Uhh...I actually don't have anything specific in mind; I just asked out of curiosity. One thing I would love to see improved though is the Pep Power Mighty Magic Burst. Tella91's mod makes the regular Magic Burst much more powerful, but the Pep Power is apparently unaffected by his mod since it isn't a spell technically. It'd be awesome so see that Pep Power get a boost, because Tella91's mod makes it not that mighty compared to a regular Magic Burst.
Tella91's mod increases Magic Burst scaling from 3*attribute to 10*attribute, and it seems he changed scaling from MP to Magic Might
For this mod I changed the scaling of Magic Burst to 5*attribute to accommodate the Mega Magic Burst (Higher Levels Mod) with it now having 10*attribute so Magic Burst in this mod is much weaker than Tella91's just to let you know.
With that in mind, do you want Mighty Magic Burst to also scale with Magic Might or just MP? and what scaling do you have in mind?
This mod contains the content of Tella91's such as the reworked magic burst but with minor adjustments to some spells to accommodate new spells from Higher Levels mod. I made this mod cuz those two mods were incompatible and so I merged them. You can just download Tella9's if you don't want Higher Levels mod
oh no prob. I'll just upload a version w/o Higher levels included later in the optional files. I'll just add my ability adjustments without modifying the changes from Offensive spells mod
A mod combination of those two mods with the addition of raising the damage cap and scaling with certain spells/abilities not included I didn't understand the "not included" part, sorry. Can you open it kore? Also does this mode include graphical improvement that "spells uncapped" mod do? Thank you kindly
Oops my bad lol, I didn't finish the description. It should be "not included in the those mods". What's kore? Nope. You can just download that mod and install it separately.
A combination of those two mods and added damage cap and scaling increase with spells/abilities (which) not included in those mods. :D Kore: I meant more. I just misclick
Just curious, but do you take requests? I saw you buff the healing for Hustle Dance and there's another ability from Sylvando I've always wanted buffed, but if you don't no big deal! :D
I've been wanting buffs for Reheal, Remidheal and Remoreheal.
Reheal heals for 9-12 HP per turn, Remidheal 22-30 HP per turn, and Remoreheal 52-110 per turn. I've been playing with a 50% boost to enemies' stats, along with Draconian Difficulty, so these heal numbers are negligible at most lol :(. Having their healing doubled would be tremendous if possible. :D
So I tested and tried it out. It only works partially though. The initial heal is doubled, but the heal that follows every turn is the same, vanilla amount. D:
thank you for reply! However, for example, *Big Bang: AD x 2.5 clearly shows a difference in DMG value, but Blade of Ultimate Power does not feel as much correction as AD x 4.5.Even if you install the MOD, you can only produce around 1k DMG. Is this value working correctly?Or will there be more DMG?
Yep. It's working correctly. The vanilla damage cap of BoUP is around ~720 and cannot be affected by status buffs and debuffs such as oomph/oomphle. But now you exceed that damage cap as you can see by the 1k damage and also you can now further buff that damage using oomph/oomphle or even using status debuffs such as sap/kasap on the enemy which you can't do in the vanilla game. You can also increase the damage by simply getting higher attack damage weapons or increasing str stat through seeds.
42 comments
2) can i play this mod without 100+ lv
3) can i remove this mod game if i haven't yet 100+ lv'ish.
Thanks.
It seems 100+ lv causes bugs
Also, many offensive Pep Powers also have damage cap. Do you have plans to also modify them, if it's even possible?
It's possible. Do you just want to double the damage cap of offensive peps?
Uhh...I actually don't have anything specific in mind; I just asked out of curiosity. One thing I would love to see improved though is the Pep Power Mighty Magic Burst. Tella91's mod makes the regular Magic Burst much more powerful, but the Pep Power is apparently unaffected by his mod since it isn't a spell technically. It'd be awesome so see that Pep Power get a boost, because Tella91's mod makes it not that mighty compared to a regular Magic Burst.
For this mod I changed the scaling of Magic Burst to 5*attribute to accommodate the Mega Magic Burst (Higher Levels Mod) with it now having 10*attribute so Magic Burst in this mod is much weaker than Tella91's just to let you know.
With that in mind, do you want Mighty Magic Burst to also scale with Magic Might or just MP? and what scaling do you have in mind?
It sucks. But I understand. I just gotta choose.
I didn't understand the "not included" part, sorry.
Can you open it kore?
Also does this mode include graphical improvement that "spells uncapped" mod do?
Thank you kindly
What's kore?
Nope. You can just download that mod and install it separately.
:D
Kore: I meant more. I just misclick
Reheal heals for 9-12 HP per turn, Remidheal 22-30 HP per turn, and Remoreheal 52-110 per turn. I've been playing with a 50% boost to enemies' stats, along with Draconian Difficulty, so these heal numbers are negligible at most lol :(. Having their healing doubled would be tremendous if possible. :D
I understand a lot about damage values
Should I change the DT_Action of DataTables to make a group attack a general attack?
Sorry if the expression is wrong as I am using Google Translate.
Thanks to you, I can now do many things.
Thank you so much!
However, for example, *Big Bang: AD x 2.5 clearly shows a difference in DMG value, but Blade of Ultimate Power does not feel as much correction as AD x 4.5.Even if you install the MOD, you can only produce around 1k DMG.
Is this value working correctly?Or will there be more DMG?
Thank you for the great mod!