the unfortunate effect of blocking even friendly spells, so I'm not sure how great it is. Can definitely be used for weapon swap shenanigans though. Not sure if it's WAI but got no response on my Tech Support post.
-
So, I used the cheat menu mod at NexusMods to look at my character's disposition points. I was playing a Goldpact Paladin at level 12 at the time, so I'd been trying to avoid Aggressive/Passionate responses. I had 8 points in Aggressive, which netted me the level 1 disposition. I had 20 points in Shady, which netted me the level 2 disposition. And then I had 220+ points in Rational and 175+ points in Stoic, which netted me the level 4 dispositions. Soooo I think the math is really really off, especially as NPCs started remarking on my character's level 2 Shadiness. It seems like the disposition point system didn't get adjusted for the fact that there's a ton more dialogue in PoE2, with a lot more forced disposition choices, whether that's from just having all the desirable options attached to dispositions (like 5 out of 6) or just having ALL dialogue options attached to dispositions. I even saw this:
-
So you are saying named ones are exclusive, and generic ones can all be applied? Generics can be applied to max. SOME named ones are exclusive with other named ones. It's hard to tell but often they're often ones that are variations on each other. For example, if your weapon has a daze on crit, one enchant might be extended the duration of the daze and the other might be upgrading the daze into a stun. Those will probably be mutually exclusive.
-
I am unsure if this is working as intended, but I suspect that it is not. Xoti's Lantern, when enchanted with the Light of the Dawnstar trait, causes various beneficial spells to be resisted by the party. In particular, casters can resist their own buff spells. Is this working as intended? If so, it makes for a very strange Priest item for Xoti to be using.
-
It appears to be a "tree" of sorts. Some upgrades lock out other upgrades. I only did a cursory examination of how it functioned. Fascinating. Certainly something I wish I had known before I started upgrading stuff. Good thing is is a throw-away run while I wait for patches to fix a number of problems, namely the import bug. You can usually get a pretty good guess at which enchants are exclusive. They often have similar names, or they target the same feature to upgrade. There are exceptions though. E.g. for Eder's Saint's Armor, the extra resistances are not exclusive, to my surprise.
-
What's really interesting about this is that you seem to get upgraded innate abilities back for free at level 2. So, for example, my Paladin (Goldpact)/Cipher (Soulblade) took Flames of Devotion at level 1, getting Gilded Enmity and Faith and Conviction for free, and Antipathetic Field, getting Soul Whip for free. At some point later I took Sworn Rival (upgrade to Gilded Enmity), Eternal Devotion (upgrade to Flames of Devotion), Deep Faith (upgrade to Faith and Conviction), and Biting Whip (upgrade to Soul Whip). When I retrain her, if I stop the level-up immediately, I have a level 1 Inquisitor that is missing Gilded Enmity, Faith and Conviction, and Soul Whip - all innate class abilities - and Flames of Devotion, presumably because I upgraded all of them. When I level her up to 2, I get to choose an ability, but I also learn Gilded Enmity, Faith and Conviction, and Soul Whip. In particular, I cannot pick Deep Faith at this level up, because the game is treating Faith and Conviction as a new skill that I just chose. Ultimately, I only lose one ability - Flames of Devotion - which I picked on character creation and upgraded in a level-up - but there's something way wonkier going on with how innate class abilities are being added back to retraining characters. (I.e. I should be able to pick Deep Faith at level 2, if I so desire.) Soul Whip is "lost" because it's upgraded, but because it's not "picked," the game somehow intuits at level 2 that I was supposed to have Soul Whip all along and adds it back. Is it possibly a +1/-1 error, wherein a dev got confused about whether respec goes back to 0 or 1, so we get back our level 1 abilities at level 2 for some reason, and then the level 1 "pick" is lost? Edit: I note that this does not happen with companion respecs, presumably because their level 1s are static. Edit 2: Also doesn't happen with hired adventurers. Just the PC.
-
FWIW, if you have a full slate of companions, they all show up on your ship during boarding but they don't show up in the crew numbers either. So if the AI was boarding you, they'd be running into the same problem!
-
MaxQuest, I have a question about +action speed that I'm unsure of that I thought maybe you'd know. If I'm dual-wielding weapons, and one of them has +action speed% on it, does it only apply to that weapon? My initial assumption was that a +action speed% bonus on an item would affect the character, but then when I looked at the attack/recovery times on my 2nd weapon, the +action speed% bonus from my 1st weapon wouldn't be considered and vice-versa. BUT I'm also aware of some display bugs when dual-wielding weapons, wherein some character-wide bonuses are applied to just one and not the other on the character screen, so I'm unsure. (I guess this could be a result of their renaming all weapon recovery bonuses to action speed bonuses without changing how it was applied under the hood.) If so, this would make +action speed% a lot less valuable when dual-wielding (in addition to the diminishing returns from the talent too) compared to wielding one weapon.
- 126 replies
-
- mechanics
- attack speed
- (and 4 more)
-
I think the Pallegina - Xoti fight is bugged, because it does happen ASAP. They will bicker a bit if you have them in the same party, so I expect that the blow-up fight was supposed to come later, but a trigger got missed somewhere.