#Modpack Prominence FABRIC
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strength was nerfed because everyone would do full strength builds and do a lot of damage while also tanking, the idea is to avoid that
Now there is a problem with Constitution
Also, if you only invest in strength, you will not have crits, and your damage will be approximately equal to the player who invests in critical damage, or even less
you don't need crits if you oneshot everything with your bare hands
we are going for this balance in 1.7.1
It's good that not only did I pay attention to the balance problem, one crit problem remains open, investing 50 points in luck you get 100% crits (which with relics increases damage by 7 times), against a small increase in strength damage. But I'll probably continue this thread in that thread.
It doesn’t though, crit chance is a diminishing stat so 50 points in luck caps at 63% crit chance. The diminishing could be made more aggressive too.
But I agree crit damage relics and crit as a whole are too strong, hence a lot of those relic changes in that thread
Yes, I saw the thread, I agree with 90% of the proposed ideas. Some things (like removing HP regeneration from intelligence) seem good to me, but in general I liked what you suggested
Actually I just realised this but the crit chance gain from luck for spells should probably be lowerthan the other ones because of the Spell Volitality enchant that gives flat crit %
Because that was a thing I really noticed on medieval-mc, it was not too difficult at all to hit 100% crit rate with about 30 luck
Guessing it's not too dissimilar on prominence
If you were at 100% crit rate with 30 luckiness, that may have been from a bug in that pack giving duplicate crit chance/damage for awhile
still that was definitely a concern when deciding about where to put the default spell crit scaling, there’s also a similar issue thing with spell crit damage.
It’s technically impossible to hit 100% crit chance on ranged/melee, but it’s a bit hard to compare them one to one like that. maybe it could be nerfed more in the future if it still feels way stronger
Can you hover the luckiness stat
updated the pack 10 min ago
so it's on the latest update
and that's without any relic that gives % crit chance
weapon ofc
and the op off-hand
can you replace your hat/chest with ones that have just the volatility enchant, no relics
but also last I checked spell volatility/amplify spell only applied once regardless of how many pieces it was on, did that change?
arcane robe ones?
spell volitality definitly stacks on all pieces
Maybe that’s the issue
if i take off my boots i lose 12% chance
it didn’t used to
so enchant is giving like 48%
yeah that’s huge
and on prominence you can get at least up to spell volitality 8
Do you know if the crit chance/damage applying for every piece now is intentional? @zinc nimbus @north herald ^
It is intentional now, it was changed when Daedelus was made aware that the armor enchants didn't stack
Now the values of what they were before were changed for balance in Daedelus' own mod, but of course it will be rather strong in modpacks because other mods
Theres a config setting for modifying enchant values
luckiness now gives -2% for spell haha
I do believe spell crit has been needing a nerf for quite a while, as it is the only style that can reasonably get max crit damage and now it can get max crit chance too easily
Could make the diminishing more aggressive, so it caps at like 33% from luckiness instead of 63
wdym it needs a nerf? :)
Medieval moment
I would assume you've leveled a lot
medieval moment
or playing brute lol
I think the enchants need a nerf, if that's possible
icarae lvl 119
yeah 119
this might be useful for the packs too, but I’m thinking for the default wizardex stats it should probably be lowered now in this case. that’s a lot of free crit from enchants.
yeah, spell volatility stacking is crazy strong
fire robes stacking also very strong
Also, spell volatility isnt supposed to go over 5
it's 2% per level right?
Zenith moment
I know on prominence zenith lets you get 8
but it’s capped in medieval
or well that's the highest I've seen
so that's like 64% crit chance from armor enchants
at the high end
gotta love that 120%+ crit chance
how much crit chance is 4 pieces at level 5?
40
yeah, around 40 I think
Yeah but base mod thats like the only source of crit
this is why I asked about the crit chance being the same for spell haha
Along with the arcane robes
Like I said, good for base mod, but for modpacks it be crazy strong
Should be 1% per level
Probably a good start
Well the whole wizardex stat scaling was made similar to ranged/melee because the enchants weren’t that strong
but yeah, definitely 1% I think
or more aggressive diminishing
Some power should be taken away from enchants i believe
at the moment enchants are like half the scaling
Should be closer to 1/4 or 1/3
I do feel like aggressive diminishing might be the overall aim really
Enchants are ridiculous
Also Starforge can have its Frost and Fire attributes lowered to like 1 or 2 each or something
I agree with that highly
So more investment is required into Frost and Fire to reach previous effectiveness
Thankfully you can do that in the config 🙂
the only problem is data attribute’s diminishing can’t affect enchants, they’re actually different stats that just get added together
honestly I feel like 1% and maybe also more agressive diminishing because doing just more diminising makes the enchants feel even "stronger" relative to leveling/relics
small technical limitation
Starforge is basically equal to the power of an mmc obsidilith weapon
I don't wanna think about if it did
adds it to the loot table
lmao
Give me scaling for the archmagus dimension so I can get stronker :)
Archmagus should be a lot more difficult for having such powerhouse weapons
even frostborn gavel is still very strong
anyway, so nerf the enchants definitely, and nerf spell crit stats a bit. will look into this
I believe he should do a fuckton of damage so its required to have magic res when fighting him
What about decrease maximum enchanting level to 4?
