Torchlight II

Torchlight II

Thuumkings Fishing with Xmutes (v.6)
steffire3 3 Mar, 2018 @ 1:01am
Ember Edit Mod: Details
There are only 7 Tiers of any Ember Type:

Name Ember Speck, Name Ember Chip, Name Ember Shard, Name Ember, Large Name Ember, Huge Name Ember, Giant Name Ember.

The new "Damage Ember" at Blue Tier.
This can have "+1-7% All Armor, +1-7% All Damage"
and "+1-7% Less All Damage Taken, +1-7% Less Foe All Damage for 1 sec".

^^^On Armor Affix to the left and On Weapon Affix to the right^^^

Skull of Limony now gives +7% Less Damage Taken.
(It's like an earlier chance to get 7% before the ultimate Damage Ember and it still takes work).

= = =

I want Blood and Mana Embers to:

Have a new on armor affix chance to have +1-7% Max Health and 1-7% Max Mana.

Health now can add +100, 200, 300, 400, 500, 1000, 1500 Max.

Health now can steal 21, 28, 35, 70, 140, 210, 280.

Health now can Regen 10, 25, 40, 55, 70, 85, 100.

Mana now can add +30, 40, 50, 60, 70, 80, 90 Max.

Mana now can steal 2, 4, 6, 8, 10, 12, 14.

Mana now can Regen 0.7, 1.4, 2.1, 2.8, 3.5, 4.2, 4.9.

= = =

Thanks for considering! ^_^
Last edited by steffire3; 3 Mar, 2018 @ 11:35am
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Showing 1-6 of 6 comments
Thuumking  [developer] 3 Mar, 2018 @ 7:44am 
wont these values unbalance the game a lot?

1500 max HP up from 384 is a massive hike especially when they stack in armor multiplied by how many slots you have dedicated. This also applies to the life steal and regen portions. i do like the addition of affix chance though.

is there a reason you would like these values so high that im not understanding?

also about chaning the iron embers tier. unfortunatly because they made this a static [unittype] all i would be able to do is create a lesser version and change the values of everything (still leaving iron ember as a magic(blue) enitity. i could just add the new ember in and limit iron embers from dropping in game(static [unittypes] cant be deleted or modified)

I feel if theres a time we can actually talk about this real time would be a little easier to smooth out some of these details. I am on discord "Thuumking #7837"
steffire3 3 Mar, 2018 @ 11:18am 
Originally posted by Thuumking:
wont these values unbalance the game a lot?

Same or slightly lower values than vanilla Skulls.

The new "Damage Embers" are mostly less powerful than some Skulls.

Originally posted by Thuumking:
1500 max HP up from 384 is a massive hike especially when they stack in armor multiplied by how many slots you have dedicated. This also applies to the life steal and regen portions. i do like the addition of affix chance though.

Elite New Game Plus 5 (especially if Hardcore is enabled} on a mod class that doesn't take hits well.

The vanilla game is far more imbalanced with some Set bonuses giving 10% and higher Health Stolen (Dragonrift, Berserker Sets).

Originally posted by Thuumking:
is there a reason you would like these values so high that im not understanding?

Even at 75% Less Damage Taken (native plus Limony) and around 20,000 health from Reichliu Skulls and a Shield with 75% Block, 75% Dodge, and Tier 3 Forcefield I have yet to defeat level 198 waves at NG+ Tarroch's Tomb with an Engineer all in vanilla.

In modded games where I take classes into dungeons at or higher than the usual level 120 they get destroyed without Limonys, Reichlius, Zardons.

I console Skulls regularly and eventually I realized I would rather farm Blue Tier Embers instead especially for mod classes that only access vanilla Blue Tier Armor.

That's basically what this mod is- bring the essential socket farm down a tier (from Orange to Blue).

Originally posted by Thuumking:
also about changing the iron embers tier. unfortunatly because they made this a static [unittype] all i would be able to do is create a lesser version and change the values of everything (still leaving iron ember as a magic(blue) enitity. i could just add the new ember in and limit iron embers from dropping in game(static [unittypes] cant be deleted or modified)

After some consideration I have decided to say leave Iron Embers at Blue Tier.

I have noted that +Physical is a strong affix since the game's damage system essentially runs on it.

The new "Damage Embers" only add % and not flat boosts so they co exist nicely at that Tier.

Adding the new "Damage Embers" also makes farming and storing Blue Tier Embers slightly harder due to the increaed variety and is a fair balance for the new Type being added into the Ember Ecosystem.

Originally posted by Thuumking:
I feel if theres a time we can actually talk about this real time would be a little easier to smooth out some of these details. I am on discord "Thuumking #7837"

When I have time.

I like writing since it keeps a nice record for years and can be referenced repeatedly whenever one enters Steam whenever needed.
Last edited by steffire3; 3 Mar, 2018 @ 11:24am
steffire3 3 Mar, 2018 @ 11:33am 
There's also a limited number of vanilla sockets so choosing to socket one Ember is a big decision.
(add a Netherrealm Shield and it only amounts to 24 sockets max total).

I have characters without the native vanilla 25% Less Damage Taken (Melee Embermage or Melee Outlander in the hardest possible vanilla scenarios) and I barely have room for Reichlius after Limonys and one Zardon.

Most Fast Weapons even if Dual wielding only allow 4 sockets in battle and only 2 sockets affect Skill Damage on the Right Hand as the Left Hand is only used for Socket Effects.

