Torchlight II
Ethereal Blade (v.2.19)
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Actualización: 24 NOV 2019 a las 12:17

Published v.2.19

Changes based on the feedback:

- Changed damage formula for Vicious Swing from Electric to Physical to eliminate disparity between used elements in Overpower tree (Thundering Cleave will probably be remade to further fix this disparity as it's using Electric damage, instead of heavily focused fire element in the Overpower tree)

- Increased projectile size and travelled distance for Adrenaline Crash at Tier I

- Increased casting speed and impact hitbox for Carnage Split initial strike. Also fixed the issue that stun effect for the skill starts from Tier I, now it should properly have chance to stun opponents starting from its beginning level 1

- Decreased healing effect from Juggernaut

Actualización: 2 NOV 2019 a las 13:06

Published v.2.18

- Fixed issues with Shockwave collision hitbox, it now should pierce objects and terrain indefinitely

Note: Currently the mod seems very stable as it is, so I will not update it for the time being. If there will be any bugs, please let me know so I will fix them ASAP.

Actualización: 3 OCT 2019 a las 7:32

Published v.2.14

- Changed class portrait in character select menu, now it should have matching frames as vanilla classes portraits

Incision Point:
- Fixed Incision Point Tier II proc bonus, it didn't stack properly
- Changed Critical Chance to Critical Damage % and increased effect to 5% per enemy hit for 4 seconds

Burning Force:
- Flame Brand effect improved - now flame also coils around character for better visibility

Shockwave:
- Tier I bonus now recieved visual effect co player can know what is the max range of the effect
- Reduce Tier I max stacks from 20 to 10 (It was way too strong, 60% damage boost is a bit too much, skil in itself deals significant damage so 30% max damage boost should be plenty)

Cull the Weak:
- Critical blast visual effect slightly modified to be less intrusive

Ethereal Projection:
- Increased cooldown slightly - skill on max level is pretty strong as it is, with also good coverage, so its added here for balancing purposes.

Actualización: 2 OCT 2019 a las 7:21

Published v.2.10

- Fixed Thundering Cleave shield break effect - somehow my old affix got mixed up, it should now work properly

Actualización: 2 OCT 2019 a las 7:08

Published v.2.09

Due to rush some things were ommited and not saved for new build:

- Hurricane Rising duration increased to 5 sec for all levels
- Ethereal Projection targeting - it does not need target anymore to cast, and have its range is increased to 10m

Actualización: 1 OCT 2019 a las 13:58

Published v.2.08

Bugs related:
- Removed the compatibility issue with other class mods (Elemental Blade Dancer)
- Mod is now compatible to play with Variant Classes mod
- Adjusted power and survivability of class, so potentially it's now viable to play with SynergiesMod? Need testing.

Character related:
- Character now starts with both basic skills learned (Cross Edge and Thundering Cleave) to let player test them and decide in starting location which path they may choose for playing
- Character also now starts with two 1H Swords alongside trusty 2H Sword in seperate weapon slot (swap). This will allow to use Cross Edge skill at start of the game (USE WEAPON SWAP, SWORDS ARE EQUIPPED ON 2ND TAB)
- Increased innate damage reduction for the class (20% -> 25%) to match all the melee classes in game.
- Removed gold and magic find rates, while convenient, those were unnecessary with all the mods available for anybody that wants to fiddle with those
- Removed skill point bonus on every 5th level
* Note: I was first convinced that this may be a good idea to get players to have as much skills to use as possible, but after buffing some of skills (and lowering their cooldown) those points could make class a little OP in skill point acquisition field. Besides, as with gold/magic find rates - if You will want bonus points, You can get them with other mods.

Skill Related:

- Decreased cooldown (be it starting cooldown and/or after each invested level) of offensive skills:
* Finesse skills: Incision Point, Storm Impact, Highspeed Slashing, Shockwave and Final-Zero Break
* Techniques: Nether Collapse, Force Deflection and Unlimited Arsenal
* Overpower skills: Vicious Swing, Adrenaline Crash, Superheated Strike, Carnage Split and Black-End Nova

- Adjusted Carnage Split:
* Skill now won't give additional bonus to damage (Tier 1) when hitting enemy with physical part of attack, it will instead provide temporary immunity to knockbacks, that will allow user to more reliably aim and execute the thrust attack without enemy interruptions.
* Skill now will require a target: it will help players in executing skills while in pack of mobs - it was common to fail the explosion portion of the skill because the physical thrust didn't connected to the enemy, that won't be a issue here anymore.

