Author Topic: [MOD]Skill Reworks - A Vanilla Masteries Overhaul  (Read 32062 times)

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Offline Bumbleguppy

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #15 on: 29 May 2019, 22:40:11 »
That's my observation after making the change.

At first I readjusted the projectile distance, which works fine. But lately, I started a new mod and simply changed the skill distanceProfile and nothing else and she automatically moves up into range with only that change.

Distance profile setting in the pet's skill  is more important than I realized. I made an AttackChain skill and didn't set the distanceProfile at all and the pet didn't use the skill. I set it and viola, the pet uses the skill (all other things being equal of course)

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Offline undefind

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #16 on: 03 June 2019, 17:40:56 »
I would like to see Herbal Remedy without a duration. it's annoying to have to recast it every 10 minutes, and even more often since i run the game on fast.
My mods and some other mods

https://mega.nz/#F!v5tGhawJ!BeMd_SSWpWZAeG4h3F2YFg

ATTENTION! .arz must be the same name as the name of the mod. i.e. custommaps --> DropSounds + Massbosses + Mis are epic + affixes are common

Database needs to have that long name (or change folder name)

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Offline Lavendarjosh

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #17 on: 04 June 2019, 00:03:34 »
I would like to see Herbal Remedy without a duration. it's annoying to have to recast it every 10 minutes, and even more often since i run the game on fast.
I see where you coming from, I don't like frequent recasts either. I see two options:
1) Increase the duration even further (something like 10min + 2/level, would benefit from mastery shrines but obviously need to recast eventually)
2) Make it reserve Energy instead (shouldn't be too much, 25 or so, would not benefit from mastery shrines but no need to recast ever)

Same is true for skills like Heat Shield or Rune of Life, although Rune, Storm and Earth could stomach a little extra reserved energy with their increased energy from the masteries, I guess.

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Offline fingolfin

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #18 on: 04 June 2019, 12:40:11 »
Hi,

Love this mod   just wondering if it can be combined  with  an Xmax  to make the game more challenging?

Also   is there a chance to increase the area of effect of the ice shard projectile?     

 

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Offline Lavendarjosh

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #19 on: 04 June 2019, 13:44:26 »
Hi,

Love this mod   just wondering if it can be combined  with  an Xmax  to make the game more challenging?

Also   is there a chance to increase the area of effect of the ice shard projectile?   
Sure can, I've even written a guide on how to combine mods here: https://steamcommunity.com/sharedfiles/filedetails/?id=1746931699

Regarding the ice shard, do you mean the amount of projectiles, the spread, or the size of the projectile itself? All three could be changed in the respective files.

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Offline fingolfin

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #20 on: 04 June 2019, 15:46:43 »
Hi,

Thanks  for the reply will look up combining the mods  with the link  posted

With regards to the shards wondering if the  shard spread and its size could be increase  maybe scaled per level?


Torrent should affect the number of projectiles  I believe

Thanks again for all you modders out there making Titan quest feel so special


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Offline Hector

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #21 on: 04 June 2019, 16:39:24 »
First of all, thank you so much for this mod. I'm looking at the full changelog as I'm writing this post and I'll add my opinions/suggestions accordingly;

Soften Metal: You saved battlemages and juggernauts big time there.. I was about to abandon my battlemage due to that bs energy consumption rate. My only concern about it is the removal of the physical damage and the OA reduction debuff. I cannot depend on the fire damage aspect of the ring of flame due to being a battlemage. But the physical damage component (enhanced with all that %physical bonuses from items and skills) really helps dealing with lesser mobs (initial hit from the aura makes sure that I only have to hit them once or twice in order to take them down; including Act III normal and IV normal mobs). Also this class combination suffers from low DA, so OA reduction debuff is a handy defensive utility for battlemages. Would scaling damage penalty retaliation make up for this removal?

Eruption: Would it be possible to add some debuff to this spell? As a battlemage, I will only be benefiting from the physical damage portion of it in the later difficulties, so its not gonna be possible to use it as a damaging nuke. A debuff here (impaired aim, reduced OA or armor, reduced AS) would turn it into a viable utility for melee and archer type chars.

Overgrowth: The Nymph only casts it on the player in its current state. Can this be fixed so she can cast it on all pets, herself and the player?

