
Livegood118
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https://forums.obsidian.net/topic/90344-how-to-modify-spell-chance-on-hit-effects-in-uab-extractor/ We figured out how to edit it on the current patch – it's a little bit of tinkering with the Unity Asset Bundle Extractor but nothing too scary.
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To be fair, it is worth using at the moment, just primarily for casters, and primarily for the +4 Might. I mean to hit things with
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In most cases I think that fairly basic tweaks are all that'll really be necessary to fix things as 99% of the fundamental mechanics of this game are completely sound. It's not a game like Morrowind where to make it better they've literally had to reverse engineer the entire engine. For example, going in to certain spells and making them do more damage, reducing others, reducing or increasing duration etc ... or giving items a buff. One thing on my todo list is to make Abydon's Hammer actually worth using. Some classes need a run through more than others – for example I think a lot of Chanters' phrases and invocations could do with buffing. Level 4 chants are an absolute disaster – the charmed, dominated and confused defence one should make you flat out immune to those effects in the same way a Priest can very easily. The draining level 4 chant should at least be %30–%35 if it's ever going to compete with Mercy and Kindness. There's lots of stuff I'd love to do – I just wish there was an easier way of doing it.
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Overall it seems to me that DR stacking is - in most cases and excluding a few very specific builds/playstyles - suboptimal taking in to account all of the circumstances. If you've got any reasonable about of might/stacked %damage boosts (as most classes do) then the benefits granted by DR stacking and using fast weapons just don't really seem to compare? Edit; I'm talking about in a melee context
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- DR Penetration
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Just did a bit of theory crafting. What about this? Build Name: Hackmaster Chanter MIG: 20 (24 Mod) CON: 10 (13 Mod) DEX: 09 (12 Mod) PER: 14 (18 Mod) INT: 16 (18 Mod, 21 with Forum Bonus) RES: 09 Two Weapon Style Ancient Memory Beloved Spirits Weapon Focus: Peasant Vulnerable Attack Veterans Recovery Secrets of Rime Spirit of Decay Weapons: Hearth Harvest + Captain Vitello's Anger Helm: Maegfolc Skull Armour: Blaidh Golan (Mod +2 Int) Ring 1: Ring of Thorns Boots: Shod in Faith Cape: Mantle of the Excavator Gloves: Ryona's Vambraces Ring 2: Ring of Deflection Belt: Girdle of Eotun Constitution Deflection = 25 (Base) + 45 (Levels) + 9 (Ring) + 10 (Double Hatchets) -1 (Resolve) = 88 Deflection Invocations Lvl1: White Worms Writhed, Hel Hyraf's Fury Crashed, Reny Daret's Ghost Lvl2: Aoe Paralyse, Aoe Charm, AoE Terrified Lvl3: Seven Nights She Waited, Lvl4: Their Champion Braved the Horde Lvl5: Boil their Flesh Chants Lvl1: Come soft winds ad nauseaum Lvl9: Aeyfyllath ues Mys Fyr > Come Soft Winds *3 Notes – Character intended to act as an off-tank with reasonable survivability – Character can attack with 0 Recovery with Durganised Gear and the Champion Braved the Horde Alone with -11 Damage Reduction, -16 DR with hel hyraf's fury – Character will have extremely good interrupt when CBtHA is on (+72) and should be able to lock down dudes pretty well with attacks every 19 frames. – Pump Survival for further accuracy bonuses. When fighting Kith go for +Healing Bonus. – Character will build up 4 phrases every 10 seconds at level 16, this is enough to cast any of the AOE Disables with a long duration thanks to reasonably high intellect. With Forum Bonus character will get +55% Duration on their paralyse disable, meaning 6.2 secs on a graze, 12.4 Secs on a Hit and 18.6 Secs on a Crit. – Use big damage invocations during an Aeyfyllath Ues Mys Fyr linger/chant for an extra +25% Lash Damage. - Use Boil Their Flesh against large groups of enemies, which will benefit from Spirit of Decay - Use Seven Nights She Waited vs Single Large Enemies - Spam White Worms Writhed when you've got loadsa corpses (Maybe some of the DR penetration makes it through to this?) Edit: Just tested this and maybe the chanter's not the sort of class that should do this. Damage is way too low and given you've got reasonably high might anyway it seems like going the DR penetration root isn't worth it. Also the loss of the +5 Accuracy gauntlets where Ryona's Vambraces go really stinks.
