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Avaritica

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Everything posted by Avaritica

  1. Wait! How did you do that ? Secondary AOE targets are attacked by using statuseffect with attackoverride where you can't assign push/interrupt value. I know for main target, push/interrupt is applied twice but how about those AOE targets ?
  2. Well, what I meant was to remove all power scaling. Heart of fury and WotW are just weapon attack implemented using statuseffect. Removing PL only serve to remove double scaling. They still perform fullattack with damage/acc/pen of the equipped weapon. So unless you want +5% damage per PL on your "FullAttack"(but not pen and acc ?), removing power level have no downside. For Whirling Strike, you can argue that DoT will suffer if no PL scaling. But it is already an Lv-8 ability so scaling won't make a huge difference. It can be done. You can change "Clear out" to GenericAbility and edited affected components in attackdata(attack animation, cast speed, recovery etc). There is no issue with scaling. It will scales like WotW, whirling strike, HoF etc. In fact, I modded mine that way because I feel it is more "clean" and intuitive . ^ Clear out with visible AOE The only downsides are that since it is now an "active ability", recovery speed is fixed instead of depending on weapon and that initial "fortitude" attack to push and interrupt doesn't benefit from weapon scaling(since you are not using weapon at that instance)
  3. You can just disable power scaling. That way they will scale only to weapon. Maybe try to implement it like Whirling Strike ? That way , it will - no extra attack vs main target -Nothing can be done about this - AOE will be displayed.
  4. During "Winding Pass" Scripted Interaction, if you choose "My friend here saw it happen", no matter which companion you select, the game will always carry out a "WatcherOnly" Bluff skill check and if you fail, you will always get "Rekke stares at you blankly" line. Attached 2 photos for reference. ^ The choice in question ^ I selected Serafen. But the resulting Bluff check is carried out as Watcher check(Avaritica is my Watcher's name). The check failed and the displayed message is bugged(As you can see, I don't even have Rekke in the party). Related bug report. From what I saw in the code, the original intention probably is that if you select "Rekke" to carry out check before he learn Aedyran, it will always fail no matter how high his bluff skill is. However, they messed up the script and is now bugged. This overly specific mod fix this. (Overwrite it to Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\exported\design\conversations\re_scripted_interactions) Bug fix
  5. Or maybe just buff Mohora Tanga "Gaff/Mince-to" to per encounter(with nerfed effect to compensate) ? Personally, I modded some unique weapons' abilities to per encounter because some of those abilities are crucial to weapon's "unique identity" and it is too limiting for those to be per rest(mohora tanga, queen's rule, thundercrack pistol for example). Well, I also modded rest system to be same as POE1 so for typical players, I guess you can argue that you can just rest after every fight.
  6. Holy! You are right. I didn't try using abilities with AOE weapons before so I thought Poraga is a unique case since its extra attacks are separate "RandomAttack" rather than one big "AttackAOEGameData". But now, I just tried and even serafen blunderbuss can proc effects to all targets in AOE. So yes, I retracted my opinion. Wahai Poraga +3 looks cute in comparison. Now I feel all AOE and multi-bounce weapons are OP.
  7. Wahai Poraga can be fixed by editing the "Duration" of AttackPulsedAOEComponent to 0.1 and then increasing "NumHits" to 3.(coz base code means primary target +2. However, 3 additional target is bit too strong IMO since AOE inherit effects of all "primary attack, full attack" abilities) This way, it will works as described.
  8. About animated weapon. I checked my characters.gamedatabundle and in it, animated weapon has base level 13. I tested the ability via console and also got level 13 weapons. So it is either I modded them and forget(I tend to do that as I modded the main game files directly) or previous data were wrong. If it is former, maybe summon can't go past level 20.
