Elizer Posted August 13, 2018 Posted August 13, 2018 I've tried looking it up, and still can't seem to find the answer, if theres a certain duration, has anyone measured it yet? Do you have to complete alot of quests?
Sceptenar Posted August 13, 2018 Posted August 13, 2018 I goes away on it's own over time. But it takes a really long time, and you can't sleep or wait until it goes away. I suppose you could try leaving the game on over night or something.
Zap Gun For Hire Posted August 13, 2018 Posted August 13, 2018 (edited) Could be wrong here, but I think removing it IS tied to rest. Lots and lots and LOTS of rest. Here's the code for it: { "$type": "Game.GameData.AfflictionGameData, Assembly-CSharp", "DebugName": "AFF_Burden_Of_Memory", "ID": "e89d9b26-d851-4ace-a1e0-2ff7824cd969", "Components": [ { "$type": "Game.GameData.AfflictionComponent, Assembly-CSharp", "DisplayName": 3804, "Icon": "gui/icons/keywords/ico_status_burden_of_memory.png", "AfflictionTypeID": "00000000-0000-0000-0000-000000000000", "IsThinUI": "false" }, { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "None", "OverrideDescriptionString": -1, "UseStatusEffectValueAs": "Child", "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": 0, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "OnRest", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 15, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "true", "ChanceToTrigger": 0.7 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "true", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "false", "HideFromCombatLog": "false", "HideFromUI": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Range": "None", "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" }, "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": [ "9044acff-5e4a-4f97-bcbe-6b111145b193", "61c7effd-6721-4cad-baf3-23f39e8ade7d" ], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnApply", "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 } ] } And what I think is the most important bit: "DurationType": "Infinite", "Duration": 0, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "OnRest", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 15, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "true", "ChanceToTrigger": 0.7 } If I read that right, and I very strong chance I might not be, there is a 70% chance on rest for a counter to advance. When 15 counters have been applied, it goes away. Now there might be another counter somewhere else (the two other status effects listed simply go to the -2 might and -2 resolve stat blocks), especially if people have had it go away without rest. OTOH, maybe someone can try to see what happens when they rest 20 to 25 straight times (that 70% chance makes it more than 15 more than likely) and see what happens. Edited August 14, 2018 by Zap Gun For Hire 1 1
Elizer Posted August 14, 2018 Author Posted August 14, 2018 Could be wrong here, but I think removing it IS tied to rest. Lots and lots and LOTS of rest. Here's the code for it: { "$type": "Game.GameData.AfflictionGameData, Assembly-CSharp", "DebugName": "AFF_Burden_Of_Memory", "ID": "e89d9b26-d851-4ace-a1e0-2ff7824cd969", "Components": [ { "$type": "Game.GameData.AfflictionComponent, Assembly-CSharp", "DisplayName": 3804, "Icon": "gui/icons/keywords/ico_status_burden_of_memory.png", "AfflictionTypeID": "00000000-0000-0000-0000-000000000000", "IsThinUI": "false" }, { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "None", "OverrideDescriptionString": -1, "UseStatusEffectValueAs": "Child", "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": 0, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "OnRest", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 15, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "true", "ChanceToTrigger": 0.7 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "true", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "false", "HideFromCombatLog": "false", "HideFromUI": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Range": "None", "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" }, "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": [ "9044acff-5e4a-4f97-bcbe-6b111145b193", "61c7effd-6721-4cad-baf3-23f39e8ade7d" ], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnApply", "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 } ] } And what I think is the most important bit: "DurationType": "Infinite", "Duration": 0, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "OnRest", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 15, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "true", "ChanceToTrigger": 0.7 } If I read that right, and I very strong chance I might not be, there is a 70% chance on rest for a counter to advance. When 15 counters have been applied, it goes away. Now there might be another counter somewhere else (the two other status effects listed simply go to the -2 might and -2 resolve stat blocks), especially if people have had it go away without rest. OTOH, maybe someone can try to see what happens when they rest 20 to 25 straight times (that 70% chance makes it more than 15 more than likely) and see what happens. Wow cool, I think ill try it out, on my next play through, and give an update. I'm having a lot of problems with the berath/Magran challenges, there are just some events that force you to murder the whole town, because you can't escape battle.
kelticfury Posted August 15, 2018 Posted August 15, 2018 This would be a good one to keep on if it works for the helm with uninterruptable.
marikoss Posted March 21, 2023 Posted March 21, 2023 For those who will be looking for the answer works debuff removal through rest, yes, it works Standing on the ship, pressed rest, it's gone
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now