Please make this mod modular, so that only, well, the "reflect" spell actually reflects! I LOVE the idea but am very uncomfortable to use it because of the imbalance.
When I use this mod my magic projectiles seem to bounce off my own shield. I'm using the starter shield spell and sometime the magic projectiles will suddenly veer upwards after I cast them.
Is this intentional or a bug?
Thanks for all the work you put into the MM series, I'm enjoying them.
In the description it says the chance is based on the magnitude of the magic effect. Is this based on the magnitude of the shield/reflect, or of the incoming projectile?
Good question. I've updated the description with more info:
Reflection chance is based on the magnitude of the magic effect that is causing the reflection (reflect, shield, etc.). For example, if you have 50 pts of Reflect, you have a 50% chance of reflecting the projectile.
Thanks for the reply. I suspected as much, but I wanted to make certain. I haven't had a chance to test too much, but this is shaping up to be a very fun mod.
b) "nothing" is the Refect magic effect. It doesn't not have a continuous VFX like the others. The mechanics are those added by this mod and the original vanilla mechanics.
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> The behavior of these new mechanics can be controlled through the MCM.
Is this intentional or a bug?
Thanks for all the work you put into the MM series, I'm enjoying them.
Reflection chance is based on the magnitude of the magic effect that is causing the reflection (reflect, shield, etc.). For example, if you have 50 pts of Reflect, you have a 50% chance of reflecting the projectile.
a) the npc without a shield spell is hit - 0:31
b) when nothing is hit - 0:18
Also, the description says you get 2 mechanics per cast. Could you elaborate more on this (which mechanics)?