  9. Most likely. I first noticed the issue on a shrine ambush where Dichotomous Soul summoned by my level 13 monk is over-performing. That was when I checked the log and found out that they became level 17 juggernaut with legendary scaling. In case anyone is curious, there is a workaround(sort of) for this problem. Deadfire has a scaling table reserved for "NamedCharacter"). It scales characters specified as "IsNamedCharacter=true"(mainly used for boss characters) in characters.gamedatabundle independently of normal scaling rule. The scaling rule is similar to normal scaling but here scaling cap is +6. So if you are okay with boss characters having same +4 scaling cap as others, you can remove all adjustments from that table, flipped all "IsNamedCharacter=false" and then tagged the summons as "NamedCharacter". This way, summons will not get extra scaling from difficulty and always scale to your level. Alas, it doesn't work for figurines and summons where creatures summoned used the same data as bestiary enemies. (as this will cause same enemy type to stop scaling)
  10. First of all, sorry for the necro. I figured out more details about summon mechanics which I believe is not covered here so I figured I might post it for future modders to reference. 1. Summon creatures intrinsic level is actually "creature base level+level scaling". For example, Priest's spiritual ally has base level of 9. If you summon spiritual ally in an area where +4 level scaling is active, it will scale to level 13 REGARDLESS of caster's level. If level 11 caster summon spiritual ally in an area with +4 scaling, summoned ally will be level 13. Scaling pushed it higher caster's level. If level 15 caster summon spiritual ally in an area with +4 scaling, summoned ally will be level 15.(spiritual ally obtain level 13 due to scaling then +2 level scaling to match caster's level) 2. "Summoned" vs "NotSummoned" It is known that summon creatures tagged as "NotSummoned' doesn't count towards summon limit. However, there is a disadvantage to use "NotSummoned" type. - "NotSummoned" creature doesn't scale to caster's level. In unmodded game, I believe the only ability related summon tagged as "NotSummoned" is Chanter's phrase "Many lives...". The summoned skeleton doesn't scale to match caster's level. BPM modded conjure familiars to " "NotSummoned" which unfortunately also cause them to stay at level 1. - However, if you play with level scaling on, they do get max +4 scaling which I explained above. Btw, the above apply to all summons including figurines. I did do testing on the above data however my game is heavily and messily modded by myself so if I happen to get it wrong, please forgive me.
  11. Both effects can stack 5 times. The duration discrepancy is probably an oversight left over from patch. From what i see, it got a duration nerf on patch 1.1 from 35s to 15s but devs probably missed the second effect.(or maybe second effect was added later ?)
  12. Contrary to the description, damage reduction applied by Futility last 35 seconds. Action speed duration is correct though.
  13. Ok, this got my interest. Any advice in advance so that I don't pull "boss" away from its arena again(in case that can happen) ?
  14. Nice to know. To be clear, I am fine with enemy swarming and noise pulling, as long as they don't feel like abusing game mechanics.(I consider forgotten catacomb to be such case as deathguard leaving his arena makes sigil placement, dragul ambush and traps all meaningless). But yeah, you guys talked me out of removing noise. Seem like it has its uses.
  15. Good points. Look like noise is incorporated into the game better than I thought. Have to reconsider my view. I just don't want case like Forgotten Catacomb again. I felt like I cheesed and missed out on the experience because that deathguard is clearly meant to fight inside(or at least infront) the room. In fact, I didn't even realize that deathguard has a sitting animation as default or that draguls can spawn from the sand(?) pile till I used console to clear the fog and test. In your memories, are there more dungeons like that where enemies can leave their intended encounter position accidentally ?
  16. I entered the forgotten catacomb today and was disappointed to find out that when you fight the hallway enemies, the center throne room enemies also got pulled together because of noise. In my opinion, the throne room itself is an interesting designed encounter. The deathguard fanatic sit on the throne like a king protected by guards. There is a sigil and traps in front to complicate things if you decide to charge into the room. Alternatively, if you choose to fight in front of the room to be outside of Sigil radius, the boss can punish you from afar with bow, the patrol from other side of the hallway can join the fight and the dragul will rise from the sand pile behind the room to ambush you, potentially sandwich your party. Well, none of it matter because a hand mortar shot from Serafen will pull all enemies inside the room to the hallway, plus weaken them with their own trap in the process. So, I am tempted to mod the noise mechanics out but I am still in my first proper playthrough so I don't know the game well enough, thus afraid that there might be an encounter/dungeon designed with noise mechanics in mind and I might break it. I do plan to keep sparkcracker and trap noise so aside from these 2, is there any place in the game where noise mechanics play a role(for example, encounter/dungeon designed with keeping quiet in mind) ?
  17. Oh! I see now. They are defined in attack.data rather than statuseffect.data. Seems like only vile thorns and wall of thorns don't have the "plant" keyword in their status effect. (probably intended as these 2 effects are "poison caused by plant" rather than "plant affecting enemies") Edit : Also found out that Sea troll "Constricting seaweed" ability isn't tagged as plant. lol
  18. Haven't tested yet but from what I saw in the file, status effects applied by "Plant" abilities(except tanglefoot and pollen patch) are missing "Plant" keyword so Vion-ceth damage bonus might not apply.
  19. It is inside Worldmap.gamedatabundle. Look for "EncounterLevel"(For sealed fate, it should be at line 12363) Modding them is super easy. I tweaked the value to test and it works perfectly. I posted here because I think it would be better for big mod like Community Patch or Balance Polishing Mod to incorporate the fix, rather than me creating a small mod.
  20. For your information, there is a problem with level scaling on the task Sealed Fate. This post illustrates the problem that I will explain below.
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