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[4.1.2] rot skulls area of effect has 0 base PEN


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Posted (edited)

Seems like an oversight. Checked a minute ago: The Rot_Skulls_AOE attack implemented as ExtraAttack (secondary attack on impact) into the main Druid_Rot_Skull_Attack (which has Penetration Rating 6), but for Rot_Skulls_AOE penetration rating is... 0.

 

Proof:

 

        {
            "$type": "Game.GameData.AttackAOEGameData, Assembly-CSharp",
            "DebugName": "Rot_Skulls_AOE",
            "ID": "7220a161-f9db-4b2d-ac7d-b5e993e42108",
            "Components": [
                {
                    "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp",
                    "KeywordsIDs": [
                        "115559b3-0105-496e-8b95-2795969f62d2",
                        "2f013adc-8e9d-480a-bc65-ba1c7b66dc6c"
                    ],
                    "AttackDistance": 6,
                    "MinAttackDistance": 0,
                    "AttackVariationID": "35abdf41-fc3f-4310-8d5d-5d7da644affc",
                    "UseParentEquippableHand": "false",
                    "CastSpeedID": "eacb53e3-6eb5-422a-92ca-99cc883ae4a9",
                    "RecoveryTimeID": "566840d9-1561-4243-8ca7-889df9869847",
                    "OverrideTacticalActionType": "None",
                    "ImpactDelay": 0,
                    "ForcedTarget": "None",
                    "AffectedTargetType": "Hostile",
                    "AffectedTargetConditional": {
                        "Conditional": {
                            "Operator": 0,
                            "Components": []
                        }
                    },
                    "AffectedTargetDeathState": "Alive",
                    "HostilityOverride": "Default",
                    "PushDistance": 0,
                    "FaceTarget": "true",
                    "AccuracyBonus": 0,
                    "PenetrationRating": 0,
                    "DamageData": {
                        "DamageType": "None",
                        "AlternateDamageType": "None",
                        "Minimum": 0,
                        "Maximum": 0,
                        "TacticalMinimumOverride": 0,
                        "TacticalMaximumOverride": 0,
                        "DamageProcs": []
                    },

Edited by Phenomenum
  • Like 1
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Posted (edited)

Uploaded quckfix for RS AS SEPARATE MOD to my Combat Tweaks Collection: https://www.nexusmods.com/pillarsofeternity2/mods/241?tab=files

You can use it, though Obsidian should fix it, if they will see this thread.

Edited by Phenomenum
  • 0
Posted (edited)

Obsidian : Ok devs, today we must upset the code. Any ideas ?

 

Ted : I think we can put penetration value at 0 ?

 

Obsidian : Good idea I take it.

Edited by theBalthazar

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