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Berserker's Blood Hunger and Rampage must be made available for All Weapons.
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(2)
Outlander's Akimbo needs Charge Gain (2-30%) and Berserker's Executioner needs Dual Wield Damage Bonus (2-30%).
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(3)
Rearranging of 3 Passive Tier Skills:
Cold Storm Mastery = Physical, Ice, Electric.
Elemental Cunning = Physical, Poison, Fire.
Fire Force Spark = Physical, Fire, Electric.
Tier 1: 5% Damage Reductions. Tier 2: 10% Chance Nearby Foes Afflicted with Effect. Tier 3: +100 Damage Types. All these are limited to their respective Elements.
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(4)
Fix issue with the Berserker's Damage Reduction from the "Armor Fix" mod.
After reaching 1000 Armor the % gets stuck at 45% after maxing Vitality and Defense Masteries.
None of the other Classes have any issues which leaves Berserker with a severe vulnerability against high leveled Elite foes.
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(5)
Engineer:
Construction Tree Skill: Fire and Spark:
Rename as: Fire Force Spark:
"The Spark to gain energy from Fire, and Force to recycle things."
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(6)
Loss Mastery: Frost Skills
-1-15% Elemental Armor Reduced for 3 seconds.
Tiers:
Physical Armor Reduced by
-5%,
-10%,
and -15% for 3 seconds.
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(7)
Add these Chances to these Brands:
Fire Brand: 2-30% Meteor Strike.
Ice Brand: 2-30% Glacial Spike.
Electric Brand: 2-30% Thunder.
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(8)
"Prismatic Rift" needs it's Tier 3 Bonus of "Rift Death" removed only because it's a very cheap tactic.
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(9)
Can you also remove the "Chance to Teleport Foe" from the "Weapon Chaos" Skill?
(Affix may be named Chaotic Rift).
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(10)
"Fusilade" needs to be made spammable for the Shotgonne.
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(11)
Blind Mastery: Tier Bonus 2 and 3 give +15-30% Ranged Damage Bonus, would like this changed to "Secondary Damage" which would help Splash Damage of all it's Two Hand Short Ranged Weapons.
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(12)
Tested "Blind Mastery" and I can confirm that "Burning Hit" which is a tier reward from Tiered Passives is currently suicidal when moving gear from clothing slots.
It inflicts the Player with a 5 second Burn and it makes changing clothes very dangerous for Hardcore Players.
It does not activate during hits in battle which also makes it useless.
I recommend replacing this Tier Bonus with a different and functional Affix like Inflict 50-750 Physical Damage over 5 seconds.
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I will add more requests later after I test the mod again.
Berserker's Blood Hunger and Rampage must be made available for All Weapons.
FIXED
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(2) FIXED
Outlander's Akimbo needs Charge Gain (2-30%) (added 30% charge rate as a tier 2 bonus)
Berserker's Executioner needs Dual Wield Damage Bonus (2-30%). (Added the 30% dmg bonus to after executes only.)
FIXED
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(3) WIP WITH QUESTIONS
Rearranging of 3 Passive Tier Skills:
Cold Storm Mastery = Physical, Ice, Electric.
Elemental Cunning = Physical, Poison, Fire.
Fire Force Spark = Physical, Fire, Electric.
Tier 1: 5% Damage Reductions. QUESTION: values for these are already set at an 8% reduction for all aside for some that are set to 16% reduction. am i changing these to 5% each? or adding 5% more damage reduction
Tier 2: 10% Chance Nearby Foes Afflicted with Effect. Tier 3: +100 Damage Types. All these are limited to their respective Elements.
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(4) QUESTION
Fix issue with the Berserker's Damage Reduction from the "Armor Fix" mod.
After reaching 1000 Armor the % gets stuck at 45% after maxing Vitality and Defense. WHAT % IS STUCK AT 45%
Masteries.
None of the other Classes have any issues which leaves Berserker with a severe vulnerability against high leveled Elite foes.
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(5) FIXED
Engineer:
Construction Tree Skill: Fire and Spark:
Rename as: Fire Force Spark:
"The Spark to gain energy from Fire, and Force to recycle things."
FIXED
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(6) FIXED
Loss Mastery: Frost Skills
-1-15% Elemental Armor Reduced for 3 seconds.
Tiers:
Physical Armor Reduced by
-5%,
-10%,
and -15% for 3 seconds.
FIXED
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(7)
Add these Chances to these Brands:
Fire Brand: 2-30% Meteor Strike.
Ice Brand: 2-30% Glacial Spike.
Electric Brand: 2-30% Thunder.
