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Noqn

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Everything posted by Noqn

  1. Though +5 Focus is not a lot (especially for a Lv7 Talent), The Complete Self sounds as if it might synergize with multi-hit spells such as Mind Blades, Antipathetic Field and AoEs. Sadly, two things need to be taken into consideration: The Complete Self only has a 33% chance to trigger. Contrary to Beguiler's passive, The Complete Self will only trigger once per Spell hit, no matter the number of targets hit. AoEs such as Silent Scream will at absolute most benefit from +5 Focus. I could see a Soul Blade having fun with Mind Wave + TCS, but that's about it. Mind Blades will get 9 Bounces from a Cipher with Prestige. Assuming literary every hit is a Crit, that's an average of +16.5‬ Focus per cast, not even enough to recoup its original cost. Antipathetic Field is in a better spot and can trigger The Complete Self once per Beam tick. Because AF has a static 6.0s duration and ticks per 1.0s, it can generate up to +35 Focus. I'd say The Complete Self is inconsistent and negliable. Its synergy with Antipathetic Field is nice, but only works under optimal conditions vs. several low-Reflex enemies.
  2. You can append global variables by putting a .globalvariablesbundle in your mod's folder Something like this: ydwin.globalvariablesbundle { "GlobalVariablesSets": [ { "GlobalVariables": [ { "ID": "00000000-0000-0000-0000-000000000000", "Tag": "ydwin_romance_active", "InitialValue": 0 } ] } ] }
  3. Agreed. I think it's fair to say that the Quality Recipes are not very well-thought-out. Bunch of blatantly copy-pasted recipes, such as the Shield Quality mods, and all the Weapons Quality mods up to Superb. (Which absurdly makes a 40g gem one of the most desirable resources in the game. **** you, Pyrite.) I have a theory, though. Because Double2HIngredientCost defaults to true, the ingredient cost of all unique Two-Handed enchantments are at twice their intended values. Hence the Adra Gem x2/x4 enchantment costs.
  4. Stacks are applied passively by your weapon attacks. When you activate the ability, it consumes the stacks of everyone in the AoE and deals raw damage accordingly.
  5. The latter, it's hardcoded. The ClearOpposingKeywords method specifies that the attack and the existing effect must have opposing IsHostile values. Inspirations/Afflictions use a different mechanic than Keyword Counters though and are specified in AfflictionTypeComponents: https://eternity.obsidian.net/game-data-formats/components#afflictiontypecomponent Sorry, I meant that his ability uses the literal Immunity effect with a Fire-only filter to clear the effects, rather than through Keyword Counter I would guess that's why it affects non-hostile effects as well.
  6. Ok, looked at the decompiled code to confirm, and it seems Hostile effects only clears Non-Hostile effects and vice versa. Makes sense. Could've been made clear in the tutorial page, though... Sadly, it doesn't always seem to work as intended. Hand of Weal and Woe for example removes hostile Water/Frost effects from enemies, because the part of the beam that triggers the damage effect wasn't correctly set to hostile... Tekehu has complete Immunity to the Fire Keyword which is different from Counters, I think?
  7. Wait, Chill Fog doesn't counter Combusting Wounds? How does keyword counters work in this game again?
  8. Summoned Weapons have the ItemMod Scaling_Weapon, which has three StatusEffects: Scaling_Weapon_SE_Accuracy (cb6879e9-e07d-4380-8acc-b698891a8555) Scaling_Weapon_SE_Damage (cf93bd41-47d4-4d0d-90ae-7fd9ef0066cd) Scaling_Weapon_SE_Penetration (31b89607-0914-4453-8f9d-f5a18aa8327f) You want to look at each of their PowerLevelScaling parameter. Here's the specific documentation: https://eternity.obsidian.net/game-data-formats/structures#statuseffectlevelscaling However, touching these values will also affect all non-summoned weapons that use Scaling_Weapon (there's a bunch of them). I'd recommend making a new ItemMod with Scaling_Weapon and its StatusEffects as a template, make it scale with PL, then replace the ItemMod references to Scaling_Weapon with your new ItemMod for all the summoned weapons you want to affect. Quarterstaff_Concelhauts_Parasitic has the ItemMod Draining, which in turn contains Draining_SE_ApplySEByDamageDealt (f6269b2d-6a7a-4956-8894-2b5e76a39089) which you'll find in statuseffects.gamedatabundle!
  9. This is not entirely elegant, but how about making Blood Sacrifice Tiers selectable through a modal ability? Inspecting each Tier for exact damage values (may not include conditional damage modifiers such as Death's Usher): Strangely, it turns out that Tier 1 restores up to lv4 and Tier 2 up to lv7 spells. (Despite the status effects having correct values.) AddResource seems to evaluate Spell Levels zero-based, contrary to the documentation.
