Everything posted by Constentin Lévine
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The greats Footsteps of the Beast
Yes ! Yes, this is why I said "you can see it against a dex resistant ennemy", or yourself with a resistant while confused : on top of the character appears Hobbled in cascade, same for damages numbers.
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Permanent Borrowed Instincts
If you cast on yourself or on other party member Borrowed instincts (while confused), you can suspend the hostile part of the spell , and this one determine the duration of the beneficial part. Once suspended, you are not confuse anymore, and dont suffering from the -8 penalty in intellect and resolve, only get the +20acc and +20 defenses ; and because the suspending effect can be extended by SoT or WoD if a wizard, you can turn it into a regular buff. That can be very useful against an high will target or high resolve one, in boss fight. It is also amazing as a cipher-wizard imo. I suppose it should work with every other "drain" spells, excepted for the Kaihôa Lost in Time. About cipher's spell, Driving Echoes is not restricted to combat and can be extended after the fight! I didnt know that before today.
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The greats Footsteps of the Beast
In fact, no, even with 35 resolves, the potion, the clarity of agony ect, you cant alone make this exploit. You need to reduce the Hobbled effect to 0.1s for that, then you constantly clear and refresh the hobble status. But you can with a Fast Switching Shield Darcozzi Paladin and the Outworn shield on your side. Then you get an very potent self Forbidden Fist healing. The optimist presence buff is provided to ennemies also if you are before confused, that is why I dont pick this enchantment with a berserker or a confused character The frostfall enchantment Blessed by the Void is weapon type, and can trigger the other enchantment Shaterring Head (AoE freeze/pierce damages), also weapon type, both triggering Avenging Storm and Blood Frenzy (on crit) when you just walk
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The greats Footsteps of the Beast
In first view, the Foosteps of the beast appears as good but not more than. The icy patch left when walking that hobbles ennemies is a kind of auto-attack : that cant crit or miss, excepted vs dexterity resistance. When walking, the hobbled attack seems happening few times per second. (you can see that aginst dex resistant ennemies) This auto-attack trigger Experimentation from the Ring of Clenched Muscle (10%,chance to apply a tier1 affliction), Spirit Frenzy (staggered on hit), and the Spider's Escape from the Seeker's Fang (wizard). But also Nimbus of Death from the Heart-chime Amulet (Death godlike) and Boar's Strength from Survivor's Tusks (Spiritshifed druid) and the Fire Blight from the Belt of Magran's Chosen. While confused, that trigger on the wearer, on top of the previous things, the Winter's touch from the Horns of the Auroch (10% freeze lash with weapons), Experimentation and Test Subject from the mentionned ring (but this last can remove the confuse effect) another confusing effect if Perplexing Sapped, and, when a self dex resistance, Boar's determination from Survivor Tusk (Priest). This is very nice to get a free-moving wizard (Spider's escape). Maybe there is others good combinaisons with the Footseps of the Beast I didnt find. And maybe a way to turn this into damages, for exemple if the icy patch trigger something that can crit, well the Blood Frenzy will apply potentially a new damage tick few time per second. * The Frosball enchantment Blessed by the Void effectively apply to ennemies an affliction that can crit when the wearer hit itself with the boots, but with only 25%chance and the effect is no applied to an already "blessed" ennemy (I think). (I thought wrongly) This last can inflict like a cascade some effects that can also crit : Shattering Head (AoE from Frostfall), Slow Grind (High Harbinger's Robes), Zandethus's Draconic Fury , Blood Frenzy and Avenging Storm. That apply also the Sysifo's stone. In the capture below, I didnt "attack" Birta or anyone else, just peacefully walked around. But this is not a damaging icy patch, rather than a self repeated affliction optimisation. I didnt find a better way for a damaging icy patch. Does somebody have an idea?
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"Fast switching Shield"
Fast switching Engoliero do Espirs (Ravenous Soul Devorer) add and remove +3con. , and that do an very effective self-healing! Sated hunger is not really cleared, just suspended when the wearer switch to another weapon. Work either on Enfeebled and Drug Crashed Naspalca monk. I tried to fast switching Modwyr and Effort (courageous) on a flancked tactician, but confused and shaken are lost forever on first switch. I tried to proc the forbidden-fist healing and the Frostball blessed by the void with this thing, didnt work.
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Does someone can help me to repair Perplexing Sap?
