Torchlight II

Torchlight II

Item Affix Expansion
Wayback  [developer] 27 May, 2013 @ 5:11pm
Balance Comments - Suggestions - Fixes
Anything you'd like to say regarding the balance or suggested changes is welcome here.
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Showing 1-15 of 39 comments
Vahlian 27 May, 2013 @ 11:48pm 
I love the variety but the % bonuses are really high and can be brought down a bit in my opinion. A majority of the % bonuses are even better than my skills and passives 0.0. For example, I'm only lvl 12 atm but I have a mace--before using the mod I might add--that gives a %5 + chance to execute but a fist weapon I got, after using the mod, gives a %30 + chance to execute.
I don't think it "breaks the game" like you said but I still feel it's a little too much for some of the extra bonuses. For example, I have 36% dmg reduction, from my gear alone, and a 45% higher chance for gold to drop.

% bonuses scale with lvls so I was wondering whether the bonuses, are higher or lower based on your lvl, game mode, or just random. I think my example of bonuses would fit a higher lvl character more. % bonuses that affect things like stats points aren't that big of deal though since your stats points are generally too low to make all that much of a difference; so I think it's fine in that department.

I play with the synergies mod, many monsters mod, boss brutality mod and bandits dungeon mod on elite mode. All these mods make the monsters a lot more challenging, so maybe I'm not the most reliable source when I say it doesn't break the game. Everyone has different mods and play on different modes though, so this seems like a challenging thing to get balanced...I still love the mod though and I sincerely thank for making it n_n I wish you the best of luck in any future endeavors~
Wayback  [developer] 28 May, 2013 @ 4:48am 
Thanks for the comments. I will have to check the affixes that give + execute chance since a single given affix with that ability shouldn't go that high by itself. Was this on a Blue or a Green item? I'm thinking it could potentially have been the stacking of two affixes which, while rare given the volume of affixes, can happen.

A number of % bonuses start dropping at a certain level, usually between levels 10-20. A full set of affixes tend to 'unlock' at a given level with the more powerful ones being rarer, but given what you are seeing, it might make sense to set higher minimum levels for higher affixes of a given set.

I will probably end up tuning the damage reduction mods down a bit, or adjusting the minimum level they can drop once I do some more testing.

Thanks for the input.
Vahlian 28 May, 2013 @ 8:11am 
It was blue. I have a 54.1% chance to execute and 46% physical damage reduction, including everything, at lvl 12 0o0. Sorry I was not entirely clear before when I mentioned damage reduction; I meant physical damage reduction only. Is there any elemental damage reduction?

PS I just started up the game again as I'm typing this and got a green item mace that gives a 25% to execute.
Wayback  [developer] 28 May, 2013 @ 8:58am 
There can be elemental damage reduction. Sounds like something is off with the Execute affix and I will look into the availability of %physical dmg reduction at low levels. Some should be available, but not at the level you are seeing. Thanks again.
Last edited by Wayback; 28 May, 2013 @ 9:13am
GameQB11 30 May, 2013 @ 4:18pm 
This is a great mod, and adds some much appreciated variety. Some affixes are a little high. Is this intended or do you plan to lower them?
Wayback  [developer] 30 May, 2013 @ 5:08pm 
Some stats are supposed to be high but also rarer and would be considered a lucky roll given the range (for example Crit Chance of +1-6% or Splash Damage 30-50%). Most are built by looking at how wide of a range the game's default affixes roll. Another thing I noticed is that with Blue items, sometimes similar affixes can be rolled and the effects will stack resulting in higher level effect.

So far in the two updates I did today I've tuned Fumble Chance Reduce, Fuble Damage Penalty, and Charge Decay bonus affixes down a bit.

Do you recall off-hand what stats were a little to high? I can review what ranges they roll in.
esk 31 May, 2013 @ 6:59am 
One item I picked up recently was a Very Fast claw with a 14% chance to trigger Flurry. Because attacks were coming out so fast, and Flurry kept increasing the speed further, it stacked until my attack time was down to .01 seconds (and the game reported DPS as >7000 =D).

Very soon in each series of attacks, the weapon stopped dealing damage entirely - maybe attacks weren't being processed at that speed, or some kind of cutoff? I have no idea how it works.

Possibly Flurry shouldn't stack, to avoid this sort of thing?
Wayback  [developer] 31 May, 2013 @ 7:54am 
Thats the second report I've gotten of that, so it certainly looks like that is what is happening; the stacking is an unintended effect that didn't present itself as obviously during testing as it seems to be now. I had the skill itself set to have a forced cooldown but it looks like that isnt enough to keep it form doubling up on itself. Do you recall if the attack speed buff completely fell off after Flurry's 4 second duration or did it stay permanently?
Haette 31 May, 2013 @ 8:04am 
If you don't want the effect to stack with itself, you can set the "exclusive" flag and it will just refresh the duration instead.
esk 31 May, 2013 @ 8:23am 
The attack speed appeared to falloff as you'd expect a stack to - each instance of Flurry ended after its own cooldown, so the ridiculous +2000% buff reduced over 4 seconds until the last +100% disappeared.
Wayback  [developer] 31 May, 2013 @ 8:36am 
@Haette that was going to be my first stop on the bugfix train and will probably fix the problem. I will have to take a look at the internal cooldown of the skill as well since it SHOULD be stopping the skill from activating for at least 5 sections after it initially procs to avoid this very issue and seemed to in testing; but here we are.

I will get a bug fix up tonight for this and the other short buff/big effect procs. Thanks for the help with this bug folks.
esk 31 May, 2013 @ 8:49am 
No problem, glad you can sort it =)
Wayback  [developer] 31 May, 2013 @ 2:32pm 
A Bug Fix and some other fixes has just been updated. It will not fix current items with Flurry due to the way Affixes attach to items, but any new ones will have the correctly fixed affixes.
Bandit 1 Jun, 2013 @ 1:04pm 
:) I just learned about this mod, and will being doing some playtesting. Are you balancing the slots on synergies globals.dat or on a vanilla?

I also have a few ideas for you, one idea I had is a tanking based proc. It will cause earthquakes around you knocking enemies to the ground. so in my head it would be a modified engineer slam with the texture edited to be more shaky, and add in dust storm effect.

Another idea is a proc that damage the monster for a % of their health. I would associate a large splash of blood with the proc. the proc could to be low % damage like 1% with 100% chance, or higher % damage more like 5% and lower chance around 20%.
Last edited by Bandit; 1 Jun, 2013 @ 1:17pm
zParticle 1 Jun, 2013 @ 4:23pm 
Wonderful infusion of new variety into the game's itemization! Do you have a complete list of affix changes documented somewhere, in addition to the new procs?

Suggestions:
  • +all attributes
  • +all skills (perhaps on legendaries?)
  • % cooldown reduction
  • small chance to roll with an extra socket
  • negative affixes, perhaps counting as -1 affix so the item can roll with more affixes than normal
    example: -100 HP, +30 Mana, +6 Dex (2 positive, 1 negative, counts as 1 affix total)
Last edited by zParticle; 1 Jun, 2013 @ 4:26pm
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