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Everything posted by Noqn
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They seem to be added to creatures as Abilities by their respective progression tables: general_weaknesses_charm (Weakness: Int) general_weaknesses_sicken (Weakness: Con) But Weakness: Might seems to be straight up missing... There's no Status Effect in the game with fitting parameters* besides LAX03_Spider_Swarm_Weakness_Body_SE_Dazed. *StatusEffectType: "AfflictionResistance", BaseVal: -1, AfflictionTypeID: "fda623d6-29a2-4e02-be6a-25c332ff194f" (AFT_Might) There's not even any "Weakness: Might Affliction" in the stringtables... Is it true that there's not a single enemy in the game that is weak to Might!? Weakness: Resolve is also missing... aad057e7-a4f6-4392-922b-00b097b3aa8c general_weaknesses_charm 76a41789-0f04-4e83-b3f7-f5efc143e074 general_weaknesses_distract c3512e00-ed99-4821-86fe-55fa385fa427 general_weaknesses_sicken f7ba9071-3ca1-4abe-aacf-62058d812730 general_weaknesses_slow 6c50e41a-1f63-4736-b13c-481cdbfefaef General_Immunities_Body_Afflictions 706fe17a-3767-44ee-b1d5-3933e9b41fab General_Immunities_Mind_Afflictions da0ddb04-d84a-4c99-87c6-5ebfedf2484a general_immunities_charm 2dab643a-704d-4aa1-9b99-af8f6b63d186 general_immunities_distract 95f6f387-05e5-4767-a500-40a0c3aaa591 general_immunities_fear 0ffa5836-3a1e-4688-9c84-aff155fb8e0d general_immunities_sicken 2b44d78a-65c4-4dcf-9737-87cd3b7af4d2 general_immunities_slow 75d5e415-dec6-48b5-825c-3c45383fc51e general_immunities_stun 38b85dee-c6cf-4191-aee2-acde31ad299b General_Resistances_Body_Afflictions 91d9f57d-3528-4e13-a9b9-0cf00706fb11 General_Resistances_Mind_Afflictions 5893faab-f686-4279-af08-d29f11a7523d general_resistances_charm ee88e67b-836e-4d12-a433-88eb273b5f3a general_resistances_distract 2135de60-7cda-40ee-9040-9e8e23aa6b4e general_resistances_fear 42208dea-5144-43e1-bc69-163c7331abb5 general_resistances_sicken 0d0ba4be-64ba-4c68-bf3e-a069ad930515 general_resistances_slow 6b1fee65-6d1c-49f6-8cbe-fab7573898a2 general_resistances_stun
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I like to look at Accuracy as pushing the entire attack resolution table one notch. Say that Attack Defense differential is 24. You'll get 6% Miss, 20% Graze, 50% Hit, 24% Crit. Increasing your Accuracy by 3 will give 3% Miss, 20% Graze, 50% Hit, 27% Crit. You've effectively "replaced" 3 Miss rolls with 3 Crit rolls. <- Attack - Defense = 24 <- Attack - Defense = 27
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Help needed with simple mod
Noqn replied to Majber's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Normally it would've been enough to put this in a .gamedatabundle: { "GameDataObjects": [ { "$type": "Game.GameData.CharacterProgressionTableGameData, Assembly-CSharp", "DebugName": "PT_Serafen_Cipher", "ID": "d54d5b20-b339-4d6a-b7f4-b24dec0f47d9", "Components": [ { "$type": "Game.GameData.CharacterProgressionTableComponent, Assembly-CSharp", "SubclassesIDs": [ "3dc5c0bb-ac71-47bd-8d1b-d368fc52fdf9" ] } ] } ] } This simply changes Serafen's (single class Cipher) subclass to Soul Blade. However, since PT_Serafen_Cipher doesn't contain Soul Annihilation and the Soul Blade passive, they have to be added manually by overriding the entire AbilityUnlocks list. Otherwise, he won't start with those abilities. He also gains the Wild Mind passive by default, which has to be removed from the list. Anyways, I've compiled a .gamedatabundle, for both of Serafen's Cipher and Witch Progression Table. Download here: Serafen Soulblade.zip- 1 reply
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Thanks for bumping this thread, Climhazzard. Wouldn't play without: Enhanced UI - https://www.nexusmods.com/pillarsofeternity2/mods/32 Community Patch - https://www.nexusmods.com/pillarsofeternity2/mods/335 Out With The Good - https://www.nexusmods.com/pillarsofeternity2/mods/370 Backgrounds Unlocked - https://www.nexusmods.com/pillarsofeternity2/mods/232 BackgroundFix - https://www.nexusmods.com/pillarsofeternity2/mods/204 Stacking Modals - https://www.nexusmods.com/pillarsofeternity2/mods/386 Agreeable Aloth - https://www.nexusmods.com/pillarsofeternity2/mods/78 FG Soulbound Upgrade - https://www.nexusmods.com/pillarsofeternity2/mods/273 Haven't tried but looks awesome: More Priest Subclasses (Ondra, Hylea, Abydon) - https://www.nexusmods.com/pillarsofeternity2/mods/159
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I wholeheartedly agree that it would be better in the big picture (and I actually considered that myself for a while), but every subclass that favors Stoic also disfavors Passionate so I'd really like to keep that pair. Another user commented about Rational vs. Clever on the mod page, so I feel like it would be for the best to make that pair optional.
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Luckily no, I made sure that there'd be no "conflicts" beforehand I got curious though, in terms of mechanics... + Priests of Wael can counter Rational with Clever responses. - Darcozzi and Priests of Magran have to pay attention to Rational responses. - Goldpact, Steel Garrote, Berath and Woedica have to pay attention to Clever responses. Basically, only Wael benefits from having them oppose eachother. It fits that the dry Rational-favoring subclasses would avoid Clever, but it feels wrong for Magran and Darcozzi to avoid Rational... I'm pretty conflicted now. I'm leaning towards separating them in the main downloads and adding an optional patch that makes them oppose eachother again.
