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DragonDrop

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About DragonDrop

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  1. There's a really sweet build I theorycrafted a while ago that hinges on constantly expiring the powder burns debuff. It's aimed at making FF monk actually viable for reliable healing and wound generation.
  2. When a character attacks with the Powder Burns modal, it places a debuff that Distracts them for 10 seconds. This is a hostile effect Resolve reduces duration. Intellect also increases its duration, which I am looking to prevent. My solution was to apply a StatusEffect (SE) that grants -10000 INT before the Distracted SE is applied. This guarantees 1 INT at the time of Distraction being cast, so you get -45% duration of positive buffs. I then increase base duration of Distraction to 18.181818 seconds so that when the -45% is applied, it goes back down to 10. The -INT SE is removed on attack, so it doesn't affect anything else. This gives larger numbers than expected using the calculation sheet provided and through in-game testing without the mod using a character that has 10 INT. When reversing the mod (adding 10000 INT and reducing duration of Distraction to 4.44444 seconds) we get smaller numbers than expected. Unexpected values only occur when there are multiple sources of Hostile Effect Reduction (RES + Solitary Ring of the Wanderer for example). Ideal solution SETS the character's INT to 10 but I don't know how I would achieve this since it requires a dynamic value and I don't know if attributes are compatible with dynamic values. Duration Formula.xlsx
  3. The Blunderbuss modal "Powder Burns" is treated as a beneficial effect even though it afflicts the user. That affliction will be lengthened with the character's intellect. Please fix this, it's quite annoying and doesn't make any sense.
  4. In the below photo, you can see that Blunderbuss's Powder Burns modal is categorized as a "beneficial effect". This makes no sense, and means characters with high INT will afflict themselves for very long periods of time. Please fix this as a QoL feature.
  5. Most likely many elements of the game engine weren't properly isolated/decoupled from other elements, which was probably fine before turn-based mode. Adding TB probably shifted many fundamental elements of the game around, causing unforeseeable bugs. This is why when I develop anything I focus on isolating the different moving parts so that changes in A don't cause unexpected changes in B. Usually you see stuff like this because someone did a fast job writing some engine code getting it working in the short term rather than the long term.
  6. I'd really love if they did. I know they're swamped with the bugs caused by the recent updates to the game. Patching this up would make combat cleaner and more logical, in addition to improving Forbidden Fist (which desperately needs improvement) and potentially Blood Mage too.
  7. It's true, the scaling described is consistent. It's also true that no player expects things to work this way because it doesn't make sense. The bottom line is that the game treats self-inflicted effects as both helpful and harmful at the same time. This is the root issue I'm trying to bring to the surface. It's not a logical game mechanic, and was most likely not intended to be this way. It's also not simple because you need to consider more factors when figuring out how much damage you'll end up taking. I'm not arguing that these changes will automatically make Forbidden Fist viable. That class needs a lot of work. This will certainly help, though, in the same way that it will help many other classes and builds.
  8. Will you be looking into just Forbidden Fist or the overall issue with abilities that apply afflictions/damage to the caster? I made a post listing many of these and proposing a solution to the whole thing.
  9. If this is intended, I'll just stop playing the game altogether. Not only does it completely neuter my current team, but it also invalidates my next planned playthrough. Oh well, the DLC looked interesting enough, but there are other games.
  10. Guess I might as well just kill Serafen then and dump his body in the sea along with his weapons... Might this have something to do with Fire in the Hole's +1 ranged bounces? If the game is only applying effects on the initial hit (not the AoE), then it makes sense since attacking the target in back won't bounce to the one in front, but attacking the one in front will bounce to the one in back.
  11. Also INT increases the duration of curse in additional to RES reducing it. It only makes sense that RES would apply here. I made a thread covering many of the other effects that suffer from this: https://forums.obsidian.net/topic/107987-stat-boosts-increasing-the-potency-of-self-harming-effects/. The problem is that increasing the player's helpful stats also increases the potency of self-inflicted harmful effects, which is bad game design, and probably not intended. The player shouldn't ever regret increasing their stats.
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