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Everything posted by Frykas

  1. "GameDataObjects": [ { "$type": "Game.GameData.WeaponAttackAbilityGameData, Assembly-CSharp", "DebugName": "Confounding_Blind", "ID": "a54896f9-19fe-4edc-9d56-45fa753fa1fa", "Components": [ { "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "ShowStatusEffects": "true" } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Flanked_SE_Armor", "ID": "9ced31c6-345b-4dc7-954d-4032edf99dcc", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "ApplicationBehavior": "StackWithAllSimilarDataEffects" } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Flanked_SE_Deflection", "ID": "d7d4ee02-a23b-434c-bf14-5d3ca0195cf5", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "ApplicationBehavior": "StackWithAllSimilarDataEffects" } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Confounding_Blind_SE_Deflection", "ID": "b9362648-2d0d-4f57-b67b-a3be15d12f30", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "Deflection", "OverrideDescriptionString": -1, "OverrideDescriptionStringTactical": -1, "UseStatusEffectValueAs": "Child", "BaseValue": -2, "TriggerAdjustment": { "TriggerOnEvent": "OnDamaged", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": -2, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 11, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 2, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0.75 Seems to me that they only changed the stacking of flanked_SE_deaflection and armor to stack with CB malus. I managed to fix the issue kind of, simply changing persistent distraction in abilities.gamedatabundle "IsPassive": to "false", it no longer stacks with stunned but it moves it to the left side of levelup screen so it's not ideal. I would prefer to allow for stacking with the stunned penalty because even if a bit op it deos make logical sense. But at this point it is becomig annoying so I'd settle for a clean fix that Def just goes down once by -10 and not up and down, that's just wrong. EDIT: managed a cleaner one, setting StackingRuleOverride to "never" in abilities.gamedatabundle fixes the issue of stacking -10 Def from stunned and PD's flanked. Not as nice as having stacked flanked with stunned regardless of their source but as the issue goes, this can be considdered fix. If i figure out how to do that in a clean way, Ill post it here but now it's more of a vanity project. Any help is of course most welcome. Thank you all again!
  2. I figured I might be able to fix this as there is a line in abilities.gamedatabundle: StackingRuleOverride. But I have no idea what a conditional there can be entered aside from Default that is used commonly. Any idea on what conditions can be entered there?
  3. Thanks for the sum up Boeroer. I suppose at this point it would be easier to just remove the erroneous stacking of PD flanked with stunned, as suposedly that's not supposed to happen in the first place. Or maybe it can't be fixed because it's a passive. Ehh, not a good moment to be bordering on OCD. Thanks anyway guys!
  4. Hi, I recently found an issue with flanked stacking rules that unfortunately is not resolved with the change issued by CP. The issue is: when target is stunned -10 Def stacks with flanked -10 Def from Persistant distraction, however, when the target is blinded by any other source and therfore flanked by stronger effect, it no longer stacks with flanked. This causes the enemy to have a seeming 10 Def spike when upgrading distracted debuff to blinded. Any thoughts as how I might fix this? (thoroughly tested with diffrent sources of blinding the enemy on cre_dummies)
  5. Unfortunately, that doesn't work confounding blind's flanked still stops to stack with stunned -10 Deff debuff
  6. OOOH, I outdumbed myself, figured that with this much changes they made a single file for it or sth, thank you very much.
  7. Already seen that, and thank you for the info, but I was wondering how I could try to mess with it myself anyway as this gives me more flexibility reagarding what it stacks with. Edit: to maybe explain better as to what I'm after, it's not just about the confounding blind, more as to make deflection stack with everything, or is that the case in community patch? I don't mind it being weaker or same as long as it stacks properly. ^^
  8. So, does anyone maybe know how could I fix this so that flanked from blinded stacks with stunned but eg. is simply suppresed by gradually increasing bonus from confounding blind? I tried looking at statuseffects.gamedatabundle but no luck so far.
