Van, last boss, phase 2 maybe need bit of nerf? This things is real hard, morgot madness buildup, malenia and mohg big damage, and rykard one shot kill.. The summon has no chance even though buffed with standard rallying.. well need to have luck, good rng and have good skill and fast, but still possible.
P.S Some new information about coming dlc, To access dlc you must first defeat radahn, and then defeat mohg lord of blood, Once you do, you can touch hanging arm from the cocoon(in mohg arena) to warp between 2 worlds. The leveling here seems totally revamped. It's standalone leveling system which only applied once you enter dlc area, so your levels and states in main game will be ignored and you must grind out for this new leveling system here!
In ascended mod it would be very difficult to unlock dlc! Since you can not get pureblood knight's medal from the quest giver and the item is actually is not warp you to mohg palace unless dev enable it.. so you must go all the way to get haligtree medallion to access consecrated snowfield to access warp to mohg palace..
Does anyone know where you get Ancient Death Rancor? I killed the death rite bird in the academy gate town, but the boss died midair and glitched out- I didn't get any reward, only runes. Just checking to see if ADR was there or that it was moved somewhere else and that I didn't miss anything important.
Read my previous posts I manage to defeat it with God slayer weapon+10 with charge attack buff and all buff available untill that point, You can also get somber +7 on dragon cave on caeild I think.. Read my below posts about godrick
28 March 2024, 2:03PMi manage to defeat godrick on this last version, it was extremely hard , took many try, using godslayer weapon +10
i manage to find somber +6 on sellia crystal boss fight, i find +7 somber on siofra river where you teleport and fight dragon soldier mini boss, its on the same valley, +8 somber find from a teardrop scarap somewhere in caelid i think, only 1 somber +8 though, +9 somber from a teardrop scrab on caelid near bestial area, dragon bridge, +10 somber is on the first shrine boss(stranded graveyard)
i used grease and fire defense, and charge talisman, first run to the end killing big archer, and then wait for godrick to come and attack to go phase 2, then should go quickly to him to charge attack toward him and red enemy, hopefully it attack both, and finally it worked, should only go solo with no spirit and npc help, they quickly die and make things harder
My strategy is: 1. Buffing with every weapong and body buff i have in my inventory, incluidng ash of war from grafted blade, golden vow, and the halberd, 2. Using rune arcs 3. Summoning my spirit, currently using azula beast, and speedrunning to kill the archer. 4. And beat godrick until he gets to phase 2.
Heres the problem, I get to phase 2 with 0 problems, but everytime I get there, the Elite revenant actives and tries to kill me, problem is, hes not active before but only on second phase. Basically Godrick and him perma stuns me/debuff me and I die way to quickly...
Any advices?? I've seen videos from people posted here, plus M3LM videos or onihcigan stream.
Same one you were using. That greatsword with golden cover that you get in the high-something cave.
That paired with a shield in the back that provides resist to rot and 20% base resistances. I also use Bernhardlt armor and for accesories i use green turtle talisman, health talisman, strength talisman and charged attacks talisman. In woundous flask I have more damage with charged attacks, and more stamina regen.
The damage is great and I could kill him in less than 15 attacks, problem is the Revenant, in videos ive been seeing, either hes not there, or hes replaced (in case of the version you did of this mod) so I actually cant think on any strat to fight second phase without being disturbed by the Revenant. Also the aggro isn't big enough / hes kinda bugged on the tobmstones, so he doesn't tp out of the arena, so i can't either cheese the enemy.
try to kill the revenant first. in this mod the revenant is broken and can't tp so two charged attacks should be enough to kill him and the fight will be easy
Finally I was able to get it, but gotta say one thing. The scion is bugged in the tombstone, and when the AI gets on, it will hard lag because hes trying to leave but he cannot do so. Bcuz of this, framerate dropped to 15fps more or less.
Target its broken leg, stay close to its broken leg and use collapsing star directly to it, it will do big damage, You can charge attack as well, try to use all talismans to attack type, that increase all kind of damage. The boss is resistant on other part of his body..
Seems like debuffs pot still not working, no damage increase from any of these pots, confused 😵💫 Tested on 33.7 version to be clear
Maybe some of these new added features conflict here? And won't let debuff to work? No idea These debuff things was on previous versions, maybe other added features overwrites the effects and remove debuffs?
