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(Make) Intellect applies to summon durations

I 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

 

Wait, seriously? All this time, I thought they deliberately decoupled summons from Intellect for balancing reasons. That sure would have been useful to know during my solo runs. :wowey:

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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."

 

 

That looks like a text for the loadingtips file.

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Would it be a worthwile fix to make all elemental - mundane dual damage type weapons have the elemental damage type as the first (like Bittercut)?

This way they would all benefit from the elemental talents.

An incomplete list would be:

 

Durance's Staff

Curoc's Brand

Stormcaller *

Bittercut *

 

(* should already have the elemental damage type first)

 

A few of the summoned weapon probably have the elemental damage type second

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Hmmm, this seems like a total overhaul. Is it possible for you to make a version that does not change anything but permits DoT and aura damage to be registered in the character sheet?

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As requested, here is the stripped version that includes only the #1 fix (i.e. fixes DoT and Direct damage (like that from Recall Agony) not being registered in Total Damage secion on character sheet)

 

To avoid confusion, it is called DTMod. Download: link.

 

P.S. Since UPMod incorporates this fix as well, do not use them both at the same time.

Edited by MaxQuest

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i know that i'm totally out of time, but if it is possible to give to the player the possibility to cast some chiper's power also on self, not only on ally (in particular amplified wave, soul shock, amplified thrust, pain block, going between).

 

Thanks a lot to the job done until now

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Yeap it's possible, and afaik it doesn't contradict the lore?: "From the brîshalgwin, the animancers learned that Glanfathans had developed mental abilities that allowed them to perceive and contact what animancers categorized as "housed" souls, i.e., souls held within a physical vessel." - i.e. the soul should be housed, but it's not mentioned anywhere if the own soul is ruled out.

So the only concern is balance. Personally I don't see what would change in a full party environment, but it would definitely buff cipher's solo capabilities. Is this ok?

 

 

Also, what's your stance on Reaping Knives and Stasis Shell?

Edited by MaxQuest

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Casting Reaping knives on oneself is a bit uneffective. But why not make it possible?


Deadfire Community Patch: Nexus Mods

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Agreed.

Having two ciphers and a barbarian in party, I haven't casted Reaping Knives on another cipher yet, and only casted it twice on barbarian so far just to see what happens when he uses Heart of Fury. There was no dps increase (over dual-Bittercuts). The only good thing is that cipher was regaining the lost focus on RK almost immediately, and after that had a nice "passive" gain, although not that big compared to his own focus generation rate when at zero recovery.

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I agree with Boeroer. Reaping knives on self is a kind of meh move, but actually there is no reason to forbid it. The same for stasis shell. 70 focus to have the equivalent of a lvl 1 priest spell... But again: i can't see a reason to forbid it.

 

Like: if you have time/resources can be a nice upgrade, bot is clearly not a priority.

 

Tkhs

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Balance wise is not a big issue; ciphers on the other hand have no single 'buff' power they can simply cast on themselves without manipulating somebody else soul first. I actually like that part of their kit, makes them opposite of self-buffing wizards.

 

About Pain Block, from a design perspective it looks quite obvious that they intended to provide self-dr through Body Attunement only, sharing the same spell level in fact, making you work for it.

 

i.e. the soul should be housed, but it's not mentioned anywhere if the own soul is ruled out.

 

That's ... a bit of nitpicking :)

 

 

A shame charmed enemies are by all targeting purposes still treated as enemies instead, I couldn't find a way to alter that and would be a nice fix.

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i know that i'm totally out of time, but if it is possible to give to the player the possibility to cast some chiper's power also on self, not only on ally (in particular amplified wave, soul shock, amplified thrust, pain block, going between).

There you go: - download link -

Drop the modded assets into PillarsOfEternity_Data/assetbundles/prefabs/objectbundle folder.

 

About Pain Block, from a design perspective it looks quite obvious that they intended to provide self-dr through Body Attunement only, sharing the same spell level in fact, making you work for it.

I was seeing Body Attunement more of DR debuff tool actually. Like when you are facing a target with really high DR and have hard time building focus. But due to encounter design, there are always some squishier minions around, so I just build focus attacking them instead.

 

That's ... a bit of nitpicking :)

It indeed is.

But so long as balance is not disturbed, nor there is an explicit contradiction from lore perspective, I feel free to do whatever I want, as I can just rationalize/retcon it :)

 

A shame charmed enemies are by all targeting purposes still treated as enemies instead, I couldn't find a way to alter that and would be a nice fix.

Actually there is a solid chance that this is possible.

 

What I did is changed (via UABE) the powers validTarget parameter: 10 (AllyNotSelf) => 9 (Ally).

And there is also FriendlyIncludingCharmed option.

