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Livegood118

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Everything posted by Livegood118

  1. Thanks - your dedication to understanding the Pillars engine is admirable. Seems to me to be all the more reason to play an offensive Chanter then if you've got someone else in the Party that can buff those things (e.g. holy meditation, shields for the faithful). On another note – devotions for the Faithful and Eldritch Aim. My understanding is that these two don't stack, even though the accuracy bonus from devotions is listed as ranged accuracy and different from the "general" accuracy bonus provided by Eldritch aim. I think it would be fair that modal effects shouldn't get suppressed by spells but what do I know.
  2. Is the corollary of the "all defences" thing true for buffs? So for instance, let's say a priest uses circle of defence (+15 all defenses) and that's mixed with another spell from a different source (+10 Fort/Will), will the characters get +25 Fort, +25 Will, +15 Reflex and +15 Deflection? Also, I can never remember, but are Chanter buffs considered passive and stack with everything regardless of whether there's another effect providing the same bonus? I get confused about modals too – for instance, Cautious attack seems to get suppressed by various things too.
  3. So is it fair to say then that the "label" affliction attaching to a particular spell or effect doesn't really have any intrinsic benefit other than to proc "x" afflictions on character effects? (e.g. sneak attack) Debuffs would therefore just follow the same principle as suppression, which makes sense I guess.
  4. I too think it would be quite useful to have some handy guide here for what suppresses what as one does not seem to be readily available anywhere else or on the wiki.
  5. Anyone know what the functionality is like for a Monk that has reaping knives cast on them? How does it interact with unarmed damage bonus?
  6. Fixing, and if not fixing, clarification in tooltip descriptions of how various accuracy increasing talents/abilities/bonuses affect various skills. For instance, damage penetration and +accuracy abilities/talents all affect to different extents the various stages of a Kalakoth's Minor Blights hit – from the initial hit, to the Kalakoth AoE, to the blasts that emanate from both. Clarification of how proc on hit affects work with blasts too would be handy (as far as I know blasts can trigger expose vulnerabilities from Golden Gaze – if they can do this why can't they benefit from some accuracy/DR penetration talents?). This may be an issue for driving flight style affects as well - I'm not sure. Likewise, the accuracy bonus from Survival does not appear to affect the Chanter's enemy targeting chants. There isn't really anything in the camping bonus description that would lead you to believe that this is the case if it is indeed intended behaviour – I think I remember reading that this was something about a hazard AoE. Other sources can increase it to my knowledge ...? A very big one is the fact that Ancient Memory/Beloved Spirits will cut off permanently for a fight the second a chanter stops chanting, making this ability (which is quite cool) completely useless once you can use invocations frequently. Also, from the various tooltips in game it's kind of unclear what affect (if any) intellect has on the duration of various summons (or from a design standpoint why this exception to the general rule that intellect affects all durations was made). You might also considering asking a designer to buff the Chanter's Level 4 phrases and Level 4 and 5 Invocations – they're completely lacklustre other than in kind of gimmicky set ups. Finally, the last major thing from me is loading times. It might be beyond the resources allocated for patching at Obsidian at this stage but the game becomes sooo sluggish in the final third of the game. If anything could be done to fix this that would be great. Maybe a "sell junk" button that gets rid of all non-enchanted equipment from the player's armor/weapon/shield panes in the stash would help? I'm not sure why it's an issue. Thanks though for all the post-release support on this game.
  7. Does anyone have any recommended strategies for the use of this shield? How does it work? Does it only work vs single target spells or will it reflect hits from multi-target spells as well?
