News:

SMFNew Installed

+-+-

User+-

Welcome, Guest.
Please login or register.
 
 
 

Login with your social network

Forgot your password?

Site Stats+-

Members
Total Members: 728
Latest: Cho
New This Month: 0
New This Week: 0
New Today: 0
Stats
Total Posts: 10932
Total Topics: 795
Most Online Today: 103
Most Online Ever: 854
(September 18, 2024, 07:49:37 am)
Users Online
Members: 0
Guests: 131
Total: 131

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - steffire3

Pages: [1] 2 3 ... 16
1
FEP+ (Far East Packs 1 & 2 Merge) / Re: FEP+ April 2019 Update
« on: August 23, 2019, 11:46:56 pm »
https://steamcommunity.com/workshop/filedetails/discussion/1281728074/1692659769948729200/

I just want to report a bug that was uncovered by a multiplayer Steam User with the Mongol Archer class crashing.

Very little detail was given hence I have asked for further notes from the player.

Spoiler (hover to show)

2
Mod Showcase / Re: Hacker Class Mod
« on: July 15, 2019, 12:14:24 pm »
- Chance to Fumble & Fumble damage often occurs so that the enemy only receives 1 damage per attack, while the damage weapon is around 30-40 or more.


I find this is an issue for me even in vanilla scenarios. What I have found is that it may be necessary to add Anti Armor Affixes to the Weapons.

-xxx All Armor for X seconds.
xxxx Type Damage over X seconds.
Target takes xx% more All Damage for X seconds.

I hope this helps!  :)

3
Say Hello / Re: Heya folks!
« on: July 15, 2019, 12:07:58 pm »
Hi @TheCaitularity !! We are always glad to have you or anyone else interested in modding TL2 find encouragement and a place to receive advice from those of us who have faced these modding challenges and the solutions that have been discovered over the years.

The more we mod and share TL2, the more everyone benefits potentially. I hope we treat you with respect for your vision and help where we can to the limits of what we know.

4
Wiki & Knowledge Base / Re: Would like to complete the Wiki Lore
« on: July 12, 2019, 08:35:54 pm »
@steffire3 pls just use whatever medium u are comfortable with to collect and store your growing lore library; i'll support moving it to the wiki no problem!


Always glad to help where I can @Phanjam  :) Thanks for offering to transfer the info!
I'll place the list here in this discussion when I'm ready.
I'll probably use the first post above with spoiler tags to organize it.

5
Modding Discussions / Re: Tenebris class, I need to know...
« on: July 12, 2019, 05:33:58 pm »
@Actkqk Thanks for writing this!
I would say having played several mod classes that:

High Mana Cost is good when there's an end game spammable attack Skill that is powerful and should require players to sacrifice affixes to support the high mana cost.

High Cool Downs are very effective at keeping powerful Crowd Control Skills balanced otherwise the entire battlefield could be locked down to easy mode like the Engineer's Rank 15 Immobile Copter.

For me it's a matter of forcing the player to make a choice as to what kind of battle power they are building and how to support those options.

A good example would be if there are two powerful end game spam attack Skills- if the player wants to support those then they must build Mana Regen or just choose one and use economic skills to support that one.

Then with two powerful Crowd Control Skills it's a matter of only being able to use them when most needed. This forces the player to strategically use their CC wisely... waiting for a group of mobs worth CC'ing rather than simply locking down mobs all the time.

Those are my thoughts.  :)

What are your thoughts on this @Sch123 ? You have played many mods and I have a respect for your playtime experience.

6
Wiki & Knowledge Base / Would like to complete the Wiki Lore
« on: July 11, 2019, 08:24:05 pm »
Particularly for the Armor Items of the Embermage, Engineer and Outlander which I noticed are missing from the Wiki however could easily be Copy Pasted onto this discussion here over from the Tidbi TL2 Item Database website... since I don't know how to edit the TM Wiki directly.

