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Magic Effects Improvements #1
Comments
Bugs
Suggested improvements
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There was an attack speed issue present pre-0.9.38, there was a small patch to that system that should have helped a bit. It's likely you are seeing a side effect of the vanilla bug where attack speeds can speed up and skip animations. I'm not sure how to fix that, nor what the cause would be if it isn't in the core game issue I'm thinking of. |
More changes:
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I'm not a huge fan of Tripple Shot. It seems like sometimes it doesn't work, or simply hard to tell when it does, conflicts with other mods/items at times that also have projectile increasing features (which i've either removed or gotten other devs to compensate for). As an alternative something like "Power Shot" with a damage multiplier to be determined by your balancing decisions and potentially a bigger knockback increase and a cool magicial effect on the arrows and/or bow when it fires. |
I'm in the process of making my own balance patch and noticing some things. Most damage effects follow this tiering:
However, this means the only benefit to rolling higher level gear is to get more affixes on the item. I think the effects should be different for each tier like this:
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Many of these issues have been fixed in #5 but some still remain. |
Need to add Unarmed Skill magic effect to applicable items with that skill. |
Investigate glowing effect and see if it can be applied to all object types. Reported to not work with LoxCape and some weapons. |
Multishot code should remove item type and skill checks and should be controlled by mod configurations. (done) |
Look into attack speed animation bug on multiple logout/login in one game session. |
Current known bugs and improvements for the magic effects system:
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