Denim Destroyer
Learned
Quick time to email Owlcat telling them to add aging spells to Wrath!
According to (https://steamcommunity.com/sharedfiles/filedetails/?id=1527643988) the algorithm for difficulty scaling is kinda FUBAR. It apparently double-dips so that stat adjustments scale exponentially instead of linearly.People are bad, PK "normal codex" difficulty is Hard (second highest).
TLDR: Core Rules Set Enemy Difficulty to "weak" and Enemy Stat Adjustments to "normal" for mostly-accurate Pathfinder experience, in terms of encounter balance.
TLDR: Enemy Stat Adjustment only seems to influence Regeneration and Immunity bypass (no or reduced damage from non-magical weapons), and from what I can find in the code, only when choosing "somewhat easier" (half regen) or "much easier" (no regen) options. Any other option, such as "much tougher enemies" doesn't appear to actually be used anywhere I've found in the code. Comically enough, this even means choosing the "moderately easier" option is exactly the same as "much tougher" when it comes to this (which is all I can see it actually getting called for).
TLDR: Enemy Difficulty changes the modifier scores (but not the base values) of the main attributes, skills, AC, Attacks, and Saves, by -2, +0, +2, +4, for weak, normal, strengthened, insane options accordingly. I'll go into why below, but you might notice attacks and AC get double-dipped due to the way the math is handled. I'm not sure if that's intentional or not, but it results in a rather steep increase in certain key stat values.
If "Enemy Stat Adjustment" is set to "Much Easier" then Set RegenerationRate to 0
If "Enemy Stat Adjustment" is set to "Somewhat Easier" then Set RegenerationRate to 1/2
{
EnemyDifficulty enemyDifficulty = Game.Instance.Player.Difficulty.EnemyDifficulty;
int num = (int)(enemyDifficulty - 1);
BlueprintDifficultyList.StatsAdjustmentPreset adjustmentPreset =
BlueprintRoot.Instance.DifficultyList.GetAdjustmentPreset(Game.Instance.Player.Difficulty.StatsAdjustmentsType);
int value = BasicStatBonus * (adjustmentPreset.BasicStatBonusMultiplier + num);
int value2 = DerivativeStatBonus * (adjustmentPreset.DerivativeStatBonusMultiplier + num);
//the BasicStatBonusMultiplier and DerivativeStatBonusMultiplier seem to default to 1.
It's possible that certain monsters or bosses have that stat set higher, which would effectively
act the same as increasing the Enemy Difficulty setting another notch without an upper-limit.
m_StrengthModifier = base.Owner.Stats.Strength.AddModifier(value, this, ModifierDescriptor.Difficulty);
//does the same for the other 5 stats
m_SkillPerceptionModifier = base.Owner.Stats.SkillPerception.AddModifier(value2, this, ModifierDescriptor.Difficulty);
//does the same for AC, attack modifier, and saves.
}
Wait. How is Space okay but T retarded? lol. I mean, just double tap T. You're paused when switching to real time so nothing changes.Turn based stil dont work properly.Enemies or allies are still doing nothing and not ending their turns.Space does not do shit.Esc or T helps but thats just retarded.Unistalled it yesterday when fighting barbarians with jamandi aldori.And in fact the first half of the game is not considered to be the buggy one, you're in for a ride
the game really isn't that buggy anymore
I finished the entire game on turn-based, and while TB does hang once in a while, it's really not that bad.
I dunno, still seems to scale expontentially. Either way, I like to play it safe and stick with the tabletop bestiary lol.eh? double dip is ancient and was fixed after release.
But enemiz on release had like +20 extra statz as they are now. The screenshots of that are mythological.
still remember fighting 60 or 80 ac spider or something in CH 3.
that is what was the infamous "double dip"
It's weak if you munchkin and min-max your characters, same thing with tabletop. Me? I prefer to make stupid experimental builds so I try not to turn any other knobs.But its weak.
