This mod hasn't been updated since 1.07.1and I would recommend checking out its successor: Cantrips and Spell Tools. Regardless the easiest way to install either would be to set up mod engine 2 and unzip the mod files/folders into your 'mod' folder.
I may come back to this eventually but I have really focused on my current project, Cantrips and Spell Tools at Elden Ring Nexus - Mods and Community (nexusmods.com), It is largely a successor to this mod with differences but better cantrips, more magic, and more polish. If you're interested in this, I would highly recommend you check out the other mod.
I am not sure, it is likely due to the changes they made between 1.07 and 1.08 for damage balancing or something I may have missed in the past, I would highly recommend you check out my new mod, Cantrips and Spell Tools at Elden Ring Nexus - Mods and Community (nexusmods.com), it is basically a complete rework of this mod with some differences but is much more polished and definitely working on latest patch
Thanks for the feedback, do you mean all the ghostflame attacks? or any in particular? and what kind of stats/build/upgrade level if you don't mind. I did set the combo waves a bit lower than intended and noticed I accidentally buffed the holy waves of the gelmir staff prior so next patch will have changes to damage once I tweak some more stuff
I really love what you did with the weapons, they're super satisfying and fun to use. I think the sleep/madness "seperate mana bars" are a really good way to counterbalance in combination with the low damage.
I'm really excited to see what else you do with this!
Glad to hear that, I have a few things to finish up and will be releasing a significant update later today, and the staves damage starts low but ends up around the same scaling and damage as azurs staff when both are +10, I want things to 'feel good ' but also not be op or feel cheap
I have found that using dragon communion seal in your offhand + wind staff 2h light attack (the multihit with faith particles raining down on them) is extremely messed up in terms of damage, and I have restricted myself to not using it.
We're currently using it together with seamless coop and having one person play tank while the other blasts with an arsenal of somewhat weak magic has been a really good time.
Thanks for letting me know, I am pretty sure I fixed it and will be releasing another update a bit later today after I finish up some things on the second int staff, I am curious what you think of the damage/utility/costs? Like if you have any feedback on how what staves you've tried feel like? Ideally I think they should feel meaningful or powerful in what you can do but not so damaging its oppressive or completely outshines melee.
I currently use the fire + glintstone staff for multiple reasons:
Fire staff lighting enemies on fire is very good utility for vision + has good multihits with the Dragon Communion Seal which I could grab early off Fringefolk Hero Grave
Fire + Glintstone staff both have the knockdown on 1h heavy which you can chain easily so it feels very safe - tapping and not charging it is an infinite combo which ends up being too safe
Wind staff 2h heavy attack is too random - you only really use it for the Elden Stars cast at the end, which does a lot less damage than other 2h heavy options, causing me to prefer fire/glint staves
Wind staff 2h light attack instantly chaining into close range faith waves makes it harder to use than fire/glint staff (chaining into more ranged attacks)
I think the fire/glint staff's only "too strong" point is the guaranteed knockdown on their 1h heavies - the damage is fine on them and there's a good range/damage tradeoff for them.
The wind staff is hard to use just because its 2h application isn't as versatile as the other staves (which is fine from a balance perspective - weapons can have their niche!) but I still occasionally swap to it if I try to get a lot of statuses off. Additionally, the 2h lightning combo is a photosensitivity issue for both me and whoever I play with, but this is just something those spells inherently have.
I have really enjoyed the blinks on the dash attacks, they're very fun to use! I'm very excited to see what the cold staff does, and I'll be trying it out today.
Thank you for the feedback, I am changing it so only the full charge can knockdown and the quicker cast will just stagger, I have touched up some of the visuals and adjusted all the hitboxes a bit on the ghostfire spellset and am intending to start going through and checking hit boxes and stagger level( I still have to set proper poise damage so that player armor and several humanoid enemies currently its just set stagger types and heavy and light poise react the same mostly) though that will take more time. I actually wanted the 'channeled' 2h strong attack to be somewhat random on all the staffs as big area spells(though I may redo them if I think of a satisfactory way to make them consistent but not too powerful) but the follow up strong attack should be more consistent on all of the staves, and I know it's a bit different but jump attacking with the staff is quicker than 2h neutral and makes it easier to chain the ranged strike till enemies get close enough for the waves. About the photosensitivity, is it some thing particular about the lightning? like striking too fast or too much, or how it moves with strikes? or do you mean its more due to just how intense the lightning effects are in Elden ring? do you have any suggestions that may make it more manageable in that regard?
sorry I am actually still playing on 1.06 myself, so the mod probably needs updated to work, I was waiting to see if there was another hotfix before updating my unpacked directory, will likely update to 1.07.1 soon
Ill look more into making csvs as an optional download but for now my mod edits : Actionbuttonparam(optional-just to make runes easier to get), Atk_param_pc, Behavior_param_pc, Bullet, EquipparamAccessory(optional-tweaks to caster talismans to provide mana regen and focus bonuses to help with staves), Equipparamgem, EquipparamProtector(optional-tweaks to focus stat on some armor), EquipparamWeapon, Magic, Shoplineupparam, Shoplineupparam_recipe, SpeffectParam, and Speffectvfxparam. My changes are kinda all over the place though I did start organizing some of my ids starting with a 9 followed by 8-12 digits depending on the ranges in the param EX: atkparam_pc is mostly 900040000 through 900380026 whereas bullet is mostly 90000000 through 90380199.
28 comments
Tried a new game and it still does not work.
Regardless the easiest way to install either would be to set up mod engine 2 and unzip the mod files/folders into your 'mod' folder.
If you're interested in this, I would highly recommend you check out the other mod.
I'm really excited to see what else you do with this!
We're currently using it together with seamless coop and having one person play tank while the other blasts with an arsenal of somewhat weak magic has been a really good time.
I think the fire/glint staff's only "too strong" point is the guaranteed knockdown on their 1h heavies - the damage is fine on them and there's a good range/damage tradeoff for them.
The wind staff is hard to use just because its 2h application isn't as versatile as the other staves (which is fine from a balance perspective - weapons can have their niche!) but I still occasionally swap to it if I try to get a lot of statuses off. Additionally, the 2h lightning combo is a photosensitivity issue for both me and whoever I play with, but this is just something those spells inherently have.
I have really enjoyed the blinks on the dash attacks, they're very fun to use! I'm very excited to see what the cold staff does, and I'll be trying it out today.
I actually wanted the 'channeled' 2h strong attack to be somewhat random on all the staffs as big area spells(though I may redo them if I think of a satisfactory way to make them consistent but not too powerful) but the follow up strong attack should be more consistent on all of the staves, and I know it's a bit different but jump attacking with the staff is quicker than 2h neutral and makes it easier to chain the ranged strike till enemies get close enough for the waves.
About the photosensitivity, is it some thing particular about the lightning? like striking too fast or too much, or how it moves with strikes? or do you mean its more due to just how intense the lightning effects are in Elden ring? do you have any suggestions that may make it more manageable in that regard?
Can you do a CSV file from this mod please ?
Or saying perhaps in description what we need to export ? Equipparameter & Bullet perhaps ?
Thank's in advance :)
My changes are kinda all over the place though I did start organizing some of my ids starting with a 9 followed by 8-12 digits depending on the ranges in the param EX: atkparam_pc is mostly 900040000 through 900380026 whereas bullet is mostly 90000000 through 90380199.