Please note: As a measure to avoid dissuading potential new mod users, I will occasionally remove comments that describe oldbugs/problems that have since been fixed. If you are someone who has reported a problem, please know that removing your comment is not an act of ill-intent; I am simply cleaning up the comment section so people who've never used the mod aren't seeing misinformation about the most current version. I encourage everyone to report problems (if any exist) and I will address them ASAP, at which point the comment will be deleted AFTER the problem is solved. Thanks for your kind understanding!
Dunno why anyone will install this most. Pretty dumb damage formula. Making enemies sponges doesnt mean better damage formula, just because damage etc is all about difficulty. And difficulty pretty much has nothing to do with the damage, so raising up enemies HP and lowering player damage != making game better. Bruh.
It's a personal preference, players are different and must make changes they want. Personally I use several stamina-based combat changes, as well as Sekiro parry (my own mod) with highest difficulty in the game and removed level restrictions. Maybe one day I will release my modpack, it was inspired by From Software games mainly.
This mod on the whole looks great, but I would absolutely LOVE a standalone version of the "Overpowered Wolves, Dogs, Bears, Boars, and Humans" fix. I've already balanced my game with many other mods and a few of my own tweaks, so I would have to tear too much apart to fit this entire mod in, but those overpowered enemies are the one thing holding back combat in my game.
You would be a hero and a legend if you could manage to release that fix on its own. Surely others would like it as well!
Dot effects make a crazy screeching and buzzing noise like burning. Has anyone else had this issue before? I am checking all mods that effect dots. I have no audio mods installed.
Found it. Its not this mod its simple alchemy refill mod and you have auto apply oil turned on. His code has a bad line where it tries to apply the oil over and over when you attack an enemy or in this case a dot you apply ticks so it spams the out of oil sound every tick.
First, I love this mod, especially the balancing performed around dots. I've made a few attempts myself to balance dots, but yours is the best implication I've seen.
If you're open to it, I wonder if you might make a compatibility with fast and deadly combat.
My biggest issue in NGP was first dots and how they could trivialize the game. You mod fixed that.
Second is just general scaling. I've gotten to a point where Geralt is fast attack criting for 20k. Everything becomes trivial in NGP, even on death march.
I can up mob health by crazy amounts to compensate but that breaks other aspects of the game. All lifesteal effects turn into instant full heals, ect.
I like fast and deadly combat to be a tuning fork to nerf Geralt across the boad.
With your mod i noticed probably with how you scale damage, there is an offset. Once I turn down Geralt damage with fadc I notice your changes start to just produce a constant offset of damage that is completely independent of in-game modifiers (attack power, crit damage, ect)... like I can reduce my crit damage by 100% but see negligible fast attack damage reduction.
I cannot turn down Geralt damage by 100%... without your mod that drops his damage to 0... with your mod he's doing some sort off constant damage that's not tied to any in game modifiers.
So ... long story short, wonder if you could make a compatibility patch for fast and deadly combat to allow that mod to scale linearly 0% to -100%. IE fadc calculates total damage post your calculations with a scalar multiplier.
Made the change myself to Fast and Deadly Combat. Pretty simple adjustment, just took the scaling performed by that mod and moved it to the bottom of the CalculateDamage function right before it returns the final damage calculated for the specific action. That places fast and deadly combat scaler basically at the last step before calling the damage action, so it absorbs all of the adjustments made by this mod then scales to from -100 to 100%. So no more weird offset damage. Setting fast and deadly combat to -100% causes player to do 0 damage. 0% full damage. 100% double damage. ect.
251 comments
Updated for Patch 4.04!
Please note: As a measure to avoid dissuading potential new mod users, I will occasionally remove comments that describe old bugs/problems that have since been fixed. If you are someone who has reported a problem, please know that removing your comment is not an act of ill-intent; I am simply cleaning up the comment section so people who've never used the mod aren't seeing misinformation about the most current version. I encourage everyone to report problems (if any exist) and I will address them ASAP, at which point the comment will be deleted AFTER the problem is solved. Thanks for your kind understanding!
Pretty dumb damage formula.
Making enemies sponges doesnt mean better damage formula, just because damage etc is all about difficulty.
And difficulty pretty much has nothing to do with the damage, so raising up enemies HP and lowering player damage != making game better.
Bruh.
Personally I use several stamina-based combat changes, as well as Sekiro parry (my own mod) with highest difficulty in the game and removed level restrictions.
Maybe one day I will release my modpack, it was inspired by From Software games mainly.
Would it be possible to allow to activate and deactivate the Enemy Upscaling with a key on the keyboard ?
EDIT: Sorry, wrong mod, no need to uninstall Item Levels Normalized
You would be a hero and a legend if you could manage to release that fix on its own. Surely others would like it as well!
If you're open to it, I wonder if you might make a compatibility with fast and deadly combat.
My biggest issue in NGP was first dots and how they could trivialize the game. You mod fixed that.
Second is just general scaling. I've gotten to a point where Geralt is fast attack criting for 20k. Everything becomes trivial in NGP, even on death march.
I can up mob health by crazy amounts to compensate but that breaks other aspects of the game. All lifesteal effects turn into instant full heals, ect.
I like fast and deadly combat to be a tuning fork to nerf Geralt across the boad.
With your mod i noticed probably with how you scale damage, there is an offset. Once I turn down Geralt damage with fadc I notice your changes start to just produce a constant offset of damage that is completely independent of in-game modifiers (attack power, crit damage, ect)... like I can reduce my crit damage by 100% but see negligible fast attack damage reduction.
I cannot turn down Geralt damage by 100%... without your mod that drops his damage to 0... with your mod he's doing some sort off constant damage that's not tied to any in game modifiers.
So ... long story short, wonder if you could make a compatibility patch for fast and deadly combat to allow that mod to scale linearly 0% to -100%. IE fadc calculates total damage post your calculations with a scalar multiplier.