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Rogue/Monk, Shattered Pillar not gaining wounds

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Using the above, while I'm dealing weapon damage, I'm not gaining wounds. I also have lesser wounds, if it matters.

Am I just missing something, like some sort of class interaction messing things up? Really appreciate any help. 

 

Also, I took off every piece of gear and weapons. punched some stuff naked, still no wound gain at all.

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A Shattered Pillar has a higher dmg threshold to generate a wound (25 dmg if I remember correctly, 20 with Lesser Wounds). Normal monks have a threshold of 10 dmg (8 with Lesser Wounds). Also you only gain wounds when using auto-attacks. Ability usage will not generate wounds.

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Deadfire Community Patch: Nexus Mods

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A Shattered Pillar has a higher dmg threshold to generate a wound (25 dmg if I remember correctly, 20 with Lesser Wounds). Normal monks have a threshold of 10 dmg (8 with Lesser Wounds). Also you only gain wounds when using auto-attacks. Ability usage will not generate wounds.

 

I thought it was 20/16?

 

Anyway, yeah, auto attacks only. It sucks.

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If I'm typing in red, it means I'm being sarcastic. But not this time.

Dark green, on the other hand, is for jokes and irony in general.

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Shattered Pillar was my favorite on paper.

 

Then I looked at monk abilities, realized 10 wounds on you >>> 5 wounds on you, and never even glanced in shattered pillar's general direction again. You are better of being a Nalpazca, if you want a way of creating wounds ouf ot thin air. Pure monk > Pillar monk.

Edited by Queeg

If my post hasn't been edited yet, I'm still looking to find the error I made typing it.

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Shattered Pillar was my favorite on paper.

 

Then I looked at monk abilities, realized 10 wounds on you >>> 5 wounds on you, and never even glanced in shattered pillar's general direction again. You are better of being a Nalpazca, if you want a way of creating wounds ouf ot thin air. Pure monk > Pillar monk.

 

Eh, it's good if you focus on wound spending over wound accumulation. Different types of builds do well by it.


If I'm typing in red, it means I'm being sarcastic. But not this time.

Dark green, on the other hand, is for jokes and irony in general.

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A Shattered Pillar has a higher dmg threshold to generate a wound (25 dmg if I remember correctly, 20 with Lesser Wounds). Normal monks have a threshold of 10 dmg (8 with Lesser Wounds). Also you only gain wounds when using auto-attacks. Ability usage will not generate wounds.

 

I thought it was 20/16?

 

Anyway, yeah, auto attacks only. It sucks.

 

Yeah maybe. I think I have this numbers from beta where I last tested Lesser Wounds - or I just remember uncorrectly.


Deadfire Community Patch: Nexus Mods

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Shattered Pillar was my favorite on paper.

 

Then I looked at monk abilities, realized 10 wounds on you >>> 5 wounds on you, and never even glanced in shattered pillar's general direction again. You are better of being a Nalpazca, if you want a way of creating wounds ouf ot thin air. Pure monk > Pillar monk.

Eh, it's good if you focus on wound spending over wound accumulation. Different types of builds do well by it.

The fact its autoattacks only really limits what a shattered pillar can do. Maybe if they allowed them to gain wounds from all damage dealt, but at different rates. Something like 20 auto attack damage, 40 martial ability damage, and 60 spell damage wouldn't be too OP. As-is a nalzpaca just does the whole wounds without getting hit better... plus drugs are cheap and plentiful

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Shattered Pillar was my favorite on paper.

 

Then I looked at monk abilities, realized 10 wounds on you >>> 5 wounds on you, and never even glanced in shattered pillar's general direction again. You are better of being a Nalpazca, if you want a way of creating wounds ouf ot thin air. Pure monk > Pillar monk.

Eh, it's good if you focus on wound spending over wound accumulation. Different types of builds do well by it.

The fact its autoattacks only really limits what a shattered pillar can do. Maybe if they allowed them to gain wounds from all damage dealt, but at different rates. Something like 20 auto attack damage, 40 martial ability damage, and 60 spell damage wouldn't be too OP. As-is a nalzpaca just does the whole wounds without getting hit better... plus drugs are cheap and plentiful

 

I really hate the shattered pillar change, that really kill multiclassing synergy. It's like if cipher could only generate focus from auto attacks.

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A Shattered Pillar has a higher dmg threshold to generate a wound (25 dmg if I remember correctly, 20 with Lesser Wounds). Normal monks have a threshold of 10 dmg (8 with Lesser Wounds). Also you only gain wounds when using auto-attacks. Ability usage will not generate wounds.

