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coralzombie

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Posts posted by coralzombie

  1. 2 hours ago, Boeroer said:

    I would have done it in a completely different way (only in hindsight of course): give everybody with a shield a bash-ability (instead of engagement - why does a shield help you to engage somebody in the first place?) that can be used instead of an attack with the main weapon. Could do minor crush damage with lowish PEN but push enemies away on hit. Could be useful to push enemies away from squishies, back into an AoE or whatever. Than it would have scaled like any other offensive ability with PL. Use it or don't. It would not be used in Full Attacks.

    Now you can leave it like that but give certain shields that are focused on bashing (or meant to be used offensively) special enchantments that improve or alter that bash. For example The Best Defense would give you a high(er) dmg piercing ability with higher PEN (that scales normally with PL) but it would lose the push. Some other shields could stagger on hit in addition to push - or prone on crit. 

    Lots of options, individual control, not much fuss. 

    Implementing it as a retaliation effect means you have to get hit. Implementing it as riposte-effect means you have to get missed. Either way you exclude a fair amount of build options then. Making it proc as randon chance effect: meh (in my opinion).

    Or: I wouldn't separate shields from weapons at all but allow a smooth transition. I'd give every weapon the same offensive and defensive variables, even ranged ones. Shield: maily points in defensive stats - Quarterstaff: somewhat balanced - crossbow: high offensive stats, maybe negative definsive ones even. Stuff like that. But that's nothig you could mod into Deadfire. The first solution: I guess that would work.

    Hopefully this evening I can get back to trying  out these ideas  on a shield    something like vile-thorns ( plant keyword pierce attack 3-5 damage to attacker every time the player is hit)  maybe without sickened effect.

    Frost / Electricty keyword similar idea on a different shield. 

    Perhaps I can make them work when the player hits an enemy with the main hand weapon but the animation would not show the shield being used whether its a hit the enemy or hit the player proc.

     

     

  2. 7 hours ago, Boeroer said:

    Additive dmg bonus: doesn't matter if the weapon has low base dmg as long as it's faster and thus has equal base dps.

    Just not so nice for attack abilites that cost non-replenishable resources. 

    +30% is not something I would necessarily build around though. Unless I would be using stuff like Binding Roots all the time anyways. Could be a nice tank setup with a Stalker/something: keep enemies near you with Binding Roots and kill them a bit more quickly with 30% bonus. With a bashing shield that applies stuff like Binding Roots that could be done even without using any Ranger.

    But yeah - +100% was def. more interesting. I understand that it was nerfed - but that much was unreasonable I think. I would have reduced it to 50%, maybe 60% - not less.  

    I think to code this shield out it is going to need a retaliation effect that puts a plant status on the enemy. While a bashing effect would be better over all since it would apply it on the enemy being damaged and not the player I just cannot get the bashing mod to work.  I suspect there is something in a unity3d file somewhere controlling whether the shield is allowed to have the bashing mod or not.    Everything I have tried to get it to work has failed.  The itemmod is attached to the weapon and  the attackmod also but it does not actually attack or show a damage value either.   Thought it might be in the global bundle but could not find anything concrete there either.

    Might move this to modding forum but not sure anyone has experience with it.

  3. 3 hours ago, Elric Galad said:

    Yeah Magran's blessing was tricky, not only because it is exceptionnal but also because you can get it so early and for free. If not, it ould have been an exceptionnal shield with a "legendary" bash. Fortunately, using the Fire keyword opens the way for itemization, so overall I think it could find its builds.

    To be honnest, only 2 levels of enchant are really needed, the initial one and the legendary one. You can skip all intermediate state and let just one (expensive) enchantment to unlock the legendary quality. Intermediate levels are not strictly needed.

    Yeah, Legendary shields are indeed less tricky.

    KEYWORDS!!!  I really should incorporate a few more into some of my creations.   Maybe the shield I am working with should have a plant keyword piercing retaliation attack so that it pairs with lance of the midwood stag for a druid warrior of the forest type flavor.

  4. 6 hours ago, Boeroer said:

    A few occasional suboptimal bashes won't ruin your playthrough. :)

    If you want to use weapon and shield and use primary attacks often then bashing shields are a good pick. 

        Creating a bashing Large Shield for a tank equipped with a spear is what I am trying to accomplish so the bashing effect will be less than what Eric Galad is implementing on Best Defense and not like what Tuotilo's Palm can do in the hands of a monk but it will be better than what the game affords the player by default.   I like what he did to scale it up, seems appropriate.

     

    Possibly will create a additional medium or small shield that has %/crit to  regenerate a class resource  with the shield or something for Priest / Chanter or even Cipher so even if it is sub-optimal it still has value and appeal to be used.

