Starbound

Starbound

Borderlands 2 Random and Unique Shields
FelmastProMcLane  [developer] 4 Sep, 2020 @ 11:48am
Changelog: V 3.13
GUI / Options:
  • Added "Colorblindess" option, it changes some text colors.
  • Added a slot to compare shields, colors will show better/worse stats, effects can only be compared on shields of equal type. (Some times it has visual bugs, namely Blockade and Rough Rider)
  • Default armor used for player shields is now 0%, this applies to new characters or when first installed. (Probably if it was never changed too)
  • Added elemental resistances given by difficulty to GUI.
  • Changed UVHM resistances to be more severe than THVM.
  • Increased size of the shield image in "Shield Stat Card".

General:
  • Shield tier can now have decimals, so it blends better with other tiered items.
  • Changed when "Manufacturer's Touch" is detected, now it should not cause stuttering in multiplayer. (Hopefully) (Only updates when the shield is first created or when is equipped, so it will feel seamless)
  • People should now be able to get the "explosive" element on new shields.
  • Enemies can now have shields up to tier 50.
  • Decreased NPCs shield capacity by 37.5%.
  • "Ultimate Shielding Staff" now gives shields that match current world level when it's above 10.
  • Shield "Charging Zone" for the "Omega Shielding Staff" now scales accordingly to worlds above 10.
  • Increase maximum saved shield (when teleporting) to the 32 bit limit.
  • Fixed "shieldTypeIndex" manually set parameter, now works.
  • Removed the "shield" tag from the BL2 shields. (now only "blshield" and "upgradeableWeapon")
  • Slightly changed prefix generation, no longer favors "special" as much.
  • Increased Opacity of "Nova" and "Spike" shield graphic.
  • Updated slag icon graphic.
  • Physical Part Resistance (Torgue Capacitor) now gives "physicalResistance" and not armor. (now 30%)
  • Fixed incompatibilities with "Memento Mori".

Shields:
    Base, now shields are balanced against the "Large Biped" monster:
    • Random shields have better stats the better the rarity, and now it's balanced aroud the "purple/epic" shields. (Unique shields keep custom balance)
    • Capacity increased, 20 -> 67. (It's a huge buff, but it's meant to into account the actual damage of the monster, before it was just a random number I chose, it takes about 5 to 7 hits now as base)
    • Recharge rate increased to compensate, 3 -> 7.4. It's meant to take 9 seconds on base, (better shields intrinsicly have better rates)
    • Rehcarge delay increased to 3.5s -> 5s, Starbound's combat is slower and enemies are easier to evade. (Better shields still have better delays, uniques excluded)
  • Misc:
    • Fixed stats flickering when using "The Rough Rider","Blockade" and "Antagonist".
    Complete rebalance of Nova/Spike/Turret shields, balanced around a basic monster (Large Biped):
    • May feel like a huge nerf, but they'll still be quite strong. (They had over 3x the intended damage)
    • Most nova shields can severly damage it, high damage novas can almost kill the strongest (non-armor) mobs, now work as a finisher for weakened mobs.
    • Base spikes deal about 15% of mob health, but the strongest could 2-shot large bipeds, they are meant to be a complement to melee combat.
    • Turret Shields now scale properly and will be explained below, these are meant to be a ranged alternative to novas, with limited kill potential.
  • Nova:
    • Reduced damage to be a "finishing" attack on enemies, rather than an insta-kill.
    • Base damage is about 50% of base monster's health.
    • Increased base radius. (3 -> 5)
    • Applies to "Hide of Terramorphus".
  • Explosive Nova:
    • Same as "Nova" changes.
    • Base damage is about 60% of base monster's health.
    • Also fixed them not getting the 30% stronger base damage. (I was using normal nova for their type)
  • Spikes:
    • Reduced damage to be about 15% of base monster health, but it increases quickly and can reach up to 64% on purple all-maliwan shields and 51% on torgue variants.
    • Applies to "Hide of Terramorphus".
  • Turret Shields:
    • Fire-rate unchanged.
    • Range increased by 5 tiles.
    • Increased bullet speed, now matches an average weapon's speed. (250% faster)
    • Now scales properly with tier (like all other shield damage abilities).
    • Changed to compete with novas in crowd control, so very strong turrets can kill up to 7 monsters.
    • Base turret shield:
      • Max damage could kill up to 2 basic monsters. (Min: <1, Max: >6)
      • Efficiency is meant to grant about 45% charge if a "full depletion" of the shield occurs, strong turrets can reach 100%.
  • Adaptive:
    • Reduced health granted, tries to match same-level armor. (You have armor, so that much health is not necessary)
  • Turtle:
    • Increased recharge rate, they'll still take longer than any shield to recharge, but it's better now. (max 29s)
    Uniques:
  • Blockade:
    • No longer gives armor, but instead "physicalResistance".
    • Fixed not granting the "Full" resistance bonus when at max capacity.
    • Damage resistance increased by 60%. (Not as base)
    • Increased Blockade's "Not Full" bonus by 140%. (Not as base)
    • Added "Extended Story" elemental damage resistance.
    • Added "Slag" resistance.
    • Resistance now matches better against BL2, 45.7% at tier 10.
  • The Rough Rider:
    • No longer gives armor, but instead "physicalResistance".
    • Added "Slag" resistance.
    • Added "Extended Story" elemental damage resistance.
    • Reduced health granted to match "Adaptive" shield's changes.
  • Antagonist:
    • Base reflected damage is now 700% and 20% increase of grade multiplier. (Matches BL2)
    • Increased Antagonist's reflected projectile speed by 40%, now matches average projectile speed for weapons.
    • No longer gives armor, but instead gives "physicalResistance" and all elemental resistance.
    • Reduced special stat by 8, because it's meant to be Vladof and not Maliwan.
    • Resistance can now reach the "49%" value.
    • Can now play "Reflect" sound twice per second.
    • Changes were based on armor and slag changes.
  • Captain Blade's Manly Man Shield:
    • Changed "Captain Blade's Manly Man" damage calculation.
    • If it can find the weapon damage: Deals 40% of current melee weapon as explosive damage (multiplied by damage multiplier). (The calculations are still off but are no longer OP)
    • If it can't find the weapon damage: Deals 40% of the average weapon's damage of the same tier as explosive damage (multiplied by damage multiplier). (was 4000% of weapon multiplier before).
  • Cradle & Whisky Tango Foxtrot:
    • Nerfed to match Nova changes. Still very strong.
    • Whisky Tango Foxtrot grenades should deal about 33% of health damage.
  • Power Surge:
    • Increased recharge rate.
    • Doubled active time to 2 minutes.
  • One Man Army:
    • "One Man Army" has been changed, now deals about 45% damage compared to other turret-shields, but it recharges faster and a full shield-depletion should fill the meter, thus making an "army" quickly.
    • 55% more efficiency than average.
    • 20% more efficiency per grade than average.
    • 55% less damage per grade than average.
    • 25% more range than before.
  • Rainbow Factory:
    • 10% more efficiency than average.
    • 6% more damage than average.
  • R.Y.N.O.:
    • Now has higher recharge rate.
    • 5% higher grade multiplier for damage than average.
    • 40% more damage than average.
    • 20% better efficiency and 20% grade multiplier for efficiency than average.
  • Love Thumper:
    • Reduced base radius to match normal nova shields.

