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coralzombie

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Posts posted by coralzombie

  1. On 5/13/2020 at 2:52 PM, myfur1958 said:

    possibly something for someone wanting to play an ice mage? scepter or wand maybe a rod, rings, amulet that either increase power lvls or ice dmg. and if there's already something on the wiki I could look up for something like those items, please point me in that direction. maybe in my old age am just not seeing it there.. thank you

    Thanks for the Idea.  This is being added to the MOD release for tomorrow.  I plan on working on the DeathDealer items that Kaylon asked about next,

     

    kAH6Liv.png

    • Thanks 1
  2. 1 hour ago, Phyriel said:

    Well honestly I think game is overall so imbalanced that you don't really need to worry too much about making items too strong. Make them fun. I used hand and eye of vecna and wand of orcus only, whats most OP is the fact those items give you perma top tier buffs/immunities which imo is fine but not when you can have it for gold. 

    From the list above I'd like to see your take on Invulnerable Coat of Arnd (maybe Mythic from the start, with +4 PL for paladin/priest and damage shields) 

    Wondering if its possible to make Staff of Magi that allow you to cast high lvl spells from different classes with charges that replenish after absorbing enemy spells with % chance to do so?

     

    Coat of Arnd  - Completely immune to physical attacks. with protection from elements.   Yes I could do that lol but honestly its not on the top of my to do list.  Maybe when all is said and done something like that would be the last item to go into my MOD.  You might as well console GOD mode.  My take on a toned down item (from complete immunity)  would be something like:

    33% chance to turn enemy graze / hit or crit to miss.

    33% chance to reflect spells.
    +4 PL priest / paladin / chanter

    Damage shield not sure but could do damage reduction for sure.

     

     

    Staff of Magi.  Definitly could create a weapon with several high level abilities from druid / priest / wizard / cipher  list.  Could be per encounter or per rest.

     

    To make it have charges that recharge when hit by enemy spells, I think I would have to look at Major Grimoire Imprint to see how it is coded and how it can be modified.

     

     

  3. 5 hours ago, Phyriel said:

    I would love to see Robe of Vecna - magic resist and massive recovery casting speed.

    Sword of Kas - some nice mechanics on its description:

    https://criticalrole.fandom.com/wiki/Sword_of_Kas 

    Or maybe this list: https://screenrant.com/dungeons-dragons-most-powerful-artifacts-ranked/

    I wouldn't mind if you made a version that is OP aka gives effects more or less the same as in lore with intent to match with difficulty mods for deadfire.

     

    Yes the robe and hand in current MOD version are a bit OP.  Was looking into making the major injuries when you put them on for the first time permanent but got side tracked.  They were part of the MOD before I took it over, so far I have only adjusted the lore to them.   Robe of Vecna:   Lore to this item states that it adds spell alacrity / casting speed.  I created a heavy armor in the MOD with this ability. If I tied this to a robe, which I can do, that might be the only feature it has aside from maybe +2 Metaphysics or something but could definitly make a robe with casting speed AND spell reflection.  I have added quite a few wizard / druid robes, wands, accessories to add power and variety for playstyles.  I imagine a wizard fully decked out in my items could have an easy time of it with fire and shock,

    5 hours ago, Phyriel said:

    Would be nice if some of these items in OP version were hidden between some encounter tho or atleast could be stolen with high sneak/pickpocket - what makes items OP even in current version is that you get them with just money.

    My next goal after I get some feedback on item power from users who actually use the MOD is to create a custom NPC or several to sell some of the items and also, if possible to include the items in lootlists.  I need to do another full playthrough though so I can correlate enemy difficulty with the items I have created and place items into their lootlist accordingly. 

  4. 13 hours ago, coralzombie said:

    I will look through the item models after work today and see what I can change.  Regarding  armor,  some models cannot have their color changed (or at least I don't have the ability to) but some will adapt to the players chosen color palette and I can find a model that adapts and mod it accordingly.

    This is actually a 5 item request!!!  I might be able to do it all by Friday evening though.

     

     

    So after looking though this, yes I can do this and I really like the idea.  I do not have enough time to get it done before my next release this Friday due to work, life etc. I am going to create this as a separate MOD add-on, it will require the main files from my MOD but can be downloaded separately at players discretion.   My goal is to have this done and published by 5/19/2020.

