Need fix for Mabari Dominance in Redcliffe Village during the night battle.
Because the night battle map is different than the day one, the Mabari Dominance buff is not applied, which is quite ironic considering there is no use for it during the day anyway...
Winter's Grasp tweak: I like the physical resistance check for freezing, but I suggest removing the shattering possibility, or else at least moving it to Extras instead.
Vanilla Winter's Grasp does more damage than Lightning or Stonefist, has no travel time, is not restricted to LoS, and the slowing effect is pretty useful even when freezing is resisted. I'd argue that vanilla Winter's Grasp is already a bit OP, and giving it the insta-kill shattering possibility is just too much.
I suggest to make imunne also to friendly spells (healing, buffs) charachters with high spell resistance. At my 6th playthrough about 13 ago I firstly played templar and reached 100% only to break in the centre of fight with fireballs, elemental cones and other AoE spells. I have disappointed when got frozen.
Do all OnHit powers in the toolset actually work? I am thinking especially of 'Vicious' and 'Weakens and bloodies targets' as I have item ideas that could use these. >:-)
Wow, they do? What do they DO actually, then? :-) I never knew, I guess I just supposed they did not work since I never have seen an item with these properties... Nor are they mentioned in the DA wiki (and not the toolset wiki either). Thanks for letting me know! Time to test, I guess...
Vicious applies a dot doing physical damage over a moderate time, just like dual weapon expert's passive bleeding. It only works on non-normal enemies who is not being affected by any dot. It is applied under the ID of dual weapon expert. Proc chance 10%. It's understandable they scrapped this idea; there's already way too many dots in the game, including some that are exactly like this.
"Weakens and bloodies targets" applies -5 attack/defense penalty to the target for 10s. It is applied under the ID of the spell Weakness and is only applied if target is not under the effect of Weakness. It also increases the gore level of the target (more blood splatters). Proc chance 25%.
You mean templar's Righteous Strike passive? It's just as stated on the dragon age wiki. Each melee hit from the templar drains mana (25% damage dealt) from a spellcaster target and converts that amount into stamina for the templar. And yes it does work.
That property is not coded to do anything, so it does nothing, except adding a VFX to the weapon, making it glow and look kinda cool (https://i.imgur.com/92PhmIP.jpg). The VFX is determined in the itemprps.gda table; this is how you can add a permanent VFX to a weapon, e.g. as with Wintersbreath, Daisycutter
@aeroldoth "do the range increases mentioned in Trapmaking work as promised?" - No, the descriptions are erroneous. Trapmaking doesn't contribute to trap detection range at all.
"Is it possible to take the Rogue's natural ability to detect/remove traps and add that to the Trapmaking skill, so that non-rogues could deal with traps too?" - It's not the skills that you need to change. This is coded in the HEARTBEAT event in player_core - every 1.5s if a character is a rogue they will scan for traps around them.
"What power level does this refer to?" - It's a factor attached to the item itself. When you give a property to an item, you can specify a "power level" for that property. Generally speaking, this power level will multiply the base magnitude of that property. For example, Rapid Aim has base magnitude of -0.1s; this property has power level of 3 on Far Song, 5 on Fingers of the Nimble, and so on.
1) I read the mod description and saw you noticed game content missing that I'd noticed too... notably Alistair not having a Warden amulet and Sten missing his +4 racial bonus. However, you may not have noted that Dog and Shale also lack their racial bonuses, or perhaps that Sten also lacks a specialization point. I would suggest adding these for your mod. FWIW, I start Sten as a Reaver and made up these racial bonuses:
2) I suggest altering the Warden's amulet. +2 str/con is fine for a warrior, but only okay for a rogue and worthless for a mage. How does the amulet work? Is it a magic item the Tranquil make for the Wardens? Does the blood amplify/augment the taint wardens have? Is it non-magical, merely meant to inspire Wardens? Something else? I think it should be useful for all classes, not just mundanes.
Since Alistair goes on about the amulet being to remember the fallen, I think inspiration is the most likely, and thus boosting Willpower the most appropriate. More will doesn't make anyone stronger, but it can let a Warden "reach down" and squeeze out one more spell or ability, reflecting their dedication to their cause. I changed mine to +5 will.
3) I suggest boosting crafts. Poisons for example, give a worthless +2/4/6 damage. What's more, they're nature damage, overwhelmingly the most resisted element in the game, so you're lucky if you even cause half that. +1/2/3 damage is not something I'll ever use. Soldierbane gives +3 stamina per hit?? Whoop-de-doo.
Boosting poisons to cause 5x more damage, or increase the chance of their secondary effects might help them. Rock Salve is similarly weak IMO. These are supposed to be buffs you'll use in tough fights, not things even L1 characters sneer at. Despite having tons of gold, the miserly penny-pincher in me sees it as wasteful to use a 20sp item with no practical benefit. I should note I play on Nightmare with extra difficulty mods, so take this suggestion with a grain of salt.
4) Raise Bard song multipliers, which are very low. Song of Courage for example, only gives +1 to hit per 10 Cun, and +1 to damage per 20 Cun. That's incredibly pathetic. Increase AOE of Captivating Song.
https://dragonage.fandom.com/wiki/Song_of_Courage
5) Greatly increase the OOC regen rate for ranger summons (and maybe animate dead). Waiting two minutes for them to fully heal up after every battle is ridiculous.
