Boeroer Posted July 2, 2017 Share Posted July 2, 2017 (edited) Another buggy thing:Invisibility from the Cape of the Master Mystic prevents you to do anything but executing offensive actions. You can't drink potions, do a self buff or whatever. Since the whole thing was bugged as hell in the beginning and still doesn't work 100% properly I guess this one is tricky.And one could check if the Bartender's Ring works like the hater talents or how it's coded. I guess it's dmg bonus doesn't work with (AoE) spells and DoTs? Just a minor thing though... Edited July 2, 2017 by Boeroer Deadfire Community Patch: Nexus Mods Link to comment Share on other sites More sharing options...
MaxQuest Posted July 2, 2017 Author Share Posted July 2, 2017 (edited) What about the ranger's abilities? I agree with your suggestion regarding Wounding Shot. Haven't through about Marked Prey yet through. Invisibility from the Cape of the Master Mystic prevents you to do anything but executing offensive actions. You can't drink potions, do a self buff or whatever. Since the whole thing was bugged as hell in the beginning and still doesn't work 100% properly I guess this one is tricky. This seems to be intended. There is an implicit check in GenericAbility class: if (this.CannotActivateWhileInvisible && this.m_ownerStats && this.m_ownerStats.IsInvisible) { this.WhyNotReady = GenericAbility.NotReadyValue.Invisible; } It might feel strange, but it matches the PoE idea of being unable to buff yourself unless in danger. This way OBS could make buffs really potent, because there is an opportunity cost. Or you'd want to be able to buff / drink potions, and these actions to clear invisibility? And one could check if the Bartender's Ring works like the hater talents or how it's coded. I guess it's dmg bonus doesn't work with (AoE) spells and DoTs? Just a minor thing though... Strange, I would expect Bartender Ring apply a bonus to the same stat as Sanctifier and Ghost Hunter do. But no... OBS made a completely separate stat: Stat 145: DamageMultByRace: [DisplayString(1244), UsesRaceParam, ValueUsage(UsageType.ScaledMultiplier), Tooltip("The target's damage against enemies of RaceType is multiplied by Value.")] Stat 202: BonusDamageByRacePercent: [DisplayString(1677), UsesRaceParam, Tooltip("Damage dealt by the target against the specified RaceType is multiplied by Value percentage (0-100).")] BARTENDER RING: AffectsStat: 145 Value: 1.20 RaceType: 12 (Spirit), 13 (Vessel) SANCTIFIER: AffectsStat: 202 Value: 25 RaceType: 13 (Vessel) GHOST HUNTER: AffectsStat: 202 Value: 25 RaceType: 12 (Spirit) They are also applied differently. [202] is applied to characterStats, and can be retrieved from the code that deals DoT damage. While [145] is checked on the fly and applied to damageInfo, which is not even passed to ApplyDamageDirectly(). TL.DR. Bartender's ring bonus does not apply to any damage that is applied directly (i.e. any DoT). Edited July 2, 2017 by MaxQuest 1 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 Link to comment Share on other sites More sharing options...
Boeroer Posted July 2, 2017 Share Posted July 2, 2017 But you can use buff and potions when using Shadowing Beyond - or can't you? Not quite sure atm. It might be intended - that's OK. But there's no feedback or any hint why you can't do things. You can click the icon and then it seems your char is going to execute it. But then the "action icon" will be empty and... nothing happens. If you don't pay attention you char will stand there and do nothing. So either those things like buffs would have to be greyed out - or at least there should be a hint in the description of invisibility and the items/abilites which are connected to invisibility. Deadfire Community Patch: Nexus Mods Link to comment Share on other sites More sharing options...
Livegood118 Posted July 2, 2017 Share Posted July 2, 2017 Spent a couple of hours there updating some of the descriptions of attack speed increasing abilities: https://docs.google.com/spreadsheets/d/1zBp1xBsoQQteuOZ2AXZ1BXUeqxeFre-OC1tfw6IXvsc/edit#gid=0 I think most of them are probably an improvement over the original description but I need a reality check before I spend time doing any more. Link to comment Share on other sites More sharing options...
Boeroer Posted July 2, 2017 Share Posted July 2, 2017 (edited) Can you guys also add a description that dual wielding already reduces recovery time by 50%? I mean it doesn't, it just doesn't add a penalty like the other styles do - but how can one explain this in an elegant way? And where to put it? Because the game doesn't tell you this stuff. Edited July 2, 2017 by Boeroer Deadfire Community Patch: Nexus Mods Link to comment Share on other sites More sharing options...
