Hello hello! This mod looks simply A-MA-ZING, Kitty. Congratulations. I know this is asking a lot, but, can we choose the colour of the swords/crosses hitting the enemies? Green is cool and all, but man... imagine them with a RED glow around, fitting a vampire theme?
If not through a MCM menu, can we adjust it via xEdit?
Was the annihilation spell supposed to last forever? The only way to make it disappear is to put it in your inventory. Yes, we can put it in inventory if you manage to approach it with the shout "become ethereal" and if you drop it again, well, you'll be sent to other planets...
Oh! I forgot to make the hazard not interactable. You're not supposed to be able to pick it up! Also the spell lasts for roughly 160 seconds. (156 for exact and the last 4 seconds are for tornado vanishing animation.)
I see. Maybe it bugged in my game, as even after fast travel, that massive tornado was still wreaking havoc. That's why I tried to approach it to see if I could cancel it somehow... I'll test again later.
Now about the corrosive torrent spells, aren't they supposed to lower the "damage resistance" so the other spells can work on targets? It doesn't seem to be working properly. Targets still continue to resist damage from wind spells, especially higher level enemies with or without heavy armor. Did I misunderstood this spell and it only works with physical damage? I'm playing on Legendary difficulty.
Finally, Dark Judgment seems to do less damage than, for example, Dancing Blades that can hit targets even out of sight range. Is it some incompatibility with Ordinator since they don't benefit from elemental perks?
corrosive torrent spell lower enemy armor rating/physical defenses in general. If they still have more than 100 afterwards the wind spells will still have no effects. (Other than heavy armored npcs, some creatures have natural armor too like high level dragons.)
Dark Judgement does 90 poison damage per second which is pretty good. It will do more damage if you manage to make the target stay inside of the cross/pin hazard for the whole duration. (90 damage x 7.333 seconds = 660 damage total) The wind spells have potential to do more damage still if you debuffed the enemy damage resist a big amount into the negativee.
Hey, thanks for the fast reply! So, it looks like the annihilation spell not disappearing was some kind of bug. I tested it again and it is working correctly.
But I think the corrosion spells are increasing armor instead of decreasing it. After reading your comment I cast Dancing Blades on a target and it took damage. Then I tested it with Potent corrosive spell and it started to resist damage.
Sooo that nice dark green cross from the Dark Judgment spell aren't just meant to indicate which targets were affected?! I comboed it with paralysis and indeed does a lot more damage!
I have not done extensive testing with the annihilation spell hazard, but they're set up like vanilla hazard so I think even if they persist the game will have a way to delete it after the cell has not been loaded in a while I imagine~
For the corrosion spell, I'm testing in my game and it does decrease target armor. (getav damageresist console to check values)
Dark Judgement might be better than you realize! (why it's Master lvl) because it target enemies through walls, so you can sneak and cast it and most enemies won't survive that from when I was testing. This spell target all nearby enemies but has a small delay (the version boss use on you has longer delay so you have more leeway as player to avoid it.) after the delay the cross is put on the warning indicator circle, so it's kind of not very good vs target that's already moving because they will leave right away or not be affected, though with multiple targets it still has its use in combat, it's mostly just about positioning.
Yeah, it's lowering the damage resistance (you can also check with the mod), but it is having the opposite effect. Instead, it's making NPC's resist wind spells. When the effect wears off, they can be damaged again...
Could it be related to magnitude? With Ordinator and the destruction and restoration perks fully maxed out, the spell has 484 power. So the targets get -484 damage resistance. Tested on a mudcrab with 0 base damage resistance.
Yes, I've done more testing with the Dark Judgment spell and it has a lot of potential. Very good spell indeed!
Also, can we get that laser like spell from the summon boss? :D
I made some mistake setting up the wind spells (they do no damage if it's between -50 and -100 armor, and also dancing blades spell don't work at all for below -100 armor rating targets.) maybe that's why? The new update should fix this!