his damage increases with his attack attribute, so it should be easy to scale his damage
Oh yeah could add a line to dungeon difficulty for his dimension
yeah especially if it scales with generic damage
He does 1/3 phys damage 2/3 magic damage, scaling 1:1 with attack damage attribute
Just don't up the scaling of the loot he drops, it doesn't need it lol
eyes
👀
Triple magus' damage
give me scaling or give me death
scale with distance from 0 0
can I scale the number of backflips he does with dungeon difficulty
hahaha
Yeah, make him have moves unobtainable in-game
super strong
He changes element for every 1/10 max health damage he takes, twice as often during last phase
just make magus damage ignore all damage reduction, that way you have to dodge. roll ftw
I'm actually enjoying rolling a lot more
rolling is nice
I do like that medieval has at least one fight where rolling is really valuable now
His divebomb is a bit hard to dodge without roll length
I went for the first souls boss iin like iron armor
I imagine we'll also see use of the duelist and acrobat books potentially
You really need to time it right
oneshot me but after i got the pattern down it was great with dodge
Also fighting him on 20tps is like 5x harder than on 15tps lol
Yeah, just use that with multi-roll
He goes super saiyan on 20tps
on medieval there’s also a roll distance stat on legging loot
problem with overleveling multiroll is it hits other things in the ui and ´that sucks :c
makes me sad
true it needs to be moved the corner like prominence
Its possible to scale attack damage with dungeon difficulty right?
For MMC at least he should have like 10x the health and 3x the damage
MMC he was the biggest pushover boss lol
Looks like we got another final boss 🙂
Its bc he doesnt scale in MMC yet
The update came out and there was nothing in dungeon difficulty to scale him
Tbf, muon was still in the forest
yea
you know it’s just a config file right 👀
yea i shouldve been the one to send a config file
I didnt know when the update was coming tho
to be fair the MMC one is a massive horrifying config file with a ton of jank and cursed workarounds to make everything play nice together
I haven't had a lot of time recently, dealing with some real life stuff. But I will be working on the build guide, I have configs for loot tables to suggest so that the mcdw, paladins and priests, spellblades and such, and wizards loot amount is balanced (hopefully), and Elo has me working on another thing, otherwise I probably would have looked at the config file already 😅
That's also very true
im considering a funny mechanic where hes invisible in his final form, but his reflection isnt
That reminds me, I need to do the same thing with mmc that I did for prominence. Do you know how to use RegEx? I imagine you do
so you're gonna have to try hitting him based on where you see his reflection is at relative to yourself
maybe he'll do that for 5 seconds after he gets struck by lightning
I say go ahead and do that, that would be a fun mechanic
honestly that sounds like an interesting mechanic
the fun factor will probably just depend on how obvious it is to the average player that you can see him in the water
Some shaders might make it hard too
wdym shaders always play nice 😰
I know some
You know who’s pretty good at regex
chatgpt
Alternatively, when he gets hit by lightning, he splits into three, and only the one with a reflection is the real one
I like
yeah, there's a list of things, mostly weapons, that need to be blacklisted from using spells as they already have a right-click ability
If you send a full list of what needs to be blacklisted I could do it, have some time this weekend
alrighty, I'll work on that list tonight then and send it
did the same thing for prominence
Ok, Archmagus is now invisible aside from his reflection in Frost mode, and has 3 extra clones during Arcane mode
to really fuck with you lol
sounds fun
Arcane part really reminds me of the brain of Cthulhu in terraria
looks sick though
Pretty evil to make them all have 100% opacity hahaha
The reflection gives him away
Ah, didn't catch that since it was behind your player model for most of the section haha
no excuses here >.>
What’s the id for this dimension for difficulty scaling?
spellbladenext:glassocean