  9. Definately not the Bring Low, tasted it with bare fists, the issue persists unfortunately. On a side note, it is very interesting how Bring Low is considered a positive effect of all things. EDIT: also tested with chilling fog, it also does NOT stack with -10 Def bonus from stunned and overwrites the effects of PD
  10. As in the title, I've found something odd while testing what stacks with Rust's poingard bring low effect on crit. Fighting a cre_dummy with 49 native deflection, flanked from Persistant Distracion gives expected -10 Def, that always stacks with -10 Def from stunned. So a the dummy has now 29 Def and things get weird. With Bring Low that gives us nice stacked -30 Def and dummy now has 19 Def. But when adding Confounding Blind (or gouging, I thought it might be an issue with the mechanic behid the stacking bonus of -3 Def/hit), we get a floater indicatig that flanked and distracted (from PD) gets canceled and a new flanked and blinded are now in effect (from CB). Now the bonus from stunned doesn't stack and we get a dummy with 39 Def (or 29 Def if Bring Low is active) effectively increasing it's Def until hit a few times. So, am I correct in assuming that the stacking rules change for flanked regarding it's source when it changes from a passive (PD) to an active one (CB)?
  11. Other than one mod for aloth there aren't any mods for making this reputation system more "bug" free, or did something escape me?
  12. Now, we all know that Aloth might be a bit bitchy during deadfire voyages, might be Ishiza's dropping between his grimoire pages but let's be honest, this is getting a bit out of hand. To dislike someone for something you said, that was a praise. SMH
  13. Nalpazca monk has to be high, but not necessarily tall. He has to be wasted to lay waste to his enemies. Must be smashed to smash someone's face in. When wrecked he wrecks everybody else. And when stoned his fists turn to stone. Ok, that's it for "drugged" slang synonym puns unless you ask for more in comments. ^^ =============================================== Flying Focused Flurry (flying on coral snuff or sth ofc) =============================================== Difficulty: PotD v5.0.0.0040 ----------------------------------------------------------------- Solo: Untested but not recomended (two glass cannon classes make suprisingly a bit less glassy one but stil not enough for solo I'd say) ----------------------------------------------------------------- Berath's blessings: +50K Gold/Start at level 4/Bonus attributes(!)/Fine equipment/Pet for Eder(cause you know he really deserves it)/Unique item vendor/Infamous Past/Mythical discovery (I picked level four cause i just jumped ship from battlemage build and did not have the patience for the fight at digsite again at low level, but it is not absolutely necessary) ------------------------------------------------------------------ Class: Transcendent (Cipher+Monk) ------------------------------------------------------------------ Subclass: Soul Blade/Nalpazca (Soul Blade can be changed to Ascendant but loosing all focus after some time seemed overly tedious to me. Nalpazca can be substitued with no subclass if you want to cut on the micromanagement or Helwalker if you want a stronger more glassy cannon) [not tested with Helwalker, but the synergies are still there] ------------------------------------------------------------------ Race: Human (The Fighting spirit can be of great help, but other than that any will do) ------------------------------------------------------------------ Background: Any will do, for RP purposes I chose deadfire and explorer (when I list attributes, they are all base, meaning that deadfire background bonus (+1DEX) is added later. ------------------------------------------------------------------ Attributes: MIG:13 CON:11 DEX:14 PER:16 INT:11 RES:10 ------------------------------------------------------------------- Proficiencies: Rapier(!) (+20 Acc modal with -50% Recovery penalty, works great with full attacks and rapier's low 3.0 sec recovery time) ------------------------------------------------------------------- Skills: Alchemy/None other than for RP (or History if you want to go Giftbearer's Cloak way) ------------------------------------------------------------------- Abilities: Legend: essential-(!), sugessted-(s) otherwise situational and can be changed Monk PL1: Swift Strikes(!), Lesser Wounds(!) PL2: Clarity of Agony, Weapon and Shield Style(!), Two Weapon Style(!) PL3: Swift Flurry(!), Torment's Reach(!), Stunning Blow, Soul Mirror(s) PL4: Duality of Mortal Presence(!), Thunderous Blows(!), Rooting Pain(s) PL5: Raised Torment(!), Stunning Surge(s), Tough(s), Enervating Blows(s) PL6: Turning Wheel(!) PL7: Heartbeat Drumming(!), Skyward Kick (or Cipher's Echoing Horror, i just like kicking Engwithan Titans in the air. [although it looked like a kick in the sock drawer, reading Prattchet's "Monstrous Regiment" explains this bit.]) Cipher PL1: Whispers of Treason(s) (helps in the digsite damned fight), Iron Will PL2: Draining Whip(!), Weapon and Shield Style(!), Two Weapon Style(!) PL3: Hammering Thoughts(!) PL4: Body Attunement(s) PL:5 Borrowed Instinct (Finally!)