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Skills are nice but...

Discussion in 'You Have To Name The Expansion Pack' started by Mr_Strange, Jun 5, 2012.

  1. Mr_Strange

    Mr_Strange Member

    The real treat is the various tweaks and balance changes!

    Melee power bonus for weapon skills!
    Pedantic Beating... yikes!
    Hold on... Nice Combo is even crazier!
    Dodge is Dodgier!

    Shield Bearer - more :block:, and Shield Bash no longer scales with magic power! (Text says it scales with stubbornness, but dredmorpedia says it scales with :crit:... which is correct?)

    Broadsides! I can't believe I love it even more! (Though it still scales with :magic_power: instead of :caddishness:.)
     
    SkyMuffin likes this.
  2. SkyMuffin

    SkyMuffin Member

    This is how i feel about the DLC-- the huge changes to make melee more power and balanced compared to Wizard builds are great :)

    New monsters for some neglected damage types, also. Acid damage clones, existential ravens, etc come to mind.
     
  3. Aegho

    Aegho Member

    <effect type="damage" affectsCaster="1" blastingF="0.35" crushingF="0.25" primaryscale="3" crushing="8" blasting="8" />
     
  4. Mr_Strange

    Mr_Strange Member

    I don't understand what information this is supposed to convey...
     
  5. Aegho

    Aegho Member

    Scales with :caddishness:.
     
  6. Unicycles

    Unicycles Member

    Ooh, I didn't even realise the changes other than Shield Bearer, I'm pleased with this! Might I ask though, is there a resource that shows exact changes? Knowing that, say, "CORE: Astrology: Made it a generally more appealing skill line." is nice, but reading the code to find out little things is a bit beyond me...:confused:
     
  7. Kazeto

    Kazeto Member

    "spellDB.xml" and "skillDB.xml" files in the appropriate folder.
     
  8. Essence

    Essence Will Mod for Digglebucks


    You're welcome! ;)

    (Most of the XML changes with YHTNTEP are from the Essential Skills Rebalances, which were my 'hidden' contribution to the DLC. There are XML changes that aren't from me, and not all of my XML changes made it in (We'll miss you, Council's Gift!), but everything you mentioned is me. :) Check out Perception, sometime, too!)
     
    OmniNegro likes this.
  9. Giygas

    Giygas Member

    I didn't notice any buffs to Tinkering, but I noticed that Philosopher of Axes (the final thing in axe trees) is also now an ability with some probably mean stuff attached to it, the third thing can now do Crippling Wounds, and a few things in the Smithing tree give :resist_conflagratory: and :dmg_crushing:. I want to see some :dmg_blast: in Alchemy.
     
  10. Mr_Strange

    Mr_Strange Member

    I had heard that much of that was your doing - thank you again!

    So... what is the proper attribute Shield Bash now scales with?
     
  11. Essence

    Essence Will Mod for Digglebucks

    I don't think I changed that, I think David changed that. But I'm pretty sure it's Crit Chance. :)
     
  12. Null

    Null Will Mod for Digglebucks

    Killing Blow -> +50 damage.
     
  13. DavidB1111

    DavidB1111 Member

    Well, it lives up to it's name now, at least, Null. :)

    So, Essence, do I have you to thank for Not Dritz giving a whopping 10 to counter?
    Because if so, thank you for making all Dual-wield classes now God-like. :)
     
  14. Essence

    Essence Will Mod for Digglebucks

    That would be me, yup. :)
     
  15. Mr_Strange

    Mr_Strange Member

    I like to think of that change more as "There is a reason to put points into Dual-Wield"
     
  16. DavidB1111

    DavidB1111 Member

    There was always a point to doing that. :) It's my favorite skill. Now it's even more awesome.

    Thank you, Essence.
     
  17. Gabriel P

    Gabriel P Member

    I'm kind of bewildered as to all the buffs to the melee trees myself. Swords + Dual Wield literally broke lategame melee before, now you can hit 100% counter even more easily. I can understand the logic behind the way some existing bonuses were redistriubted (some levels in dual wield and weapon trees were practically dead levels before) but some of the new bonuses seem kind of over the top.

    I do suppose the dungeon has gotten a little bit more dangerous lately... maybe it's more justified than I'm giving it credit, guess I'll see the next time I play a pure melee character.
     
  18. mining

    mining Member

    Because mages >>>>>>>>>>>>> melee to start with, so buffing melee then buffing the dungeon is more sensible than nerfing mages then nerfing the dungeon.
     
  19. wRAR

    wRAR Member

    So, what exactly does Clockwork Threshing do?

    Edit: Looks like it simply grants you an additional attack, is that so?
     
  20. FaxCelestis

    FaxCelestis Will Mod for Digglebucks