"Sumrak: 15|45. This skill was fairly terrible for players to use, being hard to use and doing actually no damage. However this made AI do a bit much, i want to prioritize player enjoyment over AI, so AI no longer uses this (sorry it was kind of busted, ping me or comment on the mod if this is something you dislike)"
+1 on letting the AI use it, could lower damage if needed.
Hello Tsuyara, thank you very much for your mod, it looks very interesting.
I am contemplating picking it up but first I would like to ask you a question : how does the AI behave with these changes ?
As someone that tends to make a party of 4 and play alone, AI behaviours are very important. Also in vanilla, some characters are way stronger than others in the hand of the AI. So yeah, I'm quite curious about it.
AI Balance was not the primary concern here, so some AI may perform better than others, but all the changes will still kick in for AI and should, at least theoretically, be more balanced than vanilla.
Pretty much everything is modular, just enable the character rebalance and nothing else. It does also adjust some sigils, if you want to remove that, remove the table skill_status.tbl (and weapon.tbl/weapon_skill_level.tbl) in char rebal\GBFR\data\system\table. Though that said, sigil changes were taken into account *for* character balance. Character specific sigils being changed, like Djeeta and Gran getting extra cooldown reduction (like they used to before they got NERFED).
I want to use this from the start. Is there any obvious sign in-game that the mod is applied?
edit: Answering myself. There is a console window when Reloaded II is injected, and other visual mods are applied, so I assume this mod is also applied.
Playing the longer zeros with people who don't have the mod is some extreme form of jank... (zero, orbs, etc. will be shown as full HP until they reach the vanilla hp values, the fight takes over 10m and only people with the mod have the time extension, it's entirely borked).
You mentioned this is inspired by the Midnight mod. I do prefer this game's balance adjustments as Midnight almost wanted a completely different game. However there's a ton of QoL present in the midnight mod (especially as it relates to grinding) that are not here. Any chance you're doing more than just character and rune balance?
Certainly a possibility if it's something people would appreciate! Likely as an optional addon, if so, though. Is a bit of a pain to work on generally but i try to keep things modular so people can pick and choose.
Great rebalance, been using it for about 30 hours now in endgame and it feels great - Tweyen particularly is really fun to play here.
Have you considered doing any loot table tweaks? Things like horn of Bahamut, supreme Weapon essence and crown of laments can be quite a brutal grind. For horn of bahamut maybe adjusting the break/stun damage requires to break his horn could be another way to approach it but I don't know how easily these things can be changed.
In a way i kind of tried to keep the scope of the mod focused. I.e. it does balance, and if you want to do loot tables and something, you can use a dedicated loot table mod, or something to that effect. That's the idea at least. I could add a loot table mod as a separate thing though, maybe paired with harder difficulty bosses, but due to a falling out between the admin of the discord where most of the playtesting took place and me, it's been kind of hard to work on it, lack of feedback and stuff. I can try my best though if you'd really like it.
Using this for a while, and loving the balancing. If it is possible make dlc characters Tweyen, Seofon and Sandalphon of Ascension Weapon Attack level Trait to 35 instead of 30. If Not possible that's fine. still seems to me more balance and rewarding for upgrading than vanilla game in late game. Ty:) for the mod
It's worth a consideration, i kept it at 30 because the 3 are doing fine as is! I am currently a little worried about Tweyen overperforming. Not that moving it to 35 would really change a whole lot, i'll try to math out and see if it causes any issues and then possibly do it.
Trying it out right now and Djeeta's cd reduce does seem noticeable and flows properly i.e. I always have Reginleiv ready. Overall I really like the mod.
SBAs are still barely a damage gain (and even losses on some chars). They top out at like 7.2m damage, which is less than a single onslaught and less than 3 vanilla charlotta lunges.
yeah but still that's an unnecessary change because SBA is still very powerful its a very long CC comparing them to a broken character is not a good way to balance the game and there is alot of character that got buffed way too much for there role like Lanclot,Vane and Katalina everyone is now topping 600 DBS
600DPS isn't a whole lot, and idk what you mean by for the role Katalina is very much a DPS as a role, she doesn't offer a whole lot else. Same for Lance. Vane you could argue is more of a rampart bot, but his damage was also not buffed a whole lot, his key move (XXYY) in fact got nerfed, only the stuff you'd never use got buffed.
To put this into perspective Charlotta vanilla does like 1.5m dps. Vanilla Narm is around 1m (the balance target) SBAs are meant to be a characters ultimate move, having them just be for CC is just kind of lame and it's also like "why is this move able to stun the boss when it does no actual harm?" In actual runs the SBA damage makes up less than 10% of your overall damage so it's not like it actually contributes a lot. (They still do less than say a single lost love, less than an onslaught, 7 flowers, sword of lumiel, etc.) Chars top out at 1m DPS in a full uptime/dummy scenario so SBAs are like 5-7s of full uptime, which is about how long they take to execute.
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+1 on letting the AI use it, could lower damage if needed.
I am contemplating picking it up but first I would like to ask you a question : how does the AI behave with these changes ?
As someone that tends to make a party of 4 and play alone, AI behaviours are very important. Also in vanilla, some characters are way stronger than others in the hand of the AI. So yeah, I'm quite curious about it.
Thanks in advance and take care !
edit: Answering myself. There is a console window when Reloaded II is injected, and other visual mods are applied, so I assume this mod is also applied.
Have you considered doing any loot table tweaks? Things like horn of Bahamut, supreme Weapon essence and crown of laments can be quite a brutal grind. For horn of bahamut maybe adjusting the break/stun damage requires to break his horn could be another way to approach it but I don't know how easily these things can be changed.
Thanks for the great mod.
To put this into perspective Charlotta vanilla does like 1.5m dps. Vanilla Narm is around 1m (the balance target)
SBAs are meant to be a characters ultimate move, having them just be for CC is just kind of lame and it's also like "why is this move able to stun the boss when it does no actual harm?"
In actual runs the SBA damage makes up less than 10% of your overall damage so it's not like it actually contributes a lot. (They still do less than say a single lost love, less than an onslaught, 7 flowers, sword of lumiel, etc.)
Chars top out at 1m DPS in a full uptime/dummy scenario so SBAs are like 5-7s of full uptime, which is about how long they take to execute.