Livegood118 Posted July 2, 2017 Share Posted July 2, 2017 Can you guys also add a description that dual wielding already reduces recovery time by 50%? I mean it doesn't, it just doesn't add a penalty like the other styles do - but how can one explain this in an elegant way? And where to put it? Because the game doesn't tell you this stuff. I can try and figure something out with the description of two weapon style talent. I think this gets it right while still being somewhat immersive: "A character dual wielding weapons negates the 50% recovery penalty applicable to all ranged and melee auto-attacks, often attacking more frequently than characters that use other fighting styles. Specialised training in dual wielding weapons from this talent further reduces a character's recovery time after carrying out a melee attack while dual wielding." 2 Link to comment Share on other sites More sharing options...
Boeroer Posted July 2, 2017 Share Posted July 2, 2017 Cool! Deadfire Community Patch: Nexus Mods Link to comment Share on other sites More sharing options...
MaxQuest Posted July 2, 2017 Author Share Posted July 2, 2017 (edited) Spent a couple of hours there updating some of the descriptions of attack speed increasing abilities: https://docs.google.com/spreadsheets/d/1zBp1xBsoQQteuOZ2AXZ1BXUeqxeFre-OC1tfw6IXvsc/edit#gid=0 I think most of them are probably an improvement over the original description but I need a reality check before I spend time doing any more. Seems about right. I have also answered some of your questions. Btw, what do you think if we'd substitute "recovery time" with "recovery duration"? I am not a native speaker, but it sounds to me that 'time' is something exact, a point on timescale like 18:15 o'clock; while duration indicates an interval. P.S. If you want I can make editing of that spreadsheet private, and send you an invitation. Or we can leave it public, but make a backup (just-in-case). "A character dual wielding weapons negates the 50% recovery penalty applicable to all ranged and melee auto-attacks, often attacking more frequently than characters that use other fighting styles. Specialised training in dual wielding weapons from this talent further reduces a character's recovery time after carrying out a melee attack while dual wielding."Perfect. I would just remove the last "melee" mentioning, because TwoWeaponStyle affects Long Pain too, no? Edit: checked, Long Pain is affected by TwoWeaponStyle. Edited July 2, 2017 by MaxQuest 1 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 Link to comment Share on other sites More sharing options...
Livegood118 Posted July 2, 2017 Share Posted July 2, 2017 (edited) Btw, what do you think if we'd substitute "recovery time" with "recovery duration"?I am not a native speaker, but it sounds to me that 'time' is something exact, a point on timescale like 18:15 o'clock; while duration indicates an interval. P.S. If you want I can make editing of that spreadsheet private, and send you an invitation. Or we can leave it public, but make a backup (just-in-case). "A character dual wielding weapons negates the 50% recovery penalty applicable to all ranged and melee auto-attacks, often attacking more frequently than characters that use other fighting styles. Specialised training in dual wielding weapons from this talent further reduces a character's recovery time after carrying out a melee attack while dual wielding."Perfect. I would just remove the last "melee" mentioning, because TwoWeaponStyle affects Long Pain too, no? Edit: checked, Long Pain is affected by TwoWeaponStyle. 1. Making the spreadsheet private is probably a good idea. I'll send you a PM with my account details. Still 100% welcome comments from other people though on how it's progressing. 2. edit: nvm - recovery duration is better Edited July 2, 2017 by Livegood118 Link to comment Share on other sites More sharing options...
Phenomenum Posted July 2, 2017 Share Posted July 2, 2017 I'm sorry guys, but if you will do what you want to do...then, maybe, you can change descriptions of afflicions? For example - Stuck and Blinded supress each other in Reflex and Deflection (-20), they not stack, but tooltips says otherwise. If you want put in order this ****, maybe you can add to afflictions description few words about supressing? Want to help you somehow, but don't know - am not a programmer or so... all i know is how to unpack and tweak assets, using extractor. I have 2-3 hours each evening to spent. GMT +3. Can i help you with something? 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...
Phenomenum Posted July 2, 2017 Share Posted July 2, 2017 (edited) Just started new run with your patch and saw a strange thing in log: It's Act 1, and i don't know how this man (or his wraith) reveal himself at this moment Wtf? Is this original game bug or not? Haven't notice it before... Edited July 3, 2017 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...
Phenomenum Posted July 3, 2017 Share Posted July 3, 2017 (edited) Another thing: Spear Spider has -15 DR reduction, Spear Spiderling has -10 DR - and this information not reflected in encyclopedia. Haven't check other enemies. At least on PotD. Weird thing. Spider in Cilant Lis have -25 damage reduction. Is this intended or not? Edited July 3, 2017 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...
