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spaceman fin

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SpacemanFin

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About this mod

Complete overhaul of the Stygian Blade's Aspect of Zagreus, making it overpowered

Requirements
Permissions and credits
Special thanks to PonyWarrior and Alexkage who helped me during development
Brief Overview

The Aspect now grants many new customizable buffs
  • Attack speed
  • Critical hit chance
  • Dodge chance
  • Damage Reduction
  • Movement Speed
  • Special Radius
  • Base Damages
  • Lifesteal
All changes are done through the config file, messing with other files may break the mod


Understanding the Config
Basic Values
Some buffs are scaled by the level of the aspect, the formula is simply (number in config) * (aspect level)
  • AttackSpeed - % attack speed increase per level
  • CriticalHitChance - % chance of each hit being critical per level
  • DodgeChance - % chance that you automatically dodge when hit per level
  • DamageReduction - % reduced damage taken per level
  • MoveSpeed - % movement speed increase per level
  • SpecialRadiusBonus - % increase of your Special's radius
Base Damages
The base damage of each move you can perform
  • Strike - first move in the Attack combo
  • Chop - second move in the Attack combo
  • Thrust - third move in the Attack combo
  • DashThrust - your Dash-Attack
  • Special - your Special attack
  • Cast - your Cast
Lifesteal
How much you heal per hit
  • UseAmount - if true Amount will be used, if false Percent will be used
  • Percent - % of damage dealt that is healed
  • Amount - a fixed value that is healed each hit
  • SpecialGain - if true you will heal from your Special, if false you will not
  • DashGain - if true you will heal from your Dash-Attack, if false you will not

Advanced Understanding
This section is mainly for other mod creators, don't read this if you just want to use the mod because you may get confused
Spoiler:  
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In the game attack speed is defined by the duration of the attack animation, if the duration is ever 0 then the animation will not play and you will not be able to attack
To compensate for this, my mod instead uses the equation 2^(-x) to calculate the attack speed


This means that the duration never (truly) equals zero and therefore the animation always plays