I believe, if you want scaling, you have to change the correctMagic param in Yapped Rune Bear if you want there to be magic scaling. As on seals it is 0 (no scaling) by default.
110 is the highest in the base game for staffs (lusat's glintstone staff.)Azur is 100, I think 88 or so is about B- (or maybe B) scaling (when not upgraded with smithing stones.)
50-70 is closer to D-C scaling. I think faith scales differently since even at closer to 80-90 I thought I saw the finger seal in elden ring reborn, and I thought it only has C scaling (unupgraded.)
All the staffs/seals are grouped together in YRB so you can just use those as a reference. It seems to update the calculated sorcery/faith scaling value, and the rank displayed in the menu, even if you change scaling (correctMagic, correctFaith, correctAgility, correctStrength) in YRB after you've already started upgrading with smithing stones.
I think this was missing from the guide, at least the main description page.
Aside from the numbers for scaling, what you've written isn't all that helpful sadly. I still don't actually know what to edit, as "correctmagic" doesn't exist in my Yapped Rune Bear, so I've no idea what you're talking about.
I can only assume you're talking about the "Correction: INT" line, which you haven't mentioned at all. When you're writing explanations like this, try to assume the person reading has no prior knowledge, or you'll end up potentially leading them astray and breaking their own game.
It's best to go through your own instructions step by step after you've written them so you know if you're missing something, otherwise all the effort you've spent writing the post could be both pointless and actually bad for those who do things incorrectly because of your vague instructions.
Hello! After a lot of testing, I have something to add. If you want to change the Core Scaling on staffs to use not only INT, but also FTH(faith) (or ARC), then there is a simple algorithm suitable for all weapons:
1) Open reg.bin (it is better to use DMS), go to "EqupParamWeapon". There you need to find our staff, for example, "33090000 CarianRegalScepter". 2) in the right weapon, we find the line "Correction: INT" - this is the original Scaling of our staff, equal to "96". We can increase it if you need fun. Immediately below it is "Correction: FTH". We set any value other than zero, for example, half of INT - "48".
!!!Attention!!! This will cause the Scaling values to change in the description of the item in the game, but in fact the game will still not use faith in calculating spell damage, because we did not tell the game about it. Therefore:
3) scroll down to the "Attack Element Correct ID" (almost at the bottom). It has a value of "20000". We change it to "20010". It is here that it is prescribed what exactly the game should use for Scaling. Each type of weapon has its own ID, and it's very easy to see the right one - find a weapon of the same type with the right one, which has the necessary original Scaling and remember the value of the "Attack Element Correct ID" 4) save, exit. Voila! Now we have the CarianRegalScepter Scaling staff from both INT and FTH. A Google translator was used, since English is not a native language. I hope everything is clear.
Does anyone know if it is possible to make so that a sword can use spells/incantations? If you check the box for other weapons and they have a block animation/command, they don't cast spells or incantation. Let me know if anyone knows how to do that. Thank you!
You could maybe look into the spell you want, specifically and see if there is a way to swap effects of Ash of Wars. Ex. Glintstone pebble swapped for the effects of Comet from the Lazuli swords, I think it was. Just a thought.
Did you in your research, perhaps figure out how to add scaling to a weapon? For instance bloodflame blade fire effects scales with the seals internal incantation value, can one add that value onto a stave?
I don't get that check box column when I open the regulation.bin file... Wot do? =/ (PS: Changing the "Value" parameters from "0" to "1", makes no changes in-game.)
hmmm, i think the yapped rune bear seems to change the format of their coding (havent have the game now and havent tried the 1.04 too)
this game have a weird values into it (if youve tried putting "1" in value, it should work but then again i dont know why it wasnt) sometimes "-1" is used in the manner
if anyone can confirm the changes, i would label this tutorial of mine outdated ( as it turns out the creator of the mod yet change some of the core values of the program)
Edit: also i dont know if "enable miracle" is the old "enable incantation" now, if not, maybe it was missing or maybe rearranged (if youve seen the incantation, just change the value to 1
Hey, I met the same issue, then basically tried change the values to 1 for all items in third column started with "enable..." And it will solve the problem.
Late to the party, but maybe this will help others.
Enabling with a value of 1 for both enableMiracle & enableVowMagic does work. I did this on the Digger Staff as I like it's look the most. And it is awesome to watch your staff turn into a lightning bolt!
Everytime I save it and try to launch it turns on and then before it starts showing the logos it just closes. The only way i can get to launch correctly is restoring it in yapped.
58 comments
110 is the highest in the base game for staffs (lusat's glintstone staff.)Azur is 100, I think 88 or so is about B- (or maybe B) scaling (when not upgraded with smithing stones.)
50-70 is closer to D-C scaling. I think faith scales differently since even at closer to 80-90 I thought I saw the finger seal in elden ring reborn, and I thought it only has C scaling (unupgraded.)
All the staffs/seals are grouped together in YRB so you can just use those as a reference. It seems to update the calculated sorcery/faith scaling value, and the rank displayed in the menu, even if you change scaling (correctMagic, correctFaith, correctAgility, correctStrength) in YRB after you've already started upgrading with smithing stones.
I think this was missing from the guide, at least the main description page.
I can only assume you're talking about the "Correction: INT" line, which you haven't mentioned at all. When you're writing explanations like this, try to assume the person reading has no prior knowledge, or you'll end up potentially leading them astray and breaking their own game.
It's best to go through your own instructions step by step after you've written them so you know if you're missing something, otherwise all the effort you've spent writing the post could be both pointless and actually bad for those who do things incorrectly because of your vague instructions.
After a lot of testing, I have something to add. If you want to change the Core Scaling on staffs to use not only INT, but also FTH(faith) (or ARC), then there is a simple algorithm suitable for all weapons:
1) Open reg.bin (it is better to use DMS), go to "EqupParamWeapon". There you need to find our staff, for example, "33090000 CarianRegalScepter".
2) in the right weapon, we find the line "Correction: INT" - this is the original Scaling of our staff, equal to "96". We can increase it if you need fun. Immediately below it is "Correction: FTH". We set any value other than zero, for example, half of INT - "48".
!!!Attention!!!
This will cause the Scaling values to change in the description of the item in the game, but in fact the game will still not use faith in calculating spell damage, because we did not tell the game about it. Therefore:
3) scroll down to the "Attack Element Correct ID" (almost at the bottom). It has a value of "20000". We change it to "20010".
It is here that it is prescribed what exactly the game should use for Scaling. Each type of weapon has its own ID, and it's very easy to see the right one - find a weapon of the same type with the right one, which has the necessary original Scaling and remember the value of the "Attack Element Correct ID"
4) save, exit.
Voila! Now we have the CarianRegalScepter Scaling staff from both INT and FTH.
A Google translator was used, since English is not a native language. I hope everything is clear.
this game have a weird values into it (if youve tried putting "1" in value, it should work but then again i dont know why it wasnt) sometimes "-1" is used in the manner
if anyone can confirm the changes, i would label this tutorial of mine outdated ( as it turns out the creator of the mod yet change some of the core values of the program)
Edit: also i dont know if "enable miracle" is the old "enable incantation" now, if not, maybe it was missing or maybe rearranged (if youve seen the incantation, just change the value to 1
Enabling with a value of 1 for both enableMiracle & enableVowMagic does work. I did this on the Digger Staff as I like it's look the most. And it is awesome to watch your staff turn into a lightning bolt!