     

    As always I am open to suggestions and will build on request if the item is within my ability to create.

  5. 7 hours ago, Elric Galad said:

    One important thing to note about Bash Shield is that they are BAD (except Tuotilo's Palm).

    The reasons are that :
    they don't benefit from weapon quality enchant, so their damages, accuracy and PEN are ultimately very bad as endgame weapons.
    - Since 1/2 of your attack are made with the bashing shield, it will actually lower your DPS even with the speed increase from Dual Wielding !  

    Tuotilo's Palm is the exception because it benefits from Transcendant Suffering or Monastic Unarmed Training.
    Weapon + Tuotilo's Palm DPS is around half way between Sword and Board style and Dual Wielding.
    That's the only bashing option to consider with the unmodded game.

    Magran's Blessing and Best Defense are not worth considering IMHO.

    Shameless plug to your Shameless plug : yesterday, I've tweaked Magran's Blessing and Best Defense so their DPS would be around the same as Tutotilo's Palm.

    For Best Defense, I've added +16 Accuray to its roll, and attack is now 11-15 base damages with 11 PEN. 
    +16 Acc ad 11 PEN are because it's supposed to be a legendary item.
    To calculate "11-15" damages, I've taken the damage of a medium attack speed 1-handed, I've applied the same damage reduction factor as Tutotilo's Palm compared to Monk Fist  (x 0.55)
    Then to compensate for the absence of +60% damages bonus from a legendary weapon, I've multiplied the result by 1.5 (not 1.6 because base damage increase are better than additive % damages).

    For Magran's Shield, I've added +8Accuray to its roll, and attack is now 11-15 base damages with 9PEN because it's supposed to be only exceptionnal.
    Since you can't upgrade it, I've let the same damage as legendary Best Defense.
    I've also added Fire Keyword to the attack so it can benefit from Scion of Flame and Ring of focused flame. That's a way to compensate the absence of upgradable quality.

    But Maybe you can do something cleaner since you have better knowledge than me about Items. Have a look at the files if you want.

    Also I've tweaked Magran's Blessing Passive shield to +10 Accuracy and 10 PEN since it's a passive and contrary to Flame Shield abilities, it does not scale with level and was stuck at 7 PEN.

    That's the only magical items I've modded because I think the way Bash Shield works is bad and tweaking it increases build possibilities.

    gn.items.magran_blessing.gamedatabundle 1.33 kB · 0 downloads gn.items.best_defense.gamedatabundle 819 B · 0 downloads

     Actually after looking through everything, I only have one shield currently that counts as a off-hand weapon.  The others simply add an ability called "shield bash" that damages / pushes / stuns and enemy once per encounter and I didn't consider that the "bashing shield" feature doesn't scale which really sucks.

     

    That being said after looking at what you did I think you handled it correct and especially for Best Defense. I don't see a cleaner way to do it.  Very Nice.

     If it wasn't already a Legendary Shield  and instead a "Fine Shield" it would  need a new separate attack written for each enchantment level from Fine to Legendary  with corresponding Acc and Pen values.  

     

    I am going to take what you did here and apply it to the large shield I am making,  making it legendary by default, with equal  Pen  but a lower Acc value than you have used as the shield is a large model and has a few abilities already I need to consider.  This way I don't have to write in 4 to 5 separate attack levels.

     

    Thank you! and looking forward to using your MOD!

     

     

  6. After toying around with the idea of a true one-hand dueling build for the player who wants some Riposting   musketeer / spellblade flavor here is my Friday and Saturday evening results.  Adding to next release of MOD which is scheduled for 5/15/2020.

    Rapier-  Best or Pierce / Slash damage-

    Restricted to main hand only

     Holding a weapon or shield in the off-hand will cancel Duelers Bolero and Grandmaster's Flamenco.  

     

    May   dial down Duelers Bolero and Grandmasters Flamenco by 5%.   Need to test on POTD.

    app5bT9.png

    XJLf1Vw.png

    Tv24U5o.png

    L3d51xP.png

     

     

    • Like 3
    • Thanks 1
  7. Try out VirtualBox.  It's free just need an .ISO to load the Operating System you use in it.  Elsewise if you use windows 10 pro on your home PC you can spin up a virtual in Hyper V which is built in to win 10. If your work pc is infecting your home pc... that seems crazy.. Your IT people suck. 

    Get a good AV that stops ransomware  / crypto like Eset or something.