I also need to find time to do this however I'm already working with Mod Lore Writer: "SirJaded (Central Services)" for Corley's Mod so I'm becoming well versed in the lore we have available and I'm asking the Monster Squad Studio Discord if they know anything else about official TL Lore. Big Thanks @Phanjam for making that happen!  :)

7
Variant Classes Mod / Re: Variant Classes Mod Information
« on: July 11, 2019, 08:03:21 pm »
@Actkqk Viz is the pack author and re-balancer of the Variant Class Pack.

Although it's rare to see him these days perhaps the Torch Modders could form another pack. One that does no balance alterations to the classes.

After all. I'm sure there are some players who would want the original Tenebris and other classes original balance levels.  :)

I'm glad to see you return by the way!

8
Mod Showcase / Re: Hacker Class Mod
« on: July 10, 2019, 01:42:35 pm »
Great job @Sch123 !! Are you going to post pictures of Skills in action? Thanks!  :)

9
Skills Expansion Mod / Re: Skills Expansion: Rebalanced Native Skills
« on: July 07, 2019, 04:36:03 pm »
New Request: https://steamcommunity.com/workshop/discussions/18446744073709551615/1642041886382695384/?appid=200710

Apply the Staff and Wand Mastery (or whatever they were re-named) over to Prismatic Bolt as it does already for Magma Spear and few other skills.

10
@Phanjam Thanks so much for your reply! I just realized that anyone not logged in won't be able to see the Poll options so I have updated the post with info so everyone can read the options while logged out. The actual votes will only be visible to those who are logged in. This is an everlasting poll and votes can be changed at any time. I also added a new option for those who enjoy pure damage styles.  :)

11
Steffire3's Library / Big Quality Mod List
« on: June 29, 2019, 01:18:03 pm »
Spoiler: Linked Steam Discussion (hover to show)


Spoiler: Part 1 (hover to show)


Spoiler: Part 2 (hover to show)


Spoiler: Doudley's Note (hover to show)


Spoiler: Part 3 (hover to show)


Spoiler: Part 4 (hover to show)

12
Steffire3's Library / Combined Stat Totals not listed
« on: June 29, 2019, 01:06:12 pm »
Load the game and look at the upper right corner where the settings button is located and look under details and change "floating damage and text" to "verbose" which will allow the player to see almost all the number events such as total "Life Steal" when used on a target dummy or foe.

Although in spite of this the game still has some un-listed stat totals that will have to be counted manually I'm sad to say since it has hindered my stat building many times.

This Discussion is therefore written for everyone who needs to know which Stat Totals need to be manually calculated.

= = =

"Verbose" will show certain numbers on targets struck by your weapon yet the Arcane and Character Panels will not list the % totals of certain traits.

= = =

Combined Stat Totals not listed below:

Damage Reflected % (shows ranged damage reflected but not melee damage),
% to Fully Heal Self on Kill or Hit,
% to inflict a Status, % to cast a skill from gear, gem, and weapon,
Secondary Damage %,
Charge Rate Gained or Loss Reduced %,
Run Speed (total is listed as a number yet the % sped is not listed),
-X to all Armor per Hit,
Knock Back Resistance %,
-X% damage per monster within X meters,
Total Health gained (from ember skull enchants),
+X% boost Melee or Ranged weapon damage bonus,
Pet and Minion Damage- Speed- Health- Armor- boost %.

"X% and X Health or Mana Stolen" totals can be seen when striking foes yet the actual totals are not listed on any of the panels.

= = =

Again these things are listed individually on the gears, gems, and weapons yet not the combined totals.

= = =

Most of the important stat totals are shown in the game yet if you ever need to know certain % totals from usable gear combined then lots of manual math will be needed.

Or you could just use stuff that has lots of affixes and sell anything that doesn't look very math heavy... that usually works for most stuff.

And if you ever start relying on a particular stat then simply start searching and keeping the gear that has that stat or find a way to boost it with enchants or with the points gained with levels in the Character Panel.

= = =

I hope this helps!

