April 5, 20196 yr EDIT 9th April: Forbidden Fist currently isn't treated as weapon attack. This leads to a bundle of "problems" like generating no focus, not working with Sneak Attack, Swift Flurry, Lighting Strikes, Turning Wheel and so on on and so forth. The source of this is that its value for TreatAsWeapon in attacks.gamedatabundle is set to false. Intended or oversight? ----------------------------------------------------------------- Hi, easy to reproduce: make a Forbidden Fist/Cipher and punch sombody with the Forbidden Fist ability: no focus gain. I hope this is not intended. I guess it's because FF uses its own base damage and is not correctly tagged as (weapon) attack but more as a spell of some sorts. Edit: obviously FF uses another type of attack then weapon melee attacks do. This prevents it from benefiting from a lot of abilites like Sneak Attack, Devoted's Bonus and so on. Even Swift Flurry and Heartbeat Drumming will not work with it as far as I could determine. It's not a bug technically - but it surely is weird for players who don't know the Deadfire mechanics in and out: that an unarmed attack (Forbidden Fist) works differently than any other unarmed attack (e.g. Force of Anguish or Stunning Blow with fists). Edited April 9, 20196 yr by Boeroer Deadfire Community Patch: Nexus Mods
April 5, 20196 yr Exactly) because it's a spell that deals crush damage like your fist would. PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
April 5, 20196 yr Author Basically like Grimoire Slam or Kalakoth's Feelbe Frostfingers I suppose? It does work with Instruments of Pain (like the above, gains +500% range) - so I suppose it is kind of tagged as a melee attack. Anyway: It doesn't seem right. Is there a way to fix this? E.g. give it a proper "melee weapon attack" tag or anything like that? Edited April 5, 20196 yr by Boeroer Deadfire Community Patch: Nexus Mods
April 5, 20196 yr Yes, somewhat similar to those. It is an ability of GenericAbilityGameData type that triggers an attack of AttackMeleeGameData type. [ { "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Forbidden_Fist", "ID": "60e0f7e5-86b8-4900-abbf-3945046be426", "Components": [ { "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "KeywordsIDs": [], "DisplayName": 4986, "Description": 4987, "DescriptionTactical": -1, "UpgradeDescriptions": [ { "String": 4988, "StringTactical": -1 } ], "UpgradedFromID": "00000000-0000-0000-0000-000000000000", "Vocalization": "AbilityCast", "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": "false", "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": [ "355c253f-2c85-47a8-a308-7f3215f52ff0" ], "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", "GrantedViaScript": "false" }, { "$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp" } ] }, { "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Forbidden_Fist_Ability", "ID": "0f99851c-d970-4661-9d8b-a394e3951c3d", "Components": [ { "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "KeywordsIDs": [ "6a6d39b2-7883-49eb-aa94-b0304dc05d89", "0730c4c6-7a01-4cca-b1b4-da0c256542d4" ], "DisplayName": 4986, "Description": 4989, "DescriptionTactical": -1, "UpgradeDescriptions": [], "UpgradedFromID": "00000000-0000-0000-0000-000000000000", "Vocalization": "NoVocalization", "Icon": "gui/icons/abilities/monk/forbidden_fist.png", "UsageType": "ClassAccruedResource", "UsageValue": 0, "AbilityClassID": "f0036bfb-53d5-4d0c-b11a-b780d788a108", "AbilityLevel": 1, "IsPassive": "false", "StackingRuleOverride": "Default", "TriggerOnHit": "false", "IsModal": "false", "ModalGroupID": "00000000-0000-0000-0000-000000000000", "IsCombatOnly": "false", "IsNonCombatOnly": "false", "HideFromUI": "false", "HideFromCombatLog": "false", "UniqueSet": "None", "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63", "DurationOverride": 