    • Thanks 1
  8. As the moderator said most likely your HDD has failed.  Not typical for the connector to fault or the motherboard.   The easiest way to replace your drive is to get a clone station and a new disk and clone the old disk to a new one, if it can even work, Either way you need the new disk and the clone station is handy to have.  You could expect to pay 200 in labor on top of the price of a new disk to have someone else do it for you. 

     

    Here is a link to a reliable unit we use at our firm. Make sure the new disk you purchase is the same size or bigger than the one that has failed.

     

    https://www.amazon.com/Inateck-Dual-Bay-Docking-Function-FD2002/dp/B00N1KXE9K

     

    If the link changes just check on Amazon for Hard Drive Dock, Inateck USB 3.0 to SATA Dual Bay External

  9. 3 minutes ago, Boeroer said:

    Yes, they do stack and proc separately from each other, so an Offensive Parry + a Riposte getting triggered from the same miss is common. 

    Thank you sir!  I think a rapier is on the way for a singlehanded type build.  I may also probably create an additional Item to boost riposte chance perhaps a trinket or belt.

  10. 28 minutes ago, Boeroer said:

    No, Riposte works as usual: only a certain percentage of misses will trigger a Riposte. Offensive Parry however will proc 100% of times. 

    Awesome, do you happen to know how Offensive Parry on a weapon and the Ability Riposte work together? Can 2 separate ripostes proc off a single enemy miss?

    • Like 1
  11. 2 hours ago, AeonsLegend said:

    As far as I know engagement is not linked to weapon reach, but simply the distance between the characters. In my experience having a reach weapon such as a spear actually makes it so you do not engage the enemy. It also disallows boni such as flanking. You manually have to move your character into range.

    Item attacks have an engagement radius and I think this is what controls the distance

    Example

    }, {
                        "$type": "Game.GameData.AttackMeleeComponent, Assembly-CSharp",
                        "EngagementRadius": 1,
                        "IsUnarmed": "false"

    • Like 1
  12. On 4/16/2020 at 5:47 PM, Boeroer said:

    I only know somebody from the forum who removed parts of weapons - for example the sabre "Aldris Blade of Captain Crow": removed the weird hand protection. 

    The robe could be named "Obscure Haven" and the Cloak of Death ability simply "Eclipse" or "Total Eclipse". No need to put my name into it. :)

    Am working to create this now. I am thinking I will put an effect on it that functions like Deltro's helmet but not shock. I am rolling the dice tonight to decide between fire, frost and decay.  Planning to use Berath's cloak as the item model since that item has no abilities and is not worth wearing in it's current form.

  13. On 4/20/2020 at 12:29 PM, thelee said:

    for me: spears, pollaxes, maces, stilettos, rapiers.

    spears and pollaxes because when i plan out my parties engagement factors in, and rarely am I ever in a situation where I've planned around using a weapon to give me engagement. spears also get the shaft because weapons that do pierce damage only are uninspiring because pierce immunity feels like the most common.

    maces - i think about PEN issues a lot, and while a mace could help a lot by debuffing AR by 1, these days I bring a long a chanter for shield breaks, have expose vulnerabilities, and otherwise am rarely in aistuation where debuffing AR by 1 helps enough characters (at least two, I think) to be worth using over just having the mace wielder use a weapon that grants +2 PEN.

    stilettos - just don't really find the unique that inspiring, and by the time i'm strong enough to fight rust for his poignard I can't be bothered. Am making an effort this time around. Also, pierce-only weapon damage is a lame choice for me because of immunities.

    rapiers - mostly because of the fact that it's pierce-only.

     

    in the past i would also put arbalests and crossbows as under-used weapons, but these days i give basically every member of my party either arbalest or crossbow proficiency as their last proficiency just so that I have an easier time with Hauane O Whe.

    What about a Mace with one enchantment with % the reduce AR by 1 on crit or hit and another that adds Brilliance % on any hit or just crits?  Viable for a priest / fighter multi?

  14. On 2/21/2020 at 7:28 PM, Grape_You_In_The_Mouth said:

    What I'm really curious about but haven't tested yet is StatusEffectDefense

    Most likely its function is to decrease the status effect inflicted by 1 increment.  The opposite of weakness which I tested

    So enfeebled turns down to weakened, Inflicting weaken will cause sickened and inflicting sickened is probably nullified.

     

     

    • Like 2
  15. On 4/20/2020 at 9:21 AM, Grape_You_In_The_Mouth said:

    You could still do it, but you'd have to learn how to modify assets.  There is some info lying around here but I haven't figured it out yet.

    Thanks I will see if I can find it.  I think the next direction I am going to go is to see if I can create an NPC, I  would like to create one to sell some of the items from my mod, and maybe make a scripted encounter tied to one of a few of my items. 

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