 

30 dmg treshold base value (24 on Lesser Wounds)  in 1.2.0.0028

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A Shattered Pillar has a higher dmg threshold to generate a wound (25 dmg if I remember correctly, 20 with Lesser Wounds). Normal monks have a threshold of 10 dmg (8 with Lesser Wounds). Also you only gain wounds when using auto-attacks. Ability usage will not generate wounds.

 

30 dmg treshold base value (24 on Lesser Wounds)  in 1.2.0.0028

 

Seriously? That's insane. You're killing me, Obsidian. You're killing me.

 

 

 

 

 

Shattered Pillar was my favorite on paper.

 

Then I looked at monk abilities, realized 10 wounds on you >>> 5 wounds on you, and never even glanced in shattered pillar's general direction again. You are better of being a Nalpazca, if you want a way of creating wounds ouf ot thin air. Pure monk > Pillar monk.

Eh, it's good if you focus on wound spending over wound accumulation. Different types of builds do well by it.

The fact its autoattacks only really limits what a shattered pillar can do. Maybe if they allowed them to gain wounds from all damage dealt, but at different rates. Something like 20 auto attack damage, 40 martial ability damage, and 60 spell damage wouldn't be too OP. As-is a nalzpaca just does the whole wounds without getting hit better... plus drugs are cheap and plentiful

 

I really hate the shattered pillar change, that really kill multiclassing synergy. It's like if cipher could only generate focus from auto attacks.

 

Making the best of a really bad design decision, maybe it could be used with Druid, or maybe Chanter?


If I'm typing in red, it means I'm being sarcastic. But not this time.

Dark green, on the other hand, is for jokes and irony in general.

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A Shattered Pillar has a higher dmg threshold to generate a wound (25 dmg if I remember correctly, 20 with Lesser Wounds). Normal monks have a threshold of 10 dmg (8 with Lesser Wounds). Also you only gain wounds when using auto-attacks. Ability usage will not generate wounds.

 

30 dmg treshold base value (24 on Lesser Wounds)  in 1.2.0.0028

 

 

Seriously? That's insane. You're killing me, Obsidian. You're killing me.

 

 

Unsadly yes ( but was the same also in 1.2.0017

 

That's from the gamedatabundle, check "WoundThreshold"

 

 

 

