So I just learned something. I can't mix and match your mods. I installed the treasure table 1.1 but kept the gear mod at 1.0 because I hadn't fought Ansur yet. Just fought him today and the vestments he drops did not drop. I am going back to 1.0 treasure table and trying again.
It might be the treasure table for Ansur then, because there were no changes between the 2 besides adjusting Fist of Ascension in the main mod which wouldn't conflict with the Treasure Table and changing the treasure table for Helsik. I plan on merging the 2 and just creating one file that is for REL and on that is without REL, I will be away from my work computer for about a week after today so I will try and get it fixed today.
So going back to 1.0 for both still did not drop it. So I figured I will just Console drop it into my inventory. But I goofed. I misclicked and accidentally uninstalled 1.0. Now I will never be able to experience the Fist of Ascension as it originally was released. Could I trouble you to make 2 versions of the gear? One for standard play (AKA 1.1) and one for those who have Modded difficulty? I am playing with Combat Extender and Ansur's got like 1800 HP. I just wanted one more go at him wearing the Vestments to see how "OP" Fist of Ascension really is.
(or at least stick 1.0 in the optional files section for a limited time at least.)
Thank you so much. I was able to install it and I manually dropped it. Equipped it and fought Ansur.
Here is my feedback: The FoA I used in that battle where the effect only occurs for 1 turn and has a cooldown of Long Rest, I think is plenty balanced. The way I see it is that you designed this armor to be specifically used in the Endgame (Act 3). It is Legendary gear. Why not a legendary action, you know? I see the 1.0 FoA as a "Ultimate Finisher" Technique. Dig in deep to purge the last stretch of HP. I mean, you based this off a real DnD item. But that item gives you 10 opportunities a day to use that effect. You only made it available once a day for one turn only. I think that is completely fair.
But I could see one actually make the argument to make it cost say 4 ki (1 ki for each die).....but 5 ki and then half that damage? I dunno. If it didn't have a cooldown of a Long Rest, then I could see the benefit of halving the damage. the damage gets nerfed but now you could potentially use it at least 2 times a day because you are recovering Ki every short reset. That, I can see as another balanced approach.
but that's just my two cents. Then again, I am playing with Combat Extender where all mobs and bosses have 400% more HP
Thanks for the feedback, the U&U series is supposed to balance towards Larians vanilla difficulty levels. So end game bosses HP range between 150-500 depending on who your fighting and there mechanics, taking that into consideration that buff alone can take a large portion if not all the boss HP which is why it was reduced. I was almost considering having the ability cost 6 Ki points, but decided 5 because it needs to be a situational ability that you sorta plan out and not just pop the ability for lulz, also if you multiclass the broken build monk/rogue you have less ki points to work with making it more of a situational ability to really tip the fight in your favor. It's not supposed to be a finisher move ability, I would still like to leave some challenge and thought into when you should use the ability. Saying that, I might change the Long Rest to Short Rest because of how many combat encounters you have in act 3 and like you said, you restore you ki points on short rest.
I got you. Thank you for considering my feedback. To add some clarity, the only modifications I made was a boost to boss and mob HP only. Damage and AI is still all vanilla settings. Reason for that is because I am using Party Limit Begone because as my first run, I wanted a crash course of all the different classes/subclasses as I am new to DnD and wanted to experience everything as much as possible in one play through. When I complete my first campaign, I plan on taking a break to learn about modding because I have an idea of a Subclass that I want to see if I can build into the game. But anyway, I'll go ahead and upgrade to your latest release and test out the new version.
As for the Jungle Drop location, that would require a very specific action to take a place to even access that location. A player doing their first run, wouldn't really think of doing that. (I know I didn't. Learned about that Jungle area from a Youtube short). Especially if they are trying to go with good-aligned monk. So those individuals would miss out on that. It is a shame the Ansur Loot Drop didn't work out. I love the idea of a dragon dropping legendary gear....Alternatively, the vendor where you stuck the Tiger Boots, actually sells nothing but chest pieces. Maybe you put the Vestments in his Vendor Loot table and put the Tiger boots in the jungle? Yeah...I think that would fit thematically.
Maybe, those locations would probably be better also because you already get a legendary in the jungle. I'm out of town for a week so I won't be able to do anything until I get back.
Looks cool but kinda wish they could just be popped into the tutorial or camp chest instead of needint REL or the loot table. Less fun but easier for sure.
