Titan Quest Anniversary Edition
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Phoynix

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Phoynix

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About this mod

I found specific pet based Earth/Storm/Spirit combinations were all lacking, yet I wanted to play pet combinations that did not include dream mastery, so I made some changes that hopefully don't make anything else imbalanced but allow these combinations to actually be viable all through at least normal including eternal embers.

Permissions and credits
I found specific pet based Earth/Storm/Spirit combinations were all lacking, yet I wanted to play an Elementalist Earth/Storm so I made some changes that hopefully don't make anything else imbalanced but allow these combinations to actually be viable all through at least normal including eternal embers.

This is a database.arz replacer so you can't play multiplayer unless others also have it.
to install replace the database.arz(back it up first eg rename it to database.bak) located in the database folder in your game install location.
EG something like.
C:\Program Files (x86)\Steam\steamapps\common\Titan Quest Anniversary Edition\Database

Feel free to make suggestions on balance.

Changes

Nature
Overgrowth made as an aura but gives only 25% of its damage reduction.
Overgrowth gives 10+1 melee and projectile dodge chance per level.
Overgrowth changes because it wasn't working as it was intended, sometimes if you were lucky the nypth would cast it on a pet(or yourself) when you needed protection, but it was very iffy. If it was cast you effectively became unkillable and it was rather OP when in effect.
Natures Wrath projectile speed increased by 100%(just to stop it missing)

Earth
Fire Enchantment gives max radius from the start.
Core Dweller base intelligence now matches str at high levels.(changed from matching from the start due to low level balance problems)
Core Dweller given a default skill at level 4, Stone Form,at 33% health gains 66% damage resistance 8s +health regen, 30s second cool down. It now is the Tank that its suppose to be without being OP(hopefully), it does not melt instantly against bosses.
Core Dweller base damage and effects is now applied to wildfire, -80% total damage modifier(100% weapon damage done over 5 seconds) with 1.7% reduction per level to a max of -51%(245% weapon damage total over 5 seconds) at ulimate.
Wildfire AOE of effect increased from 4 to 4.5(so it effects targets behind cast against something in melee infront)
Core Dweller has fire damage retailiation effect 1-2+1-2 per level.
Heat Shield Given increased duration 10000s
Heatshield 15% physical damage protection removed.
Heatshield now gives 10-20% damage absorbtion ontop of fire damage.
Heat shield cooldown 1s.

Changes to Earth may seem extreme with how much of a "buff" the Core Dweller received, but the problem is both wolves and the liche king are better tanks for less skill points invested and become even better with dream.
Now the Core Dweller is a tank, that can be used without too much skill point investment for non pet builds, or you can go all in and its a tank and DPS capable build.

Previous changes removed
Core Dweller base fire resistance increased from 75 to 90.

Storm
Energy shield now lasts 10000s.
Energy shield now protects against 10-20% all damage ontop of its ice/lightning reistances.
Energy shield cooldown now 1s.
Storm Nimbus pet damage changed to elemental, adds elemental pet damage(equal to 1/2 average player, starts out higher but same 1/2 end ultimate average)
Storm Nimbus increases pet speed by 10%
Storm Nimbus turns 100% base physical pet damage to elemental damage.
Heart of Frost now increases Elemental damage and adds pet attack slowing effect (equal to 1/2 average player, starts out higher but same 1/2 end ultimate average)
Heart of forst gives pet attack a 5% chance to freeze for 1 second.
Static Charge now increases elemental damage and adds retaliation effect for pets (equal to 1/2 average player, starts out higher but same 1/2 end ultimate average)
Gives pet attack 5% chance to Stun target for 1 second.
Storm Wisp given high amount of health regen 30+10 per level, if it gets damaged by spells as long as it doesn't stand in them or constantly get attacked it will recover.

Previous changes removed
Energy shield was actually a viable non pet reflection build with defence and I messed that up for people so I reverted the following.
Energy shield now protects against all damage but lasts 10s.
Energy shield mana cost increased by ~2.5x
Energy shield reflection will always reflect damage, max reflected damage reduced by about 33%.
Energy shield cooldown time at 5mins with -10s per rank reduction.


Spirit
Outsider summon duration increased by 2s per level after level 1.
DarkCovenant now grants pets 15-24% life leech while active.
Base elemental damage added to all Liche King spell attacks.(so he can actually hurt undead and to cover the bug with his base weapon)
Liche Kings standard attack now drains energy= 1/2 base elemental damage over 3 seconds, due to a bug it does not get +fixed pet damage bonuses to base attack and its not something that can be fixed(hard code related), so this way it at least helps provide energy for its other attacks.

Bug Fixes/Ease of Play changes for the original game bugs.
Liche King will now cast wraith shell immedately and no longer requires combat.

Wraith shell energy cost removed and 2 second cast delay added, stops Liche endless loop of casting wraith shell and then it deactivating due to 0 energy, most notable in combat where it got dispelled or energy drained. The Liche King would end up in a loop where it did almost no damage until the combat is over and its energy recovers due to not casting buffs outside of combat.

Storm Wisp Eye of the storm despite being a buff was set as a special attack, meaning the wisp had to attack to activate, correctly added to the buff skill list for the wisp and it will now cast eye of the storm without needing to specifically attack or be in combat.

The core dweller gets an innate chance to stun, but its not applied at levels 1 to 8, and 15, and the levels it was applying it didnt function because it was mistakenly given a mace requirement.
Fixed to Apply from rank 1.