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I need some advice/input


RustyBlade

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I'm working on a weapon and armor mod that is going to come in two flavors: Regular and Invincible and I need some advice and input on the added properties. The invincible set is about done (it was easy because that is how I play) but I want to release the regular version for those who like to play fairly close to the rules and I don't want them to be too overpowered. Both flavors will come in tier 9, and will be able to be equipped by level 1 characters.

 

With that in mind, would those of you who play normally please give me some ideas and upper limits as to what and how many properties I should use for the following (each comes with belt, amulet and two rings):

Rogue set in light armor

Rogue/Dual Wield Warrior set in heavy armor

Warrior: Sword and Board in heavy armor

Warrior: Two-Handed in heavy armor

Mage: standard robes, cap and staff

Mage: AW Two-Handed in heavy armor

Dog

 

Thanks in advance and kudos will be given out to those who help (that I haven't kudo'ed allready.)

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Let me try a different approach. Are these too powerful for normal use?

 

Amulet of Enchantment

+5 armor

+10 all weapon damage

+2 mana regeneration in combat

+10% spell resistance

Reduces hostility

+20 damage vs. dragons

Restriction: Mage

 

Elementalist’s Belt

+10% cold damage

+10% electricity damage

+10% fire damage

+10% nature damage

+10% spirit damage

Increased damage vs. demons

Restriction: Mage

 

Mage’s Ring of Power

+5 dexterity

+10 willpower

+5 magic

+10 constitution

+5 spellpower

Chance of +25 cold damage

Restriction: Mage

 

Amulet of Enrichment

+2 armor

+10 all weapon damage

Reduces hostility

Increases experience from codex

Increases monetary gain

+20 damage vs. dragons

 

Stealthy Belt

+6 defense

Improves backstabs

Improves trap detection

Flanking immunity

-10% fatigue

Increased damage vs. demons

 

Rogue’s Ring of Power

+10 dexterity

+10 willpower

+10 cunning

+5 constitution

Chance to stun

Restriction: Rogue

 

Amulet of Empowerment

+3 armor

Weakens nearby darkspawn

+10 all weapon damage

Increases monetary gain

+4 attack

+20 damage vs. dragons

Restriction: Warrior

 

Warrior’s Belt

+6 defense

Flanking immunity

-10% fatigue

Increased damage vs. demons

Restriction: Warrior

 

Warrior’s Ring of Power

+5 strength

+5 willpower

+5 constitution

Chance to stun

Restriction: Warrior

 

Ring of Protection

+20% cold resistance

+20% electricity resistance

+20% fire resistance

+20% nature resistance

+20% spirit resistance

Chance to stun

 

Electrocutioner’s Staff

+10 willpower

+10 magic

+25% chance to ignite target

+10 all weapon damage

+10 spellpower

Righteous Strike

Restriction: Mage

 

Robes of the Enchanting Enchantress (noble dress)

+5 to all attributes

+12 defense

+5 armor

+10% chance to dodge attacks

Spell shield

Massive damage to darkspawn

Restriction: Mage or Rogue

 

Enchanted Gauntlets (heavy scale gloves)

+5 magic

+5 armor

Generates cleansing aura

+5 spellpower

Chance to avoid missile attacks

Restriction: Mage

 

Boots of Speed (heavy scale boots)

 

Robin’s Hood

+5 armor

+2 mana regeneration in combat

+20% spell resistance

+20 mental resistance

+20 physical resistance

Increased damage vs. Demons

Restriction: Mage or Rogue

 

Mage Armor (robes)

+5 to all attributes

+9 defense

+5 armor

Chance to avoid missile attacks

Spell shield

Massive damage to darkspawn

Restriction: Mage

 

Firestorm (greatsword)

+10 magic

+5 armor penetration

+10%chance to ignite target

+10 all weapon damage

+10 attack

Chance of +25 fire damage

Restriction: Arcane Warrior

 

Luck (leaf type longsword)

+10 willpower

+10% melee critical chance

+5 armor penetration

Lucky

+10 attack

+10 spirit damage

 

Guile (leaf type longsword)

+10% melee critical chance

Improves trap detection

Chance to avoid missile attacks

+10% critical/backstab damage

Spell shield

+10 nature damage

 

Sword of the Board (leaf type longsword)

+5 strength

+5% melee critical chance

+5 armor penetration

+10 all weapon damage

+4 attack

Chance of +25 electricity damage

Restriction: Warrior

 

Not Asala (Qunari greatsword)

