August 13, 20187 yr 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?
August 13, 20187 yr 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.
August 13, 20187 yr 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, 20187 yr by Zap Gun For Hire
August 14, 20187 yr Author 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.
August 15, 20187 yr This would be a good one to keep on if it works for the helm with uninterruptable.
March 21, 20232 yr 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
Create an account or sign in to comment