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Everything posted by Kohwalter
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There are two ways: There are two passive talents that gives +10 Focus each. You can also use that or the Ascendant Passive that scales or the Soul Blade passive that recudes Shred powers cost by 5 as a basis. Or you can simply change in Globals.gamedatabundle the Cipher field at "ClassResourceConversionRates" from 10 to the number you desire. { "ClassType": "Cipher", "Ratio": 10 }, I believe this changes the cost of the cipher powers to be 10 * Power Level of the spell. I don't know if that will reduce Cipher Max focus if you decrease the cost.
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Actually, it is only +6 Reflex with the talent. Shield does not give reflex, neither their fine/exception/etc.. enchantments. Also, I forgot that there is a talent for Single-Weapon that gives 20% Crit conversion. Medium and Large Shields have an Acc penalty, so it is actually a trade and not a bonus/advantage. The small shields you actually will lose 12 Acc for 4 Deflection (or 10 with the talent). But lets use a small shield and no enchantments: Shield vs Single: 10 deflection + 6 Reflex vs 12 ACC + 20% Crit Shield vs Dual: 10 deflection + 6 Reflex vs 45% Recovery (lets not enter in the merit of the second weapon stats/modals) Shield vs Two-Handed: 10 deflection + 6 Reflex vs 15% Damage Disconsidering Dual-Wielding, it does appear to be balanced and Two-handed takes the shaft. But the enchantments screw that balance: 18 Deflection + 6 Reflex (Small Shield + Talent + Enchantment) vs 16 Acc from enchantment + Style Bonuses. So, you sacrificed a talent and the offhand to get a +2 Deflection and +6 Reflex (small). Sure, if we look from the other side of the glass, you gained 18 Deflection and 6 reflex! However, the enemy gained a free +16 Accuracy and +60% Damage Bonus (Penetration is countered by the armor enchantment). While in the begining it was +10 Deflection and +6 Reflex vs +0 Acc + style bonuses, in the end of the game this advantage was reduced to only +2 Deflection and +6 Reflex vs +0 Acc + style bonuses. So, you "lost" the advantage of 8 deflection points at the end of the game.
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Not using a shield either gives: +12 Acc (Single weapon) +45% Recovery Bonus (Two-Weapons) +15% Damage (Two-Handed weapon) Meanwhile, using a shield gives: +8/+10/+12/+14 deflection (enchantment + S&B Style) vs +4/+8/+12/+16 base Acc from weapon enchantments plus the above benefits. Can't see that as balanced as it is. You had to sacrifice a talent to try to stay competitive with the Acc from weapons. But if you don't use a shield, you also gain more bonuses from the other styles. Lets face it, an offhand weapon is always better than a shield in Deadfire. Just use a Dagger and activate its modal for -Damage and + Deflection
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But now you need to sacrifice a Talent point to get that boost to stay "competitive" while all the other talents for styles (Two-handed, Two-Weapons) actually gives a bonus (%recovery and %damage). There is a mod in the nexus that modifies the shield bonuses, along with many other tweaks: https://www.nexusmods.com/pillarsofeternity2/mods/72
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From what I can remember: Accuracy: at least two items that gives +Ranged Acc (+5 from hat and +8 from ring) Perception items Gloves of accuracy (+3) Weapon Enchantments +Acc vs Enemy_Type (Vessels) Spells Weapon Modals Paladin Auras Fighter Modals Deflection: Ring that gives +2 Cloak of Deflection (+4 and +7) Shield Enchantment Unique Shield that scales from a skill (forgot which one, but I think it was survival?) Resolve items Defense vs Spells (don't remember if they are for deflection as well or only fort/will/reflex) Spells Weapon Modals Talent (Improved Deflection - Saw on the fighter tree) Weapon and Shield Style (+6 using a shield): Maybe this is the reason for low enchantment bonuses since weapon profiencies no longer gives Acc
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In beta 1.1 they changed to +2/+4/+6/+8. However, it is still half from what you get from a weapon. Maybe they thought shield bonus were too powerful in the first game and decided to "balance" it on the second one. Nevertheless, I think shield bonuses as +3/+6/+9/+12 should be ok when matching the weapons bonuses (+4/+8/+12/+16). Another side effect would be more "reward" from using a shield instead of dual wielding.