{
            "$type": "Game.GameData.WoundsTraitAbilityGameData, Assembly-CSharp",
            "DebugName": "Shattered_Pillar_Wound_Trait",
            "ID": "408a422e-5665-4e1d-b504-c7dc5208a70e",
            "Components": [
                {
                    "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp",
                    "KeywordsIDs": [],
                    "DisplayName": 19,
                    "Description": 2224,
                    "UpgradeDescriptions": [
                        {
                            "String": 4399
                        }
                    ],
                    "UpgradedFromID": "00000000-0000-0000-0000-000000000000",
                    "Vocalization": "NoVocalization",
                    "Icon": "gui\/icons\/abilities\/talents\/class_monk.png",
                    "UsageType": "None",
                    "UsageValue": 0,
                    "AbilityClassID": "f0036bfb-53d5-4d0c-b11a-b780d788a108",
                    "AbilityLevel": 0,
                    "IsPassive": "true",
                    "StackingRuleOverride": "Default",
                    "TriggerOnHit": "false",
                    "IsModal": "false",
                    "ModalGroupID": "00000000-0000-0000-0000-000000000000",
                    "IsCombatOnly": "false",
                    "IsNonCombatOnly": "false",
                    "HideFromUI": "false",
                    "HideFromCombatLog": "true",
                    "UniqueSet": "None",
                    "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63",
                    "DurationOverride": 0,
                    "OverrideEmpower": "Default",
                    "ClearsOnMovement": "false",
                    "CannotActivateWhileInStealth": "false",
                    "CannotActivateWhileInvisible": "false",
                    "ActivationPrerequisites": {
                        "Conditional": {
                            "Operator": 0,
                            "Components": []
                        }
                    },
                    "ApplicationPrerequisites": {
                        "Conditional": {
                            "Operator": 0,
                            "Components": []
                        }
                    },
                    "DeactivationPrerequisites": {
                        "Conditional": {
                            "Operator": 0,
                            "Components": []
                        }
                    },
                    "PowerLevelScaling": {
                        "ScalingType": "Default",
                        "BaseLevel": 0,
                        "LevelIncrement": 1,
                        "MaxLevel": 0,
                        "DamageAdjustment": 1,
                        "DurationAdjustment": 1,
                        "BounceCountAdjustment": 0,
                        "ProjectileCountAdjustment": 0,
                        "AccuracyAdjustment": 0,
                        "PenetrationAdjustment": 0
                    },
                    "StatusEffectKeywordsIDs": [],
                    "StatusEffectsIDs": [],
                    "VisualEffects": [],
                    "SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000",
                    "AttackID": "00000000-0000-0000-0000-000000000000",
                    "AITargetingConditional": {
                        "Conditional": {
                            "Operator": 0,
                            "Components": []
                        },
                        "Scripts": []
                    },
                    "AudioEventListID": "00000000-0000-0000-0000-000000000000"
                },
                {
                    "$type": "Game.GameData.WoundsTraitAbilityCompoent, Assembly-CSharp",
                    "WoundDamageConversionPercent": 0,
                    "OutgoingWoundDamageConversionPercent": 100,
                    "WoundNumberMax": 5,
                    "WoundThreshold": 30
                },
                {
                    "$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp"
                }
            ]
        },        
        {
            "$type": "Game.GameData.WoundsTraitAbilityGameData, Assembly-CSharp",
            "DebugName": "Lesser_Wounds_ShatteredPillar",
            "ID": "b3993a81-0c83-4855-b183-155391c4194f",
            "Components": [
                {
                    "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp",
                    "KeywordsIDs": [],
                    "DisplayName": 726,
                    "Description": 2224,
                    "UpgradeDescriptions": [
                        {
                            "String": 4399
                        },
                        {
                            "String": 953
                        }
                    ],
                    "UpgradedFromID": "408a422e-5665-4e1d-b504-c7dc5208a70e",
                    "Vocalization": "NoVocalization",
                    "Icon": "gui\/icons\/abilities\/talents\/ability_passive_raw_damage.png",
                    "UsageType": "None",
                    "UsageValue": 0,
                    "AbilityClassID": "f0036bfb-53d5-4d0c-b11a-b780d788a108",
                    "AbilityLevel": 1,
                    "IsPassive": "true",
                    "StackingRuleOverride": "Default",
                    "TriggerOnHit": "true",
                    "IsModal": "false",
                    "ModalGroupID": "00000000-0000-0000-0000-000000000000",
                    "IsCombatOnly": "true",
                    "IsNonCombatOnly": "false",
                    "HideFromUI": "false",
                    "HideFromCombatLog": "true",
                    "UniqueSet": "None",
                    "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63",
                    "DurationOverride": 0,
                    "OverrideEmpower": "Default",
                    "ClearsOnMovement": "false",
                    "CannotActivateWhileInStealth": "false",
                    "CannotActivateWhileInvisible": "false",
                    "ActivationPrerequisites": {
                        "Conditional": {
                            "Operator": 0,
                            "Components": []
                        }
                    },
                    "ApplicationPrerequisites": {
                        "Conditional": {
                            "Operator": 0,
                            "Components": []
                        }
                    },
                    "DeactivationPrerequisites": {
                        "Conditional": {
                            "Operator": 0,
                            "Components": []
                        }
                    },
                    "PowerLevelScaling": {
                        "ScalingType": "Default",
                        "BaseLevel": 0,
                        "LevelIncrement": 1,
                        "MaxLevel": 0,
                        "DamageAdjustment": 1,
                        "DurationAdjustment": 1,
                        "BounceCountAdjustment": 0,
                        "ProjectileCountAdjustment": 0,
                        "AccuracyAdjustment": 0,
                        "PenetrationAdjustment": 0
                    },
                    "StatusEffectKeywordsIDs": [],
                    "StatusEffectsIDs": [],
                    "VisualEffects": [],
                    "SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000",
                    "AttackID": "00000000-0000-0000-0000-000000000000",
                    "AITargetingConditional": {
                        "Conditional": {
                            "Operator": 0,
                            "Components": []
                        },
                        "Scripts": []
                    },
                    "AudioEventListID": "00000000-0000-0000-0000-000000000000"
                },
                {
                    "$type": "Game.GameData.WoundsTraitAbilityCompoent, Assembly-CSharp",
                    "WoundDamageConversionPercent": 0,
                    "OutgoingWoundDamageConversionPercent": 100,
                    "WoundNumberMax": 5,
                    "WoundThreshold": 24
                },
                {
                    "$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp"
                }
            ]
        }

 

 

 

atm it's garbage.

Edited by kilay

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Edit

 

Simply wrong.

Edited by kilay

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Just role a sage and use Spirit Lance. 30+ points of damage per attack roll is no problem and you can expect to get 5 wounds with one auto-attack if you hit several enemies at once. Also there's Dance of Death/The Dance continues. ;)


Deadfire Community Patch: Nexus Mods

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