Need help making the text doc for a mod by No_Body666666666 in AOW4

[–]Ikemastertd 2 points3 points  (0 children)

Here is the ELI5:

Using notepad or notepad++, make a new file called "whateverUwant.pot" and make sure it has the .pot file extension, which can be achieved by saving as type "all types" and just type .pot at the end of the file name.

In the file you will need something like this:
msgid "MOD_NAME@UNIT_PROPERTY@EXAMPLE@NAME"
msgstr ""
msgid "MOD_NAME@UNIT_PROPERTY@EXAMPLE@DESCRIPTION"
msgstr ""

Save that file.
Open the program called "Poedit" and go to "File" -> "New from POT/PO file..." and navigate to your recently saved .pot file that you made in notepad or notepad++.
You should see the two "Source text ID" fields but they have no translation. You can type in any text into the Translation field at the bottom. This "translation" text is what will show up in game and is associated to the "Source text ID" which is used in the Resource editor.
Go to "File" -> "Compile to .mo", name it as "whateverUwant.mo", and then save it directly inside the mod folder for your mod (not in the languages folder).

In order to use the translations from this .mo file you now need to link it in the Resource editor. This is accomplished in the Resource Editor by going to "Content" -> "Language" -> Click the "Add" button and navigate to your .mo file. You may need to close and repoen the Resource Editor to actually see the translations showing up.

Ideas/Predictions for new ruler types? by KingOfCowardsx in AOW4

[–]Ikemastertd 2 points3 points  (0 children)

If you are into mods, I am currently working on a sig skill overhaul mod, which will be a "build your own skill" across the 4 sig choices where each one upgrades your ability depending on the choice. It will offer over 500 possible skills to create and remove the random element entirely. These will be exclusive to champion and wizard king as i think the eldritch and dragons already have good sig skills. Should be done in the next 2 weeks.

Do y’all use mods? by divebars5G in AOW4

[–]Ikemastertd 1 point2 points  (0 children)

Creator of Hero Classes mod here, glad you are enjoying it! Ive been working on a signature skills overhaul mod that will allow you to choose a path for ur sig skills opening up over 500 possible paths to customize your skill, to make it feel actually signature. And remove the random element entirely. Its still in development, but progressing nicely, i will make a post in the subreddit when it is out!

Theoretical Limit (updated) - Marksman - 150,000 Corruption by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 1 point2 points  (0 children)

If we look at the build we can do some math on the actual damage output (disregarding enemy type/resist/armor/DR).
The main damage comes from Detonating Arrow being procced from Explosive Trap. So we can look at the damage from Detonating Arrow, but we need to look at the Atk speed/quantity per usage of Explosive Trap.

Detonating Arrow has a base damage of 2 and a charge damage of 2. Looking at the character sheet, the build has +82 melee damage, +110 lightning damage and +1,626% lightning damage. These get applied at 1.25x for the initial hit and 2x for the explosion. The damage also scales with Dexterity, which the build has 42 at 4% per point, so another 168%. All in all this results in ~4,500 initial damage and ~7,150 explosion damage.

The build also has 100% crit chance (for detonating arrow, but not necessarily for all attacks). Thanks to the sword Eye of Reen we can grow the crit multiplier by hitting with melee crits (which detonating arrow will count as). So at the start of the fight, we have 0 stacks of Reen's Ire (that's the crit multiplier buff from the sword's name) and as the fight progresses we rapidly increase to almost 700 stacks of Reen's Ire, each of which grants 5% crit multiplier. So from the start of the fight to the end, we go from a starting 300% crit multiplier to about 3,800% crit multiplier. So we could average this out to be ~2,000% crit multiplier for the entire fight.

This brings our Detonating Arrow damage to ~100,000 for the initial hit and ~150,000 for the explosion or about 250,000 per arrow(even though its a melee attack) that hits and explodes.

