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  #121 (permalink)  
Old 02-07-2010, 04:33 PM
Mythrignoc
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Default Re: [REL]ASYLUMSMOD - name pending. :)

Meh, those ideas for names I figured are at best an excuse for you to plug them into thesaurus.com or something :P

Anyways, I'll give invoker a try today.
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  #122 (permalink)  
Old 02-08-2010, 06:40 PM
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Default Re: [REL]ASYLUMSMOD - name pending. :)

Ok, so I had time today and ripped open the mod to see what could be wrong...

Quote:
Originally Posted by Mythrignoc View Post
The first fletcher skill doesn't do anything. No damage boost, no attack speed boost. I don't know if the static boost to attack speed you get as a first tier skill works either, I didn't really pay attention to it.
I'm not sure which one you're talking about, if you're talking about obsidian arrowheads - I fixed it. I'm not sure what the problem is atm, but it doesn't detonate like the original scattershots do. SO, to work around this I gave it a radius explosion, and now it works similarly, but not perfectly. If you're talking about the Fletcher skill itself(the "mastery" trance), it does add flat damage and attack speed. The gain is very minimal though. If you're talking about something else.... tell me!

Quote:
Originally Posted by Mythrignoc View Post
I think scattershot needs a bit of rebalancing.

Two possible suggestions-
Keep the skill as is and change the penalties from -80% start to -60% start. Investing 16 skill points in that deserves a little extra bonus to damage after mastering it. I mean, if we're investing in using a bow, first thing that definitely needs improvement is attack speed and once you reach a 200% attack speed with a bow, you're fast enough that five arrows all at once that do your base damage isn't really much of a bonus of any kind.
Ok, I did change it a bit because after some play testing of my own, you're right. It's quite worthless. I gave it a bit of flat damage as well reducing the penalty. So, you start off at -65%, and end up at 25 at rank 20(as well as a bonus of 40-90 some odd piercing damage points) Now it is helpful haha. Also, I dropped the projectiles count from 5 to 3. I noticed when I shot 5 arrows sometimes they'd stack in the same location or it would fire off strangely. *shrug*



Quote:
Originally Posted by Mythrignoc View Post
Suggestion 2, and this is a bit more complex but could be more worthwhile deal. Treat this skill more like the fire and ice projectile skills from Earth and Storm masteries in Vanilla TQ. Have the base skill, which launches say 2 or 3 arrows at the normal -80% and improved by 5% each level. Then have a third tier (second tier might be a bit too powerful) skill linked to scattershot that improves the amount of projectiles and maybe some other type of bonus themed with the mastery (like an additional improvement to projectile speed or a very small chance to pass through enemies or something).
Yeah, this would be good if it weren't for the fact that my skill tree is already full. Can't add skills to it, and I don't think I wanna remove any. Especially since you'd be left with what, 1 skill and something like 2 synergies to it? How boring lol.

I'll do a bit of my own testing and see about uploading the new version today.
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  #123 (permalink)  
Old 02-08-2010, 07:23 PM
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Default Re: [REL]ASYLUMSMOD - name pending. :)

Quote:
The gain is very minimal though. If you're talking about something else.... tell me!
It's the trance skill and It gives a bonus to damage and attack speed and I opened my character window, turning the skill off and on. My damage and attack speed did not change. My damage at the time was 21 and I think the bonus to damage I had at the time was +20%, and 120% of 21 is 25.2.

Quote:
Ok, I did change it a bit because after some play testing of my own, you're right. It's quite worthless. I gave it a bit of flat damage as well reducing the penalty. So, you start off at -65%, and end up at 25 at rank 20(as well as a bonus of 40-90 some odd piercing damage points) Now it is helpful haha. Also, I dropped the projectiles count from 5 to 3. I noticed when I shot 5 arrows sometimes they'd stack in the same location or it would fire off strangely. *shrug*
Cool idea.



Oh, and I tested out Invoker (I actually just used defiler to create a level 75 character with the appropriate amount of skill and stat points and that's including the fact that your stat points are 12 per level instead of 2 and give different bonuses).