The laser spells were one of the unique things made for the boss. (They're not poison or wind, they're just void element which means they go through resistance completely. Depth of the Reach void type stuff.) The boss also got green variation of the white wind spells you can use. I might add these in the future updates and let you summon the little Starlet minions too... @.@ Hmm
I updated and now it's working properly. Thanks again for the great mods, always looking forward to seeing what you bring us next! (fingers crossed for a Storm calling update or more space/cosmic themed spells like astral and constellation) 🤞
@kittytail, many of us are wondering how to get dark judgement. Can you help? when we use the command prompt and type "help "darkjudgement" 0 0 0 0- nothing happens
Hey Kittytail, thank you very much for your mod, its amazing as always !
I noticed that as of recently you have started giving more love to other magic schools than just destruction and conjuration, which is fantastic, again I cannot thank you enough for that.
But then, shouldnt the poison spells from this mod be restoration then ? Do you think it would be possible to make an optional file that turns those from destruction to restoration ?
I wonder if thats something that a little SSEEdit adventure could do.
163 comments
Can you tell me what I need to do to activate the corrosive aura spell?
Or are they all from Destruction?
I know this is asking a lot, but, can we choose the colour of the swords/crosses hitting the enemies? Green is cool and all, but man... imagine them with a RED glow around, fitting a vampire theme?
If not through a MCM menu, can we adjust it via xEdit?
Thanks in advance!
Anyway, another amazing mod as always!
Also the spell lasts for roughly 160 seconds. (156 for exact and the last 4 seconds are for tornado vanishing animation.)
Now about the corrosive torrent spells, aren't they supposed to lower the "damage resistance" so the other spells can work on targets? It doesn't seem to be working properly. Targets still continue to resist damage from wind spells, especially higher level enemies with or without heavy armor. Did I misunderstood this spell and it only works with physical damage? I'm playing on Legendary difficulty.
Finally, Dark Judgment seems to do less damage than, for example, Dancing Blades that can hit targets even out of sight range. Is it some incompatibility with Ordinator since they don't benefit from elemental perks?
Dark Judgement does 90 poison damage per second which is pretty good. It will do more damage if you manage to make the target stay inside of the cross/pin hazard for the whole duration. (90 damage x 7.333 seconds = 660 damage total) The wind spells have potential to do more damage still if you debuffed the enemy damage resist a big amount into the negativee.
But I think the corrosion spells are increasing armor instead of decreasing it. After reading your comment I cast Dancing Blades on a target and it took damage. Then I tested it with Potent corrosive spell and it started to resist damage.
Sooo that nice dark green cross from the Dark Judgment spell aren't just meant to indicate which targets were affected?! I comboed it with paralysis and indeed does a lot more damage!
For the corrosion spell, I'm testing in my game and it does decrease target armor. (getav damageresist console to check values)
Dark Judgement might be better than you realize! (why it's Master lvl) because it target enemies through walls, so you can sneak and cast it and most enemies won't survive that from when I was testing.
This spell target all nearby enemies but has a small delay (the version boss use on you has longer delay so you have more leeway as player to avoid it.) after the delay the cross is put on the warning indicator circle, so it's kind of not very good vs target that's already moving because they will leave right away or not be affected, though with multiple targets it still has its use in combat, it's mostly just about positioning.
Could it be related to magnitude? With Ordinator and the destruction and restoration perks fully maxed out, the spell has 484 power. So the targets get -484 damage resistance. Tested on a mudcrab with 0 base damage resistance.
Yes, I've done more testing with the Dark Judgment spell and it has a lot of potential. Very good spell indeed!
Also, can we get that laser like spell from the summon boss? :D
The laser spells were one of the unique things made for the boss. (They're not poison or wind, they're just void element which means they go through resistance completely. Depth of the Reach void type stuff.) The boss also got green variation of the white wind spells you can use. I might add these in the future updates and let you summon the little Starlet minions too... @.@ Hmm
I noticed that as of recently you have started giving more love to other magic schools than just destruction and conjuration, which is fantastic, again I cannot thank you enough for that.
But then, shouldnt the poison spells from this mod be restoration then ? Do you think it would be possible to make an optional file that turns those from destruction to restoration ?
I wonder if thats something that a little SSEEdit adventure could do.
Thanks and take care ! <3