Heroes of Hammerwatch II

Heroes of Hammerwatch II

Stats Boost
22 comentarios
A-Wild-Volt 1 NOV a las 20:08 
thank you :steamhappy:
resist pen sounds great for spell builds
ValoriousRaph  [autor] 1 NOV a las 3:03 
Hi, A-Wild-Volt! I've changed Vitality back (in fact, in total, it's gone from 0.5 in all resists to 1 in all. I *was* originally thinking that it should be 0.5 because it hits a range of damage types, but most hitting you is physical, and that gets 1 per point, and you generally don't get hit by multiple elements at a time, so it *should* be ok? Let me know if you think it's too much.

Focus now gives Resistance penetration, which should be really nice for Sorcerer to go through Dark Halls.
ValoriousRaph  [autor] 1 NOV a las 0:12 
That's fair. I can do that. Otherwise, I'd prefer to have all resists on Vitality as before, but couldn't think of anoyher thing to replace spell power on focus.

It'll be up in a few hours... Hopefully.
A-Wild-Volt 31 OCT a las 23:41 
any chance of getting the recent change into a separate mod? i mainly use weapon builds and don't spend much in focus so having half of my resistances being worse than the other is.. odd
ValoriousRaph  [autor] 21 OCT a las 18:42 
Thanks, varna! All looks nice and neat now! I also fixed the attack and cast speed showing 0% in the stats menu (which was only an issue because I was dumb >.<)
varna 20 OCT a las 21:09 
scripts/Town/AttributeAssignerShopContent.as

;)
ValoriousRaph  [autor] 8 AGO a las 4:29 
@gantz that works, but shouldn't *really* be needed due to assassin buffing flurry. Feel free to make them hybrid skills like you asked on the other mod.

@GurraE05 I'm really sorry, I have no idea how. Trust me, I've tried.
GurraE05 22 JUL a las 10:01 
Could you make is so you see relevant stats when distributing points at the npc
Gantz 15 JUL a las 7:02 
Hey, i've just recently subscribed to a bunch of your mods and im enjoying them so far. But i would like to know is there any way to change scaling on skills/spells?
I feel like something like rogues flurry of blades and warrior whirlwind axes should scale of melee/weapon power?
ValoriousRaph  [autor] 10 JUN a las 3:57 
Done!
ValoriousRaph  [autor] 9 JUN a las 18:17 
Sorry! Hadn't checked notifications in ages. Yes, I can look at that. It may make it a bit OP but it will distinguish it from Strength.
Nightcodex✅ 23 MAY a las 2:26 
Could you please make DEX have some minor increased attack speed. Would be superb
ValoriousRaph  [autor] 30 MAR a las 19:27 
As far as I know, it shouldn't interact with it at all. Meaning that Paladins get Spell Power from Strength and Focus, etc.
YummyPotatoFace 30 MAR a las 8:52 
How does this affect a class' primary attribute bonus?
ValoriousRaph  [autor] 25 MAR a las 17:10 
Oh, no, I didn't lower it, as that would require editing a global value in a core file. Yes, it's probably overpowered 😅
El Jefe 25 MAR a las 10:11 
no i mean 1 point of weapon power and spell power = 0.5% damage boost, or it lowered to have not be overpowered? or how it calculated i cant understand. just i have non modded profile and i compare it with modded. In non modded i have lets say rogue with poison dual dagges with damage 80 and weapon power 122, my damage for dummies ~140-160 non critical.
ValoriousRaph  [autor] 24 MAR a las 18:19 
@El Jefe

I'm not 100% sure what you mean? Stacking one stat won't give the benefit of stacking two. If you have +200% weapon damage and +50% fire damage, your fire staff *should* have +300% increased damage, not +250%. You talked about enchantments, though, was this meant to be on the Two-Handers Hit Harder?
El Jefe 24 MAR a las 12:36 
I tried it too, works great, but it seems to me that weapon power and spell power are not working correctly. I tried weapons with weapon power enchantments and they were inferior in damage to weapons with the same damage and fire, lightning, ice or poison enchantmens. Or its my imagination)
MaskedNightmare 24 MAR a las 8:25 
Just tried it. Looks like both work together now!
ValoriousRaph  [autor] 24 MAR a las 1:40 
Ironically, the reason for the incompatibility is because Muffin was helping me. They should be uploading a new version that should be compatible.
ValoriousRaph  [autor] 24 MAR a las 1:31 
Ah, correct. Both modify Scripts/Behaviors/Actors/Modifiers/Modifiers.as

I looked into fixes with Muffin before modding was released, but not sure we came up with anything... Dang.
MaskedNightmare 23 MAR a las 23:39 
This seems to be not compatible with Things and Stuff 2: Electric Boogaloo. When I load this mod and the one I mentioned, it shows a black screen with some grey blocks. I'm sure there's something that causes it to not play nice with one another, but I felt it was worth mentioning.