Does this mod have a json config file that we can easily modify some of the values ourselves? I like 95% of the changes but the idea of "nerfs" to vanilla augments i'd rather custom to leave vanilla instead.
I havn't nerfed any augments less than their vanilla values. The ones that need nerfs i left out of the mod so far. I did write an augment modding guide linked at the bottom of the description if your interested in making your own.
I second Fear2cyn idea, If it is possible, a configurable json, or a REFRAMEWORK UI with sliders or numerical values would be great!. Instead of having unchangeable values, anyone could tune the stats to its heart content ^^
Yes its possible with REFramework and i do want to try it. But it will take a while to learn a new engine and scripting language. So no promises and not ETA.
Most of these changes are great, well done. Here some things where I think you might have gone too far.
Thew - 20 would have been good enough.
Endurance - 375 is a massive boost, especially early on where it's a huge 62.5% increase toyour Stamina gauge. I think 200 is fine, personally.
Vitality - Same point as Endurance, even worse as it's a 75% increase at level 1.
Constancy - 50% KD resist is a LOT. I think sticking to vanilla is fine, as 30% is also quite a bit.
Dominance - I'm not sure about this. Vanilla is likely already good enough. But needs testing to figure out whether this figure is balanced or not. I'd put it at 20% to be a bit on the safe side.
Thew is just utility carry weight. Utility perks need to be strong to justify taking them over perks that kill stuff faster. Now it atleast makes up for around half your equipments weight.
You cant get endurance at level 1, its a rank 4 augment. A huge stam increase at low level is not that powerful, you don't have the skills to abuse it.
Same point as above. it's not a significant advantage. If your gonna die, 50%~ more hp probably wasn't going to save early game and late game it's largley irrelevant.
Constancy - It's enough to resist most big monsters KDs, the break point is 50% for them. 30% is pretty much useless it doesn't even protect from saurians.
Fair arguments, though I still think I disagree. Nevertheless, I am glad you thought this through.
1. The ability to carry more weight is also the ability to carry more consumables and spam heals mid-combat. 2. Rank 4 isn't that far off, just a few hours into the game. Then a few more hours until you get skills worth abusing. I think this would be a major power boost quite early. 3. I would say a ~50% increase in HP would most certainly make a difference in whether you die or not. 4. I haven't done the testing for this so I can't truly contest this. I would be wary though about the 50% stacking with Dwarven enhanced gear. 5. Same point as with Constancy.
You can already carry over 100 roborants with a single character, let alone 4. Nerfing thew has no practical impact on making combat harder or deinsentivizing curative spam.
a few hours in and you have 1000+ stam anyway, not mention the stam boosting rings and equipment.
I wouldn't. as you say it's easy to avoid incremental damage by spamming curatives (not to mention the many godmode skills and how powerful mid-lategame armor is). If somethings going to kill you it's gonna be a oneshot.
Hey one question, going by the values, is your mod equivalent to this mod https://www.nexusmods.com/dragonsdogma2/mods/218 (Improved Sorcerer's Augments), which modifies the values of only Asperity, Cataclysis and Sagacity? Or like are the value numbers in your mod better (by better I mean more of a buff than the linked mod) ?
Hard to say. Mines more balanced IMO, but im obviously biased. Because i use both a static increase along with a % increase it should be more useful for both single highdamage spell casts as well quicker low damage spell attacks. As well as scaling better throughout the game. But the % increase is only based on your base magick stat so isn't as good as it sounds. Which means the other mods augments are incredibly weak until you hit around level 50 or so and your base stats are high enough to see benefits exceeding the static increases of my mod and the vanilla game.
Why did you say camp raids are maybe not in the game? You can get your camp raided, ironically I got camp raided more times than town raided, the first village got 1 time raided, the rest got raided only after playing for 100 hours after deciding to finally start doing main quest in the Vermund. You even have an augment that reduces camp and oxcart raids. Albeit for camp raids to happen, you need to have significant amount of enemies nearby, but still unaware of ya. 2x so far within 100 hours lost camping kits.
Ive beaten post game thrice and never been camp raided and nor had freinds i asked. Bu as you and another commenter pointed it out it can occur. I was just un/lucky or the chance is super low or theres some other mechanic effecting it. Regardless ill remove that from description, i forgot do it for the last commenter.
Stasis doesn't affect some items, like Medusa heads. I don't think it has anything to do with the augment, just a quirk of the item. Even heads not in use have deteriorated in the pack.
Hey kodax love ur mod but would u be able to make a compatability patch or mby make this a true description mod aswell. so u have descriptions for both augments and all other consumables. <3
The problem with .pak mods is they are all or nothing. To make a compatibility patch would require me copying alot of their work. Everything in the the vocation .msg files atleast. Even then that only works if my mod overwrites theirs in the case of conflicting files. If not id have to copy every file in their mod. I might give it a go, but no promises and only if they are cool with it, should i need to use the 2nd option.
166 comments
I second Fear2cyn idea, If it is possible, a configurable json, or a REFRAMEWORK UI with sliders or numerical values would be great!.
Instead of having unchangeable values, anyone could tune the stats to its heart content ^^
Thanks again!
1. The ability to carry more weight is also the ability to carry more consumables and spam heals mid-combat.
2. Rank 4 isn't that far off, just a few hours into the game. Then a few more hours until you get skills worth abusing. I think this would be a major power boost quite early.
3. I would say a ~50% increase in HP would most certainly make a difference in whether you die or not.
4. I haven't done the testing for this so I can't truly contest this. I would be wary though about the 50% stacking with Dwarven enhanced gear.
5. Same point as with Constancy.
Because i use both a static increase along with a % increase it should be more useful for both single highdamage spell casts as well quicker low damage spell attacks. As well as scaling better throughout the game. But the % increase is only based on your base magick stat so isn't as good as it sounds. Which means the other mods augments are incredibly weak until you hit around level 50 or so and your base stats are high enough to see benefits exceeding the static increases of my mod and the vanilla game.
You even have an augment that reduces camp and oxcart raids. Albeit for camp raids to happen, you need to have significant amount of enemies nearby, but still unaware of ya.
2x so far within 100 hours lost camping kits.
Regardless ill remove that from description, i forgot do it for the last commenter.