Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta








I don't think it "breaks the game" like you said but I still feel it's a little too much for some of the extra bonuses. For example, I have 36% dmg reduction, from my gear alone, and a 45% higher chance for gold to drop.
% bonuses scale with lvls so I was wondering whether the bonuses, are higher or lower based on your lvl, game mode, or just random. I think my example of bonuses would fit a higher lvl character more. % bonuses that affect things like stats points aren't that big of deal though since your stats points are generally too low to make all that much of a difference; so I think it's fine in that department.
I play with the synergies mod, many monsters mod, boss brutality mod and bandits dungeon mod on elite mode. All these mods make the monsters a lot more challenging, so maybe I'm not the most reliable source when I say it doesn't break the game. Everyone has different mods and play on different modes though, so this seems like a challenging thing to get balanced...I still love the mod though and I sincerely thank for making it n_n I wish you the best of luck in any future endeavors~
A number of % bonuses start dropping at a certain level, usually between levels 10-20. A full set of affixes tend to 'unlock' at a given level with the more powerful ones being rarer, but given what you are seeing, it might make sense to set higher minimum levels for higher affixes of a given set.
I will probably end up tuning the damage reduction mods down a bit, or adjusting the minimum level they can drop once I do some more testing.
Thanks for the input.
PS I just started up the game again as I'm typing this and got a green item mace that gives a 25% to execute.
So far in the two updates I did today I've tuned Fumble Chance Reduce, Fuble Damage Penalty, and Charge Decay bonus affixes down a bit.
Do you recall off-hand what stats were a little to high? I can review what ranges they roll in.
Very soon in each series of attacks, the weapon stopped dealing damage entirely - maybe attacks weren't being processed at that speed, or some kind of cutoff? I have no idea how it works.
Possibly Flurry shouldn't stack, to avoid this sort of thing?
I will get a bug fix up tonight for this and the other short buff/big effect procs. Thanks for the help with this bug folks.
I also have a few ideas for you, one idea I had is a tanking based proc. It will cause earthquakes around you knocking enemies to the ground. so in my head it would be a modified engineer slam with the texture edited to be more shaky, and add in dust storm effect.
Another idea is a proc that damage the monster for a % of their health. I would associate a large splash of blood with the proc. the proc could to be low % damage like 1% with 100% chance, or higher % damage more like 5% and lower chance around 20%.
Suggestions:
example: -100 HP, +30 Mana, +6 Dex (2 positive, 1 negative, counts as 1 affix total)