0, "OverrideEmpower": "Default", "ClearsOnMovement": "false", "CannotActivateWhileInStealth": "false", "CannotActivateWhileInvisible": "false", "ActivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "DeactivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "PowerLevelScaling": { "ScalingType": "Default", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "DamageAdjustment": 1, "DurationAdjustment": 1, "BounceCountAdjustment": 0, "ProjectileCountAdjustment": 0, "AccuracyAdjustment": 0, "PenetrationAdjustment": 0 }, "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [], "VisualEffects": [], "SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackID": "dded0cc3-093c-48ed-8e16-efedd3eca7ca", "AITargetingConditional": { "Conditional": { "Operator": 0, "Components": [] }, "Scripts": [] }, "AudioEventListID": "4ed1021f-5da3-4cfa-b5b6-73e934c3d728", "GrantedViaScript": "false" }, { "$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp" } ] }, { "$type": "Game.GameData.AttackMeleeGameData, Assembly-CSharp", "DebugName": "Forbidden_Fist_Melee", "ID": "dded0cc3-093c-48ed-8e16-efedd3eca7ca", "Components": [ { "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "KeywordsIDs": [ "1ff3caa3-e731-4c31-96b4-e03c300e3f3c", "0730c4c6-7a01-4cca-b1b4-da0c256542d4" ], "AttackDistance": 0.75, "MinAttackDistance": 0, "AttackVariationID": "f0e8716a-145a-4eff-a0bb-ce494249f0db", "UseParentEquippableHand": "false", "CastSpeedID": "eacb53e3-6eb5-422a-92ca-99cc883ae4a9", "RecoveryTimeID": "9d15e1c1-c6e1-4b25-bc1d-bf3707f6f534", "OverrideTacticalActionType": "None", "ImpactDelay": 0, "ForcedTarget": "None", "AffectedTargetType": "NotSelf", "AffectedTargetConditional": { "Conditional": { "Operator": 0, "Components": [] } }, "AffectedTargetDeathState": "Alive", "HostilityOverride": "Default", "PushDistance": 0, "FaceTarget": "true", "AccuracyBonus": 0, "PenetrationRating": 9, "DamageData": { "DamageType": "Crush", "AlternateDamageType": "None", "Minimum": 14, "Maximum": 19, "DamageProcs": [] }, "Require****Object": "true", "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [ "373544f3-035c-439a-811d-a596c1916e45" ], "RandomizeStatusEffect": "false", "CanGraze": "false", "CanCrit": "true", "DefendedBy": "Deflect", "AfflictionsDefendedBy": "Fortitude", "AfflictionApplicationModifier": "None", "SubstituteHitVisualEffect": "", "VisualEffects": [ { "VisualEffect": "prefabs/effects/abilities/monk/fx_exploding_palm_chargeup.prefab", "AttachPoint": "RightHand", "AttachObject": "Caster", "AttachMode": "Attach", "MeshType": "None", "Event": "OnStart", "AnimEventID": 0, "Loop": "false", "Scale": "false" } ], "AttackOnImpactID": "00000000-0000-0000-0000-000000000000", "ExtraAttackID": "2bb32ac3-ea35-458c-947f-fdb41f7d41ad", "LaunchBone": "RightWeapon", "HitBone": "Chest", "OnHitShakeDuration": "Medium", "OnHitShakeStrength": "Large", "NoiseLevelID": "82bc1ce9-3a81-41ca-a61a-cc1f73a53de7", "AllReactNoise": "false", "InterruptsOn": "Hit", "InterruptType": "Normal", "TargetAngle": 0, "ApplyOnceOnly": "false", "PathsToTarget": "true", "HideFromCombatLog": "false", "AdditionalAttackOnTooltip": "false", "DoesNotApplyDamage": "false", "TreatAsWeapon": "false", "BounceData": { "Bounces": 0, "Multiplier": 0.5, "Range": 10, "InRangeOrder": "false", "NoRepeatTargets": "false", "AlwaysBounceAtEnemies": "false", "Delay": 0, "NeverBounce": "false" }, "AttackValidityConditional": { "Conditional": { "Operator": 0, "Components": [] } } }, { "$type": "Game.GameData.AttackMeleeComponent, Assembly-CSharp", "EngagementRadius": 1, "IsUnarmed": "false" } ] } ] GenericAbilityGameData is usually used by spells, while for weapon abilities (like Debilitating