The Witcher 3

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Niclasbs

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  1. Valamyr
    Valamyr
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    For anyone else wishing this still worked, perhaps because you you wanted scaling signs without the extensive rebalancing and nerfs of Fnts' mods, well I discovered its pretty easy to get this to work under 1.30. I'm new to modding but basically the only reason why this and other 1.22 script-only mods like this one breaks in 1.30 is because the base scripts are too different. So I compared base scripts in winmerge and quickly made a version of this mod using a 1.30 base (its really only playerWitcher.ws that change a fair amount and broke in this case) and after testing it for a day this mod works fine under 1.30. I tested with a blue build character and the scaling is definitely significant.

    So I thought Id share in case anyone still wanted to use this mod. This being said, even though its a pretty simple script-only mod, I'm new at this so consider my update as a beta. May not work under 1.31 without a few tweaks (I'm using a 1.30 script base). Also I didnt make balance changes yet, do note some people said scaling gets too good at super high levels of Intensity (but it would be trivial to tweak the values in the text files, this mod is very simple)

    So here goes, provided as-is if anyone wants to try: http://s000.tinyupload.com/?file_id=02419082752819298602
    1. LordDrag0n
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      The file has been deleted.
    2. Jbp603
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      Is there anyway you can upload to the nexus or somewhere else? The link you have doesn't work anymore.
    3. Lobuno
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      I made a PROPER v1.32GOTY compatible version of this mod. Just edited the same changes this mod does (for game v1.22 only) into the v1.32/GOTY game scripts. Install and merge the scripts with Script Merger.
      Let me know if you have any issues: Proper Skill Scaling with everything v1.1 (for v1.32GOTY)

      PS. The damage formula for Yrden magic trap in this mod is NOT working for v1.32 games.
      v1.1 now fixes that. Currently looking for more bugs.
      PS. This mod has many issues, even when the scripts are updated to v1.32 several damage formulas are not working fine (some skills do NO damage). This mod also changes the damage type of some skills (i.e. NORMAL to FROST), imbalancing (wrongly IMHO) the game, since monsters present different immunities according to the lore.
  2. juanmarston
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    Can you re-upload this mod? Is a shame that it doesn't work anymore.
  3. Fnts
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    Quen Explosion, Discharge and Yrden shock do scale with sign intensity in vanilla. Quen problem is that base damages are too weak. And Yrden that sign power scaling is to slow, so it needs per level additional scaling indeed.

    Seeing that discussion it might be good if we cooperate with my mod: http://www.nexusmods.com/witcher3/mods/1414/?
    1. SRC777
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      Agreed, this needs to be properly sorted out. Collaboration would help.


    2. Flauschekatze
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      Yes, but it scales with the speed of "keeping all magic powers 100% useless and nerfed to hell from the beginning till the end of the game" with 50hp or 100hp damage for Igni Firestream and Yrden Shock and other spells, while every LIGHT cat school sword strike does 2300hp damage when Geralt is on Level ~52....
    3. Fnts
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      Small update here - signs overhaul module is now in advanced state, covering all the scaling introduced in this mod (done my way, clean way):

      http://www.nexusmods.com/witcher3/mods/1414/?

      I don't want to be intrusive, by advertising my mod, but I messaged the author here, still no reply and the stuff needs to be sorted out. So I took the matterns in my hands. Only crippling strikes and petards are not dealt with by me yet.
    4. Fnts
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      Small update here: all the stuff is now covered in Grand Balance Repair.

      And big thanks to this mod author for inspiration.
    5. Valamyr
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      If you didnt bundle your stuff with a random nerf for every buff with no modularity whatsoever I'd play your stuff, but I dont like that style at all. I want to be able to pick and choose what goes in so mega mods that reinvent the entire game balance are really not as nice for most users as this kind.