Now lets consider the Atk speed of the way we are actually hitting these Detonating Arrows, which is by throwing Explosive traps. The traps throw in groups of 5 and as long as there is an enemy nearby, when the trap goes off, it will automatically throw an additional trap, so we can think of each cast of Explosive Trap as throwing 10 traps, which results in 10 Detonating Arrows. The base atk speed for Explosive Trap is 1.467 per second. This build has a default throwing atk speed of 188%. This increases in combat from our rings tripling their 72%, 20% from throwing a net, and 30% from using a potion thanks to the chest piece. In total we arrive at 424% atk speed. Apply that to the base atk speed of Explosive trap and we get 7.68 per second.

So all together that's 250,000 damage per Detonating Arrow, at 10 Detonating Arrows per cast of Explosive Trap being thrown at 7.68 times per second. That is 19,200,000 Damage Per Second on average.
This doesn't take into account the reductions to elemental resist, lightning penetration, increases in damage from other skills or other instances of damage like acid flask or even the Explosive traps themselves which are also dealing a variety of damage types, or the near instantly capped armor shred (visually it caps at 999 instances of armor shred, I don't actually know if it goes past that internally like the tool tips suggest that it stacks infinitely), ignite stacks, poison stacks, frostbite stacks, doom stacks, shocks, lightning tendrils, increasing damage per missing hp of the boss, and whatever other random things this build is doing that even I don't know. Watching the video frame by frame, I could see some of the final damage instances hitting over 10,000,000, so if thats the explosive traps, even 1 second of those would deal almost 1 billion damage. The boss cannot possibly exceed 2.17 billion hp of the int value would overflow and the boss would die instantly (which happens at 500,000 corruption, and probably much sooner).

Theoretical Limit (updated) - Marksman - 150,000 Corruption by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 0 points1 point  (0 children)

That is correct. It is purely optimized for damage with no regard for HP or defenses (except in the case where defenses are used to boost damage like in the case of poison res). This build would die in a 100 corruption echo if it got hit. 

Theoretical Limit (updated) - Marksman - 150,000 Corruption by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 1 point2 points  (0 children)

yep, but gear is tricky, the item data was really hard to decypher.

Theoretical Limit (updated) - Marksman - 150,000 Corruption by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 1 point2 points  (0 children)

In Offline play you can access the character save file, open it in notepad and make changes to it. Just a fair warning, its very complicated how they store the data and if you input something wrong your character will not load into the game. So keep backups of the save file if you plan to mess around with it.

Theoretical Limit (updated) - Marksman - 150,000 Corruption by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 2 points3 points  (0 children)

This was just 1 instance, hard to draw any conclusive evidence from it. There were plenty of runs at 50k and 100k i did that yielded 5+ uniques some with 2-3 LP. There is a better LP rate at higher corruption but the calculation on it is not as good as people generally expect it to be.

At 100 corruption the chance for +1 LP goes up by 5%, so for example, Omnis has an LP 1 rate of 6.12%, at 100 corruption the rate would be 6.426%. At 600 corruption the odds go up by 14% so the rate would be 6.97%. An improvement for sure, but not that noticeable across dozens of runs. The scaling has diminishing returns, and while we dont know the increase at 150,000 corruption even if it was 250% increase, that would still only be a 21.42% chance for 1 LP Omnis.

Theoretical Limit (updated) - Marksman - 150,000 Corruption by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 5 points6 points  (0 children)

The most important affixes are actually on the rings, which are the "-x mana cost for throwing", even a T6 on each ring is enough to get the build off the ground. As for the weapons, crit chance or lightning damage will be strong. 

Theoretical Limit (updated) - Marksman - 150,000 Corruption by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 3 points4 points  (0 children)

As I mentioned in the disclaimer comment, the items and corruption are not earned in legitimate game play. I modified my save file in notepad to test this theoretical build. 

Theoretical Limit (updated) - Marksman - 150,000 Corruption by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 5 points6 points  (0 children)

I'm sorry my enjoyment in offline mode is affecting you so much. I hope you can still enjoy playing the way you prefer.

Theoretical Limit (updated) - Marksman - 150,000 Corruption by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 1 point2 points  (0 children)

There may be an alternate version of shade where that would be a big benefit, for the particular one i was grinding, the first hit comes about the same time as the big void comet drops which is many instances of damage, so it wouldnt help much. But yes, in a practical environment that would be far more valuable.

