Author Topic: [MOD]Skill Reworks - A Vanilla Masteries Overhaul  (Read 2895 times)

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Offline Lavendarjosh

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #30 on: 05 June 2019, 11:23:30 »
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..

LootPlus covers Ragnarök and Atlantis, but they're both not required to play.

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Offline Vio

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #31 on: 06 June 2019, 19:37:19 »
Quote
if you increase max long range value to 19m...

Mind that this is a global change that will affect every single skill that uses this range, including all those used by enemies.
While that should be harmless, you never know what it might break in unexpected ways. So in this case arrow range seems safer.

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Offline Bumbleguppy

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #32 on: 06 June 2019, 21:37:40 »
Man oh man, those things you take for granted...it's a hard road back from once all those changes start accumulating unwanted effects. :)

Better to change a projectile file itself for a specific skill...as I am superstitious as a habit, I find discretion is the better part of valor myself.

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Offline Vio

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #33 on: 06 June 2019, 22:49:51 »
Had a look at this changelog btw, and I like the idea of further improving Thunderball. Between the slow cast and slow projectile, I would assume most people don't use it for the fear of missing. Just making it another burst seems like a good solution to that.
Also yeah, the fact that masteries give different amounts of stats always was kinda weird. Then again, I've never felt that this is much of a factor in which Masteries are considered strong.

As for the rest, many changes do indeed look like they would make things a bit too strong.
Not that that doesn't sound fun... :)

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Offline nargil66

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #34 on: 07 June 2019, 04:04:49 »
Downloaded. A good way to play through Atlantis. You really hooked me with this:
Quote
-Ternion: Projectile Spread reduced, now also works with Bows (because why not)
Bone Charmer / Warlock time :D

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Offline botebote77

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #35 on: 07 June 2019, 05:21:38 »
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-Ternion: Projectile Spread reduced, now also works with Bows (because why not)
don't want to appear like a party pooper but doesn't that sound too OP?
i mean an archer can wear str armor
it has higher DA because of dex
it doesn't need resistance reduction
it's easier to get higher attack speed with bows than staves

if an int staff ternion wants to get some of those, it'll have to sacrifice something

edit: hmm but if staff ternion somehow scales with cast speed instead of attack speed, maybe that would balance it out? don't know if it's possible though
« Last Edit: 07 June 2019, 05:27:39 by botebote77 »
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Offline Lavendarjosh

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #36 on: 07 June 2019, 11:10:03 »
@botebote77
Making Ternion work with bows was more of a crackpot idea, I have no clue if it actually plays out being better than Marsmanship or other LMB skills for bows. A bow user with Str or Dex armor would typically not have too much energy regeneration, so it would drain incredibly fast.
But if it works out to be strong, that's okay in my book. Titan Quest had always been a game to encourage weird combinations that turn out great (looking at you, old -100% recharge Takedown Bone Charmer), in my opinion.
« Last Edit: 07 June 2019, 11:12:54 by Lavendarjosh »

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Offline botebote77

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #37 on: 07 June 2019, 12:42:59 »
oh ok

little off topic:
energy leech helps more than energy regen.. btw just a little bit about energy regen.. having played a lot of mages, this is what i have come to feel: energy regen is weird in this game..  lots of mage items have %energy regen.. so one might think energy regen can be easily solved for mages.. but that is not the case.. %energy regen is useless without flat energy regen.. the problem is flat energy regen seems to appear more on str based items (pelaron, onager, pytho) or jewelries (asphodel band, ring of veleda).. jewelries, as everyone knows, doesn't have any stat requirements.. with the latest DLC, seems like they made new int items with flat energy regen so that should help.. still, this has been the case for a long time.. %energy regen appears more on int based items but flat energy regen appears more on str based items
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Offline Lavendarjosh

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #38 on: 07 June 2019, 13:10:33 »
@botebote77
Int provides 1 flat energy regen per 100 points, that helps a bit, but I know what you're talking about. Items that reduce energy cost are more helpful for a caster than greater regeneration, and they are (or were, the new DLC add some for Str and Dex) mostly for Int characters as well.

With the right equipment, a ternion based archer could probably be viable or even strong, but between modding and testing, I barely have time to play myself right now  ;D

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Offline botebote77

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #39 on: 07 June 2019, 13:16:18 »
@botebote77
Int provides 1 flat energy regen per 100 points
i already tested this.. doesn't matter if you add 20 or 30 more stat points on int.. the added energy regen is very minimal.. but if you add say flat 5 energy regen, on top of all the %energy regen from mage items, you'll notice the difference

but between modding and testing, I barely have time to play myself right now  ;D
life  :D
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Offline Lavendarjosh

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #40 on: 13 June 2019, 21:22:50 »
« Last Rated on: 14 June 2019, 00:10:35 »
Version 1.1 is finally done! All Atlantis skills and most of the pet skills are now reworked.
Took me a lot of working and testing, but I'm fairly pleased with the result. And as always, if you have any suggestions or criticism (or praise  ;D), let me know.

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Offline Diego982

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #41 on: 14 June 2019, 00:13:19 »
Lavendarjosh, your mods are great, I'm using the new LootPlus (the Database version) and with this, it will be a great way to play this amazing game.

Thank you and continue with your mods, great job  :))
« Last Edit: 14 June 2019, 00:20:59 by Diego982 »

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Offline Hector

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #42 on: 14 June 2019, 18:01:40 »
I'm gonna test the pet skills right away, you're awesome dude.. 8)

I wonder if there any chance for you to publish a merged file (Skill reworks 1.1 + Loot plus) tough.. 

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Offline Lavendarjosh

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #43 on: 14 June 2019, 19:22:11 »
« Last Rated on: 14 June 2019, 19:23:16 »
Thanks for the praise @Diego982 and @Hector  :D

I'll publish a merge of the up-to-date versions of both mods when I'm done with rewriting the skill description (90% there).
There'll be a few different editions (solo with and without text, merged with and without text) so I want to do it all at once as soon as I'm done.

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Offline Lavendarjosh

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Re: [MOD]Skill Reworks - A Vanilla Masteries Overhaul
« Reply #44 on: 14 June 2019, 23:22:38 »
« Last Rated on: 14 June 2019, 23:45:11 »
Aaand...done.
Version 1.11 download contains four different versions for those who want to play with or without the new descriptions and the merges are with the newest LootPlus v1.22.

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