My thoughts after playing as a mage. There are few damage modifiers for magic in the mod, so by the middle of the game (starting from the Altus Plateau) there are only a couple usable spells left, all the others do childish damage on bosses. I've provided a table below with spells and their damage so you can see the difference. Very many interesting spells in terms of mechanics, effects, but completely useless in combat due to damage. The test was done with 99 intelligence-faith and with a staff for 1112 spell enhancement. Tested it on an immortal horse in Caelid. Horses have minimal, if any, resistances. https://docs.google.com/spreadsheets/d/1ovYlycncWnMmapGbffB1Cf8iiaasobSq4DRB0Rg4BmE/edit?usp=sharing
The progression of staffs and seals is as standardized as possible. Once you find 5-6 staffs and seals and see the same damage gain modifiers, there is no desire to look for something new. In my opinion, it would be a good idea to make them in ascending order of damage gain, even at the expense of cutting damage early in the game. Right now, 90% of items gain is equal to: 268 without enhancements and 606 with max pump(99 intelligence and faith). So, it would be nice to have some kind of progression. Let's say that the initial mage staff and seal have 220 initial amplification, the staffs that we find in Limgrave/ will have 235 amplification, in Caelid 250, in Liurnia will be standard now 268 amplification, and in the plateau Altus player will already find unique staff-seals, which and now finds. And it will turn out that there will be progression and joy from the finds.
The most difficult boss seemed to be Godric. All modifiers are applied here: small player's abilities, random one shots from Godric's wind with maximum available player's defense, Royal Revenant - if he is released, there is no hope, it's death for the mage. Mana draw from black flames. Well, and the fact that to kill Royal Revenant realistically only two spells, all the others do so little damage that they are not even worth considering. Combat seemed very random. Not much depends on the player, as randomness will strike, and the fight will go. Further in the game the player's abilities grow and coping with the enemy is easier, simply because of the variety of opportunities.
I didn't like the last boss. Too much randomization, in my opinion. Victory is indistinguishable from randomness, which means it's no fun. And in general, the very idea of bosses that are killed in one hit never worked for normal gameplay. Passable? - Passable. Is it interesting? - no, not interesting.
vanbuinen Thanks for the mod. Even though I don't like some things, I think the mod is one of the best, simply because it gives a new feel to the game and exploring the world.
Love this comment, and love u LHaart I was doing some research about incantations right before the spell modifications with the chained version and getting quite good results but now we have to adapt and the table is really helpful
4033 comments
-Fixed Morgott's rune
-Commander's standard now buffs both the player and their summon for 30% damage and 20% resists
-Added new effects to the following weapon arts
-Flaming Strike
-Establish Order
-Eruption
-Taker's Flame
-Envoy's Horn
-Storm Blade
-Gold Breaker
-Thunderbolt
-Lightning Slash
-Glintstone Pebble
-Cursed Blood Slice
-Gravitas
-Wolf´s Assault
-Hoarfrost Stomp
-I Command Thee, Kneel!
-Starcaller Cry
-Glintblade Phalanx
-Ghostflame Ignition
-Prelate's Charge
-Destined Death
-Spearcall Ritual
-Gravity Bolt
-Bloodboon Ritual
-Fallingstar Beast Jaw
-Bastard's Stars
-Cranial Vessel Candlestand
-Siluria's Tree
-Grafted Dragon
-Dark Moon Greatsword
-Black Knife
-Blade of Calling
-Glintstone Kris
-One-Eyed Shield
-Envoy's Long Horn
-Envoy's Greathorn
-Reduvia
-Sword of St. Trina
-Dragon Halberd
-Dragonscale Blade
-Vyke's War Spear
-Magma Wyrm's Scalesword
-Watchdog's Staff
-Bolt of Gransax
-Moonveil
-Sword of Milos
-Beastclaw Greathammer
-Magma Blade
-Gargoyle's Blackblade
-Updated weapon art damage
-See Changelogs on main page for a full list of changes
-Current Mod Runs
https://www.twitch.tv/m3lm_8/v/2079004171?sr=a&t=0s
https://www.twitch.tv/onichigan
So we should use commander standard after summoning to get the effect for summons as well? Or re use it once summon active?
So nice, most weapon arts got freaking awesome 👌
So the sec effect on wep art is considered spell damage or skill damage?
That's one of best weapon art in game
The summon has no chance even though buffed with standard rallying.. well need to have luck, good rng and have good skill and fast, but still possible.
P.S
Some new information about coming dlc,
To access dlc you must first defeat radahn, and then defeat mohg lord of blood,
Once you do, you can touch hanging arm from the cocoon(in mohg arena) to warp between 2 worlds.
The leveling here seems totally revamped.
It's standalone leveling system which only applied once you enter dlc area, so your levels and states in main game will be ignored and you must grind out for this new leveling system here!
In ascended mod it would be very difficult to unlock dlc! Since you can not get pureblood knight's medal from the quest giver and the item is actually is not warp you to mohg palace unless dev enable it.. so you must go all the way to get haligtree medallion to access consecrated snowfield to access warp to mohg palace..
I can't find any good summon, all of them are kinda meh
Seems it's a great summon as vanbuinen recommended here
You can also get somber +7 on dragon cave on caeild I think..
