Stats Overhaul for Weapons - LAO III planned changes
Stats Overhaul for Weapons - LAO III planned changes Posted byRnFon 02 Feb, 2017 12:31
Been working on Throwing Axes for LAO III, they are pretty much complete, have both 1h and 2h variations. Used the TL1 1H Axes and 2H Polearms items. They can "throw" a missile axe and swing like melee weapons. Holding shift down will fire the "throwing missile", otherwise the character will use them like any other melee weapon.
I have decided to make them Dex based.
With my Dexterity Ranged Damage Bonus I have added into LAO III, it should be a nice compliment for that Dex change. Which brings up balance/overhaul issues for all weapons especially Claws and Polearms since most of them rely heavily on Dexterity.
I have figured out a way for items to be considered "ranged" and "melee" at the same time. This allows melee items to get a damage bonus for using the Dexterity Stat without breaking skills that require "melee" items. It also adds a bit more variety in builds for players to go for to increase damage and not have to rely solely on Strength to do so.
To do this, I will need to restructure the stat requirements on most weapons. This kind goes back to my item overhaul mod that was never finished.
Dexterity Based Weapons - All Strength/Focus stripped off and replaced with Dexterity/Vitality. Claws Polearms 1H Throwing Axes 2h Throwing Axes Bows Crossbows Pistols
Strength Based Weapons - All Dexterity/Focus stripped off items and replaced with Strength/Vitality. 1H/2H Axes 1H/2H Swords 1H/2H Axes (non throwing) Cannons
Focus Based Weapons - All Strength/Dexterity stripped off and Replaced with Focus/Vitality. Wands Staffs (remove Melee weapon designation, add Ranged/Magic Designation)
I also plan on adding the following for Focus based weapons from TL1 items - casters don't really get a lot of weapon choices Create 1H Ember Swords(1h swords that fire like a wand) Create 1H Ember Maces (1h maces that fire like a wand)
I love the Ember Sword too! One day I'm gonna rework weapons - change Attributes and so on. I see you will leave the mixed Attributes so I keep those Ideas for the moment but let me throw in some others that might fit:
I'd love Ember Bows, as a ranged 2H focus variation. They could have a multishot damageshape? Also I'd love some Ember Shields - in difference to "normal" shields they would have less defense stats but some resource benefits like Manareg. Castspeed, move speed?
well, those were just popping up in my head reading your post...
O. M. G. RnF is BACk with a vengeance and CRAZIER than ever!
Pls pls pls post an ani-gif of the new throwable axes in action!
About the new set-up for affixes: for players who haven't installed the "stats overhaul" add-on, how will things play for them?
And I LOVE the ember-swords idea!
Sorry for the laggy video, but this gives a good idea of what to expect.
As far as those who haven't installed the Stats Overhual, this will be built into LAO III so they won't miss out! I will probably just include the Dex Damage Bonus into LAO III for now.
Yeah, the Ember Swords came to mind today. Have some TL1 items to use up still
FYI, I finally figured out (stumbled upon more like) how to bypass the "hard coded" restriction on Unique and Legendary items from being able to spawn randomized item bonuses like Green and Blue items... ECSTATIC about this! Now I can implement Randomized Legendary items!
I love the Ember Sword too! One day I'm gonna rework weapons - change Attributes and so on. I see you will leave the mixed Attributes so I keep those Ideas for the moment but let me throw in some others that might fit:
I'd love Ember Bows, as a ranged 2H focus variation. They could have a multishot damageshape? Also I'd love some Ember Shields - in difference to "normal" shields they would have less defense stats but some resource benefits like Manareg. Castspeed, move speed?
well, those were just popping up in my head reading your post...
lolesch
Edit: digging old inspiration files...
Yeah, the item stats drive me nuts, some make no sense at all, especially on the weapons.
Ember Bows... I LOVE that idea, going to use it for sure. I still have quite a few of TL1 items to use for various "new" weapons, Bows, Crossbows, Swords, Maces, Rifles, Shields. So there can be a lot done with them. Thanks for the graphic, it is full of a lot of good ideas. Will take some into consideration.
I really like your Ember Ranged weapons ideas. Casters don't get a lot of weapon choices, so it would be good to increase the variety for them. There are a lot of "missiles" in the game that can be tweaked for bows to make something cool for Ember Bows. Excited about this idea!
Also I'd love some Ember Shields - in difference to "normal" shields they would have less defense stats but some resource benefits like Manareg. Castspeed, move speed?
Also I'd love some Ember Shields - in difference to "normal" shields they would have less defense stats but some resource benefits like Manareg. Castspeed, move speed?
@RnF all the "throwing" and "ember" weapons would have crazy-high Foc requirements? That would be more lore-correct to my mind... just an idea...
Those shields are amazing! @Kva3imoda is this something you would be willing to share? Maybe provide an example I could work from?
Hmm focus based for throwing weapons, hadn't actually thought of that yet. Maybe I will do both, make swords and maces throwing, but focus based. There definitely does need to be more focus based weapons though.
More inspiration! You have to see @Kva3imoda 's Energy Shields, they're beautiful!
@Phanjam Well, this inspired me to figure out how to go about making these "Energy Shields". I have created 24 new "Ember Shields" models that I am going to implement into LAO III soon. I will probably make some more since they aren't too difficult to make.
These shields do tend to "float" when running around, but not terribly bad on most of them, and I am generally ok with them as is, especially since the float isn't easily fixed (for me anyway).
These Ember Shields don't really do anything special, they will just specialize in Elemental Armor compared to Physical Armor that normal shields already offer. But they do look cool. Here is a video I put together that shows off what I have come up with so far.
By making a "new" Unittype and and adding the "rangedweapon" and "itemcategoryranged"childs. It is a similar technique as to when you merge Spawnclasses by creating a new Spawnclass with a different external name but keeping the internal name the vanilla name. This wont "merge" the unittypes like spawnclasses, it will actually override all the childs but keep the same name. An item can only be in one "itemcategory" though, so I had to replace the MartialItemCategory as well. But it can have both the ranged weapon and melee weapon childs.
This would need to be done for all Unittypes of the items (Normal, Magic, Unique, possibly Legendary)
FYI, Using this new Unittype allows Unique items to spawn random item bonuses. This will override the hard coded restrictions on Unique items not being able to spawn random item bonuses like Normal and Magic Items. No idea why, but it works.