MaxQuest Posted July 3, 2017 Author Share Posted July 3, 2017 (edited) Just started new run with your patch and saw a strange thing in log: (image) It's Act 1, and i don't know how this man (or his wraith) reveal himself at this moment Wtf? Is this original game bug or not? Haven't notice it before... I see this bug for the first time. But it is not related or caused by UPMod Probably some of level designers copy-pasted/forgot Gramrfel somewhere in textures, as it's quite unlikely for Od Nua to be connected with Margran's Fork. Spear Spider has -15 DR reduction, Spear Spiderling has -10 DR - and this information not reflected in encyclopedia. Haven't check other enemies.Some of spiders have very high DR penetration. But this is not reflected in the Bestiary, because BestiaryEntry does not list DR Pen. P.S. I have found that damage dealt by Recall Agony is influenced by Might. I.e. 39% at 20 MIG, 23,7% at 3 MIG. I can fix it, or leave as is (but we'll update it's tooltip). What do you say? Edited July 3, 2017 by MaxQuest 1 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 Link to comment Share on other sites More sharing options...
Boeroer Posted July 3, 2017 Share Posted July 3, 2017 Spear spiders' high DR penetration is correct. Deadfire Community Patch: Nexus Mods Link to comment Share on other sites More sharing options...
Flix Posted July 4, 2017 Share Posted July 4, 2017 (edited) Btw, what do you think if we'd substitute "recovery time" with "recovery duration"? I am not a native speaker, but it sounds to me that 'time' is something exact, a point on timescale like 18:15 o'clock; while duration indicates an interval. "Time" is also used to indicate a period of time, i.e., duration. I would hesitate to change the names of some basic game terms unless they were really misleading. BTW, great work with this idea. Project is looking good so far. Edited July 4, 2017 by Flix Link to comment Share on other sites More sharing options...
MaxQuest Posted July 8, 2017 Author Share Posted July 8, 2017 (edited) Another big one is about combat ending when you're solo and you become invisible (or under withdraw)... I think the combat should not end as long as you're in their aggro range (12?). That way you can use invisibility to escape by walking away or offensively (to backstab,etc). Also withdraw could be used to escape enemies while solo (enemies walk away from you and combat ends once they're out of aggro range). I have checked, and am able to fix this. I.e. make combat continue if the player is invisible, but there are enemies in range. This works for Shadowing Beyond. But there is a problem with Withdraw. IsInvisible() returns false during Withdraw; while GetEnemiesInRange() returns none, even if they are in range. – Make all potions instant use with a longer recovery time and remove the buggy drinking animationI have checked the animation for drinking potions: - 3-4 frames delay - 70 frames (or 2.333s) action (potion effect is applied in the middle of this interval) - note: it is not influenced by armor, attack speed or dex. I don't see how to make it instant and add constant recovery instead. But what I can do is speed it up. For example make drinking animation faster: 70 frames => 30 frames. What do you say? Edited July 8, 2017 by MaxQuest 1 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 Link to comment Share on other sites More sharing options...
Livegood118 Posted July 8, 2017 Share Posted July 8, 2017 – Make all potions instant use with a longer recovery time and remove the buggy drinking animationI have checked the animation for drinking potions:- 3-4 frames delay - 70 frames (or 2.333s) action (potion effect is applied in the middle of this interval) - note: it is not influenced by armor, attack speed or dex. I don't see how to make it instant and add constant recovery instead. But what I can do is speed it up. For example make drinking animation faster: 70 frames => 30 frames. What do you say? I've no idea how this would work in practice. My main problem with potion drinking – and I think Boeroer might be able to chime in here – is that sometimes it just completely bugs out. If this helps the problem then great. Going to work on some more descriptions tomo. Link to comment Share on other sites More sharing options...
MaxQuest Posted July 8, 2017 Author Share Posted July 8, 2017 In practice it would look like the character drinks a quick shot.Regarding potion fizzle: it will help indirectly, because there are less chances something to happen in 15 frames than in 35 Seriously speaking I have tried to eliminate this fizzling completely. But I cannot replicate it... After 10+ attempts of interrupting the drinker, he just plays the recovery animation and then attempts to consume the potion again. If someone would find a 100% replicable scenario that would be a good point to start from. 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 Link to comment Share on other sites More sharing options...
Kaylon Posted July 8, 2017 Share Posted July 8, 2017 It seems Withdraw makes the character "disappear" from the battlefield. If you can't prevent the combat from ending it's possible, at least, to make withdraw last for its full duration and not end at the same time with the combat? PS. Regarding the "fizzling" there's something happening with the scrolls too... Link to comment Share on other sites More sharing options...
Boeroer Posted July 8, 2017 Share Posted July 8, 2017 (edited) Don't know if this will help with the bugfix, but if you pause a LOT (like, every microsecond it feels) during drinking animation and click on that potion symbol again you can prevent the fizzling. Did that all the time during an ultimate run. Superannoying but it prevents that the game finishes the animation without actually drinking the potion. Edited July 8, 2017 by Boeroer Deadfire Community Patch: Nexus Mods Link to comment Share on other sites More sharing options...
