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Showing content with the highest reputation on 03/04/2020 in all areas

  1. HORSE View File Submitter RuDDicK Submitted 02/27/2020 Category Sacred Mods
    1 point
  2. @Flix I guess no one would mind a cap of 90% for Damage Mitigation? Given the calculation code, the easiest thing would be to set the cap to 90% for the mitigation and to 100% for the prone.
    1 point
  3. I've managed to signficantly extend the amount of tokens, that lore skills affect, as well as introduce a few extra tokens. The affected tokens are: et_invisible 66 et_convert_chance bd et_minion_armor_all 63 et_minion_wdam_phy 65 et_minion_attackspeed c6 et_minion_boost 6f et_summon_armor 77 et_life_leech 46 et_energy_leech_whit 3d et_life_buff 3e et_life_regen 3f et_life_heal_hp 83 et_life_heal_mend 84 et_soul_explosion 9a et_soul_life_regen e4 et_dotdamage_fire 0f et_dotdamage_magic 11 et_dotdamage_ice 10 et_dotdamage_poison 13 et_dotdamage_physical 12 et_plague_poison cf et_plague_const_fire ef et_base_armor_fir 7e et_base_armor_ice 7f et_base_armor_phy 7d et_base_armor_poi 80 et_base_armor_mag 6b et_spelldam_TC_fir 2d et_spelldam_UD_mag 2c et_dotdam_TC_mag 14 et_banish_spells 2e et_shieldblock b0 et_shieldstrength b1 et_shield_regen dc et_itemdam_phy be et_item_chance_surehit bf et_debuff_reduce_armor 02 et_debuff_CA_regen e9 et_debuff_strangle 87 et_chance_debuff_root 86 et_reduce_Ereflect d6 et_reduce_Creflect 15 et_reduce_Sreflect 09 et_lower_armor 70 et_invert_armor 7c et_invert_armor_phy e2 et_wounded_rage 52 et_direct_dmg 69 et_deathblow c2 et_ripper 7b et_chance_areasplash 19 et_chance_doublehit 98 et_chance_knockdown 01 et_chance_stun 24 et_chance_bleeding 1a et_chance_deepwound 9c et_chance_mortalstrike f1 et_chance_criticalhit 18 et_chance_disarm 5a et_chance_burning ab et_chance_poisoning 8e et_chance_knockback 1b et_chance_dismount 17 et_chance_piercing 5b et_chance_surehit 1c et_chance_electrify aa et_chance_freeze ac et_chance_fear a9 et_chance_bypass_armor da et_reduce_evade db et_chance_evade 22 et_chance_reflect_spell 57 et_chance_reflect_CC 53 et_chance_reflect_missile 55 et_chance_reflect_root 56 et_chance_reflect_stun 54 et_chance_block_spell a8 et_chance_block_missile 58 et_chance_block_root bb et_chance_block_stun eb et_chance_block_CC 3b e_chance_break_root a7 et_reduce_debuffs 6a et_resist_effectdam_any ec et_dotdamping_any e0 et_chance_mutate de et_chance_loot d8 et_exp_rel 4e et_drop_a_head c8 et_hits_persec 5c et_charge_shapeshift ed et_summon_level 73 et_reduce_buffupkeep 7a et_friendfactor 3c
    1 point
  4. Absolutely. IIRC it should be almost identical to Blazing Tempest which was pretty awesome in vanilla. But we'll see.
    1 point
  5. That was kindof my personal take on the Ice Lord... but seeing as he's not in the console version I had no experience with him in "vanilla". I approve of your thinking there and it is the way most optional bosses work for (all) RPG's. The only real takeaway I had was that Bloodclaw didn't have such a pronounced difficulty spike however he's still VERY dangerous if you don't know about his WIDD (even for vanilla). IF Ice Lord does have some serious phys armour/mitigation then I am not sure fire vulnerability is needed since some lava chunks/conversion gloves will do wonders for the fight... but if not and its just a massive hitpoint pool, then it's a good balancing tactic (the vulnerability). My .02 and still only Plat. difficulty to boot.
    1 point
  6. Yeah... so my philosophy here (this is EE work, not CM Patch), was that campaign bosses shouldn't be unstoppable juggernauts. What should make them interesting is unique designs and a variety of special attacks you don't see elsewhere. Their stats aren't weakened in the mod but they're not strengthened either. On the other hand, those out-of-the-way bosses, completely optional to progressing, that NPC's look at you in awe for beating... well those got some improvement. All four elemental lords in particular got standardized (they were all over the place in terms of stats) and boosted values. You'll definitely want fire weapons vs. the Ice Lord. But your comment has me thinking, each one should probably have a more pronounced weakness. For example, it's true the Ice Lord has no fire resistance, but maybe he should actually have a fire vulnerability. Many enemy types do after all, it's like reverse damage mitigation that makes them more sensitive to a given damage type. Something to add for the 2.4 release.
    1 point
  7. Running around Nor-Plat I came across the Ice Lord. As I don't ever recall fighting this guy I thought I'd take a "Schot" at it Got thrown off with the fact you gotta interact with it to start the fight, which really threw me off and ended up getting KO'ed trying to re-cast my FF and applying DS and not watching my HP Went back to give him a second go; and holy moly either his health is ridiculous, or armour/mitigation is super high vs my Phys damage. Since I'm rofl-coptering the story bosses I know it's not my raw damage output so maybe I'll have to socket some lava chunk and try again some other time. I didn't want to do that just yet since I was heading into Seraphim Island and fire-areas right away but maybe after I'll try that strat. after reaching the Swamp. Then I'll need to start setting up some elemental damage weapon sets anyway. Ding level 75, master Bargaining, Constitution and GI Focus. Dual Wield is next as I wanna see how the mechanics of the double-hit work. If I'm not impressed by it I will use the Character Editor and re-spec into Armour Lore to have a look at the mitigation levels at Mastery; if that's as nerfed as I think then I'll go for Spell Resistance. Getting REAL tired of stuns and roots Tactics and Toughness would be the next 2; the rest can be 1-pointers until late-late game.
    1 point
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