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Destroyner

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  1. Took some of your advice and made some other adjustments. Main char is now a shifter/streetfigher (FF is strong but extremely boring to play). He is pretty strong and requires a lot of micro which I like. Pallegina - one of my strongest characters was a troub/KW dual wield build so I'm going to try that. I'll try your build on my next run @Kaylon Although with @Boeroer here I'm curious, what minor tweaks do you think she would need to be optimized for a blunderbuss build? Her immunity to the modal is already pretty strong in vanilla but I'm sure there is something stronger without changing her too fundamentally and streetfighter wouldn't work. Preferably not helwalker as I already have like 3 in my party. Rekke - I've read up a bit more about crit builds and it looks like you're right so I'm going to go with zerker/devoted with Karaboru to see how it goes. I've never even seen that weapon so I am dead set on using it, but I will try your dual wield build next run. DoC breastplate so he doesn't wipe my team (like he did with cleave stance and lord daryn's voulge). Ydwin - that makes sense it just seems a bit gimmicky. Is there any reason you'd suggest against helwalker/ascendant? Mirke - That combo sounds amazing and I'll try it this run, thank you. Is there any reason to not swap her subclass to helwalker for this? Seems like it would improve everything she is trying to accomplish. Konstanten - that also sounds amazing and very fast paced for making me micro more, I love it. Fassina - changed to helwalker/fury Aloth - to evoker/assassin. Seems pretty meme but getting stealth bonuses for AoE nukes is not something I see in many games so it must be done. Xoti - running as beguiler/priest right now and am so far not impressed but she also doesn't have any of her good team buffs yet so I'll give it some time. With this combo if she misses her initial phantom foes she is basically useless for the entire fight outside of a couple heals/withdraw. Not sure what adjustments could be made. Eder - started quite awful until I got arcane veil and now is able to survive most fights but requires a good amount of healing. I'm expecting a pretty major power spike once I get WotEP and a bit more gear/wizard buffs.
  2. Swapped Eder and MC to get nature godlike on FF and human with streetfighter. @Kaylon Thanks for the feedback. You raise some questions. Pallegina - Do you think that with that change she becomes more viable? I've tried a couple of herald builds from this forum for her as well as crusader but she always seems underwhelming. Doesn't really do anything that well so I figured relegating her to full support may make more sense. Vatnir - I will try that, thank you. Rekke - what is it that holds back his accuracy? My last run with him was berserker/devoted with the Voulge and he was a crit monster but I assume helwalker doesn't have the same hit to crit. Is there anything outside of re-doing the zerk/dev build that you would recommend to make it work? I'd like to be able to rotate between Karaboru and Twin Eels for flavor and team utility. I was planning to give grave calling to konstantin (who will be beckoner not skald). Ydwin - the concept of a debonnaire is so strange to me. If I understand correctly, that build would work by charming enemies, auto attacking/rogue abilities until ascending, then using dots that don't break charm on the mind controlled enemies? Is it just the bonus to action economy from charm that makes it better or something else? Mirke - I've read hundreds of posts expressing their love for blunderbuss builds but every time I try to make something with them they do 0 damage to anyone other than my front line unless I use avenging storm scrolls. Am I just playing/building poorly? I don't seem to understand how to make them work. Admittedly it has been a while since I tried anything with them so I may be misremembering their effectiveness later in the game. I know that on port maje island they left a lot to be desired.
  3. I'll be starting a new RTwP POTD upscaled playthrough and am trying to make sure I balance my party. I'll be modding classes and some stats to make things work since I prefer to stick with companions/sidekicks instead of hiring voiceless npcs. I rotate characters out throughout the game based on area/quest/composition needed/my feelings. Just wanted to see if y'all think these would all around be good and that I'm not missing anything too critical. All suggestions and critiques are appreciated. Main char - Bloodmage/streetfighter WotEP riposte tank. Tried already with SG and liked it so want to change it up. Eder - FF/SG. Stats heavily modified for FF efficiency Xoti - Her base priest/some kind of monk/cipher. Thinking helwalker with pistol(s?). Priest/beguiler also seems nice for a mix of buffs/debuffs and I'm already monk heavy. Aloth - fighter/bloodmage with spirit lance Serafen - Furyshaper/soulblade with Amra (base might modded to 20 should make amra work? will likely subtract from res) Tekehu - MC no changes to class. Maybe some stats moved around. Konstantin - Skald/berserker Fassina - Evoker/Assassin. Tried before and wasn't impressed but I may have just played poorly. Maybe evoker/fury? Mirke - Nalpazaca/streetfighter combined with Pukestabber for a fully intoxicated dps monster Ydwin - helwalker/ascendant (want to try with frostseeker but know that blunders are better) Rekke - devoted/helwalker with Karaboru for crit build Pallegina - troubador/kind wayfarer to remove her trash sworn enemy "upgrade" and make her the full support she was always meant to be Maia - assassin/gunhawk Vatnir - never actually played with him so will keep him vanilla
  4. I've been away for a while. In case anyone is interested, the last code snippet I included actually works. For some reason it required my character to level up for the changes to be enabled but it works as intended. If anyone intends to use it, I would alter the value of "chancetotrigger" in the ongraze part to 0.5 for balance otherwise you may be a bit OP. This could also likely be cleaned up to remove the duplicate part but I got it working and was content leaving it as is.