  8. Rogues can be good if you like seeing big numbers float over your enemies heads, but other than that they're kind of a one trick pony. Monks are really great, will generally do a bit less dps than the rogue (more with certain synergies - e.g. Fire godlike) but have so much utility that it makes them a lot more valuable imo - frequent teleports, huge duration prones, crazy lashes/Dr, survivability etc ... I personally quite like chanters though they're more of a "passive" class when all's said and done. You can play them in more active ways by doing short phases or more passive ways by focusing on longer phrases. Either way chanters are late bloomers, and really tend to hit their stride around level 9/10 or so I find as that's when phrases become much shorter because of brisk recitation and you get some killer abilities (dragon thrashed, seven winds, ogres, AOE revive etc ...). Ranged ciphers are amazing and keep getting better and better as the game goes on, finally hitting their peak with what I consider the most powerful ability in the game (defensive mind web). With the right setup I found I basically had infinite focus from about level 10 onwards, or at least enough to keep large hordes of dudes permanently CCd. Dual wielding barbarian is now the bees knees since heart of fury got buffed to once per encounter. Wizards/priests/Druids are all kinda similar imo, though you really start to notice the added flexibility of what you can do with a wizard as they gain levels. Combining spell buffs and wall of draining is good fun. You could fairly easily make a wizard that doubles up as a Meleer/disabler by pumping dex, int and per but I think this kind of style is more of a late bloomer - a lot of people say early game you should use concelhauts parasitic staff to attack from range but I found on POTD my dude would just get swamped anyway. Hard CC was the only reliable way to get a wizard in Melee range, and to keep it up you need lots of spells and high levels. Might work well if you've got other disablers in your party (cipher+Druid).
  9. Interesting. So – say we wanted to get confident aim to work properly on Eder – you would have to edit the Eder prefab rather than the CA prefab?
  10. Ok, so if you've fixed it this way it's probably a good idea to: - turn off auto updates - verify integrity of game cache Before installing the next update? At which point you then re-insert your changes. Maybe it verifies the game cache off the new version ...
  11. Stuff like this gives me hope that once Obsidian are finished developing the game the Community will be able to come together to do a fan-patch that fixes all of the broken stuff that's left. Should be able to make an executable with the asset bundle extractor included that makes all the necessary changes like this one and many more. It's possible to permanently edit NPC companions stats this way as well so I'm sure with enough will someone could create an executable with that too.
  12. Should prolly make backups before you try this. Guidelines are for ancient memory only: 1. Find the prefab you want to change and open it in the asset bundle extractor. 2. Export that prefab to a safe location. Save it as whatever1. 3. Open "whatever1" in the asset bundle extractor. 4. Click on the mono behaviour file thats 260 bytes and do an export dump. Save as whatever2. (I'm assuming the monobehaviour file will be the same size) 5. Open that file and change Cooldowntype from 1 to 0 then save it. 6. Open up whatever1 again, select the 260 byte mono-behaviour file and this time import dump whatever 2. 7. Save whatever1 as whatever3. 8. Open the original prefab in the extractor and this time import whatever3. Make sure it's saved as the original file name and is in the original prefabs folder. Then you're dunzo. I'm assuming it's more or less the same process for beloved spirits as well, just the monobehaviour file will be a different size and you'll have to go looking for it.
  13. Yep - just fixed it. It's the monobehaviour file that's 260 bytes. Changed cooldowntype from 1 to 0 and ancient memory now works after invocations are cast. I'd happily upload the file here for others to use in the mean time if they want to, providing that isn't again Obsidian's TOS.
  14. Are there any possible workarounds for this in the Unity Asset Bundle Extractor? E.g. going in to the Ancient Memory/Beloved Spirits pre-fab and changing something?
  15. Yeah wow, I didn't believe you at first so just tested this there now and I can confirm that this bug is still in the game ... and it applies when you swap chants as well! Given the love that this talent seems to have been getting it's really surprising how this went by unnoticed. You can observe it pretty easily by watching for Ancient Memory ticks on damaged characters before and after you cast an invocation/switch chants. Looks like this is a total junk skill until it gets fixed!
  16. I followed the instructions on this reddit post and permanent attributes modifications of companions work for my game, which is updated to the latest version: https://www.reddit.com/r/projecteternity/comments/490vwk/good_news_everyone_theres_a_way_to_permanently/ You'll need to download C++ from Msoft to get it to work. Basically you use a unity asset bundle extractor, take out the relevant piece of code from the companion char files and convert it to text format, edit that code, re-insert that code in to the original file and then this becomes the reference point for companion attributes thereafter, and what they will revert to after you reload. As far as I know you can still use the console to add and remove companion abilities (but not attributes) and they will persist after reloading.