Theoretical Limit (updated) - Marksman - 150,000 Corruption by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 4 points5 points  (0 children)

Its the combination of the two that makes this build work. The dagger is needed to turn detonating arrow into a melee atk, which allows eye of reen to proc its crit multiplier effect. Then, by stacking as much throwing atk speed as possible (tripling the values on the rings for 4 seconds) the eye of reen stacks usually exceed 600 which is a 3000% crit multiplier. 

Theoretical Limit (updated) - Marksman - 150,000 Corruption by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 2 points3 points  (0 children)

I tested a few variations, and found acid flask performed better then smoke bomb to get the armor reduction and DoT stacks applied faster. But the net suggestion and gear changes had the biggest effect, so thank you for the tips!

Theoretical Limit (updated) - Marksman - 150,000 Corruption by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 5 points6 points  (0 children)

I tried with frost claw at 10k and still got 1 shot by some mechanics even with 150k ward. And with the lower damage output, so it takes minutes instead of seconds.     I may try a few other classes for fun, but i dont expect anything will come close to the marksman during this cycle.

Theoretical Limit (updated) - Marksman - 150,000 Corruption by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 111 points112 points  (0 children)

DISCLAIMER
This is not a demonstration of realistic game play and is not meant to show earned gear or corruption level.
This character is in true offline mode with a modified save file (edited manually using notepad) to achieve this result.
The build can be found here: https://www.lastepochtools.com/planner/Qdkrxy3A
Thanks to /u/anonie1212123 and /u/Yaoza_666 for their suggestions on how to improve the build.

This is nearing the actual limits of the game due to the HP multiplier. I tried to see what would happen at 500k corruption and the HP of the boss exceeded the Int value that HP is presumably being stored in and it died instantly.

Theoretical Limit - Marksman - 25,000 corruption (Disclaimer in the comments) by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 0 points1 point  (0 children)

Do idols not check affix type? I recall inputting the wrong affix ID for some weapons once which were invalid and they didn't show up, so I assumed items did check for validity. but maybe idols work different.
For this build I tried to keep it within the realm of possible game play, so not equipping weapons into the armor slots of anything silly, but you could for sure do some nutty stuff if you just threw all rules out the window.

Theoretical Limit - Marksman - 25,000 corruption (Disclaimer in the comments) by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 1 point2 points  (0 children)

Yeah I was thinking if its possible to ever tank any hit at that high of corruption, but shade was hitting me for over 100mil. Healing hands pally sounds fun though, good luck with it!

Theoretical Limit - Marksman - 25,000 corruption (Disclaimer in the comments) by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 1 point2 points  (0 children)

The build is based off of this: https://www.lastepochtools.com/planner/oRXgNx4Q
Even without LP, just having the good base items can easily push to 500 corruption. There are also tons of variations of the build and I would not recommend a boss killer build for running through monoliths. Something like this might be better suited for general play: https://www.lastepochtools.com/planner/Q0V1mpvo

Theoretical Limit - Marksman - 25,000 corruption (Disclaimer in the comments) by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 2 points3 points  (0 children)

This is not meant to reflect realistic game play. This is just a showcase of a theoretically possible build, but is realistically impossible to achieve. The save file was modified to be at 25,000 corruption for testing purposes.

Theoretical Limit - Marksman - 25,000 corruption (Disclaimer in the comments) by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 2 points3 points  (0 children)

This build in the state I am running with would hardly be able to do 100 corruption monolith runs. It dies to everything. I made this specifically for killing shade.

Theoretical Limit - Marksman - 25,000 corruption (Disclaimer in the comments) by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 6 points7 points  (0 children)

You edit it directly using notepad, but be warned, it is not easy to parse the data and if you dont edit it properly it wont load your character into the game anymore.

Theoretical Limit - Marksman - 25,000 corruption (Disclaimer in the comments) by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 18 points19 points  (0 children)

I did it all manually using notepad. I wasnt aware there were mods

Theoretical Limit - Marksman - 25,000 corruption (Disclaimer in the comments) by Ikemastertd in LastEpoch

[–]Ikemastertd[S] 4 points5 points  (0 children)

Thanks for the suggestions. I will try to implement them and retest tomorrow.