I got a few values from various posts on these forums (thanks to all who contributed) but I was able to find a few (just a few) more myself so I thought I'd share. I left my mod's values and my reasonings for these in the list below so that the effects of different values are more understandable.
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difficuly.gda info:
FRIENDLYFIRE
Does not fully turn FF on or off. FF stuns still stun you no matter what this value. A lower value means less damage to your friends and a higher value means more damage to your friends. I have not ascertained whether this affects enemy FF (such as trolls killing friends). I do not believe it does.
My value: 1 (nightmare value)
Reasoning: FF is a good thing. In a mod like this the point is to be strategic because every move is the difference between life or death, and this adds to that feeling. But I'm not sure 1 is high enough since you have more HP than the enemy (they do more damage but you don't do more damage to your friends).
Column 6 - $C2017DC - Enemy Health Modifier (acts as a multiplier for the $C2017DC values in creatureranks.gda).
My value: 0.14
Reasoning: I adjusted creatureranks.gda using Fibonacci numbers for a sort of natural progression and put this low so that adjusting one number would get the job done without having to adjust 5 numbers in creatureranks.gda. With a concerted effort an ogre stands no chance unless get gets a ground slam off. Critters (enemies with the small health bars) go down in a few hits, normal enemies take 4 or 5 (or a good spell or ability) and lieutenants (such as the ogre) have to be hit hard and fast. I played around at 2 (too hard) and at 1 (too easy) and actually had it at 0.15 for a while, but at 0.14 critters go down just a bit easier and it seemed slightly less masochistic.
Column 7 - $E90FF7B - Enemy Damage - The higher the value the more damage to your party members
My value: 5 (250% more than nightmare value)
Reasoning: This acts as a multiplier for $E90FF7B in creatureranks.gda. Settings in creatureranks.gda have been adjusted so that normal and lieutenants deal even more damage than this number alone implies.
Column 8 - $450E4B - Enemy Armor?
My value: 1 (half of nightmare value)
Reasoning: I tweaked this down to hard/normal value because otherwise you just can't enough headway against some enemies.
$AD0428F - No idea.
$C73195B - How long the enemy must wait between using abilities. You can set to 0.1 and watch a troll go the #*@& off.
My value: 0.8 (hard value)
Reasoning: Abilities are good. But you probably don't want constant spamming, and 0.5 was a bit much - enemy assassins were chaining stealth and getting two stealth oneshot kills - now you have a window of opportunity after the first one. But not much of one.
$A3B6334 - How long the enemy is stunned for, as well as how long the enemy is slowed after being frozen (this may have other effects). Looks like the value of 1 is 3 seconds for stun and something like 6 seconds for slow. It does not affect how long you yourself are stunned for (or at least how long you stun yourself w/ miasmic flask). The nightmare mode of 0.6 means the enemy has like a second jump on you if you accidentally hit yourself with the flask.
My value: 1 (casual and normal values)
Reasoning: You get stunned for 1 second. Enemy gets stunned for 1 second. Fair.
$DC6C4EA - Seems to be some sort of tohit or damage modifier, either way the lower it is the less damage you'll be doing to the enemy.
My value: 0.5
Reasoning: I left at normal difficulty value as a miss is a crucial wtf moment with this mod. This may be a number you'll want to play with (just a little! 1 is like max setting).
$B0F98CF - The higher the value the more your party members get knocked down or knocked back by mobs.
My value: 0.2
Reasoning: Against normal mobs, warriors don't get knocked down/back much if at all, rogues get knocked back a lot but not always, and sometimes knocked down, and mages are knocked down or knocked back a lot. Seems fair since you do enough damage now. Note that this number is related to other numbers that were changed by this mod. If you change it back to the nightmare value of 1 it will look like the NY Yankees playing baseball with your party members.
Reactive Limit - No idea. Possibly how fast the enemy reacts to changes on the battlefield, or how well the enemy bosses direct troops.
My value: 1
Reasoning: Why did I change this? I have no idea. I think it may be in my head, but I think it might be a little bit of a better battle experience, with enemies "reacting" faster. But it doesn't have much of a difference from the nightmare value of 4.
TrapDmg - Obvious.
My value: 1.5 (nightmare value)
Reasoning: It's a trap (!).
$5B8BE0B - No idea.
$0602595 - No idea.
AIAbilityUseMod - Enemy ability use - not the time between ability use (that's &C73195B) but what abilities are used and the likelihood of high level abilities to be used
(that is, I think so).
My value: 1.5 (nightmare value)
Reasoning: Enemy mobs need to be able to use good abilities, so I left it alone.
$12A6678 - No idea.
$BBD735C - No idea.
$BBC129F - No idea.
$6CED7BB - No idea.
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creatureranks.gda info:
Column 6 - $C2017DC - Enemy Health Modifier - Since I played so much with this number the difference between this and the original amount means nothing to you. Basically I used fibonacci numbers until it seemed like the natural progression between critter, normal, and lieutenant felt right. I haven't messed much with bosses so this may get you
killed later on. Note that revenants and ogres and the like are all lieutenants, along with the normal assassin or reaver type npc's you'd expect to be lieutenants.
Column 7 - $E90FF7B - Enemy Damage - This was 1, 1, 1.5, but now it's 1, 2, 3 - lieutenants such as the revenant and ogre will one shot you, and so will an assassin backstab. Normal guys hurt pretty hard, maybe 2 swings to kill one of your mages, but a critter guy takes maybe 3 swings to kill one of your mages.
Column 8 - $450E4B - Enemy Armor? - I actually brought this down for critters so that they'd go down faster, but it's normal for normal guys and 3 instead of 1.5 for lieutenants - so that the more heavily armored lieutenants such as revenants and ogres are harder to take down than, say assassins.
IsBoss - All I can tell is that it's harder to chain moves on a lieutenant since I put this at 1 instead of 0. They'll turn around immediately to swipe you instead of twitching when you're behind them.
Edited by JackArbiter, 01 April 2011 - 01:50 PM.



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