Constentin Lévine replied to Constentin Lévine's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)It is finally done : cl.rogue.Perplexing_Sap.gamedatabundle I changed the " Boolean is friendly" to nothing in the Perplexing_Sap_SE_EnemyConfused chapter, like for the Frenzy Applyonevent. That mean you get a StaggeredOnEvent-like effect with attack, only on attack (no on AoE buffing friendly spells). Work as intended for every Perplexing Sap target : an ennemy Sapped is going to confuse your team on attack. Like for Frenzy, a not ennemies-only spell (great maelstrom for exemple) cause now Confused to everyone. On yourself, if you remove the regular Confusion effect from Perplexing sap by Intellect resistance, you will not confuse your party anymore with Foe-only spells. Really like Berserker Frenzy. The "Boolean is friendly" is weird because even confused, an ennemy doesnt become Friendly.
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Another -but limited- Untargetable effect
Yes but only Physicals inspirations, and contrarly to the +30% damage from Together...River of Red' charm effect, removing the charm after being afflicted (switching for modwyr after the spell hit) dont clear the inspirations!
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"Fast switching Shield"
This is like the Avenging storm from the Heaven Cacophony, dont stack with the original spell, contrarly to the scroll and the Vouge one! Potentially 3 avenging storm in same time.
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"Fast switching Shield"
Well, the Bubbling Chalice dont stack with the Flame Shield spell, but the one from the Dozen armor stack, for 4 Flame Shields in the same time. They dont deal so much damages together but the Benediction of Magran one, as weapon ability, have some advantages (I read that in the past on one of your post if I'm remember correctely). And reliatation itself also give a great advantage!
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Starting combat and staying stealthed forever without Traps or similar abilities
Does a kill from Ninagauth's Killing Bolt on your ending-life current summon proc the Slippers of the Assassin invisibility And the ghost? That sound great to do an infinite Shadow loop, although in reality the ghost should be die too fast by ennemies.
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Starting combat and staying stealthed forever without Traps or similar abilities
I agree, that is a very well find! Using "simply" the alt key insteed of items-abuse, it is "simply" brilliant !
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"Fast switching Shield"
Yes but only when the first Flame Shield is over, you cant get two same versions in the same time (but between Fire Godlike shield, wizard or paladin or priest shield and the Calice from the last DLC, you can get 4 differents ones even if I dont really know if the Calice is or nor applied on top).
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Does someone can help me to repair Perplexing Sap?
I'm really confuse with this ability, according to the description the effect on the target should be a "spirit-frenzy-like" confusing effect, then targetting an ennemy or an other party member should make him as a Berserker-like which confuse on attack. I looked in the statuseffects.gamedatabundle, for beeing more disapointed than before : {"$type":"Game.GameData.StatusEffectGameData, Assembly-CSharp","DebugName":"Perplexing_Sap_SE_ApplyOnEvent","ID":"899f944c-bbf6-4d12-aad8-1cc374b7cc58","Components":[{"$type":"Game.GameData.StatusEffectComponent, Assembly-CSharp","StatusEffectType":"ApplyStatusEffectToEnemyOnEvent","OverrideDescriptionString":-1,"OverrideDescriptionStringTactical":-1,"UseStatusEffectValueAs":"None","BaseValue":0,"DynamicValue":{"Stat":"None","SkillDataID":"00000000-0000-0000-0000-000000000000","ClassID":"00000000-0000-0000-0000-000000000000","MultiplyBy":1,"Operator":"Add"},"KeywordsIDs":[],"DurationType":"UseDurationTime","Duration":30,"MaxStackQuantity":0,"ApplicationBehavior":"UseLongerDurationIfAlreadyApplied","ApplicationType":"ApplyOnStart","IntervalRateID":"00000000-0000-0000-0000-000000000000","StackedChildrenApplyEffects":"false","InclusionConditions":{"Operator":0,"Components":[]},"ApplicationPrerequisites":{"Conditional":{"Operator":0,"Components":[]}},"TriggerAdjustment":{"TriggerOnEvent":"None","TriggerOffEvent":"None","ValidateWithAttackFilter":"false","ParamValue":0,"ValueAdjustment":0,"DurationAdjustment":0,"ResetTriggerOnEffectTimeout":"false","MaxTriggerCount":0,"IgnoreMaxTriggerCount":"false","RemoveEffectAtMax":"false","ChanceToTrigger":1},"PowerLevelScaling":{"UseCharacterLevel":"false","BaseLevel":0,"LevelIncrement":1,"MaxLevel":0,"ValueAdjustment":0,"DurationAdjustment":0},"IsHostile":"true","ClearOnCombatEnd":"false","ClearOnRest":"false","ClearOnFoodRest":"false","ClearWhenAttacks":"false","ClearOnDeath":"false","HideFromCombatTooltip":"false","HideFromCombatLog":"false","HideFromUI":"false","HideIfNoValue":"false","VisualEffects":[],"MaterialReplacementID":"00000000-0000-0000-0000-000000000000","AttackFilter":{"KeywordsIDs":[],"KeywordLogic":"Or","Race":"None","IsKith":"false","HealthPercentage":0,"HealthOperator":"EqualTo","Range":"None","ClassTypeID":"00000000-0000-0000-0000-000000000000","Source":"None","DefendedBy":"None","Empowered":"false","Disengagement":"false","Stealthed":"false","UseStealthLinger":"false","PowerLevel":0,"PowerLevelOperator":"EqualTo","ChanceToApply":1,"AttackHostility":"Default","TargetType":"None"},"AttackTargetFilter":{"KeywordsIDs":[],"KeywordLogic":"Or","Race":"None","IsKith":"false","HealthPercentage":0,"HealthOperator":"EqualTo","Distance":0,"DistanceOperator":"EqualTo","HasDOT":"false","IsMarked":"false","TargetHostility":"Default"},"ExtraValue":0,"OverridePenetration":0,"DamageTypeValue":"All","KeywordValueID":"00000000-0000-0000-0000-000000000000","RaceValue":"None","StatusEffectTypeValue":"None","ItemValueID":"00000000-0000-0000-0000-000000000000","AfflictionTypeValueID":"00000000-0000-0000-0000-000000000000","StatusEffectsValueIDs":["41e68710-7a5b-41d9-96aa-14ebd0c86aa6"],"AttackValueID":"00000000-0000-0000-0000-000000000000","AttackOverrideValue":"None","EventValue":"OnScoringGrazeHitOrCriticalHit","ClassValueID":"00000000-0000-0000-0000-000000000000","WeaponTypeValue":"None","AttackHitType":"None","SkillValueID":"00000000-0000-0000-0000-000000000000","AudioEventListID":"00000000-0000-0000-0000-000000000000","BedRestDaysMinimum":0,"BedRestDaysMaximum":0}]}, In regular white color, I can see that is exactely the same text than for the Community Patch Extra spirit frenzy "Spirit_Tornado_SE_AttacksCauseStagger", and in blue, the part of the text edited in the Balance Polishing Mod : there is here a difference, the "TargetHostility": "Hostile". I tried with this change to apply on one other of my characters, that didnt work as expected : the applyonevent never happened, except when his Unstable Coil trigger on death. Then everyone in the AoE turned to confuse. I try after that to change the Perplexing_Sap_SE_EnemyConfused Event value with OnScoringGrazeHitOrCriticalHit insteed of OnApply. The only in game change was the Unstable Coil proc that didnt apply anymore confuse. Then, does someone can help me to fix it? Edit : This is finally close to fine, I change the DamageTypeValue to None in addition to the EventValue to OnScoringGrazeHitOrCriticalHit in the Perplexing_Sap_SE_EnemyConfused chapter. After some reflexions, it appears the "Perplexing_Sap_SE_ApplyOnEvent" is the Rogue status attack wich turn the target on Perplexing_Sap_SE_EnemyConfused, the frenzy-like status effect that apply a regular confused status to their targets. The problem I meet is the Perplexing_Sap_SE_EnemyConfused character is supposed to confuse on attack for the whole duration of the effect, but that work just for some hits (in my test, the perplexing sapped character (from my party) is able to confuse everyone else Out of Combat. But one enemy in combat. After that, he keep the hostile effect but that's all). It is the first time I try to deal with the game code, this is why I ask some help. Edit : It is finally done, see in comment
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"Fast switching Shield"
I just noticed one thing that can be useful for strategic purpose, every weapons and shields that have a "when the combat start" condition for an ability (Flame shield from Benediction of Magran, Quick to the Slaughter from Marux Amanth, Drawing cut or parry from Duskfall) applies this ability when the weapon is handed for the first time in combat. With two Benedictions of Magran, it is possible to get a second Flame shield during the fight (same effects dont stack).
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List of weapons whose properties are not limited to themselves?
Blunt Rock (- 1 Crush AR on crit) work with everythink, not only on Sungrazer' crits.
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"Fast switching Shield"
Yes you are right, I just tested it!
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"Fast switching Shield"
Thelee is right, if the weapon isnt soulbinded,then the weapon is just a base-type weapon (maybe with the quality enchantment). Only Modwyr can be used for clear an intellect effect just by sitchwing the weapons without class restriction (but for the watcher). Once she become Unique, for everyone, same potential effect with Effort or Bardatto's Luxurury.
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Entropy
Even without the hard CC spells part, as long as the Entropy last, you constantly interrupt on "hit" with chant or whatever else, with the Energized condition.
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The Ultimate discussion thread Pt 2
I think it is possible to prevent the Hauani O Whe to split when crit him with the Essence interruptor, doesnt it?
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Entropy
Yes, they however are a damaging way without the risk of removing the Entropy! I edited the post.