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Hi all, I've noticed that very few of the character builds posted in this forum make use of stacked damage penetration and smaller weapons. Some good sources of damage penetration in the game include: – Ryona's Vambraces – Talents (Vulnerable Attack, Penetrating Attack, Penetrating Blast) – Weapons with the rending ability (e.g. Sword of Daenysis) – Abilities (Sundering Blows, Expose Vulnerabilities, Hel Hyraf's fury etc ...) – Devil of Caroc sacrifice bonus What gives? Do the numbers just not add up vs. big damage weapons? What interesting builds have you come up with that are optimised for using smaller weapons?
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So now, it really should just be a simple case of going in to the main Unlabored Blade object bundle file - finding the related monobehaviour file for the firebug effect and changing the 0.03 variable back to 0.10 variable then doing the usual exporting, importing and dumping. Problem solved!
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Wow okay – so I just tried it again and it worked. I'm not sure what the issue was before. I had verified the integrity of the game cache via Steam before I started fiddling around with the items – maybe this was causing some kind of ongoing problem or maybe it was human error on my part i.e. not saving properly or something. Either way now if I play the game offline or online on steam Wodewys works with 90%.
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Did a little bit of experimentation with Stormcaller because it's got different effects of varying probabilities. Opened up the Prefab and found the biggest monobehaviour files – in one of the monobehaviour files there was a list of all of the different enchantments that Stormcaller gets. Returning storm has a 10% chance of activating whereas the chance to cast The Thunder Rolled Like Waves on Black Seas is 5%. In that monobehaviour the ability names listed file IDs which lead to separate monobehaviour files for each unlocked ability. In both there was an "AbilityTriggerChance". This was 0.100000 for the ranger returning storm and 0.050000 for The Thunder Rolled. It therefore seems that we were right on the AbilityTriggerChance effect and this does reflect a % chance to hit from 0.010000 (1%) to 1 (100%). However, whatever changes I made to abilitytriggerchance didn't lead to any changes in gameplay. I.e. I changed stormcaller to abilitytriggerchance = 0.9, which should equate to a 90% chance, but, alas, bolts were not flying everywhere in game. Something seems to be overriding the edits from elsewhere.
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Once you've import dumped the changes in to the monobehaviour file, you save the entire dump and then have to re-import that back in to the original file asset file that you found in the object bundle folder (or a copy of that file that you made), making sure it has the same original name. I do recall trying to change that one though and moving it from 0.1 to 0.9 didn't do anything for me. If you get different results - great.
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It's ok. I wasn't aware of that topic but I was familiar with the processes it goes through. I think the UABE has been expanded since that post so you don't have to mess around with hex values anymore - I've used the method I'm using to change the base attributes of NPCs which can't be changed by the in-game respeccing system and to fix ancient memory before it was fixed by an in game patch (see my post history for further details of this if you're interested). Unfortunately I just can't find the variable in this instance that needs changing. I have a feeling that in the extracted files 10% may be represented as something different in the raw text monobehaviour files.
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[Lore check fails] Just tried fiddling with all of the monobehaviour files I could find there and came up absolute trumps (including doing a bit more testing). I can identify qualities from each enchantment in the Wodewys asset bundle – the top three largest monobehaviour files seem to relate to these, but other than that I can't figure out anything that represents a chance to apply effects e.g. 10% or otherwise. There is the AbilityTriggerChance function as I said in my initial post but unfortunately changing that seems to do absolutely nothing.
