Torchlight II

Torchlight II

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Dexterity Damage
   
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27 Jan, 2017 @ 8:57pm
27 Jan, 2017 @ 9:27pm
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Dexterity Damage

Description
Adds a Ranged Damage bonus to the Dexterity Stat.

Dexterity now gives a 0.5% damage bonus to Ranged Damage per Dexterity Point invested, no other stats or bonuses were altered in any way. Crit, Dodge and Fumble are still available.

This includes Bows, Crossbows, Rifles, Pistols, Cannons and Wands (Wands and Cannons are Ranged Damage)

New Vanilla Characters get the new dexterity damage bonus automatically

Custom classes or current Vanilla characters will need to take the Red Pill to apply the Dexterity damage bonus, which can be found at the General Goods merchant in town

A Blue Pill is available to revert the changes if you don't like them
27 Comments
Sworn 16 Aug, 2020 @ 3:04pm 
I know that is super old but, is there a way to know if it's is working or not? Like any in-game description changed? I mean, when I hover the Dex status it doesn't hint the damage increase. So I'm not sure if it's working or not. Maybe the load order...
RnF  [author] 24 Apr, 2017 @ 10:32pm 
@katzeo Not currently, but will eventually. I will most likely release another version with the other changes and keep this one as is.
Katzeo 24 Apr, 2017 @ 1:57pm 
are you still working on this?
you know the rest. Focus, Strength, Dexterity bonuses
RnF  [author] 27 Feb, 2017 @ 12:20pm 
I could set the stat bonuses to the following

Focus - Percent Magic Item Damage Bonus (wands and staff)
Strength - Percent Martial Item Damage Bonus (melee weapons)
Dexterity - Percent Ranged item Damage Bonus (all ranged weapons)

I can set up the Claw unittype to have the "ranged weapon" identifier so if you invest in either Dex or Str, you can still get a damage bonuses. This would not require any editing of individual items. So it is possible to do this.

My throwing axes already do this, so it can be done. I was planning on setting up Claws, Polearms as well in this manner.
RnF  [author] 27 Feb, 2017 @ 12:07pm 
@*Yukki* I think I miss understood ya.

These are the possible percent damage bonuses - so yes, there is a way to boost wands and staffs in the same way

Percent Magic Item Damage Bonus (wands and staff)
Percent Martial Item Damage Bonus (melee weapons)
Percent Ranged item Damage Bonus (all ranged weapons)
Percent Melee Damage
Percent Ranged Damage
Percent Damage Bonus (physical, ice, fire, poison, and/or electric)

There is NOT a Percent Magic Damage Bonus effect like there is for Ranged and Melee damage. I thought you were referring to those.
*Yuki* 27 Feb, 2017 @ 11:47am 
but this one doesnt edit all items, r8? I cant get difference. Is vanilla tl2 have only 2 types of weapons - melee and ranged?
RnF  [author] 27 Feb, 2017 @ 9:44am 
@*Yuki* You are one step ahead of me :) I was actually thinking about this all this past weekend. I agree about the claws and I can split them between the Dex/Str. But I would have to edit all the items individually, which would sort of cause issues with other mods. This isn't something that can be done another way. So for this mod, it would create challenges. I was planning on rolling these changes into LAO III though.

So for example, if you wanted these changes in LAO 2, I would have to add the Dex/Stat stat changes to all of those items well. Not apposed to it, but I wasn't really planning on doing much more with that mod. This mod alone would not be able to do it.

I have been thinking about the magic item damage bonus as well. They are technically "ranged" weapons (well wands are in vanilla, I can force staffs to be), so they could benefit from a split between Focus and Dexterity as well.
*Yuki* 27 Feb, 2017 @ 7:21am 
magic weps should benefit from int either, lol. And yeah, about claws - maybe make em get half of profit of str bonus, and half of dex bonus (if its possible)?
RnF  [author] 10 Feb, 2017 @ 7:11am 
@Captain Wild, Cock of Destiny

It was an oversight by me, thanks for pointing it out!
Captain Wild 10 Feb, 2017 @ 1:56am 
Awesome, thanks! Sorry for the specific question, but you listed out those types above and I wondered if cannons were excluded on purpose.