    7 hours ago, myfur1958 said:

    possibly something for someone wanting to play an ice mage? scepter or wand maybe a rod, rings, amulet that either increase power lvls or ice dmg. and if there's already something on the wiki I could look up for something like those items, please point me in that direction. maybe in my old age am just not seeing it there.. thank you

    I have a book titled  Ring Of Winter  https://forgottenrealms.fandom.com/wiki/The_Ring_of_Winter_(novel)

     

    I am going to create a ring  based on this lore and your idea.  I was mulling over adding another ring into the MOD so I will have this done and published to the Nexus with the next release in 2 days.

     

    Something like  this:

    +2 Frost power levels  +2 illusion PL

    -1 Resolve     OR   weakness resolve afflictions     /   Possibly Enchant recipe to remove penalty

    Spell Like Ability 'Ninagauth's Freezing Pillar"  Once per encounter OR once per day

     

    • Thanks 1
  5. 1 hour ago, Noqn said:

    There's a bunch of Ice-themed equipment but sadly only a few give Frost PL.

    It's worth noting that Illusion PL synergizes with Kalakoth's Freezing Rake and would make for good options once you hit Lv 16!

    • Whitewitch Mask gives +1 to Illusion, can be looted very early.
    • The Eye of Wael gives +2 to Illusion, doesn't require any combat iirc and can be picked up right after Port Maje.

    A Wizard with Sun and Moon, The Eye of Wael and Whitewitch Mask would get +5 PL to Kalakoth's Freezing Rake just from equipment.

    I have implemented a few items that give  + PL to Fire  and - PL to Frost such as a wand.   I will see about making a wand that gives +frost and Illusion and  -Fire / something.

  6. 4 hours ago, Kaylon said:

    Can you change the color of the models? I always wanted to make the armor/weapons set of the Deathdealer (berserker/streetfighter) using existing items:

    Rekvu's Helm (black) - maybe something like Deltro's Cage (but for melee damage) gives a raw dmg lash

    The Bloody Links (black) - add some mods from Reckless Brigandine/Guardian's Plate

    Magran's Favor (2h axe black) - like Lord Darryn's Voulge but with raw dmg instead

    Sasha's Sniging Scimitar (black) - with mods similar to Kapana Taga

    Cadhu Scalth (black) - retaliate with main attack on miss

    35mm-Death-Dealer.jpg

    I will look through the item models after work today and see what I can change.  Regarding  armor,  some models cannot have their color changed (or at least I don't have the ability to) but some will adapt to the players chosen color palette and I can find a model that adapts and mod it accordingly.

    This is actually a 5 item request!!!  I might be able to do it all by Friday evening though.

     

     

  7. Finding myself with time to spare before my next MOD release.  Will take an item request if it is reasonable.

     

    Any item type works

    Should not be over powered, I probably need to tone down some of my items already.

    Custom Models are beyond me so feel free to pick an existing item model in game.

    I do have the ability to re-animate some spells.

     

    Got an idea for a character build and need an item to fit it, let me know!

     

    Link to MOD:

     

    • Like 1
  8. New Large Shield -  Can be enchanted / upgraded

    Accuracy penalty reduced by 2

    Elemental Imbuement - When large shield modal active add damage to each main hand attack.

    Abilities  tied to paladin levels cipher keywords. Unique animations.

    Gravity Well - Functions like pull of Eora but ticks twice as often and a much greater reduction in stride - for when you need the enemies where the tank is.

    Can upgrade Gravity well to 2 per rest. 

    Mercury.png

    yIPuHYK.png

    xbQgNH4.png

    Modified medium shield from previous version.  Added bashing attack  this is separate from Shield Bash ability which 1 / encounter.  Bashing will scale with enchantment level - requires Noqn Shield bashing fix MOD which is integrated into Elric Galad's Balance MOD (links will be published in suggested mods on my Nexus page)

     

    WfNWT90.png

    KV3YPJK.png

     

    • Like 2
  9. 1 hour ago, peolone said:

    Great work... When is the next version due for release? 

    Thank you!.  The next release is scheduled for 5/15/2020. Currently working on:

    Adding new medium bashing shield.

    Modifying a medium shield from previous release to have bashing.

    A large size tanking shield - adds lashing effect to Main hand attack during shield modal with some CC abilities.

    Paladin Trinket

    ------------------------------

    If time permits.

    Accessory for One-handed Dueling Rapier build, only works with Off-hand empty.

     

     

     

     

     

    • Like 1
  10. Ah I see we just use the same values as weapons get with each enchantment level.  Yes I can send you over data from a shield I created but  I guess what I am seeing is Best Defense a small shield / legendary is base damage 7 - 10 while Magrans is  medium /  exceptional shield is 11 - 15 base damage before the % increase from enchantment level ,  yes it does get the % increase from enchantment but the base values between Magran and Best defense are different and I am looking for a what to set on each shield I create , small, medium or large that makes sense since the value is not constant.