  17. Wait so just to be clear now, for the Monk, the +damage from transcendant suffering is no longer taken in to account when calculating lash damage? If so that freaking stinks....
  18. I think the confusion on Heart of Fury comes from its description. I believe it says attacks will all equipped weapons - this confused me on my first playthrough.
  19. Vierinas leaves seems like a poor man's Sword of Daenysis. I guess it comes naturally superb though which is handy. Cladhalíath seems pretty good but I've never taken the chance to use it myself. Seems like low damage and as far as I can recall it still uses the gimped version of stun that doesn't lower defences, just incapacitates the enemy. Topic intended for party use and just general discussion of good one-handers with a shield
  20. Hi all, Was just browsing through the unique weapons section of the wiki (props to whomever took the time to update it with WM2 weapons) and was wondering what the general consensus is on some of the following weapons for a sword and board fighter. I figured it might give people a chance to gush about their favourite – Drawn in Spring - Amazing wounding DoT - Naturally Superb - Light Weapon – Sword of Daenysis - DR penetration - Light Weapon with Attack Speed enchant – super fast - Available early – Vent Pick - Never used it before but the flame of devotion proc makes it seem like it could be really good? – Rimecutter - Large weapon with Innate attack speed enchant that can be Durganised (one of two I think?) - Can be hit or miss getting it in a normal playthrough (probably use power word: console) – Strike Hard - Also comes with Attack Speed enchant and has disorientating, step-up from Rimecutter – Purgatory - Sabre with Annihilation and draining, nuff said. – Bittercut - Profits from Spirit of Decay adding 20% base damage - Corrode less resisted than most elements. Other than that ...? – Steadfast - Maybe outmaneouvering isn't that valuable in practice? – Unlaboured Blade - Seems like it would be amazing if Firebug can proc multiple times in a fight. - What the hell is this thing like with a Barbarian if it can!? - Speed Enchant - Mythic enchant - Can't be durganised Though they're a little bit boring, for a character that's going to be auto-attacking a lot the durganisable innate-speed enchant large weapons seem to me to be very tempting. For instance, with Durganised Strike Hard, a durgan shield and a speed buff of like 1.25 you can get pretty close to 0 recovery with a durganised 35% recovery penalty armour on. Throw on the gloves of Swift Action and a speed buff and you can attack vulnerable attack without any corresponding negative side effects. Maybe Bittercut is secretly amazing? Drawn in Spring seems like it could be unbelievable with High Might and High Intellect - though maybe a paladin would be able to use it better under those circumstances. Maybe people like Status-Effect on Crit weapons too?
  21. I was thinking the other day about what it would be like to have a Priest that completely ignores direct offence and focuses on Tanking/Buffing. Usually when I build a priest it's Durance and I go for an Arquebus, though at the end of my last full run-through my priest had something like 20,000 - 30,000 damage done, which was pretty low versus other classes. A lot of great priest spells are centred on the priest (e.g. consecrated ground) or have quite a short range so maybe there's more to gain from eschewing offence and focusing on support entirely? Something like: 14 Might 12 Con 15 Dex 03 Per 19 Intellect 15 Resolve Sword and Shield Cautious Attack Superior Deflection Hold the Line etc ... Doing some preliminary calculations, it looks like you can get your Deflection around 130 towards the end of the game with a heavy shield and without buffs. Obviously you'd still need relatively light armour to keep spell recovery low and you wouldn't directly wade in to combat because of your low endurance – but your back line would be strong as hell and you'd definitely be the last to go down. I'm probably going to do it next playthrough and see how it works out. You would still be able to do a fair bit of damage indirectly through Spark the Souls of the Righteous. Edit: may be it could be some kind of "do no harm" Eothas RP.
  22. If you're looking in to making a blights build I made a post outlining some inconsistent behaviour regarding talents/item bonuses in the bug report forum: https://forums.obsidian.net/topic/84860-ryonas-vambraces-and-penetrating-shot-do-not-apply-to-blast-also-llengraths-blunting-wisdom-bug/ Might help you decide what to go for. Not sure if this is still all the case in whatever version the game's on now - I don't recall seeing any patch notes amending the behaviour.
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