
smzh369
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Everything posted by smzh369
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I want to make Paladin subclass Frermàs mes Canc Suolias available in character creation, lower Wrath of the Five Suns's cost and move it to PL 1 auto grant ability(replace sworn enemy) , and add Sworn Rival/Brand Enemy(Five suns edition) to the ability tree. I made some change to abilities/characters/factions.gamedatebundle and they all work fine(I can select Frermàs mes Canc Suolias in character creation now). But when I try to edit PT_Paladin table in ClassProgressionTableGameData, whatever I do to the progression table it just doesn't work. I can't get Wrath of the Five Suns and Frermàs mes Canc Suolias order passive at level 1. Is it impossible to replace ClassProgressionTableGameData in 5.0 ? Here is my code: pt_paladin.gamedatabundle
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1. Critical Chance is far less than that it should be. (with 100 skill it's only about 35-40% rather than 80%, tested with long gun) 2. Plasma Carbine / Plasma Carbine Ultra's real fire rate is 2.5/s. (4/s in the weapon detail) 3. Extend-O-Sight increase the range by 56.25% instead of 25%. (double effect I guess, since 1.5625 = 1.25*1.25)
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After patch 2.1 This change mainly affect four spell : cipher's Disintegration, druid's Taste of The Hunt, priest's Cleaning Flame and wizard's Combusting Wounds. After this patch we won't get a lower damage(every 3s) when we have higher INT, and Graze/Crit won't increase/decrease the damage(every 3s). Now higher INT increase the whole damage for these four spells. However, when I test these spells I found a new issue(bug?). The damage bonus(from STR/food/buff,except pl) of the four spells becomes extreamely low. I did some research and dicovered the exact formula: For other DoT spells: final_dmg = base_dmg * [ 1 + pl_bonus ] * [ 1 + other_bonus ]. For these four spells: final_dmg = base_dmg * [ 1 + pl_bonus ] * [ 1 + other_bonus / ( base_duration / 3 ) ]. For example,the base damage(every 3s) of Disintegration is 240 / (15/3) = 48. If I have 20% bonus from pl and 20% bonus from food, the damage(every 3s) should be 48*1.2*1.2 = 69.12, but the actual damage in game is 48*1.2*[1+0.2/(15/3)] = 59.904. So only the pl_bonus works well for these four spells, bonus from other source bugged. The extent of the negative impact is decided by the spell's base duration. Higher base duration results in lower bonus. But,why only these four spells ? I checked the "statuseffects.gamedatebundle" and found that their "ApplicationType" are all "ApplyOverTime",which is the same type as POE1. Meanwhile,other dot spell whose "ApplicationType" is "ApplyOverTime" in POE1 now has a new "ApplicationType" : "ApplyOnTick" in POE2. Why these four special ? They work nearly the same as other DoT spells and should have the normal damage bonus from pl & other sources. So I simplely speculate that the dev forgot to change it when they transplant them from POE1 to POE2. PS: Fighter's Unbending, Ranger's Wounding Shot, Rouge's Deep Wounds, Blightheart's Heartbeat health are also "ApplyOverTime", but their dot damage/dot health were originally designed not to benefit from pl & other bonus so there is no bug in them.