(!), Tough(s) PL6: The Empty Soul(!) PL7: Ancestor's Memory(s) (or Echoing Horror and AM can be respec back in for Mega Boss fights if needed) ------------------------------------------------------------------- Items: Weapons - Rannig's Wrath(Later highly recomended to change to Seeker's Fang)/Tuotilo's Palm(Enchants: Precision Striker, Balanced Shield), before getting stunning surge Head - Death's Maw (Later can be changed to Champion's Helm or Heaven's Cacophony if you can spare the tankness) Neck - Protective Eothasian Charm (I made a tiny mod that changes it to use par encounter because it was a bit tedious for me, I'll upload the mod and add the link here when I find some extra time today) Torso - Devil od Caroc Breastplate Ring - Power of Money Feet - Rakhan Field Boots (available a bit late, before that, all resistance boots, leap boots or boots of speed are a good alternative) Cape - Shroud of the Phantasm (or Giftbearer's Cloak) Trinket - Muatu's Aid Gloves - Mortification Bindings Ring - Entonia Signet Ring Belt - The Undying Burden Pet - Abraham (Cutthroat Cosmo before getting to Neketaka, and Abraham can be changed to Dude the Six-Toes Cat for double the healing if you give Eder the Nalvi. But let's be honest, giving him Concelhaut's skull is much funnier given their convo in Bekarna's Observatory) ------------------------------------------------------------------- So there you have it, now for the more in-depth part. The monk is a primary melee class and even though cipher isn's, the Soul Anihilition ability gives us something to start with. This build revolves around two things 1.As much accuracy as we can get, and we have some nice tools for that. And 2. lowering recovery as much we can (the rapier modal might seem couterintuitive but we'll get to that). This build has some crowd control with torment's reach (and proper positioning) and very good single targer dps. It can tank surprisingly well given it's gear, and extremely well with nemnok's cloak, but then again, with it, anything can. Most of the equipment is available early on but this build is still a mid-late bloomer. Basically, when fully kitted out, we want to have rapier modal active at the start of combat, gain some focus, cast borrowed instinct, and crit enemy to death. As long as we have borrowed instinct we turn modal off, the bonus does not stack, it will give the same acc bonus but also +20 to all defences which is huge (best to cast with full wounds for +10 INT). If the chance-to-hit gets below 95% it is better to use tormen't reach to gain focus and spike the damage with soul anihilation, unfortunatelly, we lack acces to Intuitive. Remember also that hit-to-crit chance does not stack, they have a chance to proc independently (no suppresion either). Now about weapons, Rannig's Wrath gives us +10% Action Speed with +4 Acc bonus from Thrusting (that goes on top of rapier native +5 Accurate bonus). This makes it a grat way to start the surging striking. Tuotilo's Palm gets transcendant suffering scaling bonuses so it will end up with more penetration at PL7 then legendary rapier which is kind of funny if you ask me. It has lower base damage than fists so it will be a bit weaker but the "mythic" accuracy bonus (and one of it's upgrades gives it +5 accuracy with unarmed attacks, which it itself also uses, making it great for crits). Honestly it's almost a reverse shield, made for hiting, gives bonus to accuracy instead of a penalty, while still giving bonuses to def and ref. But most importantly, it allowes us to take advantage of two diffrent Fighting Styles (two weapons and weapon and shield) at the same time. To say nothing about increasing wound gain. When does it stop? Well, here, but you get it. Closer to the endgame you get acces to Seeker's Fang. It is cipher boundable and well, guess what. Does damage over time on crits that scales with current focus (that stacks) AND another raw DoT when hitting enemy with any affliction. If only we had acces to stun or sth. ^^ It's Spider's Flurry ability also works great to gain early focus (being per encounter) and immobilize enemies for raised torment positioning. Important thing is to keep your AR as high as possible because well, we're a bit glassy. This makes a fairly versatile character that can even further increase his AR (+2) while debuffing one enemy (-2AR) with body attunement and supply allies with brilliant for long fights. High penetration, high crit chance and good to great speed with a high chance at peak to chain attacks with Swift Flurry and Heartbeat Drumming. And it's not very complicated to play with, only a bit of positionig gimmicks. That would be for it. My first build. <yay!> I'm writing this after not sleeping through the night so if I missed something or you feel something is unclear, please let me know in the comments. Allllriht, ya scalywags, get yer hands to the rigging and hoist those sails! Hard to larboard! And all that. Keep deadfire safe from green man lads! PS. I copied Ascaloth's template for describing build, I hope You/He don't/doesn't mind but it was just very clear and transparent so I couldn't resist. Also quite tired.