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(8) FIXED
"Prismatic Rift" needs it's Tier 3 Bonus of "Rift Death" removed only because it's a very cheap tactic.
FIXED
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(9)
Can you also remove the "Chance to Teleport Foe" from the "Weapon Chaos" Skill?
(Affix may be named Chaotic Rift).
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(10) LIMITATION
"Fusilade" needs to be made spammable for the Shotgonne. no animation for the rocket spam with a shotgonne so unable to make this shoot faster.
LIMITATION
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(11)
Blind Mastery: Tier Bonus 2 and 3 give +15-30% Ranged Damage Bonus, would like this changed to "Secondary Damage" which would help Splash Damage of all it's Two Hand Short Ranged Weapons.
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(12)
Tested "Blind Mastery" and I can confirm that "Burning Hit" which is a tier reward from Tiered Passives is currently suicidal when moving gear from clothing slots.
It inflicts the Player with a 5 second Burn and it makes changing clothes very dangerous for Hardcore Players.
It does not activate during hits in battle which also makes it useless.
I recommend replacing this Tier Bonus with a different and functional Affix like Inflict 50-750 Physical Damage over 5 seconds.
Lol... I see your messages @ Thuumking! XD
Just give me some minutes... trying to juggle several questions here across the Workshop! ^_^
Replies to the above questions:
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(3)
Most likely adding 5%... although if some values are at 16% then that may be the correct number.
I'll know for sure after I test this mod after release on the Workshop and in the mean time just add 5% to the current existing values for those Skill Tiers.
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(4)
"% Less All Damage Taken": I think that's what the game calls it... not sure how Guts labels it.
Anyway the Berserker cannot gain "% Less All Damage Taken" after 1000 Armor is gained.
The other classes have the ability to gain this thanks to the "Armor Fix mod".
I suspect it's missing something that the other classes have.
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(7)
I believe you messaged me about where these "Brand Skills" were located in which class?
The Skill Tree is called "Shared Skills" if another class has it (again I don't know how Guts reads this):
Inferno Tree: Fire Brand: Embermage and Outlander.
Frost Tree: Ice Brand: Embermage and Berserker.
Storm Tree: Electric Brand: Embermage and Engineer.
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(7.1)
I believe you messaged me about why I list certain requests as 2-30% when this is impossible.
2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30%.
15 ranks is too much work however so I gladly accept 3 Tiers instead:
Tier 1: 10%
Tier 2: 20%
Tier 3: 30%
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(10)
Can you "bug" the skill's dependence on the animation so it spams anyway or there really is no work around?
(11)
If this is not possible then add an equal amount of "+% Melee Damage" to those Tiers.
(12)
I believe you messaged me for when "Burning Hit" activates:
It's weird because it doesn't activate in battle (taking hits, dealing strikes, on kill, simply nothing happens).
Then when the Inventories (any UI panel) is opened or when any kind of Equipment (Weapons, Sockets, Gear from character body) is swapped or replaced it activates on the Player itself... if this is done several times it even stacks to the point where no amount of self healing will save the Player from dying.
#10 the only fix for this would be to custom make a new animation for the shotgonne or to find a shotgonne spammable animation from another skill(no idea of rapidfire works on shotgonnes I doubt it though). However I don't think this would work. Pretty sure in vanilla this was a cannon only skill? Unless I'm mistaken. But unless there's a shotgonne animation in the game currently that can be spammed it can't be done cuz I don't work on animations or 3d artwork. You've seen my thumbnails for my mods. I can't even use paint haha
Another possibility is I could change the attack/cast speed of that skill. However it will affect the cannon speed also. Doing this may also cause other issues. One major possiblity is it may increase attack speed while holding right click it may "fire" left click regular shots simultaneously with a massive increase of attack speed.
In a nutshell #10 is going to take time. And even still it may not end up being fixed
#11 I'm not sure what you mean by secondary damage? Like an area of effect skill?
#12 this just sounds like an input error. He probably didn't specify a target on an affix or tried to blend too many "self" effect and "target" effect in one affix. Should be an easy fix
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(3, 4 and 7)
Take as long as you need!
I've been here for 4 years and I can certainly wait for 4 more... XD.
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(10)
Using the Animations from the Skill of Rapid Fire or something similar sounds interesting and if it doesn't work then at least the idea was attempted.
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(11)
"+% Secondary (Splash) Damage" is an Affix that can be Enchanted, Socketed and found on Equipment in game.
I don't know if "Guts" names it differently and that may be likely.
Add "+% Melee Damage" if needed.
(12)
Sounds great!