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Thanks, I've downloaded the extractor and will start playing around with it. However it's not so much the particular change as what it indicates that bothers me. See my related thread here: https://forums.obsidian.net/topic/90344-how-to-modify-spell-chance-on-hit-effects-in-uab-extractor/?do=findComment&comment=1862524
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Hi all, I was fiddling around the Unity Asset Bundle Extractor today trying to figure out a way to change the % of a spell-proc effect on a weapon but I didn't have any luck. The main reason I'm doing this is to tune the unlabored blade back up to 10% spell chance to cast firebug. It seems that there are asset bundle files relating to the item itself and then asset bundle files relating to the spell effect. I thought that doing it on Wodewys (which has a 10% chance to cast nature's mark on crit/hit) would be an easy thing to start with rather than going in to a Soulbound weapon which is probably more complicated. So, for Wodewys there are three files: – px1_battle_axe_wodewys.unity3d – px1_spellchance_natures_mark.unity3d – px1_spellchance_natures_mark_ability.unity3d I did a bit of messing around with all of them and fiddling in the monobehaviour files to see if I could edit something that would increase the chance on hit for natures mark to 90% rather than 10% (just for science). The closest thing that I could actually find for a reference to this effect was a reference to "AbilityTriggerChance" in several places, but changing this from 0.1 to 0.9 or 1 to 9 in various instances and then doing the usual import/export dumping didn't do anything in game and the chance remained at 10%. halp pls? turning unlabored blade back to 10% firebug proc seems to be even more complicated than doing this.
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With a little bit of tinkering in the Unity Asset Bundle Extractor the game is perfectly tweakable according to your tastes – I wouldn't worry about little small things like this in the long run. Like, with a small bit of know-how you should be able to open up the Unlaboured Blade and tweak it to how you want it.
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Yeah for real - let's take an example from a Wizard at level 10 casting Ninagauth's Shadowflame for the paralyse effect: 20 (Base Accuracy) + 27 (Level Accuracy) + 10 (Spell Bonus) + 10 (Level Bonus) + 5 (Perception) + 5 (Accuracy Gauntlets) = 77 That's not bad. Throw on Devotions for the faithful (+20 Accuracy) and Eldritch Aim (+15 Accuracy), both of which stack, and I don't think you're gonna have any problems hitting anything equivalent to your level. Or, let's say you're level 14 and you want to Land a confusion on the Alpine Dragon who has Will of 118 on POTD: 20 (Base Accuracy) + 39 (Level Accuracy) + 10 (Spell Bonus) + 14 (Level Bonus) + 5 (Perception - but you'd likely have more) + 5 (Accuracy Gauntlets) + 15 (Eldritch Aim) + 20 (Devotions for the Faithful) = 128 Those are pretty good odds of at least landing a graze – with spells like Miasma of Dull Mindedness dropped on him you're more or less guaranteed to land it. Drop a Concelhaut's crushing doom on him or Slicken as well and his goose is pretty much cooked.
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Boroer – I was wondering – given that the survival bonus from accuracy doesn't work for this build had you considered maybe using the +% damage vs flanked bonus? The ways to increase the damage of Dragon Thrashed are few and far between and if you could get +40% (or was it 20%?) damage bonus at 12 Survival that'd be a pretty impressive boost to it. It's very easy to apply through Phantom Foes so if it worked that'd be amazing.
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Yeah jesus the long pain is crazy – 24-36 base damage at level 16 ... Just saw your Witchdoctor build: can easily add +90% base damage to these things ... which means around 45.5 – 68.5 which is nuts and seems to more than make up for the absence of turning wheel. Are we sure that this is the base damage on the weapons and not the weird +unarmed damage parameter that's used to boost up Novice/Transcendant Suffering? Average modified hit with those would be 57 which to me seems to more than make up for the absence of turning wheel and you can still stack... + 50% crushing lash from Torment's Reach (+28.5 damage) + 30% shocking lash from Lightning Strikes (+17.1 damage) + 20% raw lash from Blood Testament (+11.4 damage) Which means on a typical hit you'd blast them for 114 Damage before DR on a non-crit. Ouch! And, even better, you don't have to constantly keep up 10 wounds to get the most bang for your buck from them. I gotta try these things out ...
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Well maybe this can get fixed by the community at some point in the future – now that the game is nearly "finished" we should put together a big list of remaining bugs and maybe get an official patch project going. We could kidnap Loren Tyr and force him to work on it Fists are still pretty damn good for auto-attacking though all things considered imo
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Given the nerf to sabres the dichotomy on crits between fists and sabres on crits seems to be smaller than ever – i.e. 50% of 10–15 vs 50% + 15% (Durgan Steel) of 11–16. My understanding was that crits were not calculated in reference to modified damage before DR but rather were calculated as a %of base damage. That thing about the accuracy on Monk Abilities really stinks – and it's a shame it's probably going to make it in to the final version of the game ... maybe one last hail mary in the 3.04 thread?
