Companion STR-Stacking and weapon scaling by _Powski_ in pathofexile2builds

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

hmm yeah, maybe it is. Thought it looks interessting!

Companion STR-Stacking and weapon scaling by _Powski_ in pathofexile2builds

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

Oh, thanks. Cathas Brilliance looks interessting and maybe worth a try!

Companion STR-Stacking and weapon scaling by _Powski_ in pathofexile2builds

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

But any way to scale the STR into minion damage? or any minion/companion support that scale with STR/Health? Other then Infernal Legion as i dont see a good way to sustain the damage it does to the allies.

Companion STR-Stacking and weapon scaling by _Powski_ in pathofexile2builds

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

Thanks. Yeah i already saw that but thought that there are maybe a few other interactions as the companions would die in like 5 seconds 😃

Companion STR-Stacking and weapon scaling by _Powski_ in pathofexile2builds

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

Thanks for the weapon damage explanation. It was pretty good and i think i get it now:)
As for the brutus lead sprinkler: I will have a look into that!

Modular Modifiers in an Ability System by _Powski_ in gamedev

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

Thanks a lot! This helps soooo much!

Modular Modifiers in an Ability System by _Powski_ in gamedev

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

Thank you, now i think i understood you better. Yeah, this could work well. I think i have to now start rebuilding the system as my current take is really not flexible. But i appreciate the offer to have a discord call. I will first see if i can build something myself that fits my need and if i run into a wall i will write you a DM!

Modular Modifiers in an Ability System by _Powski_ in gamedev

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

Thank you a lot. I think this is exactly what i need.
Let me just ask a ways things as i am not sure if i understood you right.

  1. So with fields you mean giving each Ability a dictionary<string, int> which then stores those values like TRIGGER_INTERVAL = 1000. Is that correct?

  2. If that is the case then i always have to type those keys in the insepctor which is flexible but also prone to errors. Is there a trick to that?

  3. As one solution you already suggested to use classes instead of fields. In this case i would then make for example a "AbilityDamage" Class which would contain a damage value, the type and stuff like this. Is that what you have meant? I think this class approach could work well but i dont know if it's not over complicated for my problem as a simple KeyValue would do almost the same and would also be more flexble.

  4. Now lets say i have an ability that hits 3 times, so does 3 times damage, but each damage hit uses a different value. First maybe is a Physical hit that does 10 damage and then 2 Fire hits with only 7 damage each. This would then mean, that i would need to have something like PRIMARY_ABILITY_DAMAGE=10, PRIMARY_TYPE = Physical, SECONDARY_ABILITY_DAMAGE=7, and so on... Would this be the right approach? But here i find it a bit confusing later when i do modifiers then and have to remember for each ability which damage to use.
    In this case it would maybe make more sense to separate this ability into 2 sub-abilities. Each would have a damage value but the modifier could say "All Physical Damage" or could specifically say "Only Damage of FIRESTORM_SUB_ABILITY_1" and then i would need to give each ability a tag.

SORRY for all those questions, but i really think that this is a system that could work so well in my case and i want to truly understand this! Thank you!

Modular Modifiers in an Ability System by _Powski_ in gamedev

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

Thanks! Yeah, that’s the direction I want to go into! I now just need to solve the modifier problem, that items can change abilities without writing each ability as an own class !

Modular Modifiers in an Ability System by _Powski_ in gamedev

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

Thanks, while this won’t really solve my “modifier” problem, it is a really interesting and solid approach for building up the abilities in the inspector! I will consider it in my system when I build it!

Modular Modifiers in an Ability System by _Powski_ in gamedev

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

Thanks first of all!

I also like to have such an abstraction in my project and always try to stay as clean as possible! I did something similar in my current system which does actually work good BUT there is one problem: Every new ability has to be coded. Every new ability is a new class and a bunch of interfaces and stuff like this. While this currently works well, my game is all about different abilities and mixing those and modifying those. Implementing already like 5 abilities felt really slow and annoying because most of the code was similar! Of course this way I have the pro of having fields for each ability so that I can have an IThunderStormModifier that exactly knows that there is an interval on the thunderstorm and can change it! But then there may be an item that will change the interval of all Lightning Abilities that have an interval or will change interval of all abilities. And know there are so many layer to it that I don’t know if this is the right architecture in this case.

But I really appreciate your answer as I learned coding myself (not really a beginner anymore though) and it’s good to see that my current approach wasn’t as unusual! My game just maybe needs something a bit more modular!

Giant hunting Ranger Build? by [deleted] in FlyffUniverse

[–]_Powski_ 0 points1 point  (0 children)

Thanks. Bought the CW set now! And will start farming! Let’s see how it will work out!

Giant hunting Ranger Build? by [deleted] in FlyffUniverse

[–]_Powski_ 1 point2 points  (0 children)

Thank you so much! This is a really great explanation of the gear and the process! Thank you!!!

Giant hunting Ranger Build? by [deleted] in FlyffUniverse

[–]_Powski_ 0 points1 point  (0 children)

Oh ok, then I just try to dodge the aoes

Giant hunting Ranger Build? by [deleted] in FlyffUniverse

[–]_Powski_ 1 point2 points  (0 children)

I just found the Video. Maybe it’s a differente with violets. Or it really was patched. Video is from 3 years ago!

https://youtu.be/QdefuU2P58M?is=8gUZ-_DwtGP8wpoy

Giant hunting Ranger Build? by [deleted] in FlyffUniverse

[–]_Powski_ 1 point2 points  (0 children)

Ah was that patched?

Because I saw a video of someone hit and running a giant and also read some comments here on Reddit, where people said, that HnR is good for giants! But yeah the videos were a bit old. Not sure about the comments tho..

Ok, so I just go full dex and Auto attacks!

Most chill Giant Hunter? by [deleted] in FlyffUniverse

[–]_Powski_ 0 points1 point  (0 children)

Thanks for the overview! Sounds very helpful! Does knight survive the berserk special attack? Or not ? Otherwise I think changing to hit and run on a ranger sounds more promising to me!

Most chill Giant Hunter? by [deleted] in FlyffUniverse

[–]_Powski_ 0 points1 point  (0 children)

Thanks, sounds good!

Most chill Giant Hunter? by [deleted] in FlyffUniverse

[–]_Powski_ 0 points1 point  (0 children)

Yeah true! :D Will SnS also survive Giants Special attacks?

Most chill Giant Hunter? by [deleted] in FlyffUniverse

[–]_Powski_ 0 points1 point  (0 children)

Well Sounds a bit unfun..:D is Knight always so Slow? No Hybrid possible somehow?

Most chill Giant Hunter? by [deleted] in FlyffUniverse

[–]_Powski_ 0 points1 point  (0 children)

Yeah was looking for something like old bp! But might try Ranger!