  14. Here you can see it in detail. https://forums.obsidian.net/topic/113304-modding-item-models/?tab=comments#comment-2188401
  15. Manged to do it by myself, if someone is looking for an aswer to my question instruction how to do it is here
  16. Okay, managed to figure it out myself, turns it's ridiculously easy. So here's a detailed process even for those unfamiliar with modding unity. First locate your item .unity3d file. Files are located in: SteamLibrary\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\assetbundles\prefabs\objectbundle and named as in game just with "_" instead of spaces. Px# means its from dlc. Now You need UABE it's Unity Asset Bundle Extractor. REMEMBER TO ALWAYS MAKE A BACKUP COPY OF THE FILE BEFORE YOU EDIT IT 1. You have to open the item you want to change. Now export the file and open the exported one. There is a lot of stuff here but we are interested in MonoBehaviour asset, now look at the type and the one we need to open is MonoBehaviour: Equipable. Now to select it you need to click one left part which doesn't specify the type, just make sure it's the proper one. 2. Now you will want to choose export dump. And we have a nice editable .txt file. Open it and look for "AppearancePiece Appearance" there will be few values here. 0 int bodyPiece = 1 0 int armorType = 6 0 int modelVariation = 2 0 int materialVariation = 2 1 string specialOverride = "" 3. Now open the armor you want to copy the appearance form like in step 1. but here you don't need to export it, just choose the proper monobehaviour and choose view data. Look up the same part and you'll see the same int entrys just with diffrent values. Change those in .txt file to one's looked up. Save the file. 4. Select the MonoBehaviour: Equipable in the exported file but this time we need to "import dump". Save the assets file as anything you like e.g. water.assets, the .assets part is iportant for the next step. 5. Open the .unity3d file of armor you want to edit and choose import and then pick the .assets file. no conformation here but it is done in a second and you just have to save the now modified .unity3d file. It has to have the same name as the original but UABE can't overwrite files so just save it with the same name in diffrent location. 6. Copy and overwrite the modified file to SteamLibrary\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\assetbundles\prefabs\objectbundle and voila, you can have a robe looking like plate armour. By raw exporting texture 2D both L and S asset and importing it to desired modded armor you can make sure the icon corresponds properly to the in-game model of modded item.
  17. This mod apparently had some textures problems so here's mine, should work fine as it contains files with no ties to textures. https://www.nexusmods.com/pillarsofeternity/mods/212
  18. Hi, Is anyone able to explain how one might be able to "swap" armor graphics? Meaning 3d models not just the icon (that i have managed somehow). I've tried messing around with it after tese two tutorials (https://forums.obsidian.net/topic/86034-tutorial-making-potions-usable-outside-of-combat/, https://forums.obsidian.net/topic/86074-tutorial-editing-abilities-talents-and-items/). But because they don't really cover this matter, unfortunately I can't get it to work no matter what I try with swapping seamingly coresponding game object assets. Any help would be most welcome.
  19. I know this topic is quite old but any chance you could explain how to actually swap item graphics, e.g. Jack of Wide Waters to look like whatever other armor? Meaning 3D model not just the icon.
  20. Just an addendum, not all arguments are equal, here you'll have precise information about weight of the points made: https://pillarsofeternity.gamepedia.com/Animancy_hearings
  21. I must admit, having the same WotEP buff mod, it put me at ease to see that others have the same problem. Although I'm sorry for you as well. ^^ Cheers!
  22. Hi, any chance you could explain how you got it done? Was going to try and meddle with this myself.
  23. Ok, it IS possible, without cheesing. Turns out that arcane damepner on Deadfire Ilusionists makes it far easier as they can't use either Ceadebald's Blackbow or Citzal's Martial Power and even cancels out arcane reflection. And here is how it went down:
  24. Thanks for the replies guys! Much appreciated :D I decided to first take care of Llengrath while waiting on this info and it went perfectly. Because it worked beautifuly (gonna upload soon) now I can't stop trying to do Brynlod fight in one pull (ego got a little bit too big). ^^ Aside from that I must admit that my "in head canon" loved Your argument Hulk'O'Saurus so I'd probably go the separating way if not for recent ego boost.
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