Remember to give me feed back especially you mage and range players, I dont play those archetypes much at all. @crotech on wolcen's modding discord https://discord.gg/AtSYGn
You can also PM me through discord crotech#4511 or post here.
The next update will be bringing up the weapon damage skills to par via growth stats IE(higher level damage increasing exponentially instead of linearly) this should make most skills viable end game and still make levelling fun and not remove challenge , my goal for weapon damage skills is that they deal roughly 700% weapon damage for spammy ones and have some sort of damage multiplier per sec of CD similar to what I Did for magic spells.
for context current wrath of baapteth deals about 270 or so with its last rune. my mod makes that about 390 and it still doesnt do alot of damage
Hey man, if i'm using "little tweaks" mod which folders should i add to get only the passive skill tree? i don't mean any disrespect for your work but i fear both mods might interfere with each other. thanks! Edit: Ok i've tried your skill sets for ranged gameplay and all i can say is that some things are pretty weird: -When ailment numbers go above 100k the max damage doesn't display anymore on the character sheet. -Stings of krearion is on pre nerf BE levels of busted, i tried it on a level 160 map (skill was only lvl 19) and it melted everything in a few shots bosses included. I have a good 600 pistol plus a good setup for attacks but 500k+ damage per arrow seems pretty f***ing OP, with buffs i saw numbers go as high as 980k per arrow. -Gunslinger mark and Railgun tooltip displays 160% WD and they both do poor damage. I don't know if it is a problem on my end but they seem to still be on vanilla settings. -Phantom blades do indecent damage and it also melts everything, but since it's on max level and uses charges i guess it's fair.
How does your mod interact with the new patch where the summons are buffed? Won't they be kinda too much with both applied? Not even their braindead AI will be enough to stop them(idk, 70000 HP Golems @ lvl 10 etc).
Also, care to post a screen of all the tier 3 added Nodes?
sorry for the late reply, im not too sure tbh, but their multipliers wont cross over, not 100% sure about the AI though, I mostly balanced the summons around late game so they are probs gonna be OP at the start, to top it off im not even sure what exactly they are scaling off from which makes it even harder.
ill post some screenshots abit later perhaps in a day or 2 of the new nodes, still getting rid of the kinks in them.
Those Tier 3s are very good, though they can get hidden behind the UI. I'm certain you're aware of it.
Also, the DoTs are quite OP. Imo, they didn't really need a buff and, even worse, now the enemies with DoTs are SUPER DEADLY. Perhaps you could look into it. Maybe they aren't later on, but is it worth the hassle(especially for melee builds) in the early?
Otherwise, a very nice mod, much appreciated! You can't do anything about additive damage and meh crap like that?
yeah my next update is going to push them out a little bit, make em sorta look like a 4th ring, ailments are abit too potent early levels, they seem to do ok damage at lvl 90, which was my main heel for balancing the game, I cant do too much about the additives other than reworking the nodes, they do the job early on though. and if you mean building for ailments as a melee. I didnt really try that out, I was using ranged ailment proc's, not really sure how good melee does with it, but yeah ailment's from enemies do hurt, ill probably dial ailments from x10 to x6 or x7. or make them scale more exponentially as opposed to linear as they do now, (and in the base game).
Did you revert the changes to the tier two passive tree? i remember archon's teachings in ranger skill tree giving 2 projectiles in a previous version of the mod and many other changes but theyre not there in the recent version.
hey, i just installed ur mod and tested my ailment mage build with it( Tear of Etheliel DoT, Anomaly;Annihilation) ailment stacking and it just boosted every spell by way too much in my opinion. Idk if its a bug or not, but the tooltip says something like 190k average damage (from 8k before). I'm currently level 69 and my spells are around that level aswell. I went into a map level 88 and just one shot everything.
gonna reinstall game and mod again to test if that was just a bug
Edit: was just a bug, everthing seems normal now^^
Thank you for the mod, i'm really enjoying it, especially the passive skill tree changes with the new points, which i consider deep specialized choices.
If i may suggest, i would really apreciate a skillpoint that generates willpower on enemy death by any means (not only on basic attack hit), and a way to gain flat dodge with agility points, as i fell it to be less impactifull than the others atributes.
I'm a mage player and I just gotta say that I absolutely love your mod so far. Ever since using your mod, I might have gotten a bit OP in several regards (like doing up to 7x more damage with spells than before), but that is easily mitigated by buffing the enemies health a bit with this mod: https://www.nexusmods.com/wolcenlordsofmayhem/mods/15?tab=description (Better Expeditions and Legendaries). Overall, I love the way it is now. Nicely done!
mmm yeah I thought mages might be abit OP during the earlier levels, (I didnt make a number line for the scalings) so at certain points they get big jumps, I mostly balanced it around level 90
There is a weird bug on Bladestorm with this mod. If I increase my base attack speed to 100%+ the sound effect of the blade spinning won't stop playing but the animation does.
Also is it possible to make it so that you can use any skill on any weapon?
I can do that, not sure I want to make it so that 2handers can be used with spells, might make that an addon, but the sound effect bug was doing so for me on a separate occasion, I think it might have something to do with the buffed tick rate? ill poke around in the xml
Edit: I just looked around, there isnt anything I can change in regards to sound other than perhaps mute it, alternatively I can decrease the tick rate and that "might" fix it.
to clarify do you mean the node being useless or the Apoc forms transformation being useless? I did buff the crap outta the Apoc forms so they shouldnt be useless now.
but yeah I need to really modify the Passive tree alot more its still a massive WIP.
