Search found 35 matches
- Mon Apr 05, 2010 1:32 am
- Forum: Diablo II Chatter
- Topic: Somethings missing...
- Replies: 3
- Views: 1085
Re: Somethings missing...
Annihilus, Hellfire Torch, and anything ladder specific. Elite rares that aren't bogged down with low level affixes.
- Thu Apr 01, 2010 5:48 pm
- Forum: General Mod Making
- Topic: Problem with SkillDesc (It seems)
- Replies: 2
- Views: 438
Re: Problem with SkillDesc (It seems)
I do not believe it displays blvl equations properly for the next rank. So when you add your self-synergy to the damage it won't show the proper amount either. (I'm assuming strskill89 is the faster run/walk string, strskill4 is damage, and strskill10 is attack rating) Also, I believe you mean Blood...
- Mon Mar 22, 2010 2:43 am
- Forum: General Mod Making
- Topic: oskill max level?
- Replies: 9
- Views: 399
Re: oskill max level?
What about giving it a +3 oskill for raise skeleton, and a +7 normal +skill to raise skeleton? This way it'd maintain the trivial bonus to other classes. Also I'm curious, is it +3 total to a skill from oskill for the proper class, or +3 to an oskill per item? So for instance, could you put +3 to it...
- Thu Mar 18, 2010 5:19 am
- Forum: General Mod Making
- Topic: Display damage to demons on weapons?
- Replies: 1
- Views: 173
Re: Display damage to demons on weapons?
I may be wrong, but as far as I know, demon and undead damages are added along with stat bonus damage%, skill damage%, and armor damage%. It isn't added like weapon damage%.
If anyone knows for certain, correct me?
If anyone knows for certain, correct me?
- Thu Mar 18, 2010 5:10 am
- Forum: General Mod Making
- Topic: Misc.txt item nightmare/hell upgrade not permstoreitem
- Replies: 2
- Views: 348
Re: Misc.txt item nightmare/hell upgrade not permstoreitem
What about assigning a junk item with spawnable unflagged with nightmare or hell upgrades being the items you want?
- Tue Mar 16, 2010 6:10 am
- Forum: Mod Concepts & Research
- Topic: My system for determing balance for emin/emax1-5 for skills
- Replies: 0
- Views: 660
My system for determing balance for emin/emax1-5 for skills
Edit1: 3/16 Instead of replying to posts about how to balance skill trees I figure I might as well just start my own topic to explain how I have my skills balanced. I use a spreadsheet to calculate each skill that requires the use of the emin or emax fields. Sadly I do not have internet on my home p...
- Sun Mar 14, 2010 1:55 am
- Forum: Mod Concepts & Research
- Topic: Single-use wide-hit skills for melee builds.
- Replies: 14
- Views: 1518
Re: Single-use wide-hit skills for melee builds.
I suppose as a final note it should be pointed out that at least some of the classes have distinct vertical and horizontal swipes with weapons. Sorceress A1 and Amazon and Paladin A2 attack modes swipe distinctly sideways(especially notable when using a 2 handed sword), making a shockwave based atta...
- Mon Mar 08, 2010 11:33 pm
- Forum: Mod Concepts & Research
- Topic: Balancing sorceress skill tree
- Replies: 10
- Views: 1546
Re: Balancing sorceress skill tree
1) As a general rule if you want to balance skills across a tree one of the main things to do is establish a scale with a start and a projected level for the skills to reach. establish the amount of damage skills will get per level. this is value Y. things like chill, freeze, and aoe damage will add...
- Thu Jan 28, 2010 6:20 am
- Forum: General Mod Making
- Topic: Class Specific Items Question
- Replies: 4
- Views: 419
Re: Class Specific Items Question
From what I recall, the lines that the class specific item types(pelt, phlm, h2h, orb, head, and the amazon weapon ones) receive some kind of hard coding so that whatever item type is on those lines becomes class specific. The class they are specific to doesn't seem to change, and is bound to the li...
- Wed Jan 27, 2010 4:39 am
- Forum: Mod Concepts & Research
- Topic: Wind Skills.... I have no ideas
- Replies: 6
- Views: 1182
Re: Wind Skills.... I have no ideas
Burden of Atlas: compress the air around(and above?) the target(s?) dealing some physical damage; after receiving the damage the victim suffers from decompression sickness(maybe a skill of its own?), losing life over time Unending Breath: victim is unable to breathe(due to thinning the air around th...
- Sun Jan 24, 2010 6:37 am
- Forum: Diablo II Chatter
- Topic: Skills: How to balance them, or attempt to balance them
- Replies: 62
- Views: 6619
Re: Skills: How to balance them, or attempt to balance them
Also, giant spam spells of doom(nukes) could be balanced by giving them a longer cooldown(and mana cost, etc), and then have simpler/smaller spells that would have their place as filler during the cooldown period, requiring the use of both to be effectively deal damage. Dealing 3000 damage to severa...
- Sat Nov 28, 2009 11:04 am
- Forum: General Mod Making
- Topic: A Polite Request for Guidance
- Replies: 8
- Views: 761
Re: A Polite Request for Guidance
For the Inferno / Artic Blast bug, I read somewhere on the forum that you can simply triple the damage that the skill does. This would in theory give it the power it was intended to have. Will this work? I believe you can also divide the damage shown calc by 3 in skilldesc.txt to make it match up w...