A possible dumb question, does this already work with REL right out of the box, since REL stil hasn't been updated mentioning this mod, or stil require REL be updated for this to work as random drops?
Currently still waiting on the mod author to update REL, last communicated was they on the 13th they were unable to. Il check in today. Until REL is updated it would require the Treasure Table to function. Edit: Just verified and they said 1-2 days for an estimated update.
So I am going through the list and I was able to get all the gear from all the vendors you have listed except for Helsik. The helmet is not appearing in her Inventory.
I haven't fought Ansur yet and I am now heading toward Gloomy to see if he got the boots.
Could you drop the UUIDs for the gear in case something like this happens, we can use the console to manually add them to our inventory?
That's odd, the treasure table is the same as her other magical items 🤔I could try adding it to her non-magical item list to see if that would work. The UUIDs:
Spoiler:
Show
Mask of the Minds Barrier - 67bf9c7c-510c-4baf-957e-3b356803e1b6 Vestment of the Ascended Fist - 1b899406-c01d-4d4f-b948-c32f4be4cddc Gloves of the Iron Fist - 2e03824e-d4db-41f2-ad9a-cd35ed765147 Drape of the Stone Guardian - fc4bdce2-6d92-47a9-915d-2b7c63c57444 Boots of the Charging Tiger - f251de14-8cf6-4b14-925b-d8946739e531 Ring of the Ashen Fist - 0adb0e3c-e397-4755-a7b8-66c12127f3a5 Pearl of the Coral Throne - f116d6c4-133b-42b9-929f-e87ec686930f Steady Striker - e26c34d7-a8a5-4dc2-9a51-1cfc3442355e Staff of Striking - b10f2532-34af-4200-9912-3c5971976c67
I know that there are other mods that add gear to the game, but most of them add the gear only to the tutorial chest whereas this particular series adds them in locations throughout the world. Some of the items seem a little strong (IMO), but they aren't too outlandish.
I really hope you do this for other classes as well. Having new gear options throughout the story will open up new possibilities for building our characters.
If I'm reading everything correctly, the chest and the cloak.
Starting with 16 Dex and 16 Wisdom (or changing to this later at Withers), with two ASIs to boost your dex to 20, your natural AC would be 18 when unarmored. If you add the cloak, that goes up to 20. With the chest, you add three more AC which would put you at 23, and then (this is where I'm confused) you add your Wisdom modifier because of the armor's bonus and you will end up at 26 AC. If you successfully use the mirror, that's another two points of Dex or Wisdom, granting you yet another point of AC, leaving you at 27. If you go straight Monk for 12 levels, you can put your last ASI into Wisdom and end up with a total of 28 AC. If you want to go for lols, you can add the Bracers of Defense and the Ring of Protection? for an additional 3 AC, ending up at 31 AC total.
Also, I think that Fist of Ascension might be far TOO strong if the damage bonus (if it's as high as the tooltip) applies to every attack in a given turn, even if it only lasts a single turn.
Tested in game, With 20 DEX you have 18 AC, with the cape that gives you +2 so 20. The chest is the same as monks normal Unarmoured Defense so currently with 16 WIS and 20 DEX with the cape and chest equipped my AC is 23. So if my WIS was 18 I would get +1 AC and if 20 WIS I would have +2 more. So if you had 20 DEX and WIS with the cape and chest your AC would = 25. I looked at a few reddit post and it seems that is around the average. "As others have already said, your characters' AC should slowly increase as you progress from Acts 1 to 3, typically 15 to 18 in Act 1, 16 to 20 in Act 2 up to 17 to 24 in Act 3" . Tbh when I was making the items I was debating on +1 or 2 for the cape lol and same for the chest +2 or 3. There is already a +1 cape in game also so Il probably just drop the chest to +2 instead of +3. What do you think Fist of Ascension should be? 2d6? I got the idea from Blood Fury Tattoo. http://dnd5e.wikidot.com/wondrous-items:blood-fury-tattoo
26 comments
All previous updates are below
Update 1.1
- Fist of Ascension damage reduction from 4d6 to 2d6, (still heals half damage)
- Fist of Ascension Use Cost changed from a free action to 5 Ki points
- Updated Treasure Table for Mask of the Mind's Barrier, should hopefully spawn in the vendor now.
Update 1.2(or at least stick 1.0 in the optional files section for a limited time at least.)
