Torchlight II

Torchlight II

Dexterity Damage
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.
RnF  [author] 9 Feb, 2017 @ 9:36pm 
@Captain Wild, Cock of Destiny

Looks like it would. Looked at Cannons in Guts and they are classified as a ranged weapon.
Captain Wild 9 Feb, 2017 @ 7:36pm 
Does it affect cannons?
RnF  [author] 30 Jan, 2017 @ 8:02am 

@Mars Club It wasn't very clear in the mod description, I added some text to help with that. Thanks!
Mars Club 30 Jan, 2017 @ 7:28am 
Sorry for silly question :v. You are awesome bro!
RnF  [author] 30 Jan, 2017 @ 6:15am 
@Mars Club That is exactly what this mod does. It only adds the bonus, crit and fumble were not replaced. So you still get those bonuses.
Mars Club 30 Jan, 2017 @ 2:55am 
Is there any way to add this bonus to vanilla character, not replace the original bonus aout crit, fumble, etc?

This is great mod!
RnF  [author] 29 Jan, 2017 @ 2:06pm 
@steffire3 yeah the % armor bonus is capped at 249% no matter what.. probably all stats have caps at some point. It's shame this is the case.
RnF  [author] 29 Jan, 2017 @ 1:59pm 
@steffire3 to be clear the Armor Fix bonus isn't hidden, it is just passive meaning the player gets the bonus automatically.
RnF  [author] 29 Jan, 2017 @ 1:53pm 
@steffire3 I actually included Cthons Armor Fix which gives a "hidden" damage reduction % bonus based off how much armor a player has. Around 4000 armor, a player gets 75% damage reduction automatically. So I have changed some of the armor mechanics. I am not a huge fan of needing one specific item to survive in end game situations, so I added this Armor Fix to bypass the need for those skulls. The game is still hard as hell even with this this armor fix, but it is manageable now without NEEDING those skulls.

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.
RnF  [author] 29 Jan, 2017 @ 1:42pm 
@*Yuki* One of the mods I was working on a full overhaul of items, stats and then skills and frankly it got too overwhelming to finish, but that was because I was trying to do too much. I am leaning on giving it another go with LAO III, but it wouldn't be as comprehensive. It isn't easy, you change one thing and it affects 10 others. Pretty soon, everything spirals out the window. We also have to work around game restrictions that may not allow a full overhaul, so there is that too.

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.
*Yuki* 28 Jan, 2017 @ 6:22pm 
Actually, about overhauls - there is only thing, I loved in synergies. Out of box, tl2 has way different calculations for physic spells (benefit from % of dps) and magic (benefit from int), makes playing in different way, than you already learnt, kinda hard (I have 350 hours in game and still didnt get, how to play embermage, lol). Synergies, if I remember right, overhauled embermages a bit, to make all their spells also benefit from weapons dps.

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
steffire3 28 Jan, 2017 @ 12:18pm 
My thoughts on Vitality:

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.
steffire3 28 Jan, 2017 @ 12:11pm 
Vitality in the original game:

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.
RnF  [author] 28 Jan, 2017 @ 10:56am 
@steffire3 and I made the problem much worse by introducing high level items with LAO III that require like 3000 dexterity. So something needed to be done.

What would you suggest for Vitality changes? I can alter/change the stat bonuses pretty easily and may need too for Vitality.
steffire3 28 Jan, 2017 @ 10:29am 
Concept wise: I really appreciate what you are going for here... I've played this game for 3 years and I can say that playing at high level with anything that gives Dodge or Crit Chance instantly made Dexterity obsolete... and then that hard cap at 490... I feel the original Vitality is also deficient but in a different way.
RnF  [author] 28 Jan, 2017 @ 7:50am 
@*yuki* A weapons overhaul is in order for TL2, I have the basis on how to do it, just haven't put in the work. I have figured out a way to give claws damage via dexterity, but not entirely happy with it. So I will continue to look into it.

A weapons overhaul is on my radar, so not entirely out of question, because I agree with what youa are saying.
*Yuki* 28 Jan, 2017 @ 1:07am 
hmh... you may also do that for some light one-handed weps (claws, for example), to make it more rogue-ish, but that will follow weapons overhaul, as one-handed weps in vanilla are much better, comparing with two-handed. Nvm, feel free to ignore it - just what I though, when I saw this mod.
Nice work anyway