![]() This time it's just a flat -1 across the board, which helps lighter shields more than heavier ones. Shield weights have been reduced again.He was a pushover for how late in the game he appears. Carsejaw the Cruel has had his health increased from 1250 to 2000.The v1.05 notes on gear are out of date with these changes. This makes for a noticeable difference in how the very early game plays. The Knight and Paladin can just barely mid-roll in their starting armor if they remove their shields. ![]() The gear is the same, but the item stats are different. The loadout of the main classes (Knight, Paladin, Hunter, Thief, Mage, Cleric) has been adjusted to fit within specific weight constraints, and starting armor sets are designed for usefulness for their corresponding play styles. As always, the spreadsheet has the latest stats as well as the previous version for comparison purposes. Abilities with "(cosmetic)" listed next to them offer a small (<5%) damage bonus to compensate for being useless. Updated weapon, shield, and armor descriptions to include special abilities, listed before the item description.They're still super cheap, but no longer completely free. Added very minor focus costs to Ray of Searing, Sprites, and Flame Orbiters.Added high end Drowned upgrade components to Alkymancery Knights, along with Gray Pearls. Switched Bound Arrox and Saltfin Creature high level drops.They're at 250% of what they were in vanilla instead of being guaranteed. Poison is still excellent against bosses, but not quite so overpowering. The extra time it takes for poison to do its full damage isn't a meaningful drawback against bosses. Boss poison resistances have been increased.Wonky poison damage interaction with Dexterity is worked around by giving poison weapons an upgrade profile comparable to higher tier weapons, otherwise they are garbage at low Dexterity. The boost to Pessmud and Venom Blade to multiply off of both their base poison damage and their base physical damage means I can give them base damage levels comparable to other weapons. Poison weapons adjusted to keep from going crazy with the latest patch changes.The cost of lightning and fire buff consumables has been increased from 500 to 1000 to incentivize the creed items rather than just using consumables all the time. This helps creeds that have access to these elemental buffs (Iron Ones and The Three), as well as increasing the damage type availability for Strength and Dexterity builds even though at best only 50% of the total damage will be elemental. This makes them comparable to Divine Blessed Weapon. The effect of these different changes altogether is to give them roughly comparable damage to non-elemental weapons as your stats and upgrades progress, but have double the effect from using their corresponding fire and lightning damage buffs. All of these weapons have the following properties: high tier (either 4 or 5), double base damage, low starting damage with high upgrade modifiers (comparable to low tier weapons), and lower stat scaling. Fire and Lightning weapons are moved out of Magic and now scale with Strength or Dexterity instead.They now have good interactions with Arcane Weapon double the effect compared to before the last patch. Shikeimaru and Wraithclaw have been changed from Lightning to Arcane damage.Tier 5 weapons that required one higher tier to use one handed have been moved down to tier 4.Spears and axes now weigh 4 instead of 6. Changes to the way buffs are handled mean that Wisdom and Magic builds are still just as strong with one attribute as they were before with two, and elemental weapons for Dexterity and Strength get double the effect from item buffs. Fast rolling poison builds are now possible without getting into NG+. Heavy weapons (+8 or +16 weight) have had their additional weight removed and their damage brought down to typical levels. This lowers potential player damage output. You will, at the very least, need to acquire new copies of upgraded weapons when you first install this mod in order to have the correct attributes. Note: Most changes to weapon attributes do not require creating a new character or reacquiring weapons, but changes to weapon upgrade progression rates will not be retroactively applied to existing weapons with upgrades. To install the mod, copy the PCSE01023 folder to ux0:rePatch/. You need to have rePatch plugin installed on your Vita. Weapon/Armor/Shields/Spells spreadsheet for the official version 1.08 can be found here. Twisted Heart & Drowned Tome now farmable. This is a PS Vita conversion of Pax Empyrean's Balance Mod.Įverything scales much more smoothly, consistently, and intuitively.
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