Loot:
  • Reduced "unique/legendary/seraph/effervescent" common loot drops by 60% or a bit more.
  • Increased chance to recieve 1 or 2 shields on bosses, decreased 3 or 4 shield probability. (10% each)
  • Reduced "Legendary/Yellow" shields loot in "valuable treasure" to 0.5%. (To match Effervescent and Seraph drop rates)
  • Equalized "Legendary/Yellow" shield loot drops from non-boss sources.
  • Changed how the ruin's loot drop is detected, fixed "Extended Story" and "Return to Earth Overhauled" drops. Reduced drops by 50%. (Were dropping twice)
  • Fixed some "Pandora's Box | Titans" loot drops.

Slag:
  • Changed slagged status effect, no longer reduces "protection" stat, just changes "physicalResistance" and added other mod's elemental resistances.
  • Increased potency of slag to match BL2s values, 100% of previous values.
  • Increased slagged duration by 1 second, to match BL2.
  • Fixed "Slagged" status effect not being blocked by "slagStatusImmunity".
Last edited by FelmastProMcLane; 4 Sep, 2020 @ 11:59am
< >
Showing 1-6 of 6 comments
For the swarm 4 Sep, 2020 @ 8:57pm 
yea love the mod but they r kinda op for now, even i installed a harder combat change mod.
The t6 base capacity is now 5x than before and T7 is 2X than before,didnt notice the t12345 because i sell them real quick after i got them.
i wonder if there can be a solid set of tier and base capacity to match their rarity,
i suggest white-T3 with base cap at least 100,green-T4 with base cap 200,blue-T5 with base 300,purple-T6 with base cap 400,gold-T7 with base cap 500 or 600.
FelmastProMcLane  [developer] 4 Sep, 2020 @ 9:07pm 
Well, base capacity is 3.35x of previous version, and shields kinda adapt to any changes done to difficulty :steamhappy: (So the harder combat mod also buffs shields so that they feel as if nothing changed)

I can make a separate mod that reduces capacity if that's okay with you.
For the swarm 6 Sep, 2020 @ 2:05am 
wow that cap can be now adapt tothose difficulty mod ? thats brilliant but witch makes my difficult mod kinda meaningless.That would be very nice of having a officially lower cap version to select,but i have one more thing to ask,can u match their rarity to their tier and cap scale when drop randomly like i said up there?No pushing,just a littel suggest so when ppl got them for example : T3 common shield,its still usable and has value because it has leats 100 cap shielding like base HP and a middle-low Tier, also the higher tier keep a gentle curve so they wont be OP and still a necessary item to have when facing higher tier enemy.:lovermu:
FelmastProMcLane  [developer] 6 Sep, 2020 @ 8:01am 
Sadly, the scaling doesn't work like having a cap, it works by multiplying a base value (67) by the damage multiplier for monsters of the same tier.

Was the previous version good for you?, because I was thinking of using the same base value for reduced capacity (20).
Last edited by FelmastProMcLane; 6 Sep, 2020 @ 8:01am
Letrew 14 Dec, 2020 @ 4:30pm 
For the configuration settings, how does the "Armor applied to shield" percentage and the "NPC armor used for shield" work?
FelmastProMcLane  [developer] 14 Dec, 2020 @ 7:56pm 
It means how much of your current armor also reduces damage to your shields.
Example: you have "80" armor, and 100% armor applied to shields, so all damage is reduced by 80% to shields, having it at 50% means it gets reduced by 40%.

It's mostly if you want to have an easy time, as shields are balanced for 0%.

The NPC one it's the same thing, but only applies to NPCs, if you want enemies with stronger shields.
< >
Showing 1-6 of 6 comments
Per page: 1530 50