Here is my feedback: The FoA I used in that battle where the effect only occurs for 1 turn and has a cooldown of Long Rest, I think is plenty balanced. The way I see it is that you designed this armor to be specifically used in the Endgame (Act 3). It is Legendary gear. Why not a legendary action, you know? I see the 1.0 FoA as a "Ultimate Finisher" Technique. Dig in deep to purge the last stretch of HP. I mean, you based this off a real DnD item. But that item gives you 10 opportunities a day to use that effect. You only made it available once a day for one turn only. I think that is completely fair.
But I could see one actually make the argument to make it cost say 4 ki (1 ki for each die).....but 5 ki and then half that damage? I dunno. If it didn't have a cooldown of a Long Rest, then I could see the benefit of halving the damage. the damage gets nerfed but now you could potentially use it at least 2 times a day because you are recovering Ki every short reset. That, I can see as another balanced approach.
but that's just my two cents. Then again, I am playing with Combat Extender where all mobs and bosses have 400% more HP
As for the Jungle Drop location, that would require a very specific action to take a place to even access that location. A player doing
their first run, wouldn't really think of doing that. (I know I didn't. Learned about that Jungle area from a Youtube short). Especially if they are trying to go with good-aligned monk. So those individuals would miss out on that. It is a shame the Ansur Loot Drop didn't work out. I love the idea of a dragon dropping legendary gear....Alternatively, the vendor where you stuck the Tiger Boots, actually sells nothing but chest pieces. Maybe you put the Vestments in his Vendor Loot table and put the Tiger boots in the jungle? Yeah...I think that would fit thematically.
A possible dumb question, does this already work with REL right out of the box, since REL stil hasn't been updated mentioning this mod, or stil require REL be updated for this to work as random drops?
Edit: Just verified and they said 1-2 days for an estimated update.
not appearing in her Inventory.
I haven't fought Ansur yet and I am now heading toward Gloomy to see if he got the boots.
Could you drop the UUIDs for the gear in case something like this happens, we can use the console to manually add them to our inventory?
UPDATE: Gloomy had the boots.
The UUIDs:
Mask of the Minds Barrier - 67bf9c7c-510c-4baf-957e-3b356803e1b6
Vestment of the Ascended Fist - 1b899406-c01d-4d4f-b948-c32f4be4cddc
Gloves of the Iron Fist - 2e03824e-d4db-41f2-ad9a-cd35ed765147
Drape of the Stone Guardian - fc4bdce2-6d92-47a9-915d-2b7c63c57444
Boots of the Charging Tiger - f251de14-8cf6-4b14-925b-d8946739e531
Ring of the Ashen Fist - 0adb0e3c-e397-4755-a7b8-66c12127f3a5
Pearl of the Coral Throne - f116d6c4-133b-42b9-929f-e87ec686930f
Steady Striker - e26c34d7-a8a5-4dc2-9a51-1cfc3442355e
Staff of Striking - b10f2532-34af-4200-9912-3c5971976c67
Btw, how do you do that Spoiler tag thing? the bar at the top allows me to bold, italicized, underlined,
strikethrough,Code
Insert a picture
insert a youtube
insert a link
- do a numbered list
Change Font colorsand the font sizechange fonts
Left aligned
as well as 'remove format' and 'BBCCode' which I have never used and have no idea what they really do.
I know that there are other mods that add gear to the game, but most of them add the gear only to the tutorial chest whereas this particular series adds them in locations throughout the world. Some of the items seem a little strong (IMO), but they aren't too outlandish.
I really hope you do this for other classes as well. Having new gear options throughout the story will open up new possibilities for building our characters.
Starting with 16 Dex and 16 Wisdom (or changing to this later at Withers), with two ASIs to boost your dex to 20, your natural AC would be 18 when unarmored. If you add the cloak, that goes up to 20. With the chest, you add three more AC which would put you at 23, and then (this is where I'm confused) you add your Wisdom modifier because of the armor's bonus and you will end up at 26 AC. If you successfully use the mirror, that's another two points of Dex or Wisdom, granting you yet another point of AC, leaving you at 27. If you go straight Monk for 12 levels, you can put your last ASI into Wisdom and end up with a total of 28 AC. If you want to go for lols, you can add the Bracers of Defense and the Ring of Protection? for an additional 3 AC, ending up at 31 AC total.
Also, I think that Fist of Ascension might be far TOO strong if the damage bonus (if it's as high as the tooltip) applies to every attack in a given turn, even if it only lasts a single turn.