Double dip was never fixed because it's a core issue with how they implemented the difficulty sliders. One gives a bonus to monster stats, indirectly affecting the important things like BAB and AC, and the other gives a bonus to the important things like BAB and AC directly. It cannot be fixed unless they scrap one of the sliders.
I prefer to make stupid experimental builds so I try not to turn any other knobs.
You don't need to minmax or munchkin in Pathfinder to make any class overpower any normal enemies. Anything you pick is just strong.It's weak if you munchkin and min-max your characters, same thing with tabletop. Me? I prefer to make stupid experimental builds so I try not to turn any other knobs.But its weak.
Well in Wrath you ofteen meet those as optional enemies, or enemies that run away, or have help from NPCs. I had to clear whole levels of bugged enemies with silly spells avoiding stat bloatz was funny actually - no matter how more buggied game got, your party is still strongerIf you would like to play this mythical difficulty now you can with Wrath Unfair.
This may work https://www.nexusmods.com/pathfinderkingmaker/mods/219Double dip was never fixed because it's a core issue with how they implemented the difficulty sliders. One gives a bonus to monster stats, indirectly affecting the important things like BAB and AC, and the other gives a bonus to the important things like BAB and AC directly. It cannot be fixed unless they scrap one of the sliders.
I guess. They could just you know have a slider for stats and another for AC, etc..
Before this mod when you select different options in the setting “Enemy difficulty”, the enemies in the game get +2AC and Attack Bonus, as well as +4 to all ability scores for each increase in the difficulty level (e.g., from Normal to Strengthened). If you give a monster +2 to AC and Attack Bonus and +4 to all ability scores, in reality, that gives the monsters +4 to hit your party and +4 to avoid your party’s attacks. I think that it is too much, and I always wanted more fine-tuning settings. That’s where I had the idea for this mod. With this mod, you can replace these bonuses. By default, this mod replaces the vanilla values to +1 to AC and Attack Bonus (instead of +2) and +2 to all ability scores (instead of +4). This gives monsters +2 to hit and to avoid attacks for each level of increase in the “Enemy difficulty” setting. However, you can change these values to whatever you like, just open the “Settings.csv” file with Excel or LibreOffice and change the values. However, I should note that I have not tested other values.
To check what each option was originally intended to do by the devs, see: https://steamcommunity.com/app/640820/discussions/0/1730963192537352029/
Do you use charisma as a dump stat?You don't need to minmax or munchkin in Pathfinder to make any class overpower any normal enemies. Anything you pick is just strong.It's weak if you munchkin and min-max your characters, same thing with tabletop. Me? I prefer to make stupid experimental builds so I try not to turn any other knobs.But its weak.
Oh. Well it's more like choosing Challenging and then dropping the two difficulty sliders to normal.I prefer to make stupid experimental builds so I try not to turn any other knobs.
That's what I do and it made Unfair feel just fine for the first half of the game, ridicoulously easy from Vordekai onwards, and then fine again for the last couple of levels. In my first, uncompleted playthrough I also used stupid experimental builds but played on Core rules, and it was a roflstomp from level 7 onwards
Do you use charisma as a dump stat?You don't need to minmax or munchkin in Pathfinder to make any class overpower any normal enemies. Anything you pick is just strong.It's weak if you munchkin and min-max your characters, same thing with tabletop. Me? I prefer to make stupid experimental builds so I try not to turn any other knobs.But its weak.
Er, by drop stat I mean when you put a stat like Charisma at minimum, because Charisma doesn't matter, thus allowing you to put points into something else. Many PNP are okay with it, though many others aren't.Do you use charisma as a dump stat?You don't need to minmax or munchkin in Pathfinder to make any class overpower any normal enemies. Anything you pick is just strong.It's weak if you munchkin and min-max your characters, same thing with tabletop. Me? I prefer to make stupid experimental builds so I try not to turn any other knobs.But its weak.
There really aren’t drop stats since the only benefit of dropping is like .5 to a DC or some shit. You can get WIS to Persuasion from Background in Wrath but it’s rarely worth doing. I start most builds by adding two to each stat then going from there.