Great mod, i like how it brings changes to the base item type rather than changing items that only the players can get, this way items have a distinct identity without giving players an advantage over their enemies.
I'll put one up after work today. Thanks for your support and I'm glad my efforts have helped you guys enjoy the game even more than it already would on its own
Hi! I really like the concept of the mod and was wondering if you will be updating it? I'd really like to play with this mod, but I'm not sure about the workability with patch 7 (And the future 8), as well as a couple of things that I've noticed.
For example: Nimble defense triggers without a critical hit. Even if it misses! Flail weapon disarming has no resources, which allows you to “spam” it (It might be worth to make this ability once per battle).
Played with this for a while and I generally like it, and although it took me a long time to come to this conclusion I think the longbow change was a miss.
Most importantly, unlike other changes this reduces the viable spread of builds that can use longbows. Its just forcing you to play every character that might use a longbow to be built as a titanstring bow user or take -3 to accuracy and damage. The high barrier to entry doesn't actually matter all that much when it can be trivialised by str elixers, Dex gloves or Club of Hill Giant Strength, and if you don't want to exploit that then most of the good shortbows are stat sticks like Hunting Shortbow or Darkfire where you might equip them with no intention of ever actually firing an arrow and non hand crossbows kinda drop off with good choices at the start of the game but not a lot by the end. Maybe bows like the Dead Shot can compensate for the lower accuracy if you don't have 16 str but thats act 3 and even then you're hitting at lower str.
Less important are the balance concerns: this is just a straight buff to the titanstring which was already competing with hand XBows for best ranged weapons and those got nerfed. Since a titan string archer was already going to be build dex and str anyway. Additionally I think the heavy draw and mighty overdraw bonus damage seems to proc off of every possible additional source of damage which leads to some pretty hefty damage. This might be manageable in a vanilla run, however in the run that prompted this post, it turned an impressive 58 dmg hit at lvl 4 into an insane 126. Obviously other mods that added items which added damage sources had an effect here but when I can point at a single mod for 50% of an attacks damage thats the main culprit.
need armour pierce for heavy crossbow and some thing thatll work well for light crossbow to make them even. bonus attack ? bonus to next attack roll on hit?
It works for the most part with some compatibility issues. For example, the Warcaster mod by wesslen will not properly register booming blade/green flame blade as reactions while equipping SOME of the weapons. Uninstalling this mod has fixed the issue for me.
Even knowing that it's hard to give up on the mod, might just keep it anyway. Maybe there's more issues but this is the only one I've come across in all my playthroughs.
I love this mod so much! Got only 1 question, attacks with arrows usin longbow applies str modifier - 2 heavy draw additional time from arrow damage. Should it be like that? For example: normal damage 1d10 + str modifier - 2 heavy draw and additionally frost arrow 2d4 + str modifier - 2 heavy draw(but should be only 2d4 from frost arrow without str modifier). I guess it's a little bit op, that str modifier applyin for every source of damage
Mine loads but no real long term testing. I'd avoid using mods like this until there is word from the author. If you're not to worried about breaking your save though by all means go forth!
Is it on every attack, or did you get it after attacking (without a crit) once?
It seems to be intended to work as follows: Every attack a separate dice is rolled (DC20), which if succeeded grants the attacker +2AC. - The Attack itself doesn't need to be a crit - If every attack grants you +2AC, something is wrong and it's probably to do with the new game update
OHHHHHHH, The description mentioned on crit raise ac by 2 so i thought it did on crits from attacks, but when dual wielding i realize that my off hand attack just gives me the buff no matter what, i am using a mod called dual wield overhaul but i don't think it would affect that, but I'm not sure
The skrimishing condition given by hitting something with a shortbow should have a limit of only being given once per attack. You shoot an explosive arrow and hit a bunch of people/objects and you can get like 10 stacks and 30m movement
Does anyone else have an issue where opening the weapon tooltips by hovering over it always drops frame rates as the tooltip pop ups? I don't know if its a bug or just a performance thing on my end, cause I have like 2 other mods that adjust tooltips in some way and the issue only happens with this mod's weapons.
Nevermind I'm a dumbass, it was caused by Better Inventory UI. I don't think I've encountered any actual bugs so far and everything is well balanced. Good mod!
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For example:
Nimble defense triggers without a critical hit. Even if it misses!
Flail weapon disarming has no resources, which allows you to “spam” it (It might be worth to make this ability once per battle).
Most importantly, unlike other changes this reduces the viable spread of builds that can use longbows. Its just forcing you to play every character that might use a longbow to be built as a titanstring bow user or take -3 to accuracy and damage.
The high barrier to entry doesn't actually matter all that much when it can be trivialised by str elixers, Dex gloves or Club of Hill Giant Strength, and if you don't want to exploit that then most of the good shortbows are stat sticks like Hunting Shortbow or Darkfire where you might equip them with no intention of ever actually firing an arrow and non hand crossbows kinda drop off with good choices at the start of the game but not a lot by the end.
Maybe bows like the Dead Shot can compensate for the lower accuracy if you don't have 16 str but thats act 3 and even then you're hitting at lower str.
Less important are the balance concerns: this is just a straight buff to the titanstring which was already competing with hand XBows for best ranged weapons and those got nerfed. Since a titan string archer was already going to be build dex and str anyway.
Additionally I think the heavy draw and mighty overdraw bonus damage seems to proc off of every possible additional source of damage which leads to some pretty hefty damage. This might be manageable in a vanilla run, however in the run that prompted this post, it turned an impressive 58 dmg hit at lvl 4 into an insane 126. Obviously other mods that added items which added damage sources had an effect here but when I can point at a single mod for 50% of an attacks damage thats the main culprit.
Those caveats aside. Fantastic mod.
Even knowing that it's hard to give up on the mod, might just keep it anyway. Maybe there's more issues but this is the only one I've come across in all my playthroughs.
It seems to be intended to work as follows:
Every attack a separate dice is rolled (DC20), which if succeeded grants the attacker +2AC.
- The Attack itself doesn't need to be a crit
- If every attack grants you +2AC, something is wrong and it's probably to do with the new game update
Does anyone know how exactly this mod might work with randomized equipment loot generator?