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Noqn

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Everything posted by Noqn

  1. Could you reconsider? Workshop exclusivity ****s over GOG, Origin, Discord and Mac Store users. Nexusmods' UX isn't perfect, but uploading a new .zip every now and then is painless and would be much appreciated.
  2. For the reasons @Elric Galad mentioned, won't fit his mod. (But maybe another one ) Nevertheless, I'm up for brainstorming this stuff! 100% agreed on Unbroken and Streetfighter. IIRC when you ask what he's been up to, first thing he mentions is getting into a barfight. Not sold on Cipher though. Less justifiable than the martial classes, story-wise. You also already have Serafen and Ydwin. I like these too, fits her personality. Agreed on Berserker. iirc, someone here wrote about this issue with the Ranger's design; because the animal has to be written into the story, it can only be a Companion class option if its mandatory. So while a Panther is not a bad solution, I still think it might be a bit awkward to never have it adressed in conversations. Maybe Rogue instead? Good picks. I'd say Debonaire also fits as his Rogue subclass, considering the undercover operations he has been up to since last you saw him. I actually expected Aloth to get a Barbarian option thanks to Iselmyr. Furyshaper fits lore-wise with Aloth being Awakened. You could argue for Priest of Woedica or Steel Garrote (which fittingly is an Aedyr-centric faction), if he ended up pro-Leaden Key. Otherwise he'd probably not want anything to do with any God. Kinda similar issue as with Edér, though I think it would be a cool parallel to the Cipher Rangas which adds another layer to the absurdity of Maia waging war against her country of birth. (Ok, I'm stretching it.) This might just be me but I always thought Maia's Gunhawk/Wizard option was out of place. IMO her secondary options should be Gunhawk/Assasssin and Gunhawk/Devoted, for obvious reasons.
  3. Excluding companion subclasses... 5 Barbarian 5 Chanter 5 Cipher 5 Druid 5 Fighter 5 Monk 6 Paladin 6 Priest 5 Ranger 5 Rogue 7 Wizard Single-Class Variations + Multi-Class Combinations - Inter-Class Combinations (5*8 + 6*2 + 7) + C(5*8 + 6*2 + 7, 2) - ( C(5,2)*8 + C(6,2)*2 + C(7,2) ) 59 + C(59, 2) - C(5,2)*8 - C(6,2)*2 - C(7,2) 59 + 1711 - 10*8 - 15*2 - 21 1 639
  4. The Subclasses added in patch 4.0.0 are (annoyingly) located in the laxg_exported folder which is why they are hard to find If you specifically want to edit the accuracy penalty, you can find Arcane_Archer_SE_AccuracyPenalty (bed4d99f-8d93-4a8e-b1e7-b3765a31cbf0) in laxg_statuseffects.gamedatabundle!
  5. Awesome, glad to hear it worked! There is one ending slide with Ydwin which might be of use, from Beast of Winter: "gui\\endgameslides\\lax\\lax_endgame_11.png" (from Node 14 in conversations\lax02_01_iceberg_dungeon\lax02_endgameslides.conversationbundle)
  6. That's fair, I'm annoyed by the low (and obfuscated) trigger chance more than anything. Sounds like good values. 50% will be much more consistent without going overboard. Keen Mind and Greater Focus definitely needed buffs, indeed. Ciphers get Focus up in the 200's, I don't think +20 would be too extreme at all.
  7. 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.
  8. 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 } ] } ] }
  9. 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.
  10. 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.
  11. 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.
  12. 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?
  13. Wait, Chill Fog doesn't counter Combusting Wounds? How does keyword counters work in this game again?
  14. 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!
  15. 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.
  16. 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
  17. 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.
  18. 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
  19. 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.
  20. 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.
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