I don't mind how this is fixed as I am more than glad to have this Skill working. ^_^
(13)
New Request:
Engineer Skills:
Blast Cannon
and
Fusillade.
Blast Cannon:
Renamed to:
Blast Missile.
Fusillade:
Renamed to:
Rocket Barrage.
=
Reason:
Allow both of these Skills access from these weapons (All Ranged Weapons):
Cannon
Shotgonne
NEW:
Bow
Crossbow
Pistol
Wand
=
Animations:
Use Rapid Fire or Venom Hail from the Outlander or hack together something so the Skill can at least activate.
Whether it solves or fails the issue from a slowly animated Fire Barrage (Fusillade) is something I'm willing to live with.
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(14)
I have a request from another player "Sch123" on the Torch Modder Forums:
We have Frost Phase for both Embermage and Berserker so I ask Thuumking to add a "Tier 3" 50% Chance for Player to randomly Teleport for 7 meters if Hit for 3 seconds (if possible only when below 60% Health) with that Skill since Player already teleported and doing it again randomly makes sense because it's giving an Escape Skill an Escape Effect.
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(15)
Engineer class:
"Ward of Board":
Add:
1-15% Chance to Block,
1-15% Knock Back Resistance,
1-15% Reflected Damage.
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(16)
Long Range Mastery:
Explain in Description that the Ranged Damage boost does apply to Cannons and Shotgonnes.
Add to Tiers: "5-15% Chance to Break Shields"
and "1-3% Less All Enemy Armor for 4 seconds".
Blood Hunger and Rampage for all weapons = Done
Request #2:
Akimbo to have charge gain = In question for now
Executioner with Dual Wield Bonus = Pending
Request #3: Rearranging of 3 Passive Tier Skills:
Tier 1 into DR = Done
Tier 2 into elem. added effect = Done but all 3 skills now use focus to increase effect
Tier 3 into additional elem. damage = Pending
Request #4: Solved by implementing Armor Fix V2
Request #5:
Fire and Spark rename & change descrip. = Onhold due to Cold Storm Mastery, Elemental Cunning, and Fire Force Spark now have same functions, I'm requesting/conceptualizing for a more uniformed name for the three of them and give them similar skill descriptions too.
Request #6:
Frost Skills changes = Pending
Request #7:
Fire, Ice, and Lighting Brand additional effect = Done
Request #8:
Prismatic Rift's Rift Death conundrum = Made instant death to target non-boss enemies
Request #9:
Prismatic Rift function change = Onhold due to lack of change details to be implemented, removing its teleportation function will make this skill into a different one, thus need new description and replacement/additional function to it.
Request #10:
Are you saying that the custom animations provided by PhanJam for shogonne to be able to use Fusillade skill doesn't work?
Request #11:
Blind Mastery's Ranged Damage Bonus into Splash Damage Bonus = Done
Request #12:
Blind Mastery's burning hit effect = Fixed but I need feedback if it is working as intended
Request #13: Like you said, this will give issue on animation speed and gives unfair advantage to smaller range weapons. The animation speed can be overwritten within the skill data but it affects all animation linked into it. Removing exclusivity to cannon will result to absolution unless we can give animation alternatives for each weapon type with all having the exact speed executions. Blast Cannon to Blast Missile = Done. I'd like pass on Fusillade rename. Blast Missile & Fusillade weapon requirement into all ranged weapon = Onhold due to issues.
Request #14-16: Pending, will worked on these next.
@steffire3: May I ask, it seems that Thuumking made some modding contributions for this mod, where are they?
The Thuumking contributions are unreleased. I was unable to aquire them.
#10 : It functions at a slower speed compared to the Cannon however I understand animations are something difficult to fix and this could be left alone in it's current state.
#13 : Indeed. This request can be ignored due to the Animation issues.
Although 2 Handed Bows might work for balance and compatibility.
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#5 : Agreed. Here's a draft:
Name:
Engineer (Berserker, Outlander) Oath :
Description:
Every member of this Class has the option to enforce an elemental verse in the Oath of their Creed: "I will Physically strive to empower and protect the Elements of (Name and Name)".
The (Names) would be:
Fire and Electric for the Engineer,
Electric and Ice for the Berserker,
Fire and Poison for the Outlander.
Reason:
It sounds interesting and attempts to explain a deeper connection for these Classes towards their respective elements.
Runic Games was unable to finish their lore however something like this could reasonably fit within Torchlight.
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For request #5:
Berserker's elemental mastery:
DISPLAYNAME:Flex Force
BASE_DESCRIPTION:Electricity to move and ice to stop, is to harness the power of motion.