6) Cap cooldown times for all abilities, talents and spells to 60s at the absolute most. Even at 60s, all you're doing is wasting the player's time. Feign Death for example shouldn't take a whopping five minutes to recharge, especially when Stealth does it better and cheaper and faster.
7) I've heard but can't confirm that the animation for rogue Evasion really reduces the desirability of the feat. Maybe disable or remove the animation?
Is it possible to take the Rogue's natural ability to detect/remove traps and add that to the Trapmaking skill, so that non-rogues could deal with traps too? Also, do the range increases mentioned in Trapmaking work as promised?
9) Hopefully others will use this thread to make their own suggestions.
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* Lucky: Implemented the item property. Gives +1% crit chance, evasion and spell resistance per power level.
Mod suggestions (17 comments)
Because the night battle map is different than the day one, the Mabari Dominance buff is not applied, which is quite ironic considering there is no use for it during the day anyway...
Vanilla Winter's Grasp does more damage than Lightning or Stonefist, has no travel time, is not restricted to LoS, and the slowing effect is pretty useful even when freezing is resisted. I'd argue that vanilla Winter's Grasp is already a bit OP, and giving it the insta-kill shattering possibility is just too much.
I never knew, I guess I just supposed they did not work since I never have seen an item with these properties... Nor are they mentioned in the DA wiki (and not the toolset wiki either).
Thanks for letting me know! Time to test, I guess...
"Weakens and bloodies targets" applies -5 attack/defense penalty to the target for 10s. It is applied under the ID of the spell Weakness and is only applied if target is not under the effect of Weakness. It also increases the gore level of the target (more blood splatters). Proc chance 25%.
according to the wiki its broken but should be a simple fix
according to the wiki its not implemented - maybe something to add to your mod?
"do the range increases mentioned in Trapmaking work as promised?"
- No, the descriptions are erroneous. Trapmaking doesn't contribute to trap detection range at all.
"Is it possible to take the Rogue's natural ability to detect/remove traps and add that to the Trapmaking skill, so that non-rogues could deal with traps too?"
- It's not the skills that you need to change. This is coded in the HEARTBEAT event in player_core - every 1.5s if a character is a rogue they will scan for traps around them.
"What power level does this refer to?"
- It's a factor attached to the item itself. When you give a property to an item, you can specify a "power level" for that property. Generally speaking, this power level will multiply the base magnitude of that property. For example, Rapid Aim has base magnitude of -0.1s; this property has power level of 3 on Far Song, 5 on Fingers of the Nimble, and so on.
Qunari = +4 strength
Beasts = +4 dexterity
Constructs = +4 constitution
2) I suggest altering the Warden's amulet. +2 str/con is fine for a warrior, but only okay for a rogue and worthless for a mage. How does the amulet work? Is it a magic item the Tranquil make for the Wardens? Does the blood amplify/augment the taint wardens have? Is it non-magical, merely meant to inspire Wardens? Something else? I think it should be useful for all classes, not just mundanes.
Since Alistair goes on about the amulet being to remember the fallen, I think inspiration is the most likely, and thus boosting Willpower the most appropriate. More will doesn't make anyone stronger, but it can let a Warden "reach down" and squeeze out one more spell or ability, reflecting their dedication to their cause. I changed mine to +5 will.
3) I suggest boosting crafts. Poisons for example, give a worthless +2/4/6 damage. What's more, they're nature damage, overwhelmingly the most resisted element in the game, so you're lucky if you even cause half that. +1/2/3 damage is not something I'll ever use. Soldierbane gives +3 stamina per hit?? Whoop-de-doo.
Boosting poisons to cause 5x more damage, or increase the chance of their secondary effects might help them. Rock Salve is similarly weak IMO. These are supposed to be buffs you'll use in tough fights, not things even L1 characters sneer at. Despite having tons of gold, the miserly penny-pincher in me sees it as wasteful to use a 20sp item with no practical benefit. I should note I play on Nightmare with extra difficulty mods, so take this suggestion with a grain of salt.
4) Raise Bard song multipliers, which are very low. Song of Courage for example, only gives +1 to hit per 10 Cun, and +1 to damage per 20 Cun. That's incredibly pathetic. Increase AOE of Captivating Song.
https://dragonage.fandom.com/wiki/Song_of_Courage
5) Greatly increase the OOC regen rate for ranger summons (and maybe animate dead). Waiting two minutes for them to fully heal up after every battle is ridiculous.
6) Cap cooldown times for all abilities, talents and spells to 60s at the absolute most. Even at 60s, all you're doing is wasting the player's time. Feign Death for example shouldn't take a whopping five minutes to recharge, especially when Stealth does it better and cheaper and faster.
7) I've heard but can't confirm that the animation for rogue Evasion really reduces the desirability of the feat. Maybe disable or remove the animation?
https://dragonage.fandom.com/wiki/Evasion_(Origins)
9) Hopefully others will use this thread to make their own suggestions.
************************
* Lucky:
Implemented the item property. Gives +1% crit chance, evasion and spell resistance per power level.
What power level does this refer to?