      Dont mean to be too harsh, Im sure your work is still much welcome, but it would be a million times better if there was an option menu where you can pick the components you want.
  4. RashFever26
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    Does it work with 1.30?
  5. Megotaku88
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    Decided to see how broken I could make this mod so I enabled my Signs, Signs, Signs mod with it. I then activated Euphoria, Magic Sensibilities and Conductors of Magic simultaneously. The result was 853% Sign Intensity with Water Hag (independent 50% multiplicative damage bonus). Equipment was 6/6 GM Griffon Set. Bear in mind, I am aware this is unattainable unmodded and ridiculously broken. The goal was to test the scaling of signs under absolutely ideal conditions. This is the absolute upper limit of sign damage using the limitations of decoctions, greater blue mutagens, equipment, and mutations. Item values are unmodded, NG+ started at level 52 on a level 100 character. This is important because the level you start NG+ at determines the stats for all equipment. Tests were performed on level 100 Bandits spawned using spawnt(120) console command. I'll be saving Shockwave Aard for last. It's... staggering no pun intended. Here are the results.

    Yrden Supercharged Glyphs: ~4700/s (cannot crit with Magic Sensibilities).
    Yrden Magic Trap: ~25,000 damage crit. This one is interesting because using the Entanglement Rune makes this a new super weapon with great synergy.
    Igni: ~4600 damage crit. Burn component unchanged. I'm not missing a 0 there, Igni's instant damage portion is actually only 18.4% of a single charge of this mod's Magic Trap.
    Aard: ~175,000 damage crit. You read that right. Sign scaling with water hag makes Aard crit under ideal conditions for that insane amount, easily enough to one-shot every enemy in the game. I can clear the Nilfgaardian Garrison in Velen with basically one Aard sweep.

    So that's where the sign scaling is at with this mod currently. The Shockwave, Magic Trap, and Supercharged Glyphs skills renders Igni basically useless at the current scale. I cannot comment on pre-NG+ balance because I don't play it, but suffice to say the scaling of these skills is not commensurate with the scaling on Igni itself. The mod would be much, much more balanced if the scaling could be brought in line with vanilla Igni scaling instead of being this far superior to it.
    1. Niclasbs
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      Yeah... I've seriously underestimated the amount of damage people can do on NG+ 0.o. Will definitely look at these numbers, together with Igni's scaling and try to balance it a lot better, but I must say, personally, I think a 4.6k crit with that much extra damage is extremly low? Considering Igni has that way too strong burn effect.

      Anyway, I'll look into it tomorrow, way too battered to do any more today ^^
    2. Niclasbs
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      Hi there! So, as I've previously stated, my experience with coding is very limited. I've now spent a good 10+ hours trying to solve this issue, but I simply cannot for the life of me figure out what the issue is or how to fix it, and at this point I don't even know where to look anymore... Trust me, I'm at least as annoyed by the issue as anyone, but I just am not capable of solving it myself (at least for now). There is one thing I can do which should bring the damage down a ton and make it more viable, I suppose. I could simply limit the scaling to be based purely on sign intensity and as such it should be brought down to normal levels for people in NG+, though I fear this will make Shock Wave pretty much useless unless you're either end end game NG+ or using magic sensibilities. I could try it out and upload an alternative version with this if you'd like, that wouldn't take too long to make, but for now I don't know what else to do.

      Sorry I haven't responded sooner - was out of town for a few days and have, as I said, spent a lot of the free time I had trying to look into this issue :/ I might pick it up later or if someone has any idea what to do about it I'd love to know, but for now there's just not much else I can do.
    3. Megotaku88
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      Thanks for trying. You can have a NG version and a NG+ version. Or you can update the mod description to say this mod is not intended to be used with Magic Sensibilities. No one used that mutagen prior to your mod and only people actively looking to break the game will use it after. As I mentioned in a different post, your mod has better synergy with Conductors of Magic anyway since Supercharged Glyphs cannot crit even with Magic Sensibilities.
    4. SRC777
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      Wouldn't mind an alternate version with sign intensity based scaling only.
    5. SoloCreep
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      I don't use any sign or damage mods for the simple fact, you can get 835% sign intensity without any mods.
    6. Fnts
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      Doesn't really matter if base value is extremely low and that is the case for many sign damages.