 

 

0 All,

1 Hostile,

2 Friendly,

3 FriendlyUnconscious,

4 AllDeadOrUnconscious,

5 HostileWithGrimoire,

6 HostileVessel,

7 HostileBeast,

8 Dead,

9 Ally,

10 AllyNotSelf,

11 AllyNotSelfOrHostile,

12 NotSelf,

13 DragonOrDrake,

14 None,

15 FriendlyIncludingCharmed,

16 Self,

17 FriendlyNotVessel,

18 SpiritOrSummonedCreature,

19 OwnAnimalCompanion,

20 HostileWithNpcAppearance,

21 OwnerOfPairedAbility,

22 AnyWithResonance

 

 

Edited by MaxQuest
  • Like 1

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Okay that's embarassing, I changed the exact same values for amplified wave and it didn't work :|

 

 

I also worked blind trying each value at time (from 0 to 20), where did you get that nice list?

 

 

Edit: trying right now using the (default*) Liberating Exhortation that has validtarget parameter: 15, doesn't work on a charmed (Whisper of Treasons) enemy.

 

 

*I nerfed (or bug-fixed?) it to be ally only like all other exhortations :p

Edited by AlexKidd

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There you go:

You have to send him a modified cipherabilityprogressiontable.unity3d or the powers show as default during character creation/level up I think, or just add a disclaimer "don't trust the level up screen, save and reload to fix description".

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Okay that's embarassing, I changed the exact same values for amplified wave and it didn't work :|

Well, I had 5 minutes before work to test it. Loaded a save and Amplified Wave was perfectly castable on cipher herself now)

Btw, I have followed this guide. Maybe you have skipped some step? 

 

I also worked blind trying each value at time (from 0 to 20), where did you get that nice list?

I have found this enumeration in AttackBase.cs (which I've got via ILSpy)

 

Edit: trying right now using the (default*) Liberating Exhortation that has validtarget parameter: 15, doesn't work on a charmed (Whisper of Treasons) enemy.

That's strange.

Seems like it probably means instead of "friendly including charmed enemies" -> "friendly including figurines, summons and charmed allies".

 

You have to send him a modified cipherabilityprogressiontable.unity3d or the powers show as default during character creation/level up I think, or just add a disclaimer "don't trust the level up screen, save and reload to fix description".

Hmm, creation screen uses some predefined values instead of checking the actual <power>.unity3d files? Edited by MaxQuest

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Casting on self is not a problem, casting on charmed enemies is. In my experience parameter 15 description is misleading.

 

Hmm, creation screen uses some predefined values instead of checking the actual <power>.unity3d files?

I found out simply editing the relevant ability works for testing and in game after a reload it all feels smooth, but it sort of breaks a flawless playthrough if you don't also edit the abilityprogressiontable files. Sadly that also means cross-modding the same class has to face another obstacle. Edited by AlexKidd

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What do you think if we could fix a few bugs ourselves, test them, and offer Obsidian the solution

 

Makes me Wonder: if some of these bugs are easily fixable by the community, then why Obsidian didn't address them yet?


It would be of small avail to talk of magic in the air...

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What do you think if we could fix a few bugs ourselves, test them, and offer Obsidian the solution

 

Makes me Wonder: if some of these bugs are easily fixable by the community, then why Obsidian didn't address them yet?

 

They probably moved on.

Also, the definition of Bug/Feature/WhoCaresIsASinglePlayerGame varies depends who you ask to. Talking about ciphers, one edit I made was making Psychovampiric Shield combat only and not castable on self... it came naturally as a bug-fix but then somebody who had the pretty smart idea of making RES 2 ciphers and buffing himself pre-combat might look at it as unnecessary nerf to his own fun. Then you check who is left playing a good game after 2 years from launch and that any balance fix (check 3.05 reaction to Unlabored Blade proc nerf) makes them raise the pitchforks and realize it's better not indulge further.

I guess :p

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just to report: this is what happen using the modded amplified wave. I will test other powers soon. The problem is just graphycal anyway, the target on self part works perfectly

post-160053-0-21669100-1507149597_thumb.jpg

Edited by Dr <3

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Ok more testing:

 

- SOUL SHOCK : 

  still CAN'T target self.  CAN be cast on ally,

  HAVE NOT visual problems

- AMPLIFIED THRUST

  still CAN'T target self.  CAN be cast on ally,

  HAVE NOT visual problems

- GOING BETWEEN

 still CAN'T target self.  CAN be cast on ally,

  HAVE NOT visual problems

- PAIN ATTUNEMENT

 still CAN'T target self.  CAN be cast on ally,

 HAVE NOT visual problems

- AMPLIFIED WAVE

 CAN tagert self. Visual problems (the wave is a gigantic purple effect).

 

So up to know the only fix actually working is the amplified wave one, all the others are not working properly.

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i tried to revert the file to the "original" form (using yours "backup" powers) and now the purple visual glich applies to all the modded powers.

 

The good thing is that after putting again the pached powers in the prefabs folder now they all worked properly (you are able to target self).

 

TL;DR : after the second ctrl+c / ctrl+v the pach work, but all the visual effects are gliched (instead of normal visual effect you see just a purple pixeled cloud)

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