13
Steffire3's Library / Summoner Class Mod List
« on: June 29, 2019, 12:20:15 pm »
Spoiler: Steam Linked Discussion (hover to show)

A general rule would be that a Class must have more than 3 Summon Skills and ideally at least 1 Summon Skill that has more than one entity.

= = =

The "Tenebris" class is more powerful than vanilla and is not a specialized summoner however it can rely heavily on them.

https://steamcommunity.com/sharedfiles/filedetails/?id=137354380&searchtext=tenebris

= = =

The "Electrical Engineer" is powerful for vanilla however the bot summons have been increased from one to three (I forgot if this can be gained at early or max level). The Bot summons have been edited to deal electric damage and they do benefit from the electric passive power boosts.

https://steamcommunity.com/sharedfiles/filedetails/?id=295168565&searchtext=electrical

= = =

The "Theolentist" can be more powerful than vanilla however it has awesome access to various summons and can go with a pure summon build.

https://steamcommunity.com/sharedfiles/filedetails/?id=136409017&searchtext=theolentist

= = =

This "Prime Summoner" has skills of a beast master theme:

https://steamcommunity.com/sharedfiles/filedetails/?id=1347492232

= = =

The "Witch-Doctor" is a specialized summoner that also has access to melee skills.

This mod is a finished class pack of 6 classes and is very well polished.

https://steamcommunity.com/sharedfiles/filedetails/?id=275166654&searchtext=darkthan

= =

If you want a Necromancer then there is an Occultist class inside the second version of Darkthan Classes.

Use Pack 1 or 2 but not both as they don't work together.

https://steamcommunity.com/sharedfiles/filedetails/?id=946029230

= = =

The "Druid" has a nature tree dedicated to summons although it's not as summon heavy as the "Witch Doctor" above.

This mod was also intended for- but does not require Synergies so the power may be high for vanilla.

https://steamcommunity.com/sharedfiles/filedetails/?id=660068853&searchtext=extra+synergies+classes

= = =

The Animancer inside the Classless Mod is also an option for a Summoner and can be mixed with other trees for a variety of sub styles.

https://steamcommunity.com/sharedfiles/filedetails/?id=1349328432&searchtext=classless

= = =

Finally if you desire a mixed gunner, buffer, "Summoner" that actually uses the vanilla skills with optional summon boosting mods then this is an interesting option:

https://steamcommunity.com/sharedfiles/filedetails/?id=620437900&searchtext=summoner

http://steamcommunity.com/sharedfiles/filedetails/?id=633401440

http://steamcommunity.com/sharedfiles/filedetails/?id=685550957

= = =

I hope this helps!

= = =

So while I haven't played or seen anything on the TL2 Workshop that is truly the Necromancer from D2... it does seem that at least Darkthan was able to mimic that theme and there are plenty of decent alternative options linked above.

= = =

Also be aware that classes from two mods that share the same name: Darkthan's "Druid" and Drew's "Druid" would override the other if placed above in the mod load order.

14
Feel free to post comments on what you enjoy most and what kind of future changes you would like to see in Combat Modding and Design.  :)

You must be "logged in" to see the Poll of Questions, total Votes and in order to participate directly.

Spoiler: For those of you who are not logged in then please open this and read: (hover to show)

(Disclaimer: No actual imaginary cookies are being awarded to participants or the "winning" team... just use the pre-installed imaginary oven).  :D

15
Kva3imoda's Playground / Re: Re: A new beginning.
« on: June 16, 2019, 11:12:48 am »
@Kva3imoda If I may advise:

I've seen many modders get burned by big overhaul mods like this in the last 4 years (even Salan).

However there was one modder who retired twice and came back one last time for another round of mod making (Doudley).

What he did was to produce mods that were small or developed in stages. I would recommend for your Dark Palace mod that you develop the first part of it then release it for TL2 players to give feedback. The "stages" method is extremely good for teasing players and you can take as long as you need to release the next phase.

Just ideas.  :)

Pages: [1] 2 3 ... 16

Recent Topics+-