- Fri Nov 27, 2009 7:41 am
- Forum: General Mod Making
- Topic: Anya Quest Reward Details
- Replies: 3
- Views: 607
Re: Anya Quest Reward Details
Alright, did some testing with sorceresses. Results: It seems to just cycle through trying to spawn an item with code ob1-ob5 on normal. When it fails it just doesn't read that she gives you an item meaning she will always have an exclamation above her head and try to give you an item if you don't h...
- Sat Nov 21, 2009 1:32 am
- Forum: Skill Clinic
- Topic: Energy Shield damage to mana clarification request
- Replies: 1
- Views: 589
Energy Shield damage to mana clarification request
In https://d2mods.info/forum/viewtopic.php?f=10&t=54394 Demon9ne stated AFAIK it does work like this: 0-15 pts in Telekinesis.blvl = 1 Dmg eats 2 Mana (200% Proportion) 16-31 pts in Telekinesis.blvl = 1 Dmg eats 1 Mana (100% Proportion) 32+ pts in Telekinesis.blvl = Damage subtracts life normally. (...
- Fri Nov 20, 2009 4:47 am
- Forum: Mod Concepts & Research
- Topic: Mod Progress
- Replies: 2
- Views: 726
Re: Mod Progress
Hmm, rep quant should only appear on throwing items and maybe quivers, as they're the only thing with actual quantity(that are equipped anyway). I'm sure most, if not all have been mentioned in various places, but some general things to do with items would be to: 1) Limit the weakest affixes to norm...
- Fri Nov 20, 2009 3:24 am
- Forum: Skill Clinic
- Topic: Guided Arrow question.
- Replies: 5
- Views: 1197
Re: Guided Arrow question.
from https://d2mods.info/forum/viewtopic.php?f=122&t=29595 Hit Function 13/10 (Ex: guidedarrow) This hitfunction doesn’t do too much, and is used with guided-missile-type attacks. I believe this function references the hard coded ability of piercing with guided missile attacks, in that they can only...
- Mon Nov 16, 2009 12:14 am
- Forum: General Mod Making
- Topic: Missiles.txt Question
- Replies: 4
- Views: 275
Re: Missiles.txt Question
Maybe a fire trauma clone would work more as intended? it has a lobbed missile that immediately damages on hitting the ground with an overlay displayed. Only problem I can foresee is it would only be ONE missile lobbed when it seems you want several.
- Sat Nov 14, 2009 2:19 am
- Forum: General Mod Making
- Topic: Whirlwind Shields Swords
- Replies: 6
- Views: 266
Re: Whirlwind Shields Swords
If nothing else you can negate the block chance while in the whirlwind state.
- Thu Nov 12, 2009 1:12 am
- Forum: Skill Clinic
- Topic: Aura of Immortality
- Replies: 9
- Views: 1105
Re: Aura of Immortality
Not sure if it's what you're looking for, but what about an energy shield clone with 100% absorb and 0% damage done to mana?
Ah right, poison damage. Didn't know about the aura part though.
Ah right, poison damage. Didn't know about the aura part though.
- Wed Nov 11, 2009 1:27 am
- Forum: General Mod Making
- Topic: Gidbinn Spawners
- Replies: 7
- Views: 323
Re: Gidbinn Spawners
I believe the monstats entry is fetish11 and he has an entry in superuniques.txt to make him unique and such. Hmm, I stand corrected. I honestly never noticed that. So the critter's name is probably hardcoded(since it obviously isn't Rat Man), but you might be able to make him into another type of m...
- Wed Nov 11, 2009 12:48 am
- Forum: General Mod Making
- Topic: Anya Quest Reward Details
- Replies: 3
- Views: 607
Anya Quest Reward Details
How exactly are the Anya quest rewards chosen? -Does it search by itemtype(amaz or aspr/ajav/abow), native line(in a/m/w.txt), or by item code(am1 etc)? -What happens if some or all of the choices are missing? -What happens if choices cannot be rare? -Any other wonderful surprises? Hah, I actually r...
- Mon Nov 09, 2009 12:20 am
- Forum: Skill Clinic
- Topic: How exactly is Summon Resist hardcoded?
- Replies: 1
- Views: 730
How exactly is Summon Resist hardcoded?
Is it hardcoded to only work on line 89? Or is the stat passive_summon_resist the hardcoded part? I understand that it only applies to necro summons, but if the passive_summon_resist stat is used in say, skeleton mastery, will it still give the summons their resist, or will being in a different row ...
- Sat Oct 31, 2009 11:40 am
- Forum: Mod Concepts & Research
- Topic: New barb skill ideas.
- Replies: 8
- Views: 1465
Re: New barb skill ideas.
How about a missile that uses the blessed hammer celfile and explodes into charged bolts like the lightning catapults? Could be called hammer of the gods or some such.
- Sat Oct 31, 2009 11:16 am
- Forum: Mod Concepts & Research
- Topic: Idea for necro summons.
- Replies: 2
- Views: 825
Re: Idea for necro summons.
Your ideas aren't genius. But honestly shouldn't the skeletons and golems' roles be reversed? A skeleton requires a corpse and if say you're fighting an act boss(and mind you, only the toughest, most durable minions won't get instagibbed by act bosses due to their damage multiplication vs minions), ...
- Tue Oct 27, 2009 1:02 pm
- Forum: General Mod Making
- Topic: Throwing weapon vendor price control
- Replies: 1
- Views: 178
Throwing weapon vendor price control
Is there any way of controlling the cost of throwing weapons other than changing maxstack or cost fields? When cost is at 1, the vendor price stays at 1, and at 2 the price skyrockets to above 1k gold because of the 200 maxstack. (It's notable that characters have -430% reduced vendor prices to make...