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It works exactly like I said. "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Wit_Of_Deaths_Herald", "ID": "28839804-73ba-40b6-9a12-68f11b43afc8", "Components": [ { "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "StatusEffectsIDs": [ "5abb65f8-24c0-4c4f-af5a-143e31280398" ], "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Wit_Of_Deaths_Herald_SE_Display", "ID": "5abb65f8-24c0-4c4f-af5a-143e31280398", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectsValueIDs": [ "014a1369-a685-46f1-b632-873207445b7f", "e01f33d4-a091-4c30-9d05-7466eded02eb", "c125d9b9-6526-48d2-b961-3b01b8e158d1" ], "$type": "Game.GameData.AfflictionGameData, Assembly-CSharp", "DebugName": "Wit_Of_Deaths_Herald_SE_Smart", "ID": "014a1369-a685-46f1-b632-873207445b7f", "$type": "Game.GameData.AfflictionGameData, Assembly-CSharp", "DebugName": "Wit_Of_Deaths_Herald_SE_Acute", "ID": "e01f33d4-a091-4c30-9d05-7466eded02eb", "$type": "Game.GameData.AfflictionGameData, Assembly-CSharp", "DebugName": "Wit_Of_Deaths_Herald_SE_Brilliant", "ID": "c125d9b9-6526-48d2-b961-3b01b8e158d1", Each of these three Wit_Of_Deaths_Herald_SE_* Inspirations have mutually exclusive conditions, so only one will be applied to the Player. Smart will only be applied if Sassy_LVL1 == 1 Sassy_LVL2 == 0 Sassy_LVL3 == 0 Acute will only be applied of Sassy_LVL1 == 1 Sassy_LVL2 == 1 Sassy_LVL3 == 0 Brilliant will only be applied if Sassy_LVL1 == 1 Sassy_LVL2 == 1 Sassy_LVL3 == 1 You can see the example of Smart here:
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I know, I wrote that in my post: ___ In which case the remaining five Passive skills will be at 0 points each. You'll also find that benching that particular character drops your Bluff bonus to zero, which doesn't exactly make for flexible party management. Just so that we are clear about the frequency of selectable checks and to put things into perspective, here are the total number of (passive) Player checks w/assist and total number of crew checks: Player w/assist Bluff: 166 Diplomacy: 178 History: 77 Insight: 188 Intimidate: 157 Metaphysics: 58 Religion: 50 Streetwise: 95 Survival: 35 Crew w/ assist (+ Crew w/o assist) Bluff: 9 (+ 1) Diplomacy: 3 History: 11 (+ 1) Insight: 9 Intimidate: 5 Metaphysics: 2 Religion: 22 (+ 2) Streetwise: 9 Survival: 57 (+ 4) Notice how there are only 10 selectable Bluff checks in the entire game? Besides Survival and to a lesser extent Religion (which together cover 63% of all selectable checks), there's practically zero reason to specialize in passive skills. Most of these can be passed with evenly distributed points anyway, such as the two Metaphysics checks, both at 5. Even if you go for the more optimized approach of spreading the character across two skills each (and "only" sacrificing one passive skill), the party management issues still remain. If are talking about a custom party, that's obviously not an issue, but I presume that's not what OP was asking for.
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Assuming you are talking about conversation checks, in general it's way more beneficial to spread points evenly, at least in passive skills. In conversations, the Player gets an assist bonus (most of the time) to their skills based on total points of the rest of the party: Crew Total Bonus 1...........1 2...........2 4...........3 7...........4 11..........5 16..........6 22..........7 29..........8 For example, if Player has 4 Bluff, and the rest of your crew has total of 12 Bluff, the total score is 4 + 5 = 9. So it doesn't matter if a party member has exceptionally high points in one skill, only the average matters. And as you can see from the table, you get diminishing returns at high skill levels, so "specializing" a party member in a certain skill for a high total is suboptimal. If you try to even out the total by giving everyone else low points, you'll find the skill dropping radically whenever you remove your specialized member from the party, which is a massive inconvenience. There are a few exceptions to this rule, however. The abovementioned formula is also used for calculating lockpicking difficulty with Mechanics, so you get much more benefit from a single character with a lot of points in Mechanics. Scenario 1: Aloth has 11 Points in Mechanics, everyone else has 1 each (total 4). Lockpicking Level: 11 + 3 = 14 Scenario 2: Aloth has 3 Points in Mechanics, everyone else also has 3 each (total 12). Lockpicking Level: 3 + 5 = 8. Both parties spent 15 points in Mechanics, but the first is significantly better at lockpicking. There are far fewer Active skill checks than Passive ones, so it's not crucial to put points into those just for story purposes. There are also checks in scripted interactions where you select which party member should attempt the check. It'll still be assisted, but in these cases you benefit if that character's own skills are high. A lot of these checks are Athletics and Survival, so it might be worth giving someone a few extra points in Survival. There are a couple items that increase in potency based on specific skills, such as Xoti's weapons. Depending on how high you prioritize min-maxing and passing conversation checks, you might want to put extra points in skills for characters that use those items. However, it's worth mentioning that not all of these items have very noticable scaling. Total number of checks per Skill:
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I thought so too. I decided to made a mod that gives the ability to the player if they empowered Woedica: https://www.nexusmods.com/pillarsofeternity2/mods/409/ There are two downloads, the main version which grants the ability only to Steel Garrote & Priest of Woedica players/party members, and the alternative version which grants the ability to the Watcher even if they didn't pick Steel Garrote/Priest of Woedica.