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you know the rest. Focus, Strength, Dexterity bonuses
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.
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.
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.
It was an oversight by me, thanks for pointing it out!
Looks like it would. Looked at Cannons in Guts and they are classified as a ranged weapon.
@Mars Club It wasn't very clear in the mod description, I added some text to help with that. Thanks!
This is great mod!
The cap could be coming from a graph, it does stop at 249.8%, if I increased the graph it might go higher, I have another way to add armor bonuses from stats as well that will need testing.
But yea, Vitality could use some help.
I will look at how Synergies changed the Embermage skills, I was thinking I needed to do something similar with skills that do not get a Weapon Damage DPS bonus because those skills will fall behind rather quickly post level 100 dungeons in damage, all classes have them.
Overall, what Im tryin to say: this game NEED overhauls, but I dont think, its that easy to implement, coz stats overhaul will lead to weps overhaul, will lead to skills overhaul and vice versa
Some modders chose to boost Armor and Health which is probably the best way to go if the cap is removed...
Other modders chose to replace Block with "Damage Reduction" which is probably the most coveted defense stat and players can easily find Shields that carry good Block Chance anyway.
In the original game there are blue tier shields that can carry 30% Missile Reflection so strangely even that stat is easy enough to find.
That is one proposition to consider.
Didn't give enough health to make it worth it against Elite Crit Damage Champions. Most players choose damage over health.
Armor against Elite is nothing without "Damage Reduction" in fact everyone spends days looking to farm skull of Limony just for this stat [some like to max it's cap at 75%.]
The only thing Vitality was good for was to raise Block Chance... however Gear and the Block Spell Tome could reduce the need for this by at least 20% so nobody really needs high Vitality.
Mechanicly: Block is the "last" action to activate which means [for Engineers] that Forcefield would receive damage before the Block. This made "Dodge" far more effective so Dexterity was actually treated more like Vitality than Vitality was.
What would you suggest for Vitality changes? I can alter/change the stat bonuses pretty easily and may need too for Vitality.
A weapons overhaul is on my radar, so not entirely out of question, because I agree with what youa are saying.
Nice work anyway