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#31
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![]() Right now: by class. Mostly listing skills I never use, and not listing stuff I think is effected by your other changes
This is just off the top of my head. Weaponmaster: just Adrenaline. Recharge time is too long, maybe increase duration by level, or make it a flat weapon speed increase (that's small) I think all the shield bashes are underpowered (defender/paladin/warden) Thief: Dagger mastery should get the combat speed boost from Magitek's mod Trickster: Increased Stealth should increase Escape notice. Paladin: I think Zeal should do something different. Shaman: Champion has too long a recharge time, should reduce by level Divine Intervention seems terrible, should be a percentage heal I believe Suggestion: give the Shaman a Staff mastery skill. Magician: Blinding Flash needs to be stronger Arcane Swarm needs to be stronger Suggestion: Arcane Blast can lower an enemy's magic resistance Suggestion #2: Arcane Drain can restore your life when it's used, duration should increase to 10 seconds. Archer Fast Draw should be a weapon speed increase Druid Mana Regen should last for the full 5 mins like Magitek's Mod Conjurer Warlock Shadow Claw should restore life like in Magitek's Mod Curses should gain range with level Sorcerer: Ball Lightning/Lightning Swarm seem too weak. Chain Lightning might also use a boost Reaver: Charge seems very weak Rampage needs a little more time boost per level Wampir Blood should be a toggle (have it reduce mana or even hp regen when active) warden: Shield skills are weak Wards might need a boost also. Banish is likely overpriced Demonologist: Inferno needs a boost Blood Rage seems overpriced Demonic Control I never use- seems way too situational. |
#32
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![]() Great. I noted those down -- I'll check them out when I'm through with the mage skills. The main ones on there that I'm already changing are the lightnings. Anything you think is too strong/dominant?
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#33
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![]() I honestly don't worry about things that are too strong, I'd rather buff things up to that level. I really don't have any complaints on things being too strong.
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#34
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![]() I was just looking through some files in the expansion, when I suddenly noticed that the expansion makes legendary difficulty harder! That means I have to adjust my spells to suit the new difficulty. People without the expansion will just have a somewhat easier time in the endgame.
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#35
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![]() Shadow, would it be possible to add more commands like DynamicStatMultPowerNeeded and DynamicStatMultSkillDamage, except that it would show the calculated damage numbers (min and max) and mana instead of percentage increase? I'm adding damage and power non-linearly (to keep up with the levels), but it all appears as % increase, making it hard to understand the real impact.
A nonlinear way to add to AbsorbDamage would also help with making Holy Shield able to keep up with the game. |
#36
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![]() OK -- I've finished re-balancing the fire mage (and only the fire mage so far). I'm not sure if my mana values are exactly right, but you should now make sure to watch your mana -- upgrading spells may sometimes make them LESS effective since you can use them less.
If you're using a high level mage, you may want to subtract skill points and place them differently. In general, more powerful spells will need less upgrading than less powerful spells. Also, you should be able to build up several skills (4-6) without too much of a problem. Now that each skill is viable, I had a tough time deciding what to do with fire mastery. I can't have it boost damage by percentage -- that'll throw off all the damage curves. What it does instead is reduce mana costs. It also affects the fire elemental and flame blade. Please note that I changed the name of the mod from assets004.zip to assetsbal.zip (as in balance). You can delete the old assets004.zip. |
#37
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![]() Quote:
Fire Sheild 1 = 12 mana. Fire Sheild 2 will cost 22 mana! (10 point jump, almost double?) Fireball 1 = 10 mana. Fireball 2 = 16 -- that seems OK, perhaps... Firey blast 1 = 8 Fiery blast 2 = 12 --25% increase -- a little steep for 4th level... These SAY there's a 3% raise in mana cost in the description, but that's by far not the truth ![]() ![]() Now, I didn't run out of mana too frequently, but I also avoid being headstrong and avoid some battles or put them off. I have 118 mana at 4th level -- those fees seem to get steep pretty fast, so of course I shied away from raising the spells to level 2 (so I don't know what Level 3 would cost mana-wise....). I didn't die, not unusal in such a low level... One thing I noticed is that I can't really tell whether Fire Mastery works when every spell/skill is at 1. Since it doesn't modify the mana cost in the description, I wasn't sure really how to test what the mana cost really is...Also if Fire Mastery is only for resistance AND reducing spell costs, perhaps Fire Sheild and other non-damage fire spells would be affected? I got up to 7th level before I stopped for the day. I was able to diversify nicely and picked Teleport (which is one of the more balanced spells available). But one can do that in the original game at 7th level. So I'll try again soon... just have a busy week and need to do lots of work (and right now, I need to sleep). |
#38
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![]() Having not played the endgame, another factor to account for, at least for non-area-effect spells is: Are there simply more creatures, more dungeon mods, or more champions/elites/uniques at the higher level end of the game -- or is it just the same numbers and same chance of buffs, just different difficulty levels per-monster?
If at level 1 I walk into a room and there's maybe 5 critters... at level 25 I walk in and there's 10 at level 55 I walk in and there's 25 at level 100 I walk in and there's 75 ...then the overpower both in DPS and spells (perhaps even area of effect) NEEDS to escalate. It's not just a factor of each monster's HPs but the cumulative HPs of the monsters one should kill before one will be killed. I'm tired, I may not be making any sense ![]() Last edited by Crisses : 03-10-2011 at 11:27 PM. Reason: Oops -- also meant to mention dungeon mods, etc. That critters-on-speed mod is nasty. |
#39
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![]() Thanks for testing Crisses!
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Making the mana non-linear lets me target spells for a specific number of levels (e.g. 20). Usually, lighter spells are targeted at 20 levels, and the heaviest spells are targeted at 12. Go past those levels, and the spell uses considerably more mana (in return for considerably more damage). Making the damage non-linear allows to keep up with the monsters, while also preventing the mage from overwhelming monsters in the early to mid-game. What I'd really like Shadow to do, is modify the Skill class in the code somewhat, so that there's an inflation factor for skill damage before it's displayed as numbers, as well as after. I'd also like the same for power usage. This would make non-linear skills still display their damage & power normally, while only boosting skills would have a percentage display. Quote:
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Also BTW, the fire elemental is now more of a serious beast. You only get him for short periods of time, so he needs to be buff even if you get his level 1 when you're level 50. Quote:
![]() Last edited by Bluddy : 03-11-2011 at 02:45 AM. |
#40
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