      CD Project did some really sloppy programming when it comes to signs and sign related mutations in Blood and Wine. Instead of first balancing old skills and then adding new mutations with reasonable values, they just added turbo mutations that become completely OP if you scale the sign damages exclusively. However I mostly fixes that. Now it should be really good to play with Griffon build also on levels above 50 and use some good sign support for other builds: http://www.nexusmods.com/witcher3/mods/1414/?
  6. Megotaku88
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    Loving the mod, it makes a sign build actually viable in NG+. I'm sitting at level 100 right now with near perfect gear, so I don't know if this is an issue specific to full-endgame builds, but the shockwave scaling is beyond broken when paired up with the Magic Sensibilities mutation. I'm critting for 35-40k. I'm betting I could push that higher if I slotted my armor with great aard glyphs. A possible solution is to make aard shockwaves incapable of crits as the non-crits are on par with an Ursine strong strike.

    To clarify, this was achieved with 473% Sign Intensity, Petri's Philtre, and Water Hag decoction. Equipment was full GM Griffon with full Greater Veles runes.
    1. Marth77
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      Holy s#*!, yeah. Can confirm, ridiculous crit damage
    2. Niclasbs
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      Hmm yeah, balancing is definitely not easy. I will try to look into this. Good idea to disallow crits! As to the insane damage, idk if you have the version I first uploaded or my newer version. Couldn't find a proper way to show it, but I reduced the damage a good bit. Tbh though, I wasn't exactly aware you could get that much sign intensity as even on my level 91 character, I've only ever been at around 200! This definitely important to look in to.
    3. Megotaku88
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      A quick comment on how I hit those levels of sign intensity. My equipment is level 92 Grand Master Griffon. My sword is 40% Sign Intensity, four armor slots combined is 85% (34% + 3 x 17%). I was running 195% Sign Intensity from Greater Blue Mutagens (180% from full synergy, 15% from non-synergy). 25% from Superior Petri's Philter. Then 100% from Griffon 6-set bonus and 20% from Griffin School Techniques. That puts me at 465% Sign Intensity before mutations. That leaves some Sign Intensity I cannot account for. I've done everything to try and find out where this is coming from in my save file and I cannot find it. I've used White Honey, Potion of Clearance, Potion of Restoration and stripped naked simultaneously, my character sheet still reports the surplus sign intensity. I have no idea how or why and none of my other mods affect sign intensity in any way, it's completely unexplained.

      This sets the maximum number of NG+ achievable sign intensity at 465% without cheating. If you want to get really crazy, you can run Euphoria giving the 4 slots to Heightened Tolerance, Acquired Tolerance, Synergy, and then either Protective Coating, Endure Pain, or Fast Metabolism. This leaves 3 blank skill slots to work with in your 4th Mutagen tier. Two automatically go to Metabolic Control and Griffon School Techniques. The last one can go to Focus or another Blue skill. The former would be 10% Sign Intensity per adrenaline point (30% cap) while the latter would be a static 15% sign intensity. Running 4 decoctions and 0% potion toxicity this nets you a passive 195% Sign Intensity from Euphoria. Yes, you can run 4 decoctions + petri's philter safely with this build. The maximum achievable toxicity based on the available alchemy diagrams is just over 300. Hypothetically, you could achieve 227% Sign Intensity from Euphoria, although maintaining above 195% is tedious.

      This sets the absolute upper limit of sign intensity achievable in an unmodded, vanilla NG+ game at the following:

      1) 465% Base Sign Intensity
      2) 675% zero-maintenance Euphoria with an extra blue skill.
      3) 690% zero-maintenance Euphoria with Focus skill and 3 adrenaline points.
      4) 707% high-maintenance Euphoria with an extra blue skill.
      5) 722% high-maintenance Euphoria with Focus skill and 3 adrenaline points.
    4. Niclasbs
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      How do you get level 92 GM griffin? All my Grandmaster items are level 70 0.o. Also, I've noticed the permanent sign intensity on my own characters as well. I'm fairly certain you get it either from places of power or simply from leveling up.
    5. Megotaku88
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      Upon entering NG+ all schematics, armor, weapons and recipes are auto-scaled based on the level you entered NG+. The highest level to safely load into NG+ is level 52. If you do higher then some quests, schematics and items scale above level 100. My save was loaded into NG+ at level 52 and 30 exp away from 53, it's literally the ideal NG+ save file. If you started NG+ at level 35 then all of your weapons and armor will remain lower level for the entirety of that playthrough.
    6. Fatelord
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      Hmmm, I don't know how much criticals hit for, but I don't think balancing around ridiculous endgame OP setups is a good idea, balancing around the average most of us would hit like 250% or something is better. euphoria breaks combat builds anyway.
    7. Megotaku88
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      @Fatelord