  11. With the Noqn mod here are the base damage values for the vanilla bashing shields

    Best Defense  (small shield legendary level)  damage 7 - 10

    Magran's Blessing (Medium shield exceptional level)  11 - 15

    I have the version that skips Tuotilo's Palm which is also at 7 -10.  

    Is it somehow filtering out the shield " best defense" ?  

     

    Or perhaps it cannot apply the relevant enchantment level to a shield that is by default at that enchantment level.  I noticed with my shield it did not apply the exceptional level enchantment because it was by default exceptional level but when I upgraded it to the next level it did receive the correct scaling.

     

    Pretty sure I need to combine what Elric Galad is making with your Mod to effect vanilla shields correctly.

     

    Edit:    I think what I need is the damage and pen values each type of shield should have at each enchantment level. Will Pm Elric

  12. On 5/7/2020 at 5:17 PM, Noqn said:

    @Elric Galad and @coralzombie, I found an universal fix to Shield Bash Quality Scaling, would you be interested in merging it into your own mods?

    https://www.nexusmods.com/pillarsofeternity2/mods/425

    It's done through adding new status effects to each of the Shield Quality enchantments, basically copies of corresponding Weapon Quality enchantments but with HideFromUI set to true so that they they don't clutter ordinary shields. (Ordinary shields are for that matter unaffected due to how AttackFilter Source: "ParentEquippable" works.)

    I'm really happy about how seamless it turned out!

    I will send you a completed layout for a bashing shield I created and maybe you can see why it is not working. 

    • Like 1
  13. On 5/7/2020 at 2:04 AM, Elric Galad said:

    Be careful about PEN and Acc.
    Passive / Weapon effects don't benefit from PEN and Acc scaling.
    You can make an equivalent to weapon quality, but it won't be upgraded by quality upgrades, so you may have to create separate upgrades... but I have already told you.

    The closest item from what you describe in case #1 is Aldris Blade :
    https://pillarsofeternity2.wiki.fextralife.com/Aldris+Blade+of+Captain+Crow
    It adds 10 damages but only on Crit and is considered as a good weapon.

    So for proc on Hit, 10 damages is certainly too much.
    You're basically adding base damages to an Attack roll, so the value shall be interpreted as a multiplicative % increase. It is close to a Lash effect, but will be better with fast weapons.
    Lash effects are around 15-20% in general, so the right value for a 100% bash should be around 2-5 damages due to not benefitting from weapon quality % damages (or decrease the proc chance for higher damages, or apply it only on crit).

    In any case it shall be lower than the benefits of Dual Wielding (-30% recovery).


    For #2, the closest thing is flame shield. That's a Tier IV spell but it does a comfortable 8-12 damages, scaling. It applies on all damages, not only Hit and Crit.
    You shield probably shouldn't be as effective as a Tier IV spell, but Something around 5 damages should be Okay.

    After testing the shield damage proc PEN does scale with level. Also scales with passive abilities such as Spirit of Decay. 

     

    Currently a level 17 character gets the following PEN

    7 base

    2 level

    1 Spirit of Decay

     

    Damage amount scales with Might

    23 might adds +39% damage after roll

    Will adjust any passive abilities accordingly based on what you have added to your MOD

     

  14. Looking for informed opinions to assist me in balancing shields I created.

    To get around the problem of trying to create a better bashing shield I have created  the following. Obviously these will have more enchantments but for now these are what they do.

     

    1. large shield -  100% chance damage enemy in melee whenever the enemy is hit or crit by wielder.  Currently only works with Large shield modal on.

    damage is 10 to 10  pierce / corrode  keyword to plant and decay. It benefits from Spirit of Decay for Penetration currently. No testing for plant keyword is done yet.  Damage scales with might.

    Even at 10 damage this is a pretty strong effect.  Basically each animated attack results in 2 separately rolled attacks , main hand and shield.

    Other:

    2. large shield -  100% chance damage enemy in melee whenever the wielder is hit or crit.  Same effect as above,

     

    What do you think these damage values should be? Should the be changed to %  / activate or left as is? What should the keywords be?  Should the modal be left on or taken off? 

     

    Also, how would I go about testing plant keyword?

     

    Looking for Ideas to make a couple more shields with.

    Any input is appreciated!!

     

     

     

     

     

     

     

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