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but it seems to bring some new bugs. I tested cipher's Disintegration(affected by this change) and found that the damage bonus(from str/food/ability...) is extreamely low. Normally,the damage per hit should be 240/(15/3)=48 (base) and if I have 20% bonus it should be 240*1.2/(15/3)=48*1.2=57.6. however the acturally damage(with bonus) is around 50,I think maybe it is 48 + 48*1.2/(15/3) = 49.92 I haven't test other ability affected by this change but I suspect they may have the same issue. Maybe this is intended because both STR and INT now benefit DoT ones now? That makes no sense. Most Dot can benefit from both str and int correctly. If this is intended the ability affected by this change will be weaker than before Does this only affect Disintegration or affect all DoT abilities and spells? Only a few ability/spell
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but it seems to bring some new bugs. I tested cipher's Disintegration(affected by this change) and found that the damage bonus(from str/food/ability...) is extreamely low. Normally,the damage per hit should be 240/(15/3)=48 (base) and if I have 20% bonus it should be 240*1.2/(15/3)=48*1.2=57.6. however the acturally damage(with bonus) is around 50,I think maybe it is 48 + 48*1.2/(15/3) = 49.92 I haven't test other ability affected by this change but I suspect they may have the same issue. Maybe this is intended because both STR and INT now benefit DoT ones now? That makes no sense. Most Dot can benefit from both str and int correctly. If this is intended the ability affected by this change will be weaker than before
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When rouge's riposte trigger it may conflict with some full attack ability and make them do no damage I tested with my Holy Slayer. When I use Eternal Devotion after Escape it always deal no damage. I investigated it and found that every time when the Riposte triggers(high chance after Escape) the issue appears. The specific situation (When Riposte trigger): Eternal Devotion's animation performs well but the combat log shows that only a normal attack is done. Eternal Devotion's animation performs well but the combat log shows that "the effect canceled with Eternal Devotion". Eternal Devotion's animation performs well but simplely nothing is done(nothing showed in the combat log). This bug really bothers me and makes Riposte a harmful ability rather than a useless one. I didn't test other full attack ability (with Riposte) but I suspect they have the same issue.
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I'm glad to see but it seems to bring some new bugs. I tested cipher's Disintegration(affected by this change) and found that the damage bonus(from str/food/ability...) is extreamely low. Normally,the damage per hit should be 240/(15/3)=48 (base) and if I have 20% bonus it should be 240*1.2/(15/3)=48*1.2=57.6. however the acturally damage(with bonus) is around 50,I think maybe it is 48 + 48*1.2/(15/3) = 49.92 I haven't test other ability affected by this change but I suspect they may have the same issue. update: In patch 3.0.1 this bug still exit and I find out the exact formula. Other DOT spell : final dmg = base dmg * [ 1 + (pl bonus) ] * [ 1 + (other bonus) ] Disintegration : final dmg = base dmg * [ 1 + (pl bonus) ] * [1 + (other bonus)/5 ] The bonus from STR/food/buff only have 1/5 effect. And this spell's description didn't update with the patch 2.1.The damage showed on the text only calculate the damage for 15s rather than the wohle duration. update2: Druid's Taste of The Hunt, Priest's Cleaning Flame, Wizard's Combusting Wounds also have the same problem. The extent of the negative impact is decided by the spell's base duration.For example Disintegration's bonus is down to 1/5,but for Cleaning Flame it is 3/8. I checked "statuseffects.gamedatabundle" and found that their "ApplicationType" are all "ApplyOverTime",which is the same type as POE1. Meanwhile,other dot spell whose "ApplicationType" is "ApplyOverTime" in POE1 now has a new "ApplicationType" : "ApplyOnTick" in POE2. So I simplely speculate that the dev forgot to change it when they transplant them from POE1 to POE2. PS: Fighter's Unbending, Ranger's Wounding Shot, Rouge's Deep Wounds, Blightheart's Heartbeat health are also "ApplyOverTime", but they were originally designed as not affected by pl and other bonus so there is no bug in them.
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I found several bugs of the ability "Confounding Blind".This ability has two effects : blind and reduce deflection.While blind works perfectly,the deflection effect has some bugs that seriously affect the gameplay. It(deflection effect) is considered as a benefical effect rather than a negetive effect to enemy,causing that the effect can be removed by ranger's Concussive Tranquilizer and it won't be affected by enemy's resolve (reducing enemy's resolve can extend blind's duration so that it makes the deflection's duration shorter than blind's).This can be easily fixed by editting the stauseffects.gamedataboundle(isHostile : false → true) . Some factors that can expand the blind effect won't affect the deflection effect(i.e CritHit , perception weakness).This leads to a longer duration of blind effect(compared to deflection),also causing the situation that when deflection effect ends ,the blind effect still exits. When the effects still exist,another Confounding Blind will only refresh the duration of blind and have no effect on the duration of Deflection(especially when the deflection effect ends while blind effect still exists,mentioned in 1. and 2.).So if you do a second Confounding Blind when enemy is still blind ,the deflection effect won't expand and after it ends,there is a long duration that we can only get the blind effect and it is impossible to get the deflection effect by doing another Confounding Blind until the blind effect ends. Hoping that it can be fixed in the next patch.
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