- Revamped Burning Force:
* Note: This passive felt a little useless while it should be useful, and additional procing damage aoe felt lackluster. Now this passive with a chance will proc Flame Brand which grants fire attack increase, fire armor increase and lifesteal properties for a short time.

- Revamped Cull the Weak:
* Note: Giving critical chance for just attacking enemies felt too convenient, now the effect will proc when critically hitting an enemy - this effect can stack INDEFINITELY - as long as You can squeeze as much criticals in 5 second window as possible, You may achieve high critical hit rates!

- Revamped Incision Point:
* Note: Tier II wasn't really much of a milestone in this skill before and now - mainly because of the cooldown updates. Now skill will be far more useful, it will briefly increase critical hit chance per each enemy struck by the skill.

- Revamped Hurricane Rising:
* Note: Now skill will award a more fitting bonuses for skill theme at a reliable amounts.

- Revamped Critical Sense:
* Note: Skill will now heal character by X% of Max HP on Critical Strike. This passive felt a little useless when there are lots of way to boost your critical chance (be it items or by using Cutting Instinct) now it will influence survivability better with its lifesteal properties. If deemed OP, I will nerf the crit chance/damage values but main focus is to give Finesse builds better survivability options.

- Revamped Shockwave: now increases damage by 3% in 10 meter radius (instead of 20 meter) but with more max enemies possible (10 -> 20)

- Additional Effects:
* Thundering Cleave - skill can now shatter shields
* Superheated Crash - skill will proc Flame Brand with increasing chances every 5 levels (and with better effect level)

Visual Effects related:
- Added/Upgraded/Modified multiple of visual effects of all levels (unless staded otherwise) for listed skills:
* Finesse skills: Cross Cutting, Storm Impact, Highspeed Slashing, Shockwave, Cutting Instinct, Final-Zero Break
+ Hurricane Rising - changed proc effect
+ Critical Sense - added lifesteal effect
* Techniques: Force Deflection, Consecrated Seal
* Overpower skills: Vicious Swing, SuperHeated Strike, Unrelenting Rage, Carnage Split
+ Burning Force - added Flame Brand effect
+ Cull the Weak - changed Critical Strike proc effect

Actualización: 23 SEP 2019 a las 13:52

Published v.199

- Updated Thundering Cleave:

* Slightly increased casting speed
* Improved VFX of Lightning Bolt for both Tier I & III
* Updated tooltip (mostly syntax-wise)
* Adjusted Lightning Bolt damage for Tier III

- Updated various Visual Effects for listed skills:

* Vicious Swing
* Incision Point
* Adrenaline Crash
* Superheated Strike
* Cutting Instinct (casting animation)
* Unrelenting Rage (casting animation)
* Carnage Split (explosion minor tweaks)
* Nether Collapse (casting animation minor tweak)
* Consecrated Seal (both small and big variants)
* Unlimited Arsenal (minor tweaks from last update)

Actualización: 23 SEP 2019 a las 3:15

Published v.198

- Upgraded VFX for Unlimited Arsenal for all Tiers. Now it should be on par with Final-Zero Break and Black-End Nova.

I also tried to resolve the compatiblity issue with Elemental Blade Dancer class mod, but it seems my work didn't help whatsoever, different builds for testing were created, and I tried to use different solutions, but it seems the root of problem lies somewhere else, and sadly I do not know how to solve it.

If there are any experienced modders willing to help me out, or at least give some tips how to solve this compatibility issue I would be really grateful.

Actualización: 22 SEP 2019 a las 4:05

Published v.192

- Final-Zero Break and Black-End Nova tweaks:

* Improved VFX of both skills - I was still not satisfied with their effects to be on par with something You can call a "Final" Skill. Now those are a bit better and enrich visuals even more.
* Slightly increased area of effect for both skills to match upgraded visuals
* Small tweaks in tooltip description

I will try to come up with something to upgrade Unlimited Arsenal VFX next, as I am sure I can make it look a bit better.

Actualización: 20 SEP 2019 a las 5:55

Published v.191

- Improved casting VFX of Absolute Field for all Tiers
- Resolved issue with empty reward window when turning in quest that gives rewards assigned to class. Now additionally all of those quests should give a plethora of 1H/2H Swords and Axes to choose from when turning them in.