So, Health only goes up by 15 per stat point unlike the stated 30. Pretty sure this is for any class and not just Invoker.

Skeleton Commander is always constantly at level 1 even though I had it at max rank of 16. This could affect the playability of the skeleton and its stats.

The skill that produces just a straight fear effect (I forget the name), the only thing that goes up when putting points into it is mana cost. There's no increase in duration or anything like that.

Zombie summoning only summons 3 even if you have a limit of four, which requires you to wait for the cooldown to summon 3 more (eliminating two and thereby giving you 4). Kind of an unnecessary inconvenience.


Lastly, because I started in Legendary and was at level 75, I think that overall most of the summons need a minor boost in stats because I could not survive any of the lemos and skeleton attacks right at the beginning of lower olympus. I had basic equipment on that I bought from Chang'an, and considering I'm relying primarily on summons and buffs to buff myself and the summons, the fact that I was slaughtered by a couple of skeletons from lower olympus (seriously, they had 1 hit KO's), pretty sure this is underpowered.

I didn't just invest in necromancy either, I invested max points in all the necromancy buffs and summons including the 240 second duration summon, as well as high ranks in the Golem and Dryad, and any other non-trance buffs in this skill. Two skeletons and a skeleton mage from Lower Olympus killed all of us in a matter of seconds. Legendary or not, it's Typhon and hero/unique monsters that should be that tough, not just regular white-named monsters.
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  #124 (permalink)  
Old 02-08-2010, 08:19 PM
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Default Re: [REL]ASYLUMSMOD - name pending. :)

The trance skill, yeah. I noticed this when I jumped in and tested parts of it. (ramped the skill up to level 16 and still no change....) I think the reason is because of the skill template. Rather than adding damage to you, I think it's adding it to the enemies or something. At any rate, it's not working properly, so I'll have to swap to a defensive template. I think I used the ToW template(which harms enemies rather than buff the player.), which would explain why it works that way.

Health increases... hm. On mine it's 30. I guess I really DO need to reupload it lol.


Skeleton Commander, is just a graphic display. He DOES become stronger. I've gone ahead and fixed that bug. Thanks for telling me.

Fear; I'll look into that and try to come up with something witty to add to it.

Zombie summoning; ok, I didn't think that one through. Was it at max level or ultimate?(ultimate is the highest possible rank with + skills gear, eg. lvl 20/16.) I remember balancing it a bit to work with 6 zombies at level 20, which would definitely explain the issue.


I'm not sure if the version I uploaded has the difficulty tweaks or not. I remember once I was testing some difficulty stuff and it worked well on normal, but when I got my dude up to legendary it was insanely hard... like, one shot from a yellow hard(like you said.) I think I fixed this already, but I have to go back and check.

Quick Question: When you used defiler, did you just click "LEVEL ME UP" to 75, or did you change the level to 75 and manually put in the points? By default, defiler adds 2 attribute points per level, rather than the 15 you get from my mod. So, obviously, you'd be in some trouble by doing this. Rather than having 15*74 skill points, you'd have 3*74 skill points. BIG difference. Especially since in this mod the masteries are more dependent upon those
attributes rather than the mastery points themselves.

PS: The golem in that version(which I shall nickname 0.1 from now on) is brokenish iirc. When I tested him he was retarded and wouldn't follow me, or would not attack. I fixed this and changed his skin, so it's a bit cooler now.

Lastly, thanks again for all this! I really appreciate it.
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  #125 (permalink)  
Old 02-08-2010, 09:07 PM
Mythrignoc
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Default Re: [REL]ASYLUMSMOD - name pending. :)

Quote:
Zombie summoning; ok, I didn't think that one through. Was it at max level or ultimate?(ultimate is the highest possible rank with + skills gear, eg. lvl 20/16.) I remember balancing it a bit to work with 6 zombies at level 20, which would definitely explain the issue.
Just normal max, 16. Gives me 4 zombie summons and only summons 3 at a time. It's not exactly broken, like I said it's just a minor inconvenience.

