Mass Effect Andromeda

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KrrKs

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KrrKs

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About this mod

This mod adds four new active and three new passive skills to Ryder's skill set.

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This mod adds four new active and three new passive skills to Ryder's skill set.

Requirements for Version 2.1:

NOTE:
Currently Text Mods are only available in English, German, and Italian. If you play the game in another language, stick to the previous version (2.0) of the mod. That version is compatible with FMM v1.0.5.9 (or newer) and has no other requirements.
If you want to translate the mod yourself, help with translations, or text packs, that is always welcome. Please download the project-files archive, which also includes the xml files used for text imports and take a shot at those!

Compatibility:
This mod requires compatibility patches if it is used together with the Groundside Firepower Pack, Multiplayer Powers in Singleplayer, or the Power Overhaul mods!
A Patch for Unyielding Ascension is strongly recommended!
These patches can be found here under 'Optional
Files' (or under 'Old Files', for previous versions). These patches must be loaded after both conflicting mods (i.e., the compatibility patches must be lower in the FMM mod list than both patched mods when using list sorting. When using priority sorting they have to be above)!

What this mod adds:


(Dark) Flare: Biotic Skill
    Has three stages, unlocked via the first three skill points in the tree:
  • Fast Flare (ME3 Flare): Unlocked with the power, tab to fire. Fires a fast, tracking dark energy projectile that deals heavy biotic damage and massively increased combo detonation damage.
  • Slow Flare (ME3 Dark Sphere): Unlocked with skill 2. Hold to charge and release a slower, larger sphere of dark energy with some tracking, that deals damage and DoT, and primes for biotic combos.
  • Dark Flare: Unlocked with skill 3. Hold for more than 3 seconds to charge a dark flare. Slightly larger, extremely slow unstable dark energy. Deals the about the same amount of damage as slow sphere, but immediately detonates its own biotic combo (no combo modifier, no DoT).
        
        Flare's power recharge penalty applies to all powers that are fired within the stated effect duration after flare. The default -33% to recharge speed translates to a +50% increased cooldown period!


Ballistic Blades: Combat skill

    Deals heavy damage up close, less as distance or degree offset to target increase. Detonates primed target at melee range.
    The displayed damage is applied at up to the stated distance and angle, additional instances are applies up towards half the distance and angle, up to a third of the distance and angle, and at melee range. (I.e., there is quadruppel the damage applied if the target is hit at melee range.)
    Bug: Sometimes the animation redirects the attack to another direction, instead of straight ahead. This _seems_ to be the relative direction of the last enemy hit.
          It further seems that this only occurs when having no enemy targeted, so it shouldn't be affecting combat.

    Note that the fire visuals are somewhat misleading.

    
Inferno Grenade: Combat skill
    Grenades with a bit of AoE damage, and some DoT that also prime targets for fire explosions as soon as their shields drop.
    
    
Havoc Strike: Tech skill
    Just like Liam's Havoc Strike
    Note: I did not fix the bug that Liam's havoc strike does not actually prime!
    I strongly recommend the Havoc Strike Fix if not using Power Overhaul


Warp Ammo: Biotic passive

    Applies a flat damage bonus to all weapon damage.
    (Upon hit) Biotic Synergy: Increases damage done to hit enemies that are otherwise biotically affected for .6 seconds.
    (Upon hit)  Additionally increases all damage against armoured enemies for 2+ seconds.

    At each evolution, you can choose between increased direct damage, or dramatically increased damage against enemies affected by biotics. The later is buggy and very situational, but applies to all damage against that target for a limited time.

    Note: Bonuses to Biotic Synergy and Armour debuff after rank 1 are multiplicative to the base stats given at rank 1.
        I.e., 40% Biotic Synergy at Rank 1 + 50% at Rank 2 = 60% total damage bonus to enemies affected by biotics.
BUG: The hit effects are somewhat unreliable. They only work for enemies close by and sometimes do not work at all for a few hits, so do not rely on them if you take a single shot or low RoF weapons.


Rage: Combat passive
    Copy of the MP power, but without sound or the rage-fume vfx. Also, several stats or evolutions were altered.
    At each evolution, you can choose between increased melee damage or increased protection.
    If you don't like the screen fx, munchyfly provides a mod that removes those at her Hecate's Teachings mod page ( here or on  Patreon )



Defense Systems: Tech passive
    Damage Resistance and Max Shields - loosely based upon Defense Matrix from ME3.
    Rank 5A Offensive Tech: +20% Tech damage while Shields are up.
    Rank 6B Fast Defense: Each time Ryder gets hit +5 additional damage resistance is added. Stacks 10 times.



Many thanks to the creators and maintainers of the frosty tool suite, without which this mod would not be possible.

Special Thanks:
ArronaxKP for helping with the power icons
Kahmu for helping to balance things out and providing the base for the compatibility patch for the 'Power Overhaul' mod
Krozt for providing the Italian translations
WizKrafts for providing access to the 'Unyielding Ascension' mod for the compatibility patch
Lin Dong for making me think about changing Dark Flares color a bit more