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dunehunter

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Everything posted by dunehunter

  1. I will prove my opinion on two aspect. 1. Comparing with PoE 1, DR is replaced with AR. This result in big hard attack won’t be as effective as it was in PoE1. So the +25% damage from savage in PoE1 is way better than the +30% damage in DF. 2. More accuracy always grant more crit, while more damage bonus won’t grant u the same amount of dps. So if you already have massive amount of damage bonus, like sneak attack, soul whip, legendary weapon, then savage attack will always drop your dps because the gain of 30% damage is less than the penalty of -10 accuracy, unless you have 200 accuracy and enemy have less than 100 deflection. So in most case this is just a trap modal everyone should avoid now. In dnd 3r, things are different because mobs there usually has lower ac, and there are case where you have 100% chance to hit, like when enemies are hold or paralyzed. This make power attack useful in special cases. I hope we can have a fix here, suggestions would be welcome!
  2. Does the dev admit this is a bug, or this is intended?
  3. If my character wanna suicide, he has better way than suicide immolation.
  4. As topic. Takes like 0.5 second to open inventory in 2.0.
  5. Maybe split rest into short rest and long rest. You are allowed to do short rest as many times as possible, every short rest last one hour and u can eat food, but it won't replenish your per rest charges or heal injury. You are allowed to do long rest once per day when you out of town, last 8 hours, every long rest will allow u to heal injury, eat food and replenish per rest items. When u are in safe area, let's say in town or on your own ship, you can do whatever long or short rest you want. Anyone's up to this solution?
  6. And I don’t like the new trinket things, there are already a lot gears with per rest abilities, so trinket is just another of them, nothing special it seems.
  7. Per rest = per encounter now, so why not go one step further to make them more different. I’m fine with dragon age origin system, so I’m fine if per rest change into cooldowns.
  8. Just change all per rest item/ability to a cooldown system. 30 min cooldown, problem solved.
  9. Any rebalance change to make 2h weapons worth using?
  10. I agree they should reduce exp gain by like 15%~20% with the additizonal contexts.
  11. I understand that OnPostAttackRollCalculated is not an ability, it's a trigger condition u can use to call some other event, like my post earlier, my guess is u can add some extra event on that trigger, to proc a invisible on hit effect to yourself. Which might help u land a backstab with offhand attack.
  12. Or make a new ability Shadowing_beyond_temp, duration 1 second, and change here: "TriggerOnEvent": "OnPostAttackRollCalculated", "TriggerOffEvent": "None", to "TriggerOnEvent": "OnPostAttackRollCalculated", "TriggerOffEvent": "Shadowing_beyond_temp", But one thing to concern is you don't want to trigger a loop after the second attack so no trigger on event shall be selected for the 'Shadowing_beyond_temp' event. Edit: Oh, I remember that you don't need to create a new effect, you can use Whisper of the wind as a reference because it has a similar effect, just look at how it works and and a similar script to other invisible abilities so hopefully it will work. You can first grant Whisper to assassin, see if it works with backstab. If it works, then u are good to go
  13. ClearWhenAttack = False And "TriggerAdjustment": { "TriggerOnEvent": "OnPostAttackRollCalculated", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 2, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "true", "ChanceToTrigger": 1 } Is this percentage or static number? Maybe change this to -90% if it is a percentage? So after your first attack, your duration is reduced by 90% and hopefully u can make another attack after that.
  14. @kilay Another solution is, do not touch ClearWhenAttack parameter, but grant the user another 1 second of invisibility after your first attack, then you are qualified to do another attack from invisible, and grant backstab. I think this is easier to implement. Edit: If both solution doesn't work, maybe take a look at vanishing strike code, I can help ya if you want.
  15. @kilay What if you set ClearWhenAttacks to False? Then set a trigger on attack to proc on attack. Let's say your invisibility has 10 sec duration, currently last 6 sec. After your first attack, reduce the duration to 1 second. So you are still allowed to do backstab in that 1 sec. The problem is i'm not sure if you can reduce the duration by dynamic seconds, if you can only set a static number, then this is not doable, if you can get how long your invisibility last, then u can just reduce it by (current duration - 1) second so you are still able to backstab in that time window.
  16. It’s definitely fixable, just take a look at vanishing strike. I think it’s bugged because it will let u backstab even after invisible run off. So my guess is there is a hidden buff about invisible, if it is on then u will do backstab, and this hidden buff is unrelated with the invisiblity icon. So in short, one just expend that buff for shadowing beyond and smoke veil to last 1 sec longer than it should, so letting full attack has a time window for backstabbing. Alright, so where do we *find* this hidden buff? I'm not familiar with modding, but my best bet is looking at vanishing strike, not sure if the code is accessible to modders or not, maybe some dev can help :3
  17. It’s definitely fixable, just take a look at vanishing strike. I think it’s bugged because it will let u backstab even after invisible run off. So my guess is there is a hidden buff about invisible, if it is on then u will do backstab, and this hidden buff is unrelated with the invisiblity icon. So in short, one just expend that buff for shadowing beyond and smoke veil to last 1 sec longer than it should, so letting full attack has a time window for backstabbing.
  18. Upvoted! I have a similar thought as I said earlier, burning more resource should means more PL bonus u get, and this: Soulds good enough to me.
  19. I agree this is a complicated question. Devs want the low level ability to remain useful and to make high level ones viable, and it's hard to balance it. I actually like how Paladins in dnd 5e handles this issue. Let's say 5e paladin has Divine smite which u can do extra damage like FoD. You can burn a spell slot to deal extra damage to enemy. How many damage dices u get from the smite is based on the spell level u burnt. You can burn a higher lvl spell to do more burst damage or choose lower level ones. And smite and spells share same resource so it's kinda similar to how DF handle resource.
  20. As topic, Power level affects basic damage roll of weapon class abilities, how much % you get from PL is determined by your current PL - ability level. This is the reason why low level abilities like cripple attack and FoD is always better than high level ones. I didn't snapshot but a level 20 Rogue can roll a maximum of 29 basic damage roll instead of 19 on sabre/Cripple attack. Plus the additive damage bonus he gets like backstab, sneak attack and etc. While his high level abilities will roll less on the basic damage roll due to the formula I mentioned earlier. Imo this is an issue and should be raised and fixed.
  21. Not sure if this is changed in 1.2.0 or 1.2.2, but I feel the running animation is slightly changed, can't tell what's different but it's just feel a bit weird. Anyone have the same feeling?
  22. Ciphers should have a spell to telekinesis items like barrels, just like how it works in Divinity original sin 2
  23. Okay so the wheelbreaker is of anti-vessel theme but itself can turn into a vessel...
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