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Steam\steamapps\workshop\content\262060\929143354\heroes\occultist
go there and open the file occultist.info.darkest in notepad and just search for the skill name Hands from the Abyss and make the level 0 version of the skill look like so.
combat_skill: .id "hands_from_abyss" .level 0 .type "ranged" .atk 80% .dmg -50% .crit 5% .launch 123 .target ~1234 .is_crit_valid True .effect "Eldritch Killer 1" "UcdOccAbyssCurse 1" .effect "Abyssal Stun 1" "UcdDarkness 1"
As you can see, you are just adding .effect "Abyssal Stun 1" to it.
For each level of the skill you will do this and just increase the 1 to a 2 and so on... with the level 4 version of the skill being a .effect "Abyssal Stun 5"
As for tweaking the dark value, just search for UcdDarkness and change the value to a 1
so for example.... "UcdDarkness 1" this will cause the skill to lower the torch light -5 for example
You know many of the best trinkets... "Demon's Cauldron" has +30% stun skill chance and the Crimson Court DLC trinket "Vial of Sand" has +20% stun skill chance.
Not the mention many other trinkets with % stun chance!
I honestly feel your mod for the Occultist has made the class worse and I'm sorry to say this, but come on you pretty much ruined the class and the only reason to even use your Occultist mod in my opinion is if you wanted to dark runs.
I hope you reconsider what you have done and take another look at the Occultist and fix it please.
Thank you for your mods and I do apologize in advance if my comment offends you... it is not my attention and I just do not understand how you could overlook this and regulate the Occultist to only being useful for dark runs. :(