Vision of Death: I am absolutely glad you adjusted the radius part. Now it will be a reliable CC skill. I have a question tough; could it be better if it was changed into a non-target skill? casters would definitely benefit from it more in this way. But I think the "fear" aspect would be a hinderance for melee chars this time. What do you think?

Lightning bolt & Chain lightning: In addition to lightning damage, incorporating electrical burn damage into it would be a great way to get prophet casters quit depending on only Distortion W. and Temporal R. to apply their dots. I mean why the hell they added %electrical bonus into Static Charge in the first place? just for the Spell Breaker's pathetic electrical dot? 

Hamstring: I remember someone in this community once said that there are only three enemy types that are programmed to run away from melee players. Machae archers, Maenad and Centaurs. So I believe the reduced movement speed penalty would only be a viable option for archers (but how many archers use onslaught instead of Marksmanship?). Melee players almost get no benefit from this utility as it is. Reduced attack speed sounds like a much more sensible debuff for them IMO.

For all the other modifications that I didn't mention: Thank you so much for your beautiful and meaningful adjustments, what else can I say? :)

One last note;

Would it be possible to integrate/exchange some of the skills monsters use into/with the player based skills?
- Armageddon fire skill from the dune raider archers.
- Distortion wave from the furies.
- Health and Energy drain nova from the Soul reaper Empusas.
« Last Edit: 04 June 2019, 17:06:38 by Hector »

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Offline Bumbleguppy

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #22 on: 04 June 2019, 18:14:44 »
My solution to the Ring of Flame skill besides the needed mana cost reduction, is to change the template of Ring of Flame to the same as Deathchill Aura, making sure the debuffSkill bit is 1. Nothing else needs to change in the skill. Just the two templates for the skill & the buff instead of the one buff attack radius.

Next, you go into Soften metal and add negative values to the defensiveFireResist entries. e.g. -7.000000;-9.000000 etc. Now the skill acts as a debuff for anything in the radius reducing the fire resist by the set amount.

This has the benefit of changing nothing visually for the player.
« Last Edit: 04 June 2019, 18:17:52 by Bumbleguppy »

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Offline Lavendarjosh

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #23 on: 04 June 2019, 20:00:01 »
@Hector
Thanks a lot for your feedback, I really appreciate it. I'll try to go into each of your points:

Soften Metal: my reasoning behind removing the physical damage part was that it didn't really make "sense" to me, but I can understand that it's beneficial to Str-focused builds. I'm playing a no-Int Juggernaut myself at the moment (only in act I normal at the moment, modding takes a lot of time) and I'm curious about how RoF will work on higher levels. I also swapped things around on the Fire Enchantment tree with the WIP version, putting Physical Damage bonus into Earth Enchantment (at half the rate of fire) and having Brimstone only increase Burn Damage and Duration. All in all I try to make Earth the easiest Int mastery to hybrid with, so reintroducing a OA penalty on RoF is probably a good idea.

Eruption: I did feel it was missing something besides raw damage, I'll see what fits best. I'm trying to be careful not to "steal" the things other masteries excel at.

Overgrowth: I don't really know what it takes to do that (I've only been modding TQ since 4 weeks ago or so, I'm basically a rookie), though I could make it work in a radius, I guess. This would need some balance but it's an interesting concept, I put in on my to-do list.

Vision of Death: what exactly do you mean with "non-target"? Apart from that, I think fear is okay to get enemies out of your hair for a while, and those that resist get debuffed. More of a croud disperser.

Lightning Bolt: good idea, I'll do that.

Hamstring: I think I'll redo that skill thematically to make it more worthwhile, reduced AS is a good point.

Monster Skill: I've already exchanged some skills for monster versions (Thunderball and Freezing Blast, I think), the rest seems more or less fine in my opinion. I don't know if the Fury's wave is visually different from DW, but the other two would be redundant with the new Atlantis skills, Meteor Shower (which I already changed to a much cooler version, if I dare say so myself) and Soul Vortex, which looks pretty nice and also drains (leeches) health and energy.

I dream of an extra mastery that can use some of the nicer monster and boss skills  ;D

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Offline Bumbleguppy

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #24 on: 04 June 2019, 20:06:59 »
Here's an idea, you could use the questrewardskilltree in xpack2 to grant  monster skills to the player. Then use the quest editor to give skill points to that skill just the resistance rewards.