      The issue persists in NG. By level 24 if you rush Mutations in B&W to get the Magic Sensibilities, Aard shockwave breaks the game. Without using broken levels of equipment, just superior Griffin with appropriate decoctions and glyphs I can crit for over 13k. It's so game-breaking I've switched to Conductors of Magic just to bring it into line without gimping my other signs. When I say game-breaking I mean that. I have literally broken game triggers by ending conflicts prematurely with a well-placed Aard sweep. Conductors of Magic has better synergy with Supercharged Glyphs scaling anyway. This balance issue remains specific to Magic Sensibilities mutation. It would likely work on Magic Trap as well, but I removed that section of this mod because it isn't working in my NG file.
    8. Niclasbs
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      Hi there! So, as I've previously stated, my experience with coding is very limited. I've now spent a good 10+ hours trying to solve this issue, but I simply cannot for the life of me figure out what the issue is or how to fix it, and at this point I don't even know where to look anymore... Trust me, I'm at least as annoyed by the issue as anyone, but I just am not capable of solving it myself (at least for now). There is one thing I can do which should bring the damage down a ton and make it more viable, I suppose. I could simply limit the scaling to be based purely on sign intensity and as such it should be brought down to normal levels for people in NG+, though I fear this will make Shock Wave pretty much useless unless you're either end end game NG+ or using magic sensibilities. I could try it out and upload an alternative version with this if you'd like, that wouldn't take too long to make, but for now I don't know what else to do.

      Sorry I haven't responded sooner - was out of town for a few days and have, as I said, spent a lot of the free time I had trying to look into this issue :/ I might pick it up later or if someone has any idea what to do about it I'd love to know, but for now there's just not much else I can do.
  7. Flauschekatze
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    Wonderful mod, Aard blast is doing about 600 Damage on Level 38 and takes 1/5 of a drowner`s lifebar.
    A sword stroke does ca. 1200 damage, so it`s very good balanced.

    The intensity can be modified in this script:

    isMutation6 = ( ( W3PlayerWitcher )owner.GetPlayer() && GetWitcherPlayer().IsMutationActive( EPMT_Mutation6 ) );
    if( isMutation6 )
    {
    action.SetBuffSourceName( "Mutation6" );
    }
    else if ( owner.CanUseSkill(S_Magic_s06) )
    {
    playerLevel = thePlayer.GetLevel();
    sp = thePlayer.GetTotalSignSpellPower(S_Magic_1);
    dmgVal = GetWitcherPlayer().GetSkillLevel(S_Magic_s06) * CalculateAttributeValue( owner.GetSkillAttributeValue( S_Magic_s06, theGame.params.DAMAGE_NAME_FORCE, false, true ) ) * (((sp.valueMultiplicative) - 1) * 1.5 + 1) * (playerLevel/10) / 2;
    action.AddDamage( theGame.params.DAMAGE_NAME_FIRE, dmgVal );
    action.AddDamage( theGame.params.DAMAGE_NAME_FORCE, dmgVal );

    }

    by changing the 1.5 multiplicator of the file signProjectiles in the mod0000_MergedFiles folder.
    1. Niclasbs
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      Correct, though technically you can change the damage to whatever you want by changing the line ''dmgVal = GetWitcherPlayer().GetSkillLevel(S_Magic_s06) * CalculateAttributeValue( owner.GetSkillAttributeValue( S_Magic_s06, theGame.params.DAMAGE_NAME_FORCE, false, true ) ) * (((sp.valueMultiplicative) - 1) * 1.5 + 1) * (playerLevel/10) / 2;". You can change that function to whatever you'd like (even just = 200000000 if you want).
  8. ofhd
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    I was talking with Megotaku over at gamefaqs forums, and he pointed me here.

    I appreciate anyone trying to work on sign scaling - so maybe you could help with the Stagger problem of Aard. On DM, NG+, and enemy scaling enabled, Aard only staggers and never knocks anything down anymore.