+10 strength

+5% melee critical chance

+5 armor penetration

+15 all weapon damage

+10 attack

Restriction: Warrior

 

Molly’s Hatchet (greataxe)

+10 strength

+10% melee critical chance

+5 armor penetration

+15 all weapon damage

+10 attack

Chance of +25 cold damage

Restriction: Warrior

 

Skill (longbow)

Rapid aim

+5% ranged critical chance

+20% chance to ignite target

+10% spell resistance

+10% critical/backstab damage

Chance of +10 fire damage

 

Pyromania (heavy crossbow)

Rapid aim

+5% ranged critical chance

+2.5 armor penetration

+25% chance to ignite target

+10% critical/backstab damage

Chance of +25 fire damage

Restriction: Warrior

 

Clever Chestpiece (heavy scale armor)

+5 to all attributes

+12 defense

+5 armor

+10% chance to dodge attacks

Chance to avoid missile attacks

Massive damage to darkspawn

 

Clever Headpiece (Griffon’s Helm)

+5 armor

+10% spell resistance

+50 stamina

+20 mental resistance

+20 physical resistance

Interrupts spellcasting

 

Nimble Gauntlets (heavy scale gloves)

Rapid Aim

+10% melee critical chance

+10 all weapon damage

Lucky

Messy kills

Vicious

 

Boots of Speed (heavy scale boots)

+5 health regeneration in combat

+5 armor

+10% chance to dodge attacks

+5 stamina regeneration in combat

Increases attack speed

Weakens and bloodies targets

 

Board of the Sword (tower shield – Grey Warden heraldry)

+10 strength

+10 constitution

+5 armor

+10% melee critical chance

+10 attack

Restriction: Warrior

 

Uncommon Leather Armor

+5 to all attributes

+12 defense

+5 armor

+5% chance to dodge attacks

Chance to avoid missile attacks

Massive damage to darkspawn

 

Uncommon Leather Gloves

Rapid aim

+5% melee critical chance

Improves backstabs

+10 all weapon damage

Increases attack speed

Vicious

 

Uncommon Leather Boots

+5 health regeneration in combat

+5 armor

Improves trap detection

+5 stamina regeneration in combat

Weakens nearby darkspawn

Weakens and bloodies targets

 

Uncommon Leather Helmet

+5 armor

+8% spell resistance

+50 stamina

+20 mental resistance

+20 physical resistance

Interrupts spellcasting

 

Hart’s Flea Collar

+10 to all attributes

+10 armor

+10 damage

+10% chance to dodge attacks

Spell shield

Massive damage to darkspawn

 

Warpaint of the Elementalist

+20% cold resistance

+20% electricity resistance

+20% fire resistance

+20% nature resistance

+20% spirit resistance

Weakens and bloodies targets

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Hi,

First I want to say good luck in your endeavors. New content is good and only serves to make the community and the game better. As for your question of "are these overpowered?"......my personal answer would be "yes" to them being overpowered for normal play. I would consider those for a minimum hard and probably only for use on the nightmare difficulty....at the very least....I am also leaning towards an option that a PC using that stuff would be borderline "godlike". If this is your "normal" use stuff, what does your "godlike" stuff look like? :blink:

 

This is all my personal opinion of course......that's what it comes down to with mods really....personal opinion. What I think is overpowered, someone else might think is ridiculous, while the next person might think it's "spot on". I would just do and release of what YOU like, look at the CONSTRUCTIVE criticism and suggestions regarding you stuff, (ignore the haters) and modify your next release or update after you have enough input from the public where you feel like you have the "general consensus" of what is "normal play attributes". No one can really tell you where/what that is either. I guess my advice would to be use your instincts on that. I wouldn't rush out and modify your items every time someone posts something like "I would do this to that item"...let some suggestions build up before you think about releasing a new update.

 

Like I said, opinions vary greatly...which is what makes this community special. Everyone can find at least SOMETHING that is right up their alley. :thumbsup:

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Thanks for the good advice :thumbsup: I've been playing on nightmare (nightmare+) with enemies doubled and the toughest dungeon crawl mods added for so long I don't think I could even try easy unless I did it naked and weaponless. It made it a bit hard to come up with some rational stats; well that and the fact I see 5 slots available and figure if they weren't to be used, they wouldn't be there.

 

As for the god like "Invincible" stats... at least 10x what you see there. Someone who never played before could solo nightmare and never get touched - unless of course they got revenant pulled into their own AOE spell in which case they're pretty much screwed :laugh:

 

I'll probably release later in the day or tomorrow after work. (Readme still needs a little polish.)

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