  5. I have made a bit of progress but seem to be at another roadblock. I have tested pretty extensively and tried changing other parts of the item itself, the non-upgraded buffs, anything I could find. I changed the deflection part of the enchant as a sanity check and was able to alter those values easily. The final issue seems to be that I cannot get the ability to trigger off of both grazes AND misses simultaneously. It seems like whichever status effect has the actual default game ID will work and any new one added will not. I've tried: replacing Offensive Parry entirely (using the same ID as basegame) and change the EventValue to "OnGrazed", it will switch correctly and no longer retaliate on misses. However, when I try to add the new Status Effect to have offensive parry trigger off of both misses and grazes, misses will supersede grazes regardless of the order of IDs in the "StatusEffectsOnEquipIDs" and grazes will not trigger an offensive parry. The new stringvalues will show in the description for offensive parry, but the proc does not occur. removing the default offensive parry value, and adding in a new one with a new ID. The in game description of the ability will match the new status effect I've entered, but it will still maintain default behavior of only retaliating on a miss, even though that value has been overridden and should no longer exist on the weapon. Switching the order around so that I replace the default value and ID with the new OnGrazed value, and then in the same file creating the new status effect that is actually the default behavior but with a new ID. In this scenario, the default behavior does not work but the OnGrazed does. Example below. (default game ID is 4222c763-6316-4ba9-9242-e4a3283ba0af) { "GameDataObjects": [{ "$type": "Game.GameData.ItemModGameData, Assembly-CSharp", "DebugName": "Offensive_Parry", "ID": "5ae42058-0b85-458a-bdc5-8110da090e2c", "Components": [{ "$type": "Game.GameData.ItemModComponent, Assembly-CSharp", "DisplayName": 1382, "StatusEffectsOnEquipIDs": ["17d86aed-4ff7-4f0a-ba3a-4710b68c0f9d", "4222c763-6316-4ba9-9242-e4a3283ba0af", "c10ac18c-47a8-4a64-91ad-7106f4f91b42"] }] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Offensive_Parry_SE_AttackEnemyOnEvent_Graze", "ID": "4222c763-6316-4ba9-9242-e4a3283ba0af", "Components": [{ "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "AttackEnemyOnEvent", "OverrideDescriptionString": 20101, "OverrideDescriptionStringTactical": -1, "UseStatusEffectValueAs": "None", "BaseValue": 0, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "Infinite", "Duration": 1, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "InclusionConditions": { "Operator": 0, "Components": [] }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "false", "HideFromCombatLog": "false", "HideFromUI": "false", "HideIfNoValue": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Range": "Melee", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "None", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [], "AttackValueID": "1cc82f35-cf30-4dc5-bb92-086c398a9f7f", "AttackOverrideValue": "None", "EventValue": "OnGrazed", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 }] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Offensive_Parry_SE_AttackEnemyOnEvent_Miss", "ID": "c10ac18c-47a8-4a64-91ad-7106f4f91b42", "Components": [{ "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "AttackEnemyOnEvent", "OverrideDescriptionString": 352, "OverrideDescriptionStringTactical": -1, "UseStatusEffectValueAs": "None", "BaseValue": 0, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "Infinite", "Duration": 1, "MaxStackQuantity": 0, "ApplicationBehavior": "StackWithAllSimilarDataEffects", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "InclusionConditions": { "Operator": 0, "Components": [] }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "false", "HideFromCombatLog": "false", "HideFromUI": "false", "HideIfNoValue": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Range": "Melee", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "None", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [], "AttackValueID": "1cc82f35-cf30-4dc5-bb92-086c398a9f7f", "AttackOverrideValue": "None", "EventValue": "OnMissed", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 }] } ] } Altering base values Altering StackedChildrenApplyEffects Altering ApplicationBehavior At this point I am completely out of ideas. Does anyone have any thoughts or are there any additional tools I could use to see what type of error may be occurring?
  6. @NoqnNice catch, thank you! I will try that when I get home. Would you mind telling me what you used to get that error message so I can use it for troubleshooting in the future?
