Torchlight II

Torchlight II

Primordial Summoner (v.153)
 This topic has been pinned, so it's probably important
Ekaly  [developer] 31 Oct, 2018 @ 6:51pm
Newer updates
Unfortunately the description doesn't supports much text and it prevents updating the mod when exceeds. After finding myself stuck by more than 10 times, i got upset. The description will be smaller and more objective.
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|Mod status/plans/issues/updates/others|
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(05/18/18, 21:53PM, version 108) - update: Thinking back on an review, more specifically Xercules's, I decided to put an weapon requirement for some skills. Also changed the summons of Deathcaster, Fiend Master and King Tar Gel to master summons, meaning that any minion stats modifiers will also apply to them. Although, it backfired making Fiend Master cast his summoning skill for no use.
+ --->Brutality: Staff; >Swarmers: wand; > Tankers: Any meele that is not an staff. (to make use of offensive skills from the respective skill panels)
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(05/19/18, 12:29AM, version 109) - update: Adjusted the damage of Venom Spray and and fixed the damage applying time. Now it is: 0,5 secs. after the particle begins so does the damage event, then, 2,5 seconds later, it ends.
+ ---> 13:03PM: Decreased Burstmage's skill damage at later levels.
+ ---> Forcefields' can now be used with cannons too.
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(05/31/18, 15:13PM, version 110) - update:
---> Spectral Forcefield now allows to cast ice meteors every 3 seconds on enemies that you've attacked.
---> ForcefieldN2 now gives armor and physical damage. Added new effects that reflects these changes. These effects lasts regardless of the shield.
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(10/31/18, 17:22PM, version 111) - update: fixed a reported uninteded effect: possessing spirits no longer can possess enemy bosses (nor champions).
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(10/31/18, 23:04PM, version 112) - update: testing: ---> reverted warmakers' shield changes, now works like the character: 360° (like players); 40,45,55% blocking chance.
Toughts: warmakers' shield are a part not only of some functional effects (knockback res, shield's armor, knockback attack) but also something that suits him visually, that's why I've decided to make them not destructable. (still unsure)
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(11/01/18, 11:07AM, version 113) - update: (remade) adjusted the level requirement for all skills (got higher) to reflect the new level in wich the boss summons can be summoned (level 35 now).
(19:09PM)+====> Warmaker: got a new skill that allows him to make 3 hits in a quick
|succession in an area in front of him.
|+====> Warmaker's interrupt resistance increased from 60 to 75 (he was nearly unable to finish his skill without getting interrupted, even with his natural interrupt resist.)
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(11/01/18, 21:30PM, version 114) - update: All skills' mana cost have been adjusted
=====> reverted warmakers' resistance and instead made the skill itself to be unable to get interrupted (just found)
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(11/02/18, 11:55AM, version 115) - update: slightly decresed all summons' health points and health regen, significantly decreased all summons' damage output and scaling individually on the perspective of the hierarchy; balanced all the summons closely;
=====> Warmaker blocking chance readjusted: 32.5,35,40%;
=====> Gas clouds (Sturm Death Caster, Crushing titan's bats, Tar Gel's minions) got it's damage reduced;
=====> Sturm Death Caster and Burstmage got a special nerf on their damage output: cast speed for all skills reduced, damage multiplier reduced, base damage and scaling reduced.
=====> General Grell: Spike shot will now be used even if the target is at melee range, damage multiplier reduced. Base dmg greatly reduced.
=====> Reduced Death Summoner's undeworld passageway's slow (atk,spd,cast)
=====> Death Lord Swarmer's minions got a bigger nerf on their damage. Hammer Strike's dmg multipler greatly reduced.
***Substantial info have been added to the description on "About the skills'' ***
=====> Crushing Rock Troll got it's damage multiplier for Ground Slam increased (after decreasing his atk anyways)
=====> Crushing Titan's Big Strike has got it's damage increased (after some adjustments, too)
=====> Others: Pet Enrage's damage scalling greatly reduced; cast/atk speed increased. Also limited the duration to 15--20 (based on level) , with cooldown of 12 seconds after expiration.
-------> Mana, level requirement and minor changes have been made most skills.
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(27/10/2019, 13:34, version 116) - update: Made new particle effects for the Rise Up Skeletons skill. This will inspire the other summon skill particles I will be inserting in a near future. This is not a final version of the particle, it might be less impactful (visually). Also removed the effect that caused the poisoning effect to loop for a large span of time, which was causing champion/boss monsters to become paralized for a large amount of time. Very annoying. (edited)
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(28/10/2019, 17:16, version 117) - update: added new particle effects to all summoning skills for brutes and swarmers (they are not the final version).
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(30/10/2019, 17:16, version 118) - update: balanced Rise Up Skeletons to be more efficient. Skeleton spawn numbers is now stable at 4 per cast, spawns 2 skeletons at a time. (still subject to a new change) - edit: increased the skeletons' damage at the first levels.
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(04/11/2019, 15:55, version 118) - update: futher balanced summons' damage. I finally figured out how exactly works the health scaling xD Before it, I was but almost blindly balancing their health in a gladatorium. Was funny, though.
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(13/11/2019, 13:31, version 120) - update: reduced the maximum summons that the Death Summoner can have at a time. Reduced wisps summon amount to 1 at all levels.
Deathlord Swarmer and his summons got balanced in damage and hp.
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Anything that you found to be unintended,
please inform me.

Sorry for any grammatical inconvenience,
I'm not from NA.

Thank you for your attention.
Last edited by Ekaly; 2 Sep, 2020 @ 1:35pm
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Meclodar 19 Dec, 2020 @ 1:06am 
Looks good :)
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