Strike) is used: WeaponAttackAbilityGameData. And cipher gets focus from the latter. And you can't just change one for another, because WeaponAttackAbilityGameData uses your weapons, while Forbidden Fist seems to be designed with "using your 'fist'" in mind, no matter what you have equipped. Plus there would likely be problems for new characters, and the player would have to create a new monk. At least when I was changing types for Soul Annihilation ability - I've run into such a problem. P.S. I just wanted to say that it doesn't look that there is a simple 'tick a checkbox' solution..\ Edited April 5, 20196 yr by MaxQuest PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
April 5, 20196 yr Author Dammit. That makes Forbidden Fist/Soulblade a lot less attractive. I guess this also means it will not trigger stuff like Swift Flurry, Heartbeat Drumming and Sneak Attack, Deathblows und such? Deadfire Community Patch: Nexus Mods
April 6, 20196 yr Basically like Grimoire Slam or Kalakoth's Feelbe Frostfingers I suppose? It does work with Instruments of Pain (like the above, gains +500% range) - so I suppose it is kind of tagged as a melee attack. Stupid question : does Kalakoth's and stuff benefit from Instruments of Pain ?
April 6, 20196 yr Author Grimoire Slam does. I tested that while writing the bug report. I didn't test Kalakoth's Frozen Fishfingers or other "melee" spells though. Deadfire Community Patch: Nexus Mods
April 8, 20196 yr I have a gift) UPDATE (8th April): Forbidden Fist ability now is Weapon Attack (generates Focus and receives all weapon related bonuses - Soul Whip, Hammering Thoughs, Transcendent Suffering, Unarmed modal, Sneak Sttack, Backstab etc.)Screenshots: From this test attack my 13th Level Monk/Cipher received 51 Focus (from 50 to 101) https://www.nexusmods.com/pillarsofeternity2/mods/241?tab=files Have fun! Becose value "TreatAsWeapon" in attacks.gamedatabundle was set to "False", i think this is was intended or maybe a simple oversight. Edited April 8, 20196 yr by Phenomenum Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch
April 9, 20196 yr Author Thanks! Hello Sam and friends: is there any chance that this will go into the next patch (i mean if it wasn't intended in the first place of course)? Edit: I altered the thread title and the opening post to make the "problem" more clear. Edited April 9, 20196 yr by Boeroer Deadfire Community Patch: Nexus Mods
April 9, 20196 yr That's cool) So there actually is a "checkbox". At least for AttackGameDatas PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
April 9, 20196 yr That's cool) So there actually is a "checkbox". At least for AttackGameDatas Actually, it was a lucky guess Edited April 9, 20196 yr by Phenomenum Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch
May 10, 20196 yr Author @Phenomenum and @MaxQuest: maybe this is also a case for the Polishing mod? Since it won't get fixed - but seems to be easy to fix? Deadfire Community Patch: Nexus Mods
May 10, 20196 yr 1 hour ago, Boeroer said: @Phenomenum and @MaxQuest: maybe this is also a case for the Polishing mod? Since it won't get fixed - but seems to be easy to fix? Emm... Already fixed. Have you forgot about this? https://www.nexusmods.com/pillarsofeternity2/mods/241?tab=files Of course we will include this fix in CP. Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch
May 10, 20196 yr Ah, I didn't know you already had these out! I'm going to try a few of those out "Time is not your enemy. Forever is." — Fall-From-Grace, Planescape: Torment "It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers." — Kvothe, The Wise Man's Fears My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus
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