Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Outside of that, it's not really possible to buff much about shield play in the warfare side of things without making new skills and/or changing the stats of the equipment itself, which isn't related to the class really.
I will be looking at making more class mods, possibly something utilizing shield play, but only once I've gotten moved and I finish the project I'm currently working on.
Maybe add damagereduction or increase damage of throwing shield and reduce its cd-time.
I am interested in why they make a difference between invisible and stealth. Both is in core the same: The enemy do not see the attack.
assassinate (correct name?) does bonusdamage in stealth. But invisibility is not stealth in the game. And sneak in a battle is not so easy. Can you change the ability, that the 50% stealthbonus also works for invisible (for example the polymorph-skill)?
Class overhaul mods remove the bonus for the class by setting the bonus to "0" or telling the Story Editor to override stats.
Regardless, they all take story scripts to do and currently I have not touched story scripts.
This sort of adjustment will be on the back burner until I actually have the time to look into it. I'm in the middle of a move right now, so my focus to be able to delve into all of the files of other modders is a bit divided and I want the adjustment to the skills themselves to get my full attention.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1165903478&searchtext=crossbow
He does not change the combat skills, but he changes the weaponstats. Maybe over this way? Or ask modder from the class overhault-mods. They implement new skills, etc. I think they know.
I've been looking into changing the bonus since starting the work on the mod, but I haven't found a consistent way to do it.
I'll change it if it's something feasible to do, but currently it's on the back burner.
And adjustments I just tested are consistent with 1/3 damage of the base attack while on equal ground.
I'm making a few adjustments to buff it overall, but I need to test their damage output in the game proper
The initial damage actually is higher overall (at level 5 its 27-30 vs the 24-26 using the same bow) but the extra target damage is being reduced for some reason to about 1/3 of the base damage.
I definitely agree with the issues plaguing the skill, and wanted to throw these adjustments out there before getting too deep into extra scripts and stuff.
Toggle abilities are a bit weird with the way the game handles them, and will require some scripts for sure to get it working, but I will look into making that possible as it seems like a valid solution and I've picked up the scripting system recently to do something of this nature.
TL;DR- Keep an eye out in the next few days for a better fix for that skill!
A quick fix would be to just remove the AP cost (not without precedent since Larian buffed the Challenge skill to require 0 AP). Elves would still have easy access to a blood surface, but at least the AP cost would be evened out over all the races. Free damage is free damage and if I had the spare memory slot I could see myself using it, which is not something I can say right now.
A more involved tweak might turn it into a toggle ability requiring a targeted surface to activate, an Elemental Quiver providing the chosen effect on all ranged attacks albeit at considerably lowered damage due to its now persistent nature. It'd be more of a CC tool at that point, control over raw damage, which might be a nice change of pace for a character known for its raw damage output.
I just need to finish up some stuff at home before I can get to it. ^^;
Elemental arrowheads - well that skill fun buff at the start of game, but later become just obsolete due ratio of the AP price and small duration to damage it grant, any skil just beter than this buff even twice. Main pain it useless for all exept elfs, tnx to bloody buff with free ap, other races need find how get this blood without ap waste. Next it useless as elemental buff, its to small addon and any elemental arrow in times better by damage and AP rotation. Elemental ranger very specific build, with tons of crafted arrows.
ps: also it doesnt scale with finesse and weapon damage or ranged skill, hardcodet to player level. its be cool if he can convert phys damage to chosen elemental, this make it very usefull for all rangers, who play with mage team, but now crafted arrows just work better.
Farsight - main problem of this skill i think is source cost, its simple what better fire archer "shotgun" aka Arrow Spray and oneshot samebody or get small buff? Add clear blind (which rare in game and can be cured by many other skills) and small crit buff dont change much. shotgun-skin graft-shotgun, oh they all dead - just best source use. in DOS1 its be very fun buff wich give good accu bonus and range, dono why dev make it so bad as source skill, weapon range not big problem with hi ground tactic exploite.