TIER1_DESCRIPTION:Additional 5% resistance to physical, ice, and electric damage
TIER2_DESCRIPTION:Additional 10% chance to freeze and shock, both can be increased by focus
TIER3_DESCRIPTION:Additional bonus to physical, ice, and electric damage
Engineer's elemental mastery:
DISPLAYNAME:Tech Force
BASE_DESCRIPTION:The fuse from fire and lightning, is to wield the energy to recycle things.
TIER1_DESCRIPTION:Additional 5% resistance to physical, fire, and electric damage
TIER2_DESCRIPTION:Additional 10% chance to burn and shock, both can be increased by focus
TIER3_DESCRIPTION:Additional bonus to physical, fire, and electric damage
Outlander's elemental mastery:
DISPLAYNAME:Spirit Force
BASE_DESCRIPTION:Masters exotic forms of warfare while still acknowledge the two basic form of discipline. Fire to live and poison to die.
TIER1_DESCRIPTION:Additional 5% resistance to physical, fire, and poison damage
TIER2_DESCRIPTION:Additional 10% chance to burn and poison, both can be increased by focus
TIER3_DESCRIPTION:Additional bonus to physical, fire, and poison damage
Do you think adding a chance to Bleed (Physical Theme) in the Second Tier would be too much? I enjoy various options of Damage over Time and would enjoy having that available.
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I read on the TM Forums that the Armor Fix V2 was added (I also apologize for my delay). Should I focus on unpacking and posting the Double Agent mod at this point?
So, is this what you meant?
"Additional 10% chance to bleed, burn and poison, both can be increased by focus"
"Additional 10% chance to bleed, burn and shock, both can be increased by focus"
"Additional 10% chance to bleed, burn and poison, both can be increased by focus"
> It feels too much, that's like 30% damage overtime but I'm not sure how this kind of damage would fare on high level or Synergies' difficulties...maybe the amount given by these passive skills are minimal in-comparison to custom classes' skills built for Synergies' difficulties.
And yes, if you can unpack Dual Agent and IcyClaw's Lightning Form mod, that would be great. Other additional skills, I think I can get in Variant Classes' mod files but what I don't have are FEP+ mod files. Sch123 referred to skills that can be acquired from FEP+, if you can distinguish them in the mod files, you can simply send me those. But if you cannot, then just send me the link for the whole mod files.
Loss Mastery: Frost Skills
-1-15% Elemental Armor Reduced for 3 seconds.
Tiers:
Physical Armor Reduced by
-5%,
-10%,
and -15% for 3 seconds.
> I'm not sure what I need to do with this?
(9)
Can you also remove the "Chance to Teleport Foe" from the "Weapon Chaos" Skill?
(Affix may be named Chaotic Rift).
> What should I replace the "teleport the enemy" with? The main function of this passive skill (Prismatic Rift) is to teleport enemies who attack you...
ADDITIONAL SKILLS
Outlander
Warfare [Share to Embermage]
⁃ Idea from [Ritual Summoning]
> Guardian of Poison: Summon Poison Elemental [Active Skill] << New skill need to compose
⁃ Idea from [Assassin TL2-E - Poison Globe]
> Poison Bomb: Throw a poison gas bomb [Active Skill] << New skill need to compose
Lore
⁃ Idea from [Druid - Poisonous Vine] Root of Death [Active Skill] << Integrated
⁃ Idea from [Druid - Rot Vine] Root of Life [Active Skill] << Integrated
Sigil
⁃ Idea from [Plaguelord - Oppression]
> Spirit of Death: Surrounded by spirits, Enemies near us will get physical damage & reduce armor [Passive Skill] << New skill need to compose
⁃ Idea from [Necromancer - Death Pact]
> Pool of Death: Skill area, enemies in the area will get poison damage + slow [Active Skill] << New skill need to compose
Berserker
Hunter
⁃ Idea from [Ninja - Shunpo] Phantom Strike [Active Skill] << Need FEP+ files
⁃ Idea from [Ninja - Shadow Slash] Phantom Slash [Active Skill] << Need FEP+ files
Tundra
⁃ Idea from [Ninja - Thunder Clap] Thunder Strike [Active Skill] << Need FEP+ files
⁃ Idea from [Preacher - Vorthex] Storm Vortex [Active Skill] << Integrated
Shadow
⁃ Idea from [Tenebris - Wolf Pack]
> Guardian of Darkness: Summon Werewolf [Active Skill] << New skill need to compose
⁃ Idea from [Plaguelord - Necrophage]
> Blood Lust: Consume the corpses to gain some HP + Armor [Passive Skill] << New skill need to compose