Phenomenum Posted February 6, 2019 Share Posted February 6, 2019 (edited) 1. Unduing Flame Description: "20% chance to deal additional Burn Damage on Hit". But Fire damage triggers on every successful attack. Let's look into deeps of Obsidian coding (i marked mistakes with RED) { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "LAX00_Undying_Flame_SE_AttackOnEvent", "ID": "fcfa3325-d3b4-4dc7-9fcc-266d848644f4", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "AttackEnemyOnEvent", "OverrideDescriptionString": 551, "OverrideDescriptionStringTactical": -1, "UseStatusEffectValueAs": "None", "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": 1, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "InclusionConditions": { "Operator": 0, "Components": [] }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 - Ooups... Not 20%, but a 100%. But let's go deeper... }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "false", "HideFromCombatLog": "false", "HideFromUI": "false", "HideIfNoValue": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "ParentEquippable", "DefendedBy": "Deflect", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 0.2, "AttackHostility": "Default", "TargetType": "None" }, "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": [], "AttackValueID": "227df67b-4df6-472d-8e4e-77a2db6347f3", "AttackOverrideValue": "None", "EventValue": "OnScoringGrazeHitOrCriticalHit", - Aha! Even a Graze attack triggers Fire damage. "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 } ] }, 2. Flames of Retribution. Description: "20% chance to deal additional Burn Damage in AoE on Hit". Exactly the same mistakes. No need to repeat it. Conclusion: Descriptions for both effects is completely wrong – neither "20% chance", nor "on Hit". Possible solutions: Provide a correct descriptions for both effects or adjust values for both effects to match current descriptions. P.S. Guys, you are really surprising me every day. Unfortunally, in the bad sence of the word. Edited February 6, 2019 by Phenomenum Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch Link to comment Share on other sites More sharing options...
0 Boeroer Posted February 6, 2019 Share Posted February 6, 2019 (edited) What about this: Does it maybe have two sperate effects? Because when I test the fully upgraded weapon I actually always get the 20% lash (see above) but the burn AoE attack only triggers on roughly 20% of hits/crits. If I don't upgrade it I get a 40% lash from time to time instead of a 20% one. Like the weapon description says actually. So what exactly did surprise you? Edited February 6, 2019 by Boeroer Deadfire Community Patch: Nexus Mods Link to comment Share on other sites More sharing options...
0 thelee Posted February 6, 2019 Share Posted February 6, 2019 (edited) Notably, in that JSON you spat out, there's a line in the AttackFilter section (keep in mind I've never messed around with game files before, so I could be off, I'm just reporting what I'm seeing): "ChanceToApply": 0.2, St. Drogga's will always do a fire lash on each hit, but there's a separate 20% chance to apply effect? Edited February 6, 2019 by thelee 1 Link to comment Share on other sites More sharing options...
0 Boeroer Posted February 6, 2019 Share Posted February 6, 2019 Exactly Deadfire Community Patch: Nexus Mods Link to comment Share on other sites More sharing options...
0 Phenomenum Posted February 6, 2019 Author Share Posted February 6, 2019 Okay, okay... Laugh at me 1 Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch Link to comment Share on other sites More sharing options...
Question
Phenomenum
1. Unduing Flame
Description: "20% chance to deal additional Burn Damage on Hit". But Fire damage triggers on every successful attack. Let's look into deeps of Obsidian coding (i marked mistakes with RED)
{
"$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp",
"DebugName": "LAX00_Undying_Flame_SE_AttackOnEvent",
"ID": "fcfa3325-d3b4-4dc7-9fcc-266d848644f4",
"Components": [
{
"$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp",
"StatusEffectType": "AttackEnemyOnEvent",
"OverrideDescriptionString": 551,
"OverrideDescriptionStringTactical": -1,
"UseStatusEffectValueAs": "None",
"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": 1,
"MaxStackQuantity": 0,
"ApplicationBehavior": "UseLongerDurationIfAlreadyApplied",
"ApplicationType": "ApplyOnStart",
"IntervalRateID": "00000000-0000-0000-0000-000000000000",
"StackedChildrenApplyEffects": "false",
"InclusionConditions": {
"Operator": 0,
"Components": []
},
"ApplicationPrerequisites": {
"Conditional": {
"Operator": 0,
"Components": []
}
},
"TriggerAdjustment": {
"TriggerOnEvent": "None",
"TriggerOffEvent": "None",
"ValidateWithAttackFilter": "false",
"ParamValue": 0,
"ValueAdjustment": 0,
"DurationAdjustment": 0,
"ResetTriggerOnEffectTimeout": "false",
"MaxTriggerCount": 0,
"IgnoreMaxTriggerCount": "false",
"RemoveEffectAtMax": "false",
"ChanceToTrigger": 1 - Ooups... Not 20%, but a 100%. But let's go deeper...
},
"PowerLevelScaling": {
"UseCharacterLevel": "false",
"BaseLevel": 0,
"LevelIncrement": 1,
"MaxLevel": 0,
"ValueAdjustment": 0,
"DurationAdjustment": 0
},
"IsHostile": "false",
"ClearOnCombatEnd": "false",
"ClearOnRest": "false",
"ClearOnFoodRest": "false",
"ClearWhenAttacks": "false",
"ClearOnDeath": "false",
"HideFromCombatTooltip": "false",
"HideFromCombatLog": "false",
"HideFromUI": "false",
"HideIfNoValue": "false",
"VisualEffects": [],
"MaterialReplacementID": "00000000-0000-0000-0000-000000000000",
"AttackFilter": {
"KeywordsIDs": [],
"KeywordLogic": "Or",
"Race": "None",
"IsKith": "false",
"HealthPercentage": 0,
"HealthOperator": "EqualTo",
"Range": "None",
"ClassTypeID": "00000000-0000-0000-0000-000000000000",
"Source": "ParentEquippable",
"DefendedBy": "Deflect",
"Empowered": "false",
"Disengagement": "false",
"Stealthed": "false",
"UseStealthLinger": "false",
"PowerLevel": 0,
"PowerLevelOperator": "EqualTo",
"ChanceToApply": 0.2,
"AttackHostility": "Default",
"TargetType": "None"
},
"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": [],
"AttackValueID": "227df67b-4df6-472d-8e4e-77a2db6347f3",
"AttackOverrideValue": "None",
"EventValue": "OnScoringGrazeHitOrCriticalHit", - Aha! Even a Graze attack triggers Fire damage.
"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
}
]
},
2. Flames of Retribution.
Description: "20% chance to deal additional Burn Damage in AoE on Hit". Exactly the same mistakes. No need to repeat it.
Conclusion: Descriptions for both effects is completely wrong – neither "20% chance", nor "on Hit".
Possible solutions: Provide a correct descriptions for both effects or adjust values for both effects to match current descriptions.
P.S. Guys, you are really surprising me every day. Unfortunally, in the bad sence of the word.
Edited by PhenomenumLink to comment
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