Quote:
Quick Question: When you used defiler, did you just click "LEVEL ME UP" to 75, or did you change the level to 75 and manually put in the points? By default, defiler adds 2 attribute points per level, rather than the 15 you get from my mod.
I used the level me up feature so I didn't have to calculate any Experience or anything, but right afterwards I went to the stat pages, pulled up my PC's calculator and adjusted the points accordingly.

Now, two things. One, your statement you're talking about stat points first and skill points later but in the same thought, am I to assume this is a typo and you're referring to stat points only (i.e. health, mana, str, dex, int)?

Two, you say 15 x 74 instead of 3 x 74, do you mean 12 x 74 instead of 3 x 74, because your mod only gives out 12 stat points per level and that's also what it says in the description (So I wanna make sure I have all the information right).


In any case, I did 12 x 74 + 15 (The extra 15 is for quests from the past that gave bonuses to stats or stat points).

In any case, based on your description of the mod (12 stat points per level, 3 skill points per level), that's what I did.
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  #126 (permalink)  
Old 02-08-2010, 09:30 PM
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Default Re: [REL]ASYLUMSMOD - name pending. :)

Er, yeah. Haha, yes, that is what I intended, but sometimes my brain does not cooperate well when I multitask. 12 attributes * 74 (additional) levels, 3 skill points * 74 (additional) levels.
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  #127 (permalink)  
Old 02-08-2010, 11:14 PM
Mythrignoc
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Default Re: [REL]ASYLUMSMOD - name pending. :)

Oh, one more thing. This is just a matter of personal preference (and a bit of a shameless plug :P ) but the buttons for the masteries (not the buttons to go into the mastery but the skill button to level up the mastery, the one with the up arrow).

To me...those seem fairly cartoonish for the overall theme for the mod, and considering the whole theme and appeal to the mod, the pseudo-gothic religious theme that is, the buttons could use a new look. I dunno, that's just me though.

Now, I realize that even if you had the interest in changing them, it'd be unnecessarily time consuming, thus I'd like to make an offer (here comes the aforementioned shameless plug :P ).

http://mythrignoc.deviantart.com/

That link is just to demonstrate that I know my way around a photoshop/paintshop program. If you are interested, I'd like to offer you a set of buttons for each class for free.

If you aren't, it's no big deal and I understand. I just thought maybe you might like buttons to be a little less plain and a little more customized. Entirely up to you.
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  #128 (permalink)  
Old 02-09-2010, 02:11 AM
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Default Re: [REL]ASYLUMSMOD - name pending. :)

Lol, I know, the icons are not very fitting, but I'm not the best artist, nor do I have the patience to draw that many icons. I REALLY appreciate the offer, and I would love it if you could do that for me. However, I don't know if you realize the amount of work you're proposing. Around 25 icons per mastery? 9 masteries? You've got yourself over 200 icons to make, that seems like a hell of a burden to me.(which is why I just "borrowed" mine.) I would gladly put them in if you made me some though. I mean, if it IS free, I won't turn it down, haha.
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  #129 (permalink)  
Old 02-09-2010, 02:26 AM
Mythrignoc
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Default Re: [REL]ASYLUMSMOD - name pending. :)

Ah, you mean the skills themselves too?

Sure, I could try and do some of those.

I was just meaning these things-
http://i15.photobucket.com/albums/a3...terybutton.jpg

As those seemed plain, every other button for the actual skill portion of the mastery seemed fine.

In any case, if you want to send me dimensions of the skill and mastery icons as well as the format required for the image, I could give it a try.
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  #130 (permalink)  
Old 02-09-2010, 02:36 AM
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Default Re: [REL]ASYLUMSMOD - name pending. :)

Oh those, lol. Yeah, those took me about 5 minutes altogether haha. I just needed something to give a more unique feeling to the mastery.

Sure, the dimensions for those are 64x64, and there's 3 of them for each mastery One for up(not pushed or highlighted), one for highlighted, and one for clicked. If you want, give me your email(via pm) and I can send you one of the current .psd files I have to make it a bit easier for you.
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