    I had a specific style I enjoyed playing - an Aard only approach where I would use knockdown to buy me time to sprint at archers, or single out heavies, while everyone was preoccupied with picking their asses up off the floor.

    I tried the Chee I mean Freeze mutation, but it was only fun for a few fights. If you could fix what has eliminated knockdowns almost entirely from the game, I'd be grateful.

    Thanks!
    1. Niclasbs
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      I can tell you exactly why this is. This is for the same reason as why I had to change the dmg type of aard - mobs have an increasing FORCE resistance with level. This was fine for levels 1-40, but when the devs made this, I'm sure they didn't think they were going to make mobs scale to 100 with NG+, hence why mobs have insane FORCE resist at higher levels on NG+. Currently, it seems mobs have more than 90% resist at level 90-91 ish. In order to change this, I'd have to change resist scaling for FORCE. This is something I may look into at some point in the future, but I want to spend whatever little time I have to improve this mod on making the balancing as good as possible first.
    2. ofhd
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      Thanks for the reply Nic. Just good to hear it could be fixed, but as you said handle the actual focus of the mod first.
    3. DominusSicarum
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      The mod Balance Safe Fixes has that force resist reduction for NG+.
    4. ofhd
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      Thanks for the heads up Dominus. Testing it now!
  9. alhpa94
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    With the Latest one,it seems Yrden Magic Trap has no damage,only if yrdenEntity.ws is removed.
    1. Niclasbs
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      I've just tested it, and unless you somehow got Yrden Trap at level 1 or 2, you should be seeing damage?
    2. alhpa94
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      Level is 18,Shock Damage is 354.But if I keep yrdenEntity.ws,Yrden Trap hits enemies for 0.Maybe there's a conflict with other mods,I just can't figure it out.
      Anyway,thanks.
    3. Megotaku88
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      I have two save files since this mod came out, one from NG standard (I started it specifically because of this mod) and one from NG+. In the NG file my Yrden Magic Trap is dealing 0 damage. In my NG+ file the Yrden is hitting for 18k crits using Magic Sensibilities. What I think is going on is this mod affects the base damage of Magic Trap so without significant sign intensity it is being fully mitigated by enemy defenses.

      My guess is the devs either bugged or changed defenses in 1.22. The reason for this is because I have found a new way to break the game in Vanilla. I attacked a guard in level 92 GM Wolf Armor. Strike 1: Destroyed my Quen. Strike 2: Dealt 8000 damage. Strike 3: Geralt was killed.

      Second attempt. Used Strong Back Skill and Toussaint Saddle Bags. Dropped inventory weight to 41/360. Used Arachas Decoction. Strikes 1-5: Unable to break my quen. Strikes 7-10: Dealt an average damage of ~12. Not 120, not 1200. 12. Simply by using Arachas Decoction I went from getting two shot with an instant shatter Quen to godlike unkillable. The engine doesn't differentiate damage calculations between players and NPCs, so something has happened to defense calculations since patch 1.21 and is likely affecting this mod.
    4. Megotaku88
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      An addendum to my previous post: I am thoroughly confused as to how this mod affects Magic Trap. On my NG+ playthrough I am dealing enormous damage using Magic Trap (over 18k easily). On my NG playthrough it is dealing no damage. I don't want you to think it's dealing 0 damage, it's not dealing damage period. If it was dealing 0 damage it means damage was mitigated and reported in the combat log. There is absolutely no combat log reporting on Magic Trap lightning strikes on my NG playthrough. I thought this was due to the difference in Sign Intensity, but as my NG playthrough has doubled and now tripled my Sign Intensity my combat log is still not reporting even an attempt at dealing damage. Assuming a mod conflict, here is what I have tested:

      I am running 6 mods: Always Full XP (1.22), Auto Apply Oils v1.21.1, Scaling for Shockwave (this mod), Slots Slots SLOTS, Ultra Gore 2, and Witcher 2 Potion Length.

