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Joined: Jul 2014
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journeyman
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I've been working with Poisoned and Burning the past few days seeing what all we can do with damage over time effects and status effects in general.

I've come accross 2 major issues with them imo, and was curious if anyone could chime in.

The first one is simple. There is no way to create invisible Status Effects. Edit: This is possible. See below.

The second one is simple to explain but I don't know how complex it would be from Larian's perspective. Entries in Stats > Weapon (Which is where things like Burning, Poisoned, surfaces, clodus, etc reside) do not seem to be able to crit, even if you make the crit chance 100%. I don't really understand why damage over time effects like Burning or Poisoned are stored in this table to begin with, but the fact that they are not able to crit means that we can't really make a Damage Over Time ability and balance it properly. Ideally this would be able to infer crit chance based on the Caster. A null crit chance field would mean it could not crit, while a 0% crit chance would mean it could, given the caster has crit chance and ViolentMagic.

Edit: While the above is still odd and warrants discussion/visibility, there is a work around to this as well below.

Last edited by Sinistralis; 06/10/17 09:48 PM.
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Edited to put my main concerns in the main post.

Last edited by Sinistralis; 06/10/17 02:05 AM.
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Cleaned up post and hopefully clarified my questions/concerns.

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Invisible statuses would be great. They would allow you to:
Hide passive stat gain statuses from the UI, to prevent visual bloat.
Use aura statuses as a "detection" trigger.
Use statuses as a visual, or timed flag.
Attach scripted talent behavior to statuses and hide them for better immersion.

I hope adding the ability to hide statuses is something Larian can add down the road.

Joined: Dec 2016
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Is it not the case that statuses without icons are invisible? It was this way in DOS 1.

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No, in DOS:2 it just shows a fallback question mark icon.

Edit: This is somewhat incorrect. You need to remove the icon from both the Potion entry and the StatsData entry. Then it will correctly hide, so I'll amend the main post.

Last edited by Sinistralis; 06/10/17 08:34 PM.
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I talked with Ameranth a bit and he suggested a work around for DoT crits. I wanted to put it here incase someone else comes across this in the future.

I think you can work around this with a OnTurn trigger that checks for your status and if it exists, call ShootWorldProjectile and spawn it at __Me's feet. ShootWorldProjectile has an argument for Owner, so you can store who inflicted that status and use that to properly assign the projectile the correct stats.

I will update this further once I get around to trying it. I have a lot of miscellaneous things to clean up from trying to solve this over the past few days.

Last edited by Sinistralis; 06/10/17 08:37 PM.
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Glad I could help. For anyone who is interested to see how a system like this can be implemented, exploring the AMER_MAIN family of charScripts within the developer edition of Epic Encounters can shed some light.

Last edited by Ameranth; 06/10/17 09:31 PM.

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