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Messages - wolpak

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16
Anniversary Edition - General discussion / Finger of Charon
« on: 21 June 2019, 15:35:14 »


Is there any way to make this work without straight pew pew?  295-310 vitality damage, but no spells that spread the love will take advantage of it. 

17
Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 16 June 2019, 15:42:47 »
In my head sounded more easly and possible lol. Thanks for the clariffication.

Bit off topic: im not planing looking at 2nd weapons, maybe it just me, this type of weapon dont fit in classic TQ theme

Oh come on, and unlimited throwing daggers are?  I think it would be a cool alternative for various classes.

18
Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 16 June 2019, 06:56:01 »
That is hardcoded, unfortunately. I guess you had two-handed weapons in mind? Trust me, if it was possible, it would've been done long ago.

Yeah, I figured, though I was hoping that they opened up something when they created throwing weapons.  I’ve been spitballing semi-work arounds like giving all characters a base 20% dodge and all weapons and shields decrease it 10%.  Thus, staff and how users get a nice bonus and if you would, for some reason, fight with just one weapon and an empty offhand, you’d get a 10% dodge bonus.

19
Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 15 June 2019, 19:21:50 »
Is it possible to add new weapon types?  Like two-handed weapons or modify current types?

20
How would you feel if I used your mod as a base for mine?  I’d give full credit where it is due, but I wanted to expand and move around some things, specifically get rid of ultimate levels and give the ability for people to play single class.

21
I’m assuming this is taking advantage of the “bug” where the last tier should be for staves only.  I was trying a similar build with staff of the chosen and I hadn’t yet done anything with it (plus, I don’t have all those sweet, sweet end game gears).

22
I mentioned this on the steam boards, but what is crazy is I downloaded the XMAX Atlantis mod, saw there were more monsters and the floaties worked, copied the gameengine file over and that one works.  I have no idea how, I looked through all the settings. 

23

-Change Atlantis xpack to make the level cap ~64 and have that as a single-class.
just curious.. does your plan lock the builds to single class only or does it still include the option to dual class? because it sounds interesting to see a character with very little points on actual skills, but have 128 pts on mastery skills :))

don't know how that would fare but it's interesting, right?

Allow you to still dual class, so, it's feasible to max out one class and skills and then take a couple things from another class, but that's if someone really wanted to do that.  There doesn't even seem to be any capability to lock out masteries anyway.  Very little can be done with one skill manipulating another other than to have it as an upgrade option. 

24
I didn't see this thread and I have been contemplating/messing around with doing a similar overhaul. 

My main goal is/was:

-Change Atlantis xpack to make the level cap ~64 and have that as a single-class.  Then, 3 skills at the top that enhance the gameplay of that class/skills.
-Remove stat modification from the mastery button and give more class specific buffs to it (like maybe fire res for Earth)
-Give more stat points (equivalent to what you would have gotten from the mastery) per level up to allow people to customize their characters rather than just take some buffs that the mastery applied

Maybe you'd like to consider these changes as well

25
Installation and Tools / Re: Updated TitanCalc
« on: 20 May 2019, 19:16:38 »
Too obvious.  Thing is great, but just wish they’d add +skills and show everything up to +4.  Then it would be perfect.

26
Installation and Tools / Re: Updated TitanCalc
« on: 20 May 2019, 16:54:09 »
Is this your site (you did the update) or it was done by someone else and you just passed it along?

27
General Discussion / Re: Quick Cast not for casters at all
« on: 19 May 2019, 17:36:55 »
Is this only occurring when you are casting a spell that is out of your current range, so the character moves to the closest spot along the line to cast?

28
Gaming / Re: Diablo Immortal - siigh
« on: 06 November 2018, 03:23:02 »
I think there are a few things at play here.  First, Blizzard makes a ton of money off of Hearthstone and micro-transactions are a money maker.  Second, they are working on Diablo 4 (according to them) but the problem is that they aren't so far away from Diablo 3 were it would be considered such an upgrade.  Third, they are just releasing Diablo 3 for the Switch which would definitely take a hit if Diablo 4 was announced for the PC and other gaming systems at the same time.

29
Anniversary Edition - General discussion / Re: Regen Build
« on: 02 November 2018, 21:28:57 »
So, I decided to try out a Regen/Reflect build.  I felt given the items in Ragnarok, there is pretty good synergy between these two archetypes.  Now, I don't know how legendary viable this is, I am just in Epic, but here is what I am working on.

It's a templar build, and I know it isn't the first reflect Templar, but it's my first, so that's all that counts.

Templar

Regarding the skill points, clearly a lot of these abilities are fill out in the end of the game.  I started a level 40 (to make things easy) and I gifted him a set of Icescale Armor, epic Vinys and Isis's and a beautiful Epic Stonebinder's Cuffs of Restoration.

So, he has 3 Icescale pieces and the Stonebinders, each with Epic Viny's with a completion bonus of more regen.  2 Hale and 1 Hardy Rings and Amulet, a Shield that I found with this character that has a 15% reflect capability and random weapon (I'll wait for the big time regen weapons later).  While I gifted him a bunch, most of this is easily farmable with maybe the Isis being the hardest as you just gotta go all Egypt.  Icescale and Viny's, the most important part, took little to no time.

Anyway, he is sitting with about 5400 HP and a base 240 HP regen.  He had half his life taken once for a half a second and rarely sees his HP go below 5300 on Xmax.  Again, just early Epic, but it's not like he has any epic or legendary gear.  It's all green except for his weapon that I don't even remember what it is.

So, Trance of Empathy is always on providing 77% reflect.  3 Icescale armors providing 15% chance of 200%.  Shield with 10% and Emobodiment of Archimede's Mirror which is giving a nice 21% chance of 100%.  Rally is providing like 80% when it is active and I can keep it up 75% of the time with no CDR items.  I still have to attack to make things die faster, so I have psionic touch and distort reality with temporal rift for that.  Distort Reality is key as it scales with strength and can stun everything next to me for a few seconds which is all I need to heal right back up.  Colossus form is for bosses so that they can kill themselves as I absorb damage.

The dark horse ability has been adrenaline.  Now, it seems to disappear really quickly maxed out on very fast, but when it triggers which it always does, coupled with the 150% regen from rally, my 240 hp regen goes up to like 900. 

So, anyway, I really haven't faced anything yet and I'll see how itemization goes later, but I literally just can walk around and watch things melt as my HP barely even nudge.  I don't know if that is really awesome or kinda boring.

30
Other Modifications / Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« on: 01 November 2018, 22:01:08 »
Very nice

Wanna put target dummies in Corinth?

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