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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?
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".
Add this "Improved Shockbolts" to the Embermage.
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.
@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! ^_^
@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!
^_^
= = =
I have responded to Viz over on "Torch"!
^_^
Cthon's Armor Fix Mod[clockworkcore.org]
http://clockworkcore.org/modindex.html
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.
This is for those who may not use "LAO III" with "Skills Expansion".
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! ;)
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.
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).