Read my below posts about godrick
28 March 2024, 2:03PMi manage to defeat godrick on this last version, it was extremely hard , took many try,
using godslayer weapon +10
i manage to find somber +6 on sellia crystal boss fight,
i find +7 somber on siofra river where you teleport and fight dragon soldier mini boss, its on the same valley,
+8 somber find from a teardrop scarap somewhere in caelid i think, only 1 somber +8 though,
+9 somber from a teardrop scrab on caelid near bestial area, dragon bridge,
+10 somber is on the first shrine boss(stranded graveyard)
i used grease and fire defense, and charge talisman,
first run to the end killing big archer, and then wait for godrick to come and attack to go phase 2, then should go quickly to him to charge attack toward him and red enemy, hopefully it attack both, and finally it worked,
should only go solo with no spirit and npc help, they quickly die and make things harder
Thanks i managed to kill him with that build : https://youtu.be/REF5zbXsmQA
And you're welcome
Wow 2.38m youtube follower
You can get somber +8 from a scrap teardrop on front of tower with dragon
Also somber +6 on erdtree catacombs, near the boss area, turn right
My strategy is:
1. Buffing with every weapong and body buff i have in my inventory, incluidng ash of war from grafted blade, golden vow, and the halberd,
2. Using rune arcs
3. Summoning my spirit, currently using azula beast, and speedrunning to kill the archer.
4. And beat godrick until he gets to phase 2.
Heres the problem, I get to phase 2 with 0 problems, but everytime I get there, the Elite revenant actives and tries to kill me, problem is, hes not active before but only on second phase. Basically Godrick and him perma stuns me/debuff me and I die way to quickly...
Any advices?? I've seen videos from people posted here, plus M3LM videos or onihcigan stream.
PS: I'm level 176 and have weapon +10
That paired with a shield in the back that provides resist to rot and 20% base resistances.
I also use Bernhardlt armor and for accesories i use green turtle talisman, health talisman, strength talisman and charged attacks talisman.
In woundous flask I have more damage with charged attacks, and more stamina regen.
The damage is great and I could kill him in less than 15 attacks, problem is the Revenant, in videos ive been seeing, either hes not there, or hes replaced (in case of the version you did of this mod) so I actually cant think on any strat to fight second phase without being disturbed by the Revenant. Also the aggro isn't big enough / hes kinda bugged on the tobmstones, so he doesn't tp out of the arena, so i can't either cheese the enemy.
You can charge attack as well, try to use all talismans to attack type, that increase all kind of damage. The boss is resistant on other part of his body..
Seems like debuffs pot still not working, no damage increase from any of these pots, confused 😵💫
Tested on 33.7 version to be clear
Maybe some of these new added features conflict here? And won't let debuff to work? No idea
These debuff things was on previous versions, maybe other added features overwrites the effects and remove debuffs?
There are few damage modifiers for magic in the mod, so by the middle of the game (starting from the Altus Plateau) there are only a couple usable spells left, all the others do childish damage on bosses. I've provided a table below with spells and their damage so you can see the difference. Very many interesting spells in terms of mechanics, effects, but completely useless in combat due to damage.
The test was done with 99 intelligence-faith and with a staff for 1112 spell enhancement.
Tested it on an immortal horse in Caelid. Horses have minimal, if any, resistances.
https://docs.google.com/spreadsheets/d/1ovYlycncWnMmapGbffB1Cf8iiaasobSq4DRB0Rg4BmE/edit?usp=sharing
The progression of staffs and seals is as standardized as possible. Once you find 5-6 staffs and seals and see the same damage gain modifiers, there is no desire to look for something new. In my opinion, it would be a good idea to make them in ascending order of damage gain, even at the expense of cutting damage early in the game. Right now, 90% of items gain is equal to: 268 without enhancements and 606 with max pump(99 intelligence and faith). So, it would be nice to have some kind of progression. Let's say that the initial mage staff and seal have 220 initial amplification, the staffs that we find in Limgrave/ will have 235 amplification, in Caelid 250, in Liurnia will be standard now 268 amplification, and in the plateau Altus player will already find unique staff-seals, which and now finds. And it will turn out that there will be progression and joy from the finds.
The most difficult boss seemed to be Godric. All modifiers are applied here: small player's abilities, random one shots from Godric's wind with maximum available player's defense, Royal Revenant - if he is released, there is no hope, it's death for the mage. Mana draw from black flames. Well, and the fact that to kill Royal Revenant realistically only two spells, all the others do so little damage that they are not even worth considering.
Combat seemed very random. Not much depends on the player, as randomness will strike, and the fight will go.
Further in the game the player's abilities grow and coping with the enemy is easier, simply because of the variety of opportunities.
I didn't like the last boss. Too much randomization, in my opinion. Victory is indistinguishable from randomness, which means it's no fun.
And in general, the very idea of bosses that are killed in one hit never worked for normal gameplay. Passable? - Passable. Is it interesting? - no, not interesting.
vanbuinen Thanks for the mod. Even though I don't like some things, I think the mod is one of the best, simply because it gives a new feel to the game and exploring the world.
I was doing some research about incantations right before the spell modifications with the chained version and getting quite good results but now we have to adapt and the table is really helpful