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I always liked the concept of a Chanter in PoE but, somehow, they never clicked well with me due to their invocations and summoning theme. Thus, enters the Bard subclass, a typical adventurer class that uses music to inspire allies or crush their foes. This new bard subclass is closer to the typical Dungeons & Dragons bards, being a jack of all trades. It is still in what I consider a Beta release since I'm testing the class and making tweaks here and there. Some of the new passives will probably be reworked or removed over the development during the balancing phase. I basically ditched Invocations. In their place, I added a set of abilities that could be derived in three categories: Martial abilities Supporting abilities Arcane/Damage abilities I also added new passives for this subclass, improving chanting and martial capabilities. Since the Bard is a jack-of-all-trades, I gave him a sort of abilities that can be resembled to others from most classes. For martial classes I looked at the Fighter, Paladin, and Rogue for inspiration of a couple abilitites For Supporting, I looked at Wizard, Priest, and Druid for healing and buffing (self-buffing included) and the chanter itself. For Arcane, I looked at Wizard, Priest, and Druid to get damaging spells from Fire and Frost. Note that this subclass has a lot of restrictions in the abilities Tree, forcing the player to choose the "role" his bard will perform. Furthermore, the level progression for most abilities are slower than its counterparts for most of the abilities "borrowed" and modified to be used by the Bard. The Bard subclass is available at my other mod pack as an optional download: https://www.nexusmods.com/pillarsofeternity2/mods/72
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You need to add new parameters in the ProgressionTable.gamedatabundle At the end of each class, there is the following coding: { "$type": "Game.GameData.ClassProgressionTableComponent, Assembly-CSharp", "CategoryNames": [{ "Category": "General", "DisplayName": 2935 }], "AbilityPointUnlocks": [{ "Level": 1, "CategoryObsolete": "General", "Categories": "257", "Points": 1, "UnlockDescription": 3332 }, { "Level": 1, "CategoryObsolete": "Custom1", "Categories": "8", "Points": 1, "UnlockDescription": 3331 }] } You need to add more to it. For example, if we want to get an additional Passive and Active Ability points at level 3, then we need to change to something like this: { "$type": "Game.GameData.ClassProgressionTableComponent, Assembly-CSharp", "CategoryNames": [{ "Category": "General", "DisplayName": 2935 }], "AbilityPointUnlocks": [{ "Level": 1, "CategoryObsolete": "General", "Categories": "257", "Points": 1, "UnlockDescription": 3332 }, { "Level": 1, "CategoryObsolete": "Custom1", "Categories": "8", "Points": 1, "UnlockDescription": 3331 }, { "Level": 3, "CategoryObsolete": "General", "Categories": "257", "Points": 1, "UnlockDescription": 3332 }, { "Level": 3, "CategoryObsolete": "Custom1", "Categories": "8", "Points": 1, "UnlockDescription": 3331 }] } Detailed explanation: "Level": Defines the level the bonus point will be gained "Categories": Defines if it is active or passive point (8 for passive and 257 for active abilities) "Points": Defines the number of points gained at the level marked in the first attribute The other parameters you can keep like the original from that class. This is a bit clumsy during the level-up screen because you need to spend the original points gained then press "Next" to spend the Active bonus points and then "Next" again to spend the Passive bonus point.
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If I'm not mistaken, you need to change in the attack used in the ability. For example: Abilities.gamedatabundle: Summon_Companion_Wolf Attacks.gamedatabundle: Summon_Companion_Wolf_Attack Modify the FIlename to use the desired Prefab in "Summon_Companion_Wolf_Attack": { "$type": "Game.GameData.AttackSummonComponent, Assembly-CSharp", "SummonType": "AnimalCompanion", "SummonFileList": [{ "Filename": "prefabs/characters/poe2_animal_companions/cre_wolf_animal_companion.prefab" }], "SummonDisplayStrings": [{ "String": 536 }], "OnSummonVisualEffect": "", "OnDesummonVisualEffect": "", "TeamType": "JoinParty", "SummonCopyOfSelf": "false", "Duration": 0, "HasLoot": "false" }
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You need to create a copy of the spell, change its ID to not conflict and the class it is linked to and save in a file in the override folder. Then, in the progressiontable file, you need to change the IDs of the original Berath subclass to the ones you want. Starting with the spell: Lets say we want to copy the Moon's Light spell from the Druid to allow the Priest to use it too. { "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "The_Moons_Light", "ID": "06e405f5-7493-4f58-958e-7b903b6bfbef", "Components": [{ "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "KeywordsIDs": ["88f77e03-9180-4830-a2ac-18c8023fec35"], "DisplayName": 1958, "Description": 1959, "UpgradeDescriptions": [], "UpgradedFromID": "00000000-0000-0000-0000-000000000000", "Vocalization": "GenericSpellCast2", "Icon": "gui/icons/abilities/druid/moons_light.png", "UsageType": "Spell", "UsageValue": 1, "AbilityClass": "Druid", "AbilityLevel": 2, "IsPassive": "false", "StackingRuleOverride": "Default", ... } You will need to change the "Druid" to "Priest" and the ID: { "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "The_Moons_Light", "ID": "06e405f5-7493-4f58-958e-00000000fbef", "Components": [{ "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "KeywordsIDs": ["88f77e03-9180-4830-a2ac-18c8023fec35"], "DisplayName": 1958, "Description": 1959, "UpgradeDescriptions": [], "UpgradedFromID": "00000000-0000-0000-0000-000000000000", "Vocalization": "GenericSpellCast2", "Icon": "gui/icons/abilities/druid/moons_light.png", "UsageType": "Spell", "UsageValue": 1, "AbilityClass": "Priest", "AbilityLevel": 2, "IsPassive": "false", "StackingRuleOverride": "Default", ... } The "abilityClass" defines the resource it will use, the "UsageType" says it is a spell (thus use the spell resource), and "AbilityLevel" defines the spell level. Now you create a new file for the ProgressionTable, changing only the spells the subclass gives to the ones you created (the IDs) and place in the override folder following the same folder structure of the original files (override/MYMODNAME/design/gamedata)