MaxQuest Posted July 9, 2017 Author Share Posted July 9, 2017 (edited) Good news: I am able to correctly detect Withdraw (I was just using wrong character...) So, if a player character uses Withdraw or Shadowing Beyond, this will no longer lead to combat end. Combat will end through, if there are no enemies in 12 range, for 3 or more seconds. Note: there are few scripted fights with ForceCombatMode. You won't be able to stop combat by running away from Alpine Dragon for example. But at least, Withdraw and Shadowing Beyond will last for their full duration. Regarding fizzling: still have no clue. Update. Have took a look at a few more things: (Make) Intellect applies to summon durationsI have found how to mod it. Made modifications and added logging... Turns out summon duration was already influenced by INT It just isn't reflected in the tooltip. Status: already done Change Mortification of the Soul to per encounter and something like 5 wounds (universally useless ability), perhaps scalingIt's not modifiable from code. But can change via Assets Bundle Extractor: - amount of wounds you get - per-rest/per-encounter - number of charges I'd say 3 wounds, 1 use per-encounter is ok. Any other opinions? Status: awaiting feedback Buff to "Greater Frenzy"It's not modifiable from code. But in any case, I do agree, it needs a buff. Base Frenzy gives you +4 MIG, +4 CON and speed buff for one ability slot. While Greater Frenzy gives only +2 MIG and +2 CON. It's too low even for a passive. Unfortunately I don't know how to add some interesting effects via UABE. What I can do, is buff existing stats, for example set it to +3 MIG and +3 CON. Status: awaiting feedback Fix Empowered Interdiction so it applies to both effectsIt's not modifiable from code. I have inspected Interdiction, Painful Interdiction and Empowered Interdiction via UABE. The thing is: in order to add bonus accuracy, I would have to add weakened effect to the asset of Empowered Interdiction. And this would make Painful Interdiction redundant. Status: can't fix check if the Bartender's Ring works like the hater talents or how it's coded. I guess it's dmg bonus doesn't work with (AoE) spells and DoTs? Just a minor thing though...As I already wrote: it doesn't currently affect DoT effects. And unfortunately I can't fix it due to the way it is implemented. Status: can't fix Personally I'd like to see (Runner's) Wounding Shot and Marked Prey damage to be calculated based on damage dealt before DR is applied because right now these abilities are almost useless with bows vs high DR enemies.I have checked Runner's / Wounding Shot. And it seems like it is not a bug, but completely intended by Obsidian. These abilities affect PostDtDamagePlusDot stat, and indeed use the damage value after DR. (maybe it was done with blunderbusses in mind) Unless there will be more requests to change it, I will leave this be. Status: won't fix at the moment Maybe something can be done also about multiple lashes of the same type to be considered a single lash.I have checked Intense Flames. Surprisingly this was intended as a separate instance of damage. It affects BonusDamageProc stat. Tbh I still think that it should get combined with FoD for a single instance of 75% burn damage. But can't change it as BonusDamageProc affects some of other abilities as well. For example druid's Wildstrike. Status: requires investigation Powder Burns is hitting allies standing in FoE (yellow) zoneThe code I need to edit is in override member. Patchwork can patch it properly. The game hangs when ranger attempts to make a shot. Status: can't fix New UPMod version: 1.01.306 (download) What's new: - Consume potions duration reduced from 2.33s to 1s - Going invisible (Shadowing Beyond, Withdraw) will no longer end combat if there are enemies in range (12 range, 3s linger). Edit: Check this post for installation notes. Edited July 25, 2017 by MaxQuest 3 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 Link to comment Share on other sites More sharing options...
Roufus Quaint Posted July 24, 2017 Share Posted July 24, 2017 Wow this looks awesome! I'm planning to do another playthrough with a chanter MC. I just want to clarify if i use this patch, will "the dragon thrashed" chant be affected by scion of flame and racial damage talents like beast slayer, ghost hunter etc.? Link to comment Share on other sites More sharing options...
MaxQuest Posted July 25, 2017 Author Share Posted July 25, 2017 (edited) Yeap, Dragon Trashed chant will be affected by Scion of Flame (it's fire component), Racial Slayed talents, plus it will be registered in "Total Damage Done" section on character's sheet Edited July 25, 2017 by MaxQuest 2 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 Link to comment Share on other sites More sharing options...
Roufus Quaint Posted July 25, 2017 Share Posted July 25, 2017 Nice! Going to start a now game now. It's a bummer that the Powder Burns issue can't be fixed but hey, we can't have everything, right? I really appreciate the work that you put in making this patch. The world needs more people like you. Cheers! 1 Link to comment Share on other sites More sharing options...
Kaylon Posted July 27, 2017 Share Posted July 27, 2017 Nice job. There was another issue with the rogue I forgot about - while invisible, you can't use any abilities/talents to attack, just the auto-attack. It's possible to fix this? Link to comment Share on other sites More sharing options...
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