Dragon's Dogma: Dark Arisen
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  1. Signette
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    As I said, this may still require some tweaking, so feel free to post impressions. On a side note just to be clear, flame effect itself consists of few fragments, I noticed 3: middle firewall and small 2 pillars from both sides. It's amusing how you can make rather interesting stuff with it, like duplicate wall itself, separate fragments so they cast far away from each other, change vectors, make firewave (but it would look instant unfortunately). Scaling up was actual pain, because it obviously wasn't considered, so I had to increase overall size, then shrink fragments together to narrow it down, didn't work very well with High Comestion, but still looks pretty nice I think. That was some drag...

    P.S. Now Ingle is REALLY outmatched... and that's a shame, I'm sure there are some classic fireball fans, right? Who comes up with the idea how Ingle can be improved without messing with damage and cast speed (because first is tricky and will break at certain values, and another is plain cheat) gets a free cookie!

  2. DrMikaeru
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    Can you PLEASE make a more or less vanilla version of this, that simply has auto target/lock on? Basically the same behavior as Frigor. I feel like that is woefully missing from the ability. 
    1. evildaddy
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      was about to say the same LOL i hate manually target
  3. jheriss
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    I'm new to adding mods to my game, and i keep seeing merging mods in DD:DA, will this work with great mod compilation or do i have to merge it?
  4. Sablicious
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    Is there any way to EXTEND THE RANGE of magic? I'd like all magic to have Ingle casting range.
  5. jefthereaper
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    Instead of a towering version, can you perhaps also make one that is like the basic one (visually untouched) but simply lasts longer?
    my only problem with the spell itself is that compared to a lot of other games I played, the fire wall goes out pretty fast, and never really serves much of a purpose as a flame wall at all.
    1. Signette
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      I see the concern, but there is a problem from what you are suggesting. Comestion designed the way that has damage ticks which do considerable damage on their own, High version have more of those. If I may increase visual duration of burining it will be pointless, because it won't do damage. If I add more damage ticks, it will break balance in real bad. To make this spell last longer (have more damage ticks) I would need to completely rebalance damage scale from magic attack levelling, which is very tricky, because it will tale alot of time to do and much more time to test throughout different playthroughs which noone would do.

      To say it short: just too much hassle for such a little thing. Originally this spell wasn't designed as classic Fire Wall by developers and if visual part of my mod doesn't look well for you, better stick with vanilla, because as I said, spell is more of experiment than balance, it doesn't really improve alot.
    2. jefthereaper
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      I see the concern for the higher damage, but I can assure in my own personal modding experience in other games with fire walls, it really does not impact the balance all to much as enemy AI in most games makes them run around like hyperactive rabbits, and you only get the full damage if you stand still in (the very slim) area of effect of the wall, even if it lasts longer, it only does a big impact if you would cast it in a small hallway so enemy's are forced to run true the wall (what will also nearly never happen considering the long casting time makes them run at you faster then you can cast it)

      (that being said, your change to bollide that makes it hit at every projectile is actually more unbalanced then a longer lasting firewall, as its a pretty high damage spell, hence why the dev's made some projectiles miss on purpose) Nothing wrong with it tough, I see the allure of making all of them hit the target, makes it worth its casting time (and it just looks amazing)

      I do get that it might be hard to make tough, considering there are no easy tools right now, and might never be for DDDA, but I felt like suggesting it ether way just in case
    3. Signette
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      See, Comestion doesn't work in Dogma as wall of fire from classic RPGs, you don't cast it as barrier so trasspassing enemies would get burned, it rather works like some kind of a bomb, which you cast precisely under the enemy which immidiately explodes. To completely redesign it, I would need to remove knockback and stagger, drastically increase number of damage ticks so it would last longer and heavily decrease damage, supposedly also increase burn damage which I have no idea how to do =/

      Considering Bolide, I dunno how much you've been using vanilla Bolide, Gicel and Maelstrom, but it's obvious how pathetic vanilla Bolide is compared to both of these spells. Now, my modded one DOES NOT have 100% lock, it will miss if enemy moves, and it can get only on par with damage compared to Gicel IF you manage to stun lock enemy with consecutive Meteor hits, which doesn't happen too often.

      Now, if we take in account vanilla Comestion cast speed and compare it in effectiveness with my Accurate Bolide, Comestion is still more effective, because you don't miss. First attack causes stagger to big foes and knockdown to small ones, than it does consecutive damage causing stunlock, so enemy cannot avoid full damage from this spell, that's not even mentioning burn damage caused in 80% of attacks.

      I can try to just increase number of damage ticks for Comestion while keep vanilla looks to increase duration, so you could see for yourself how broken it is, but that would be custom version which I won't release in public. Just hope it won't be crashing, like it always does when you try to increase some parameters...
  6. Mar123
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    Would it be possible to add spells?
    You could maybe make an edit of comestion that circles around the player like diablo's firewall spell.

    Also about ingle, you could maybe change the fire-rate/projectile speed. Although that might be something for a whole mod project: changing the speed of all magic to be really slow so you can have a barrage of magic spells at the same time giving it a more tactical/prediction focused feel.
    Of course that would also require some damage nerfs
    1. Signette
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      Adding new spells is technically impossible, I can only tweak existing ones, and I don't think it is possible to make ring of fire, it would rather look like hexagon of fire LoL, and I honestly don't see any point in it, still, shuddering at idea how much time it would take me to make it look even remotely decent, heh! May try sometime tho.