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Offline soa

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #25 on: 04 June 2019, 20:22:17 »
Here's an idea, you could use the questrewardskilltree in xpack2 to grant  monster skills to the player. Then use the quest editor to give skill points to that skill just the resistance rewards.
There are also :
- 8 slots in records\xpack\skills\scroll skills\scrollskilltree2.dbr
- 1 slot in records\xpack2\skills\scroll skills\scrollskilltree3.dbr
- 8 slots in records\xpack\skills\quest skills\questskilltree.dbr
Soulvizier for AE, Ragnarok and Atlantis [released] :
https://titanquestfans.net/index.php?topic=1201.0  / Discord : https://discord.gg/qs9t6AA
Overhaul mod with many new monsters, skills, items, features, balance and bugfixes. Increased difficulty.

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Offline Lavendarjosh

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #26 on: 04 June 2019, 21:20:09 »
Whoa, thanks for the tips, but I was talking more about officially  ;D

I mean, the crunch is all there, you'd only need some icons and new names and descriptions and corresponding items and....okay, maybe it wouldn't be that easy, and it's not like they don't still have a whole lot to patch and work on.

Edit:
I'd like to have an opinion on an idea I had. Would you...
a) rather have Earth Bind (Nature) in its current or improved form or
b) a radically different skill (I call it Wither as a working title) that makes enemies waste away by giving them (lots of) negative health regeneration?

Wither would be able to bypass any resistances (I think), but maybe hard to balance up into legendary.
« Last Edit: 04 June 2019, 21:50:46 by Lavendarjosh »

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Offline undefind

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #27 on: 04 June 2019, 22:22:51 »
Quote

b) a radically different skill (I call it Wither as a working title) that makes enemies waste away by giving them (lots of) negative health regeneration?.

Interesting. Is there a template for that?
My mods and some other mods

https://mega.nz/#F!v5tGhawJ!BeMd_SSWpWZAeG4h3F2YFg

ATTENTION! .arz must be the same name as the name of the mod. i.e. custommaps --> DropSounds + Massbosses + Mis are epic + affixes are common

Database needs to have that long name (or change folder name)

Also on Steam

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Offline Lavendarjosh

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #28 on: 04 June 2019, 22:36:50 »
Interesting. Is there a template for that?

No need for a template, I just copied the functionality of study prey to get "friendly" buffs on enemies and made it single target:
Character Parameter > Character Regeneration > characterLifeRegen -X

I wanted to try this for some time. Works like a charm, though it can't kill an enemy and leaves it at 1HP at least.

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Offline Hector

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #29 on: 05 June 2019, 01:55:12 »
Quote
Vision of Death: what exactly do you mean with "non-target"? Apart from that, I think fear is okay to get enemies out of your hair for a while, and those that resist get debuffed. More of a croud disperser.

I mean the skills like War Horn or Flash Powder.. no targeting is required and you just press the hotkey to fire it immediately..
BTW, while I agree with your notion of the fear effect being useful for scattering the enemies around for a ranged character, the situation is completely the opposite for a melee type.. You want enemies to stay close to you in order to kill them, but the "fear" effect, in a sense, works in their favor and saves them from you..

Quote
Monster Skill: I've already exchanged some skills for monster versions (Thunderball and Freezing Blast, I think), the rest seems more or less fine in my opinion. I don't know if the Fury's wave is visually different from DW, but the other two would be redundant with the new Atlantis skills, Meteor Shower (which I already changed to a much cooler version, if I dare say so myself) and Soul Vortex, which looks pretty nice and also drains (leeches) health and energy.

I haven't checked Storm mastery yet, but I definitely will..
Yes, furies' wave is both visually and audibly different from the default DW (much nicer and also covers more ground due to having more width and lenght), but I don't know its effects are whether the same. It may have skill distruption but I'm not sure to be honest.
Oh, I totally forgot that Atlantis have a very similar skill like Armageddon. Its nice that you also work on these new skills (I heard most of them are worthless in their current states) but I don't have Atlantis, only Ragnarok. Anyways, I'll eventually install it so no worries I guess.

Speaking of Ragnarok, does your other mod "LootPlus" work with it? or Atlantis is required for that? I haven't tried your "2 mods combined" version yet, because only Vanilla Overhaul seemed to be created with 1.57 Ragnarok in mind.. Again, please correct me if I got this wrong..

Quote
I dream of an extra mastery that can use some of the nicer monster and boss skills  ;D

That would definitely be a DREAM come true  8)
« Last Edit: 05 June 2019, 02:17:32 by Hector »

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