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AlexKidd

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Everything posted by AlexKidd

  1. Hah you ninja reply, nice timing. - random suggestions: oh my, I meant about zealot charge only Good ones though, I still have to mod ciphers but I definitely missed frenzy cd and vielo vidorio not working on Paly (really? damn weird) So far I just made her base duration 6->10s, its existence also made me reconsider the first zealous charge implementation of +%AtkSpeed. I'm going through many edits atm, and hate every moment of my UABE career. We're going to get decent modding tools for PoE2 right? RIGHT?!? - I'm going to use your tool, never toyed with frame checkers. - Ok so Armored Grace doesn't work for reload, but the same property applied to modal does?
  2. Scratch that, I used your tool to check in-game: It stacks, but I am not sure how to interpeter that GetArmorSpeedFactor: Eder in the example is wearing 50% plate, and has -20% Confident Aim
  3. Many thanks for this handy tool. Now let say I wanted to make the stacking rules even more confusing, and modded a modal aura to reduce the armor penalties (random balance suggestions are also welcome). Based on your knowledge, is it going to stack with Armored Grace/DurganSteel/Pilferer's Grip? I think so but can't really spot the small difference in frames in-game. Should I also edit the Armored Grace talent description? It says Recovery Penalty only but Reload is also affected, right?
  4. Ugh two mini lashes I totally forgot about torches, and how badass is Calisca fighting with them Shame there's no unique one nor enemies fighting with them (I think) or I'd feel compelled to make them burn/bludge as well. In order to make this semi-relevant to the cipher topic... there's no MIN dmg for lashes right? So stuff with a 10% lash (thinking about Starcaller and Unforgiven flails - btw, both 10% fire? boooring) is only useful against very low DR (but then, pretty much everything works, and a blunderbuss works best) even with all soul whip mods. I was thinking flails with graze->hit conversion would have been an ok option in potd when you're done milking the fodder for focus with your estoc (wf: adventurer) and it's only bosses with high stats left.
  5. Hello. All the PoE2 hype made me pick up this game again and this discussion reminded me to mod and give consistency to these double damage type weapons. If I wished to make all these weapons act as elemental(1st)/phisical(2nd) to better benefit from Spirit of # feats (and probably a reverse option to nerf them all once I realize they're OP ), what's left to 'fix' other than Durance's Staff? Also, any thought about the strenght of the greatsword Justice (that I am thinking to just mod to deal bludge/slash instead of pierce/slash)? I am not sure how the +10%+25% bludge dmg is applied, and if it's useful against high DR foes.
  6. I cannot access the beta patch atm but feel free to point at this thread as well, or I'll just jump aboard once you get done posting your feedback. I checked this board quite religiously but white march content isn't discussed a lot, maybe with the exception of alpine dragon. Being a completionist I entered wm2 at level 15-16 so it felt a bit like story mode, hard to give realistic feedback but on future playthroughts I'll play with nerfed xp tables: that might change a bit the overall feeling but I am sure that even at level 10-11 the kraken fight will be a pushover still. I agree, and the kraken strikes me as a high hp/average dr/low deflection sort of enemy. Also, he really needs some more status immunities (how can you prone that thing? ). I was going to toy a bit with values to find an acceptable balance but then the armor DR not being applied made me ask for help here. Fwiw, I 'think' I know what I am doing, since I could edit other monsters (kraken tentacles included) just fine. Any experienced modder hint would be welcome anyway. What I am not sure about is if those who also found him a joke fought against him at 0 dr, or against the correct pedia values. Does anybody else have a save for a quick check, or the fact he's lacking dr is common knowledge?
  7. Hi all, long time lurker, first post (approve me! ) I can't find many reports about the Kraken fight on the board, it looks like nobody ever had any issue with him, and sure it looked like a pushover during my first blind attempt. I didn't rush for it but fought the tentacles first and those proved to be way sturdier than the main body. It's just a level 12 enemy on the pedia, that's already quite lame for the supposedly final boss of the wm2 main quest, and his stats are nothing compared to dragons and the like. Upon completing the game, I went back and checked his stats, to see what could be done with a bit of modding to buff him a bit. 0 dr to everything. These are his theoretical resistances, shared with the tentacles (those are working), and are the ones shown on the pedia (weak to burn/corrode, strong vs bludge). 0 float DamageThreshhold = 8.000000 0 float DamageReduction = 0.000000 0 float SpeedFactor = 0.600000 0 int ArmorCategory = 1 0 int Material = 0 0 int DtPercPiercing = 100 0 int DtPercSlashing = 100 0 int DtPercCrushing = 200 0 int DtPercBurning = 50 0 int DtPercFreezing = 100 0 int DtPercShocking = 100 0 int DtPercCorroding = 50 I took the first screen in a moment he had no buffs/debuffs hence I am not sure why the defences are a bit off (are potd changes reflected on pedia?) It doesn't look like the px2_kraken_tentacle_armor.unity3d file is the culprit, it's more like Krakky failed to equip his own armor but I am really too noob of a modder to give more details and figure what is not working for this mob in particular. Is there anybody who can help me figure what's going wrong with his dr, and if this is something worth report? Do you think the fight itself is a bit lame/worth some buffing in upcoming patch as well? I mean, even with working DR, those stats are quite low and a level 12 boss for wm2 is a joke.
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