      Ingle is pretty quick to me, dunno, have to consider it too I guess.
  7. Ropalif
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    Congrats and keep the good work. I intend to download the 4 in 1 version soon.
    1. Signette
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      Thanks, enjoy!
  8. GoldGary
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    Can you please make a 3-in-1 pack consist of exequy/comestion/necromancy ?
    A version where accurate bolide is out of it, i like the meteor shower has some spread.

    Thanks for your mod bro.
    1. bladeye
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      I second this. Please make a merged version of:
      Exequy/comestion/necromancy.
      I don't really like the look of the focused Bolide - and I believe it is bugged. It might be because of the helmet - but I showered a normal armored cyclops with High Bolide for nearly 0 damage. Then took his helm off by climbing tried again - and it did moderate to low damage. Also there are so random tracking issues when 1-3 bolides will fire off hundreds of yards away... sometimes into unknown locations outside your range of vision.

      I think Bolide is super powerful and beautiful the way it is. The spread is a balance and its greatest strength all in the same time. And the metors shower from different directions doing more damage and spread. A really good: "I want to walk in this valley - lets clear it up first" spell.

      Anyway.. please make a 3-1 Exe + Com + Necro.
      Also a question about your inflection mod: does it only reduce damage taken while charging a spell by 50%? Or will it help preventing knockdown/stagger and disrupting spells? Because I read Gravitas is broken and not working, like Impact/Emphasis and the warrior gravitas aug.
    2. Signette
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      done.
    3. bladeye
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      Sweet. I was literally sitting and waiting for you to upload this, thanks for the fast response.
      From what I've experimented so far, its been working well:
      High Comestion: is beefy, large and tall. Still feeling like a wall of flame but more menacing. Will experiment the extended reach (height) and width.
      High Necromancy: Finally I can use this stuff! I hated the duration vs casting time ratio of this spell. Takes a long while to cast but dissepates very quickly. Now I can prepare it before hand more often. The spell wears off relatively quickly still - due to the facts the skulls disappear with each use. So I THINK it is balanced the way it is.

      High Exequy: Mixed feelings, leaning toward the positive. My only worry is - is Exe too powerful now?
      Definitely faster. Slays goblins remarkably well, aiming is easy (not sure if it is easier) and as a Sorcerer this is actually great. Killing big enemies still requires you to chew up stamina iteams or Liquid Vim, but this takes them down dramatically faster.
      Exequy keeps you 100% immobile - you can't even walk - which is mind boggling for me, especially in it's stamina-burning slow acting Vanilla mode. I wish the spell wouldn't take you stamina until - AFTER - you release it and I wish you could actually WALK like you can with Siesm, Gicel, Affinity etc..
      That said, I just managed to kill a Drake by having my pawn fight it, sitting in a surprisingly safe position behind a rock, using Liquid Vim and letting it fly. It took out 100% of its health - without killing it - since you need to deliver the deadly blow to its heart. Super cool, but is it OP? I am not too sure yet. You are immobile so more often than not - the enemy will inflict Stagger/knockdown and cancel your spell casting.
      But yeah, you can actually kill Drakes now (wikia says Dragonkin are unaffected by this for some reason). Cyclops are much more suspectible and goblins are slain "circle of death" like fashion.

      Final note: Dragon's Dogma is the closest to DND-feel a 3rd person action adventure game can feel like. I love how DND-ish it's spells, enemies and status ailments are (silence, petrify, blindness, topor). Now Comestion feel more like Wall of Fire, Exequy more like Wail of Banshee/Circle of Death.
    4. Signette
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      I can't imagine how can you walk and aim at the same time, I guess it's just game design and can't be overcome plus fair tradeoff now, when spell is actually more efficient IMO. It takes me one full stamina gauge to kill one ordinary Wyrm, to be clear I have ~2500 stamina and ~3200 magic power (Normal Mode).

      And yes, I don't see problem with killing speed of trashmobs, either you onehit them with Comestion or Exequy, what's the difference? =)

    5. GoldGary
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      Woooo cool bro. Thanks much.
    6. bladeye
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      Actually, there are plenty of spells which may rely on charging - holding the charge - moving and aiming at the same time! It is a viable maneuver and a tactic that I often employ. A game changer for me with some spells.
      To name a few:
      Gicel: Cast, after Tier 1 finishes, start backing away to safety or moving forward, hit the right stick to aim or lock on, move toward your enemy and re-position yourself (still holding the spell charged). Aiming while moving with your right stick - just how you would aim while moving in a 3rd person shooter. RELEASE.
      Lassitude and Miasma: hold the charge, move and aim.

      Yes, I agree it is a fair tradeoff friend. You might as well have a full party of pawns and/or pawns with Shield Drum/War Cry or disabling attacks such as Shriek-dart/fireworks (forgot the name) - to buy yourself more time while preparing. Against tough aggressive foes like Drakes - you would need TONS of luck and clever use of the environment + stamina items/liquid vim. Unless you are high level with a large pool of stamina and magic like your character... (I have about 770 magic with 1600 stamina at level 60 Sorc -and I played Strider/Ranger for a while too). Playing on Hardmode - it is even harder to kill enemies and stamina consumption is significantly greater, draining you away more rapidly. I am not sure if the timer is slower or not.
    7. Signette
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      Hardmode is an overkill, Exequy will have same speed but stamina will drain in a blink, so it's gonna be still very useless spell modded or not... Trying to make tweaks to Hard mode with little luck yet, can't find neccessary files.
  9. Derrame
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    the merged file 4n1 is only 1 file for sorcerer, do i have to install the second file of the other mod for the mage?
    1. Signette
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      Mage file is completely optional, you install it only if you want your mage to have modded Comestion spell. Second pack doesn't contain Mage file so you get it from first pack if you need it.