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Was just doing some rough sums with a little bit of rounding: At level 16 with 22 Might and Sandals of the Forgotten Friar Fists = 10 – 15 Damage * 1.36 (Might) + .2 (Savage Attack) + .15 (Sneak Attack) = 1.71 modifier +12 (+2) Damage = *1.36 = 19 = 17 – 25 + 19 Damage = 36 – 44 Damage @ +18 Accuracy Legendary Bittercut under the same circumstances = 11 – 16 * 1.36 (Might) + .55 (Legendary) + .2 (Savage Attack) + .15 (Sneak Attack) + .2 (Spirit of Decay) + .2 (Sabre) 11 – 16 * 2.66 damage modifier = 29 – 42.5 + Lash@1.3 (9 – 13 extra damage) @ 15 Accuracy Fists give you an average initial damage roll of 40 and Legendary Bittercut gives you an average initial damage roll of 36, though, of course, you're able to throw a an additional lash on top of bittercut because it's enchantable. Just doing some sums based on these averages it seems that fists will, in general, give you more bang for your buck in terms of unmodified damage the more lashes you can stack on em'. However the fact that Bittercut's got that tasty dual Corrode/Slash damage can't be discounted. Fists are still way faster than Bittercut, but that's not really that relevant under this build which is primarily designed to belt out Torment's Reach. Also don't forget the boot slots could be replaced with something else while using bittercut i.e. Shod-in-Faith. So, if you're lazy like me and you can't be bothered micromanaging your monk to belt out Torment's reach all the time, or want to save on enchanting materials or give bittercut to someone else, fists will probably work a fair bit better for you imo (assuming you don't dump dex). If you don't mind spamming TR, which also means you can dump dex a bit, I'd say Bittercut likely has the edge. Fortunately switching between the two isn't really that much of a problem as to use both you really only need Spirits of Decay and Weapon Focus: Ruffian. There's also those accuracies issues but I'm not sure exactly what the problem is.
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Just chiming in here to echo Boroer and say that a Chanter with High Might, Ancient Memory/Beloved Spirits, Veterans Recovery and the Healing survival bonus is an absolute beefcake. It's a perfect set-up on a passive chanter that chants Dragon Thrashed because the Accuracy Bonus from Survival doesn't apply to chants anyway. You might also consider wound binding or the like as well – I think this was experimented with by Boroer in his Chillfog build. Thinks start to get super ridiculous for recovery Chanters them with the Mercy and Kindness Chant which turns you in to a crazy tank and synergises really well with Ancient Memory. I usually set my Dragon Thrashed chanters up with something like this: MIG: 17 CON: 14 DEX: 02 PER: 17 INT: 17 RES: 11 Weapon and Shield Superior Deflection Cautious Attack Veterans Recovery Ancient Memory Beloved Spirits +2 More Typically, stats would lean a bit more on the defensive side in the early game and then I'd respec more offensively in the late game. Something I've often wondered about is what the best "defensive" single handed weapon is for such a character. Hatchet seems to be the obvious choice imo
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3.04? Update on our next patch
Livegood118 replied to a topic in Pillars of Eternity: Announcements & News
Hi Sking, Another balance thing here – I started a thread/poll in the character builds section to get a feel of how people used reload based weapons in the game (https://forums.obsidian.net/forum/91-pillars-of-eternity-characters-builds-strategies-the-unity-engine-spoiler-warning/) The gist of the thread (not to misrepresent anyone - read it yourself) is that reload/firearm weapons are generally most useful in "quickswitching" set-ups. Some people like this, because they feel it's consistent with how these weapons would have been used in "real life" setting. Others, like myself, appreciate this way of using the weapons but feel that their use beyond quickswitching is pretty lackluster vs bows because since WM1 you've been able to stack multiple speed enchantments for bows, making them do a lot more damage over-time vs other ranged weapons, whereas there are only very limited ways of reducing reload time. Just wondering if the balance people at OBS have taken a look at how reload weapons fare vs non-reload weapons since WM1, and whether peoples' experiences with these weapons are consistent with the dev's vision for how they should be used.