And without Netherrealm Shield at the end game the total socket number is a mere 20.

For years I used mods that increase Socket number enchants on Gear from 5 to 3.
It's way too imbalanced as I have found 2 sockets to be a good test in resource choice yet means a mod needs to increase the quality of Affixes at the Blue Ember Tier.

And I'm not exactly a fan of Lao 2.0 Chaos Ember system either as it's just a massive add without the precise need met.

Reiner's Gear also just does less of the same for Embers and their Elemental Dragon Scales offer too much damage for vanilla stat mobs.

Some players like their mods to empower them to fight massive health bosses however I prefer to just survive and fight lowly foes all game.
Last edited by steffire3; 3 Mar, 2018 @ 11:50am
steffire3 3 Mar, 2018 @ 12:31pm 
I've written a calculation on how many "Damage Embers" at different Tiers it would take to reach +75% Less Damage Taken.

Total Armor Sockets available is 20 or possibly 24 or 30 (add Nether Shield then add Asphyx Set which means no Dual Wield or Two Hander and no Helmet or Glove from other Sets otherwise it means 20 only).

First number is the Tier, Second number is base of 0%, Third number is base of native 25%.

1% = 75, 50. (Would need a mod that adds 5 sockets per armor item to reach this).

2% = 38, 25. (Would need a mod that adds 3 sockets per armor item to reach 38).

3% = 25, 17.

4% = 19, 13.

5% = 15, 10.

6% = 13, 9.

7% = 11, 8.

= = =

If I run a Melee Embermage or Melee Outlander or similar Mod Class with no Native Reduction and rely on Sockets to reduce damage permanently rather than Skill then choose to Dual Wield or Two Hand and forfeit the Asphyx Set for other more interesting affixes from other Sets:

that leaves 9 on armor sockets left to use most likely for one Zardon Skull (Game reduces it to 35% Missile Reflect Chance) then fill the rest with 1500 Embers (would have been 1540 Reichliu Skulls) with the 8 remaining Sockets.

That means I only get 12,000 extra Health this way and if I forfeit Damage Taken then that Health will get sliced despite being above 20,000 or I will be forced to repeatedly use a Skill that reduces 15% damage taken for a short time just to get an extra 4500 Max Health.

And my Fast Dual Weapons may have +1160 on 100% Execute Chance to heal 3 times a second for 3480 a second of healing yet I will have to Rune Vault (or some other escape Skill) at some point to avoid 50,000 damage coming in from a Boss and smaller foes especially Champs can still add damage with the power of united attacks.

So I still chug Health Potions just to be safe.

However I prefer my Weapons to forfeit Heals and gather me 80+ Mana per hit and I still chug Mana Potions to keep my Skills available especially at Rank 15 Mana Costs.

And no Overpowered Forcefield to help me.

So finally I farm at least 4 pieces of the Blue Tier Dragonrift Set just so I can have 10% Health Stolen.

= = =

So no the balance is still dangerous for survival as this mod only makes these Affixes easier to access rather than go beyond what's available after many hours of farming.

= = =

Even if I filled my Weapons with +28% All Damage that is still a fairly reasonable boost to forfeit Heals or Resource per hit.

And boosting All Armor by 7% times 30 sockets to equal 210% on armor that is only 2000 amounts to something above 6000 even an Engineer at max Vitality and Heal Bot's 16% to boost 4000 armor only gets to 12,000 armor yet at the cost of all those Damage Takens not reducing foe damage and not raising Health above 10,000.

Everything has a price, this mod does not allow players to have everything, they will have to pay a loss to gain the build and survival style or small attack boost they want.
Last edited by steffire3; 3 Mar, 2018 @ 12:42pm
Thuumking  [developer] 4 Mar, 2018 @ 10:40am 
Originally posted by steffire3:
There are only 7 Tiers of any Ember Type:

Name Ember Speck, Name Ember Chip, Name Ember Shard, Name Ember, Large Name Ember, Huge Name Ember, Giant Name Ember.

The new "Damage Ember" at Blue Tier.
This can have "+1-7% All Armor, +1-7% All Damage"
and "+1-7% Less All Damage Taken, +1-7% Less Foe All Damage for 1 sec".

^^^On Armor Affix to the left and On Weapon Affix to the right^^^

Skull of Limony now gives +7% Less Damage Taken.
(It's like an earlier chance to get 7% before the ultimate Damage Ember and it still takes work).

= = =

I want Blood and Mana Embers to:

Have a new on armor affix chance to have +1-7% Max Health and 1-7% Max Mana.

Health now can add +100, 200, 300, 400, 500, 1000, 1500 Max.

Health now can steal 21, 28, 35, 70, 140, 210, 280.

Health now can Regen 10, 25, 40, 55, 70, 85, 100.

Mana now can add +30, 40, 50, 60, 70, 80, 90 Max.

Mana now can steal 2, 4, 6, 8, 10, 12, 14.

Mana now can Regen 0.7, 1.4, 2.1, 2.8, 3.5, 4.2, 4.9.

= = =

Thanks for considering! ^_^

Mods been posted. hope you like it
steffire3 4 Mar, 2018 @ 12:50pm 
Originally posted by Thuumking:
Mods been posted. hope you like it

I gladly will! Thanks again! ^_^
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