      Two mods have a conflict with this one according to the mod manager: Ultra Gore 2 and Slots Slots SLOTS conflict with this mod. The conflict is resolved with a script merger. The conflict occurs in: playerWitcher.ws and damageManagerProcessor.ws. I deleted the merged scripts and uninstalled the mods. The bug persisted, no damage Magic Trap. I uninstalled this mod and Magic Trap resumed dealing damage. I then took it a step further and disabled all mods except this one. The bug persisted. I restored the old mods and recreated the merged scripts and the bug persisted (no damage). I then loaded in to my NG+ save file after all of these attempts and found that my NG+ Magic Trap still deals enormous damage. I then rested and stripped naked to reduce my Intensity to the lowest possible value on my NG+ playthrough (~150% at level 100) and my Magic Trap was still dealing about 2000 damage.

      So the no damage Magic Trap bug appears to be specific to this mod and presents inconsistently.
    5. Niclasbs
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      So to answer these comments - first off, everything was written a couple of days ago, so it's all up to date with 1.22, might be still be fucky, sure.

      The magic trap thing I have two issues with. The first is that I am using the mod myself, and on both my level 9 and on my level 33 NG characters, it's dealing damage as it should, so I find it really hard to do anything about your issues. I'm not a master at coding, so I don't fully understand how everything in the game works, and for this reason, I've had a really hard time programming the magic trap. The way I've programmed the damage is through the bonus you get per skill increase, since I cannot find the actual calculation of the base damage (if anyone knows where this is, do let me know, I've looked through maybe 400 game files now). This means I don't see the exact formula for calculating the damage, but I have a rough idea of how it works. In my bonus damage calculation, I have therefore tried to subtract that base damage amount and add it together with my scaling. This works fairly well (the numbers are off by ~25% of my own calculations, can't figure out why), but this might very well be the cause of your issues. To reiterate, on my level 9 character I have 40% sign intensity and am doing about 100 damage per tick (little less than base, because I find 120 damage to be way too much per tick for a level 9), and on my level 33 with 150%, I'm doing maybe 500-600 a tick.

      I'm currently trying to change all the functions that calculate damage, but seeing as I have literally zero experience with game development/balancing, this is very very difficult to get right, especially for the Yrden trap where my own calculations are slightly off. I'm trying my hardest, but if anyone has any suggestions on how to improve this, I'd love to know.
    6. Megotaku88
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      Appreciate the work. The Shockwave changes and Supercharged glyphs changes make the mod definitely worth using for a sign build, even if this bug happens to appear. I've tried testing over and over to find out what's happening when this bug presents and I genuinely have no idea. What I do notice is on my NG+ file the discharge rate of Magic Trap is much higher than my NG file. If I had to guess, and this is just a guess, I think the Magic Trap has 2 versions of discharge. 1 for dealing damage and 1 for intercepting enemy projectiles. I think when the bug presents it is swapping the damage discharge with the projectile interception discharge and the latter is a no damage special effect rather than an attack. In other words, the projectile interception discharge is acting on enemies while the damage discharge isn't triggering at all.

      If you cannot resolve this bug then no big deal for me. Magic Trap was utterly worthless in vanilla and remains utterly worthless when this mod is installed and this annoying, inconsistent bug shows up. Nothing lost, nothing gained as far as I'm concerned and I still get the Shockwave and Supercharged Glyphs scaling. Still a winner.

      *EDIT* Activated a cheat engine script for "one-hit kills" and then tested the Magic Trap bug. Enemies did not die. 0 damage hits kill enemies with this script. As alhpa94 pointed out the current fix for this is the manually delete yrdenEntity.ws from the mod.
  10. DominusSicarum
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    Would you mind adding scaling to Poisoned Blades? As it stands right now, the skill is rather useless and unimpressive. While I'm getting 1k igni burn ticks (on basilisks, gryphons and the like), poison does whopping 20 damage. At level 13, but still.

    Poison strength might scale with oil level, skill level as well as enemy health.

    Lets say... 0.1% of enemy health per * skill level * oil level.

    So at level 5 with superior oil you'll do 1.5% health damage per second. With average level 13 monster having around 3k hp, that would be... 45 damage. Not much bigger against mob enemies, but a lot more useful for big ones (basilisks, fiends, bears and the like). If that's still too low, increasing the scaling would be a good idea as well.
    1. Niclasbs
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      Aye, I'm looking into it. Haven't had much time these past two days, so it might be a little while. Gonna try to get it out along with my next iteration of balancing.
    2. DominusSicarum
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      That's wonderful news! Can't wait.