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Hence why I've got plans to add more skills you get from imbuing to make up for it. At this point,t he only other solution, since the Imbue Strike skills actually do just convert your damage into raw elemental damage would be to make those free to use with no cooldown.
That effectively makes it so that you have elemental basic attacks while also having normal basic attacks.
I can also make imbuing not stack over one another, so that you can only have one at a time. This would all have to likely be a seperate mod since this mod was made specifically by request, however.
tl;dr Due to request, and the inability to not be able to convert elemental damage without making weapon types of that element damage type/skill variants of moves to begin with, there's no way to make that possible.
Do bare in mind that, yes, the elemental strike skills at the moment do elemental damage, but they do your exact weapon damage which scales up with the appropriate class of magic. So it'll likely start out weak.
Sorry to say!~
I agree that one of the basic flaws of hybrid fighter/caster builds is that their options to do magical melee damage are too limited (staves/wands). Giving these builds a reliable way to do this would be awesome.
I'm also in favor of making such an ability easily toggelable. 0 AP to activate, and 0 AP to deactivate.
Something like your current elemental attacks, which scale with points in your elemental school, could still be cool as bonus abilities you learn. But the core thing a Battlemage needs is a reliable, elemental basic attack with martial weapons.
Finally, I'd recommend making these skills tied not to Polymorph, but to the elemental schools they're related to. You could, for instance, make it so that a player can craft Imbue:Fire with a combination of a Pyro Book and a Warfare Book, and require Pyro: 1 and Warfare: 1 to learn it.
As you've said, all of these sorts of ideas would have to be done in a separate mod, but figured I'd toss out the suggestions anyway. Thanks for all the hard work!
To my knowledge, no. Not unless I scripted something to work as such, which seems immensely dangerous with my skill level. Since, as you said. Fire Brand does add fire damage atop of the weapon, but there's no reliable way to reduce the active damage of a weapon without decreasing stats or , as I stated. Scripting. Unless I'm unaware of something.
My solution to such a thing is to actually add in a Spellblade Class and Spellblades/Daggers/Spears/Etcetc as actual item types to circulate that going about. And rather than having added elemtnal damage, they'll be base elemtnal damage but can have additional physical damage. Get my drift?
Well, if the mod requester is fine with that, I can do such a thing easily. But as recently stated, I've plans to add in a whole set of items/class for this. I just need to fix my other mods since, sheeze. These are bothersome to deal with. ;-;
Yeah. I had other plans as well to add what I'd call a stacking system.
Where you imbue and you get skills, even if you can't use them for "Elemental School Levels 1 - 20"
So you would get all the skills up to level 20 but require investment in the proper school in order to use them.
I.E At Aero 6, get a spellsword skill that allows you to shoot blades of lightning or something similar.
While at Aero 9, get the ability to become lightning. Silly things like that. There'd also be some Hybrid Skills to make things more interesting as well!~
Only real issue is how everytime someone imbues, it'll say "NEW SKILLS LEARNED" and as such, it'll also disable them from the hotbar and if you don't have a certain mod, it'll also toss them all on there haphazardly.
Eh, that's what the requester desired. But as I stated earlier, I've got plans to circumvent that. Only way that it'd really be able to make a notable difference is if I actually add in different levels of imbue skills.
I.E Minor Imbue, Grand Imbue, etcetc
I'll do my best. [i.imgur.com]
But yeah! I've got plans in the future. I've really just been wasting my past 3 days not working on anything else but figuring out how to fix these seemingly minor bugs for future knowledge and reference.
It's pretty much the only thing stopping me from overhauling this mod.
Lightning Leash;
A whip of lighting grasps your target, pulling them towards you and dealing x air damage
medium range
Overcharge;
Charge electricity in your weapon, imbuing your next lightning ability with x extra damage on your next turn. Ends your turn, but shocks and deals x air damage to anyone who attacks you in melee.
Windsurfing;
Form a coat of wind around your body, allowing you to ignore surface effects, attacks of opportunity, and gain x movement distance for x turns
Thunderclap;
Requires dual Weapons: Slam both of your electrified weapons into the targets head, Dealing X air damage, Deafening and Dazing them.(Strangely enough Dazing bolt in the base game only sets shocked)
Hydro/Ice___
Vortex;
A swirling vortex of water forms around you for x turns,rooting you for the duration. The swirling waters deal x water damage and slow enemies passing through it.
Iceforged;
Reforge your weapon into an Icy Lance, Dramatically increasing your weapon and weapon-based range and converting your physical and imgbued ice damage into piercing damage.
Reforge your armour into Ice armour, Restoring a small amount of physical and magical armour and allowing you to move across ice surfaces without slipping.
Getting hit with or walking over fire melts your iceforged gear and you become wet.
Poison/Earth___
Poison Tears;
Three poison tears circle around you. Everytime an enemy(or undead ally) walks into melee range near you, a poison tear pops, damaging and poisoning them
Neurotoxin;
Deals x poison damage and Dazes/Sleeps/Terrifies target, 30% chance of each
One with the Earth;
Player draws power from the earth beneath their feet, removing any snares and granting regeneration
Worm infestation;
Player infests nearby enemy with worms, dealing x poison damage, Diseasing and Entangling them. If the target dies, they explode, entagling nearby enemies.
Fire___
Flare Dash;
Dash in a direct line dealing x damage and burning targets you come into contact with, leaving a trail of fire along your path and in a small cone in front of your end point
Cauterize;
Close your wounds or the wounds of a nearby ally, Clearing Bleeding/wet/frozen/chilled and granting temporary health points(not higher than max) 1 AP