  7. { "GameDataObjects": [ { "$type":"Game.GameData.ItemModGameData, Assembly-CSharp", "DebugName":"Offensive_Parry", "ID":"5ae42058-0b85-458a-bdc5-8110da090e2c", "Components":[ { "$type":"Game.GameData.ItemModComponent, Assembly-CSharp", "DisplayName":1382, "StatusEffectsOnEquipIDs":["17d86aed-4ff7-4f0a-ba3a-4710b68c0f9d","2b1fa9e8-c44d-4702-85a1-647349bbf131", "4222c763-6316-4ba9-9242-e4a3283ba0af" ] } ] }, {"$type":"Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName":"Offensive_Parry_SE_AttackEnemyOnEvent_Graze", "ID":"2b1fa9e8-c44d-4702-85a1-647349bbf131", "Components":[{ "$type":"Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType":"AttackEnemyOnEvent", "OverrideDescriptionString":352, "OverrideDescriptionStringTactical":-1, "UseStatusEffectValueAs":"None", "BaseValue":0, "DynamicValue":{ "Stat":"None", "SkillDataID":"00000000-0000-0000-0000-000000000000", "ClassID":"00000000-0000-0000-0000-000000000000", "MultiplyBy":1, "Operator":"Add"}, "KeywordsIDs":[], "DurationType":"Infinite", "Duration":1, "MaxStackQuantity":0, "ApplicationBehavior":"UseLongerDurationIfAlreadyApplied", "ApplicationType":"ApplyOnStart", "IntervalRateID":"00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects":"false", "InclusionConditions":{ "Operator":0, "Components":[]}, "ApplicationPrerequisites":{ "Conditional":{ "Operator":0, "Components":[]}}, "TriggerAdjustment":{ "TriggerOnEvent":"None", "TriggerOffEvent":"None", "ValidateWithAttackFilter":"false", "ParamValue":0,"ValueAdjustment":0, "DurationAdjustment":0, "ResetTriggerOnEffectTimeout":"false", "MaxTriggerCount":0, "IgnoreMaxTriggerCount":"false", "RemoveEffectAtMax":"false", "ChanceToTrigger":1}, "PowerLevelScaling":{ "UseCharacterLevel":"false", "BaseLevel":0, "LevelIncrement":1, "MaxLevel":0, "ValueAdjustment":0, "DurationAdjustment":0}, "IsHostile":"false", "ClearOnCombatEnd":"false", "ClearOnRest":"false", "ClearOnFoodRest":"false", "ClearWhenAttacks":"false", "ClearOnDeath":"false", "HideFromCombatTooltip":"false", "HideFromCombatLog":"false", "HideFromUI":"false", "HideIfNoValue":"false", "VisualEffects":[], "MaterialReplacementID":"00000000-0000-0000-0000-000000000000", "AttackFilter":{ "KeywordsIDs":[], "KeywordLogic":"Or", "Race":"None", "IsKith":"false", "HealthPercentage":0, "HealthOperator":"EqualTo", "Range":"Melee", "ClassTypeID":"00000000-0000-0000-0000-000000000000", "Source":"None", "DefendedBy":"None", "Empowered":"false", "Disengagement":"false", "Stealthed":"false", "UseStealthLinger":"false", "PowerLevel":0, "PowerLevelOperator":"EqualTo", "ChanceToApply":1.0, "AttackHostility":"Default", "TargetType":"None"}, "AttackTargetFilter":{ "KeywordsIDs":[], "KeywordLogic":"Or", "Race":"None", "IsKith":"false", "HealthPercentage":0, "HealthOperator":"EqualTo", "Distance":0, "DistanceOperator":"EqualTo", "HasDOT":"false", "IsMarked":"false", "TargetHostility":"Default"}, "ExtraValue":0, "OverridePenetration":0, "DamageTypeValue":"All", "KeywordValueID":"00000000-0000-0000-0000-000000000000", "RaceValue":"None", "StatusEffectTypeValue":"None", "ItemValueID":"00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID":"00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs":[], "AttackValueID":"1cc82f35-cf30-4dc5-bb92-086c398a9f7f", "AttackOverrideValue":"None", "EventValue":"OnGrazed", "ClassValueID":"00000000-0000-0000-0000-000000000000", "WeaponTypeValue":"None", "AttackHitType":"None", "SkillValueID":"00000000-0000-0000-0000-000000000000", "AudioEventListID":"00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum":0, "BedRestDaysMaximum":0}]}]} Sorry I'm new to this forum and didn't realize I had attached it as a file instead of something readable. Also hope it wasn't BM to tag in that post. I got excited.
  8. Hey guys. I've been wanting to try @Boeroer's steel garrote/blood mage build with WoTEP on turn based so I'm trying to create a mod to make offensive parry have a 50% chance to proc on graze. I made the mod by trial and (mostly) error before reading the guide but after reading I still can't seem to get it to work. I took the rogue riposte mod from the community patch to get the frame, duplicated it, and then replaced the values with the ones I needed. Offensive parry still works, but it will not trigger on graze. Can anyone see what I might be doing wrong? For testing purposes, the proc rate is 100% at the moment. wotep_test.gamedatabundle
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