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The Ultimate discussion thread Pt 2
I think it is 5% chance, the wiki have the pre-1.1 description of the weapon!
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Entropy
According to the Entropy description: Tears at the target's defenses, shifting attack results against the target from Hits to Critical Hits. After receiving a certain number of strikes, this effect will fade. A certain number of strikes intimely stand for 3 strikes, wich includes criticals hits from rolls and others conversions bonus. For a Tiers 8 spell, this is disappointing. But in reality, it is not totally true ! I said approximately the same comment about the Call to Slumber asleep effect, and I think it is appropriate : Indeed, like for Call to Slumber and Charm, the entropy effect fade only on Damage hits. Not with debuffs, or pure DoTs spells (since they are Status effects that deal damages and besides, graze or crit only affect the duration of the status). Upon you give 3 crits from damages rolls, every debuff or DoTs spells that hits are shifted to crits, and contrarily to Asleep or Charm, without time limit. On top, the spell can be casted out of fight, for starting it and directely criticaly disabling the target in despit of their opening defenses maybe. The spell is not Foe only, that mean you can cast it on a charmed ennemy or a neutral PNJ without being confused. This spell is against fortitude. Then, in addtion to every Debuffing spells, I made a non-exhaustive list of DoTs spells to completely turn off the ennemy with the satisfaction of a full-crit combat log. Cipher Soul Ignition Recall Agony Disintegrate Death of 1.000 Cuts Druid Insect Swarm (scroll) Infestation of Maggots Plague of Insects (scroll) Chanter Winds of Death The Dragon Trashed ...and Evil Turned Away from the Sun Wizard Concelhault's Corrosive Siphon Combusting Wounds Concelhault's Corrosive Skin Priest Shining Beacon (scroll) Cleansing Flame (scroll) Blessed Harvest (damages are not affected by crit or graze ; however that dont break the Entropy) Martials Brand Enemy (Paladin) (auto-hit) Garrote ( Paladin) Pernicious Cloud (Rogue) Blood and Storm Frenzy (Barbarian) (work on casting this list of spell including scrolls, also on debuffing spells) * Most of abilities with weapon that deal not damage, if the ennemy is immune of the weapon damage type ---> Soul annihilation itself doesnt count as damage, is a status effect that deal damage, dont break the Entropy. Miscellaneous Death in life (Blackened Plate Armor) (auto-hit) Blood Frenzy (Crimson Panoplie) Garrote (Woedica's Strangling Grasp) From weapons, Carnage and Gore (Amra) doesnt break the Entropy *every of these spell gain a +100% damage from Takedown combo. Same with the Community Patch's Cleansing Flame. This list is also working on Asleep and Charmed target without removing these effects. Too bad a debonaire cant double-crit. DoT from Attack (Autumns decay etc...) doesnt count as an attack when applied before Entropy. * DoT from Blood Frenzy are like usuals status effects, they dont stack from the same source, the effect is ajusted for the duration. But the new Blood Frenzy DoT is applied directely when it proc (crit), that's mean if you cast a debuff spell every 1 s and crit each time (entropy), the tick is applied every 1s. It is easy with some non-damaging pulses-spells lightly delayed. Finally, Entropy seems to be one of the bests high PL spells, especially against lonely ennemy like some bosses. In the post about Asleep, I spoke to the Soft Wind chant that break the asleep effect ; but that did not, the damage roll was from my MC chanter monk' Rooting Pain.
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PotD Party suggestions
Absolutely, as a SC Bellower, with end-game stuffs, a little preparation at the begining of the fight and a Salvation of Time priest (to keep the effects), you can reach the PL34. I explain how I made in the topic about Transcendant suffering Scaling if you want to see the screenshot of Eld Nary invocation at PL32 The Bellower is really interesting even multiclassed, but that depend of how you want to use the chanter part of your build
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PotD Party suggestions
Bellower PL bonus is a class passive, stacking with everything including Empower. If you get a +7 PL when casting an invocation, then the invocation get the +7PL bonus for the duration (this point is important like explained before). The bonus is still +7 for the duration, whatever if you cast a lowest PL spell (it profit to the +7). An empowered spell gain for exemple +7 and +5 PL bonus.
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"Fast switching Shield"
Today I tried with Burden' Culpability since many summons are "Party" members. But for the same reason they cant "reset" with the eponym ring (because they dont die, just disapears when 0 health) they dont proc the Burden effect (+5% beneficial effects). Switching this weapon clear the effect, and consequently the max stack of 4, and because the %beneficial effect affect any currents durations, find a way to kill quickly and infinitly a party member will cause the effect of the SoF switch, but during combat. I dont know how to deal with that.