Yeah I meant the apoc forms and I didnt read that you in fact buffed them XD Can you do something about fatal pact? like, the ailments that you put yourself don't hurt you but the enemies ailments still hurt (creating specific ailment that triggers only when you put an ailment to an enemy but it does nothing, only for the 10 stacks) and for the 10 stacks to trigger it will sum the aliments that the enemies do to you and the ones that you put yourself (like if burn + fakeburn > 10 = trigger). I dont know if this is possible but if it is it will remove the bad thing about the skill. There are other skills that I want to talk about, like Retaliator -50% critical chance but for now the skill that I dont like the most is fatal pact, maybe I will join the discord.
ok add me on discord please, I may have discovered a fix for it, gotta test out with another player though. im not a ailment builder myself, my ticks are doing roughly 380k at lvl 90, but im not dieing when I apply them, I guess it works?
I might just make it purge at 5 stacks instead, that should halve the incoming damage.
Edit 2 : yeah it works quite well at that amount, ill add that in to the next update, which will beef up weapon damage skills scaling.
Seems fine on the DoT Part, found a Bug tho, the Unique Belt "The Trial" isn't working as intended Anymore, usually it applies the Skill "Mark of Impurity" on Hit, it does not work with your Balance Mod tho, aside from that, pretty decent, Slayer's Flurry could still need a little buff, but its finally not useless anymore
how strange, I didn't edit the belt at all, perhaps the belt requires mark of impurity to be normal? which is weird cause all I done was make it not cost rage. ill post the base skill in downloads, hopefully it doesnt mess with it.
200 Should be fine, thing with the skill imo is Warrior Builds are just way more viable, full Assassin Dodge Burst Builds just cant even remotely keep up with the Damage from Bleeding Edge or even Whirlwind, I think they need to give Flurry a higher Crit Modifier aswell, or better Traits with Higher Damage, i mean 6% Weapon Damage compared to Bleeding Edges 60% is like.. well, why even waste points for 6%? xD
But yeah, sorry drifted off, i think 200 should be fine to help close the Gap.
alright ive given it 210-230 weapon dmg both its dmg boost node give 60% and its crit dmg node is now 75% ill put it into the next update with an updated passive tree, and spell damage comeback.
37 comments
@crotech on wolcen's modding discord https://discord.gg/AtSYGn
You can also PM me through discord crotech#4511 or post here.
for context current wrath of baapteth deals about 270 or so with its last rune. my mod makes that about 390 and it still doesnt do alot of damage
Edit: Ok i've tried your skill sets for ranged gameplay and all i can say is that some things are pretty weird:
-When ailment numbers go above 100k the max damage doesn't display anymore on the character sheet.
-Stings of krearion is on pre nerf BE levels of busted, i tried it on a level 160 map (skill was only lvl 19) and it melted everything in a few shots bosses included. I have a good 600 pistol plus a good setup for attacks but 500k+ damage per arrow seems pretty f***ing OP, with buffs i saw numbers go as high as 980k per arrow.
-Gunslinger mark and Railgun tooltip displays 160% WD and they both do poor damage. I don't know if it is a problem on my end but they seem to still be on vanilla settings.
-Phantom blades do indecent damage and it also melts everything, but since it's on max level and uses charges i guess it's fair.
Also, care to post a screen of all the tier 3 added Nodes?
ill post some screenshots abit later perhaps in a day or 2 of the new nodes, still getting rid of the kinks in them.
Also, the DoTs are quite OP. Imo, they didn't really need a buff and, even worse, now the enemies with DoTs are SUPER DEADLY. Perhaps you could look into it. Maybe they aren't later on, but is it worth the hassle(especially for melee builds) in the early?
Otherwise, a very nice mod, much appreciated! You can't do anything about additive damage and meh crap like that?
gonna reinstall game and mod again to test if that was just a bug
Edit: was just a bug, everthing seems normal now^^
If i may suggest, i would really apreciate a skillpoint that generates willpower on enemy death by any means (not only on basic attack hit), and a way to gain flat dodge with agility points, as i fell it to be less impactifull than the others atributes.
and im glad you like it :)
Also is it possible to make it so that you can use any skill on any weapon?
Edit: I just looked around, there isnt anything I can change in regards to sound other than perhaps mute it, alternatively I can decrease the tick rate and that "might" fix it.
but there is one problem it can't be used with this mod because it overwrites each other.
Edit: nvm I figure out how to do it.
but yeah I need to really modify the Passive tree alot more its still a massive WIP.
Can you do something about fatal pact? like, the ailments that you put yourself don't hurt you but the enemies ailments still hurt (creating specific ailment that triggers only when you put an ailment to an enemy but it does nothing, only for the 10 stacks) and for the 10 stacks to trigger it will sum the aliments that the enemies do to you and the ones that you put yourself (like if burn + fakeburn > 10 = trigger). I dont know if this is possible but if it is it will remove the bad thing about the skill.
There are other skills that I want to talk about, like Retaliator -50% critical chance but for now the skill that I dont like the most is fatal pact, maybe I will join the discord.
im not a ailment builder myself, my ticks are doing roughly 380k at lvl 90, but im not dieing when I apply them, I guess it works?
I might just make it purge at 5 stacks instead, that should halve the incoming damage.
Edit 2 : yeah it works quite well at that amount, ill add that in to the next update, which will beef up weapon damage skills scaling.
But yeah, sorry drifted off, i think 200 should be fine to help close the Gap.