I'm surprised the update didn't just break the mod entirely.
Anyways, this is the disclaimer that the mod has not been updated to 1.2.1, and there may be unintended side effects using this in the new version.
I have not yet had time to dig deep into the changes yet. From the surface, it looks like Id got majorly reworked on the back end. For reference, old character files had 14 different damage caps that are spread across their entire kit, three are reserved for X and Y attacks, two for SBA, and one for link strike. Id's new damage parameters file looks to be hosting an additional 40 damage cap values in a new array. It will take me some time to dig into these changes and update the mod accordingly.
After the latest 1.2.1 update, the mod still works but Id also get insane dps spike. The fix for Godmight Ougi/SBAis broken yet again tho (Dealing only around 150K each hit), I hope you can just fix that first, then the latter rebalance if needed.
As of version 1.2.1, this mods and the other mods ID SP are causing id to do insane damage LMAO XD, same thing happening with siegfried power up mods tho that got updated, ferry onslaught mods also causing her to do insane damage too XD. almost all Characters sp mods will make them do madlad damage XD
LIt mod! I hit like the Eleventh Eternal now. The Tempura now really promises POWER. I've noticing huge spike of DPS, from around stable 210k-ish to 500k to 600k-ish. It get unbalanced a bit when you're used to it, but well, this mod DOES justice for him ;D Although, I do not know if this just happening to my instance, but the Godmight Ougi/SBA does capped 98998 DMG each hit after the latest version of the game. Only that is the issue atm, everything else still works the same. I hope you can update and fix this issue. Thanks for the great buff!
He has a single defensive utility that has about a 90% chance of just outright killing him when it's used. Everything else is offensive. His mastery spheres also indicate a heavy emphasis on offense rather than defense, leaving him fairly squishy.
What I meant was that he has double slow as one of best cc character. Also he has very decent survivability with constant stout heart and debuff immunity, kinda like a drain tank.
I dig the idea behind the mod. Id's a great character, but he's just so abysmally weak that it's hard to justify using him without some kind of mod to tune him up a bit. Even with this one installed, he's still weaker than several other characters. Enhancing him without going overboard was a nice idea. You might consider dialing the cooldown increases back a tad, though. Not a complaint, simply offering food for thought based on some parsing tests.
I wanted to bring Id to a base level of competency without having him outshine the rest of the roster.
The cooldown bump on Ragnarok Form was to compensate for its supp damage buff. Additionally, quick cooldown + cascade are very good for high cooldowns like RF, and while doing dummy testing, I found that you can spend a significant amount of time looping Godmight combos if you ran the low cooldown skills and fully charge Fourfold as part of the loops. The better the RF availability, the more Godmight looping becomes optimal. I didn't want to create an "optimal" way to play Id, so increasing the cooldown on RF seemed like a good method to encourage players to use other parts of his kit rather than just spamming Godmight combos all day.
Time parses are inherently unfavorable to Id given most of his damage potential is in Godmight (which this mod did not change), and you spend a lot of time just getting there. I've found that this modded Id keeps up pretty well with others chars' output while in Godmight, but I'm open adjusting his numbers if I get more feedback.
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Anyways, this is the disclaimer that the mod has not been updated to 1.2.1, and there may be unintended side effects using this in the new version.
I have not yet had time to dig deep into the changes yet. From the surface, it looks like Id got majorly reworked on the back end. For reference, old character files had 14 different damage caps that are spread across their entire kit, three are reserved for X and Y attacks, two for SBA, and one for link strike. Id's new damage parameters file looks to be hosting an additional 40 damage cap values in a new array. It will take me some time to dig into these changes and update the mod accordingly.
Until then, use with caution.
Just a question though, is this compatible with other mods? Like sigil changing mods?
The Tempura now really promises POWER. I've noticing huge spike of DPS, from around stable 210k-ish to 500k to 600k-ish. It get unbalanced a bit when you're used to it, but well, this mod DOES justice for him ;D
Although, I do not know if this just happening to my instance, but the Godmight Ougi/SBA does capped 98998 DMG each hit after the latest version of the game. Only that is the issue atm, everything else still works the same. I hope you can update and fix this issue.
Thanks for the great buff!
The cooldown bump on Ragnarok Form was to compensate for its supp damage buff. Additionally, quick cooldown + cascade are very good for high cooldowns like RF, and while doing dummy testing, I found that you can spend a significant amount of time looping Godmight combos if you ran the low cooldown skills and fully charge Fourfold as part of the loops. The better the RF availability, the more Godmight looping becomes optimal. I didn't want to create an "optimal" way to play Id, so increasing the cooldown on RF seemed like a good method to encourage players to use other parts of his kit rather than just spamming Godmight combos all day.
Time parses are inherently unfavorable to Id given most of his damage potential is in Godmight (which this mod did not change), and you spend a lot of time just getting there. I've found that this modded Id keeps up pretty well with others chars' output while in Godmight, but I'm open adjusting his numbers if I get more feedback.