  10. Only Brilliant is affected! I removed the AddResource parameter from INS_Brilliant_SE_AddResources and added references to individual Status Effects for each class. The other classes get their Resource per tick as usual. Brilliant.zip
  11. I've had similar thoughts, imo +3 PL > AoE/Duration since Inspiration and Attribute bonuses never overlap in vanilla. Another suggestion is changing Brilliant so that it gives Spell Pool Classes +1 Cast/Level while the effect is active, à la Grimoire of Vaporous Wizardry. Solves the resource issue while being faithful to the vanilla effect. I played around with this implementation a bit and it plays nicely with repeated buffing - if you use all of your lv9 casts while Brilliant, then get Brilliant a second time, you'll still have 0 remaining lv9 casts. Powerful but not abusable! Doesn't solve Power Pool Classes though.
  12. The only problem with the Legacy Creator I've noticed is that it doesn't entirely acknowledge some of the dragons you might've killed in PoE1. If you killed Llengrath, the variable n_Llengrath_State will be set correctly, but not b_Bog_Dragons_Killed, which is used in at least one conversation in Deadfire. It straight up doesn't ask you about the Alpine Dragon. I made a small fix for this, be sure to make a new Legacy after installing to your Override folder: Improved Custom Legacy Creation.zip
  13. There's a bunch of Ice-themed equipment but sadly only a few give Frost PL. Chromatic Quarterstaff gives +1 PL to Frost (and all the other elements) but is quite late-game. Sun and Moon gives +2 PL to Frost, but only during night. Can be bought at a reasonable cost after Port Maje. Watershaper's Focus gives +1 PL to Frost. It's worth noting that Illusion PL synergizes with Kalakoth's Freezing Rake and would make for good options once you hit Lv 16! Whitewitch Mask gives +1 to Illusion, can be looted very early. The Eye of Wael gives +2 to Illusion, doesn't require any combat iirc and can be picked up right after Port Maje. A Wizard with Sun and Moon, The Eye of Wael and Whitewitch Mask would get +5 PL to Kalakoth's Freezing Rake just from equipment.
  14. Quality enchantments don't increase the base damage if that's what you're asking? The Best Defense works as it should for me: Strange, could you send me the gamedata text? Fine: +1 Pen, +4 Acc, +15% Damage Exceptional: +2 Pen, +8 Acc, +30% Damage Superb: +3 Pen, +12 Acc, +45% Damage Legendary: +4 Pen, +15 Acc, + 60% Damage Mythic: +5 Pen, +18 Acc, +75% Damage You can see the bonus by hovering over the stats in the inspection menu.
  15. Change the "$type" parameter of Shield_test_bashing from Game.GameData.EquippableGameData to Game.GameData.WeaponGameData and it works!
  16. Here are the files with Unarmed filter and without Tuotilo adjustments: Shield Bashy.zip I'll upload them as an alternative download to Nexus later. It might be worth including the vanilla values of Tuotilo's attack in your mod: { "GameDataObjects": [ { "$type": "Game.GameData.AttackMeleeGameData, Assembly-CSharp", "DebugName": "Tuotilos_Palm_Melee_Monk", "ID": "5edb99ed-2fc9-482a-869e-c23eb50da841", "Components": [ { "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "AccuracyBonus": 0, "PenetrationRating": 7 } ] } ] } (Just in case someone uses the current main version of my mod and you want to override the adjustments I included.)
  17. I checked and it seems to be possible to filter away Unarmed-tagged shields if you would prefer without the damage bonus from quality!
  18. Sorry, I should've clarified. -15 Accuracy and -4 Penetration would be to counterbalance the bonuses from Legendary Quality. Since it starts at Superb it would end up with just -1 Penetration and -3 Accuracy compared to vanilla when the Player fist picks it up, and return to vanilla Accuracy and Penetration once upgraded to Legendary. The only difference at that point would be the new +60% damage bonus, but it'd still be significantly lower than Fists.
  19. Only by 1 Pen and 3 Accuracy until it's been upgraded to Legendary, then it would reach vanilla stats.
  20. At max Transcendent Suffering and Tuotilo at Legendary: Tuotilo's Palm: 19 - 24 Fists: 25 - 34 Which is reasonable. On the other hand, Tuotilo has 15 Accuracy and 4 Penetration more than Fists. (OUCH!) Not as seamless as I first thought... But yeah, it's adjustable. On the top of my head, simply decreasing its base Pen by 4 and base Acc by 15 should do it. Would be a very small and temporary nerf compared to vanilla since it starts at Superb.
  21. @Elric Galad and @coralzombie, I found an universal fix to Shield Bash Quality Scaling, would you be interested in merging it into your own mods? https://www.nexusmods.com/pillarsofeternity2/mods/425 It's done through adding new status effects to each of the Shield Quality enchantments, basically copies of corresponding Weapon Quality enchantments but with HideFromUI set to true so that they they don't clutter ordinary shields. (Ordinary shields are for that matter unaffected due to how AttackFilter Source: "ParentEquippable" works.) I'm really happy about how seamless it turned out!
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