Torchlight II

Torchlight II

Skills Expansion
 This topic has been pinned, so it's probably important
doudley  [developer] 17 May, 2017 @ 9:13pm
Rebalanced Native Skills
Phase 2 of this mod project.

The idea is to rebalance the 4 original classes by changing their skills to be more suitable for deeper builds and be better themed with the newly added skill sets.

There are issues though, "rebalance" is a very subjective term.

I wanted to be sure that we will proceed for "Fair" and not "Preferred".

To make this process a bit more objective and concise, I propose for a single-oriented goal:

Default
http://i1313.photobucket.com/albums/t559/doudley/balancetypeB_zpsguftnm0b.png

Choose Neutralization
http://i1313.photobucket.com/albums/t559/doudley/balancetypeC_zpsegwobkga.png

Choose Complimentary[/color]
http://i1313.photobucket.com/albums/t559/doudley/balancetypeA_zpsurx32cr3.png

Which path to take would be decided by steffire3 but anyone is free to give their view.

Suggestions of mod users should also be commented here. Thanks! :)
Last edited by doudley; 27 May, 2017 @ 6:34pm
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steffire3  [developer] 18 May, 2017 @ 10:36pm 
@doudley:
Thanks for writing this! ^_^

I feel it's a mix of all three goals depending on the skill modified or another mod skill that affects the others.

= = =

Can I ask how to read those colored graphs you made?

What does the height map represent for those four colors?

What causes the lines to drop low?
Last edited by steffire3; 19 May, 2017 @ 1:41am
steffire3  [developer] 19 May, 2017 @ 12:06am 
@doudley:
Is it possible to change how the "Electric (Shocked) Effect" works?

Besides shooting it's original 3 aimless bolts of energy, also make it:

"50% chance to cast Lightning from target".
Last edited by steffire3; 19 May, 2017 @ 3:33am
steffire3  [developer] 19 May, 2017 @ 4:16am 
Last edited by steffire3; 19 May, 2017 @ 4:17am
doudley  [developer] 19 May, 2017 @ 4:18am 
Originally posted by steffire3:
Can I ask how to read those colored graphs you made?

What does the height map represent for those four colors?

What causes the lines to drop low?
By default, one class have ups and downs, but this goes to all other classes too, right? So in a way they are balanced already, designed by the devs and managements.

In neutralization, we will try to dampen the "Ups" and "Downs" by each class, to make them more uniformed rather than unique (of course not entirely). This way, its easily noticed how balance they can be. Makes the term "advantage" a thing of the past.

In complimentary, we will focus on each class uniqueness and make sure that we will follow the themed pattern by the "default" graph. Meaning, each class would still have "Ups" and "Downs", probably even more upper and downer, enhancing their uniqueness --- thus compliments.
steffire3  [developer] 19 May, 2017 @ 4:35am 
Originally posted by doudley:
Originally posted by steffire3:
Can I ask how to read those colored graphs you made?

What does the height map represent for those four colors?

What causes the lines to drop low?
default class have ups and downs designed by the devs.

neutralization make them more uniformed.

complimentary focus on each class uniqueness.

@doudley: Thanks for explaining this!

"Complimentary" would be the end result here even if it seems to be "Neutralization".

= = = =

In my latest requests, the elements are available as follows:

Type = Classes
(Explanation).

Physical = 3
Electric = 3
Fire = 3

(There is a 3 way pairing between the Outander, Engineer and Berserker).

Poison = 2
Ice = 2

(This defines the Outlander and Berserker as unique elementals along with the Embermage).

= =

The Engineer will still favor Fire for DPS and Electric for "Focus" even after we add some DPS to it's Electric options while Physical will be a limited yet strong option.

Berserkers will have plenty of strong Ice options and good Physical options while having new access to a few useful Electric options.

Outlanders now have a solid selection between Poison and Fire while now open to use excellent Physical options.

Embermages have limited yet strong Poison options and the widest selection of the other elements minus Physical.

= = =

Yet the Berserker has Electric options that the Engineer does not have and the Outlander can use the "Inferno and Warfare Skills" in ways that the Embermage cannot.

And that is due to the wonderful fact that the classes only have one shared tree per class.

It works out quite well! ^_^
Last edited by steffire3; 25 May, 2017 @ 2:20am
doudley  [developer] 19 May, 2017 @ 4:46am 
Yeah It does work, good job proposing a single shared tree! :)
steffire3  [developer] 19 May, 2017 @ 4:48am 
Originally posted by doudley:
Yeah It does work, good job proposing a single shared tree! :)

@doudley: Thanks for making these ideas a reality!

There is so much more skill and mod info required by me to write however I hope what has been posted gives a clear direction of where this is all going!

^_^
steffire3  [developer] 21 May, 2017 @ 4:03am 
@doudley: I generally agree with Viz on almost everything.

= = =

I have responded to Viz over on "Torch"!

^_^
Last edited by steffire3; 22 May, 2017 @ 4:07am
steffire3  [developer] 21 May, 2017 @ 5:58am 
The following Link leads to a mod that addresses the very serious issue concerning a lack of viable methods to gain any large amount of "X% of All Damage Reduction".

Cthon's Armor Fix Mod[clockworkcore.org]
http://clockworkcore.org/modindex.html
Last edited by steffire3; 21 May, 2017 @ 6:38am
doudley  [developer] 21 May, 2017 @ 6:22am 
Isn't that mod already included in LAO III?

EDIT:
I'm glad you responded over on Torch, Viz is most of the time in Discord, you might want to check on him there for better collaborations.
Last edited by doudley; 21 May, 2017 @ 7:38am
steffire3  [developer] 21 May, 2017 @ 6:34am 
Yes.

This is for those who may not use "LAO III" with "Skills Expansion".
Last edited by steffire3; 21 May, 2017 @ 6:35am
doudley  [developer] 21 May, 2017 @ 7:00am 
The only mod I use at clockworkcore is the draw distance (done right). I feel sad for those people who uses premature draw distance mods...

But yeah, if the armor fix is related to skills then yes, I will consider it, then yes. We'll see.

But yeah, if you and Viz can agree on this, then yes. let's include it! ;)
Last edited by doudley; 21 May, 2017 @ 8:42am
steffire3  [developer] 25 May, 2017 @ 2:25am 
Any skill that does not have any DPS will gain 1-15% DPS for Strength users.

Any skill that does not have any Ave Equip Leveled Scaled Flat Damage will receive 10-150 Damage for Focus users.

= = =

Engineer Aegis Tree:

Shield Bash and Fire Bash:

Receive more Damage from higher Vitality.
doudley  [developer] 27 May, 2017 @ 6:12am 
Originally posted by steffire3:
Any skill that does not have any DPS will gain 1-15% DPS for Strength users.

Any skill that does not have any Ave Equip Leveled Scaled Flat Damage will receive 10-150 Damage for Focus users.

= = =

Engineer Aegis Tree:

Shield Bash and Fire Bash:

Receive more Damage from higher Vitality.
What's this about steffire3?
steffire3  [developer] 27 May, 2017 @ 5:45pm 
Originally posted by doudley:
What's this about steffire3?

Well the idea is if it's possible to use Vitality to scale damage then it may be used to boost the Shield Skills in the Engineer's Aegis Tree.

The other idea is to make skills like "Prismatic Bolt" have another kind of Damage added to itself to sustain alternate energy Builds (Strength and Focus can now be used seperate or together to empower these skills).
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