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Ability Overhaul
About This Mod
Fashion not only enhances blood magic, but also adds unique sounds, animations, and visuals to almost all abilities and spells, making the game more interesting, exciting, and fun. All of the tree specializations have also been changed, giving players the freedom to create their own unique Hawk.
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IMPORTANT: A new version has been installed, please read the details below.TY. The latest version is 1.3 for free. Got out now.
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The latest version of 1.3 Freedom CE briefly describes the changes: the robbers now have VFX, SFX and animation enhancements. Some SFXs were scaled for the fighter, duplication of various skills and animations was reduced to ensure uniqueness, and VFXs for some skills were modified to provide greater realism. We have set a new goal - to give the most realistic improvements, while not disturbing the standard feeling of the game. In a sense, we divided the three classes into VFX and animation so that each class could be defined by different effects. Fighters have more and more powerful VFX, horns have less VFX and less firing projectiles, and most of the animation went to mages. We also did our best to add VFXs that "make sense" to match the nature of each ability. If someone else has suggestions, or sees that some abilities are poorly animated or have poor VFX, I will be glad to hear them. I can't judge this myself, as I have very little time for the game, and I only make fashion out of my admiration for the DA series.
The specific changes are as follows:
<> Damage adjustments to give the Horns a small archery buff because I know they aren't strong enough, I've changed most of the skills for excessively strong companions, specializations like Isabela, Warrick, Avelyn will eventually be changed for all companions, but so far only the weakest ones are my priority.
<> Two-Handed Weapons and Lacerate have been enhanced from this wood, allowing players to feel the inspiration of God of War during XD.
<> Rivera's Pain Ring damage was slightly reduced to 66.66%. Initial calculations and comparisons show that Reaver now has a slightly lower overall DPS than Berserkers, but this is a very small difference, and at 50% Health, Reaver deals more damage with all buffs than Berserker.
<> Duelist abilities have been modified to become more favorable at higher levels. Damage reduction during tests was increased to 40% to compensate for this weaker specialization, as attacks become less useful in the future. The range of all back blows [teleport] has been extended to the maximum, and the damage of this specialization has been increased. Duelists are more mobile than Assassins, but their damage is slightly lower.
<> There are too many animations and VFX to count or remember, but there is a short list and for Horns it looks like this:
Assassins - RED REV EXPLOSIVE MEREDITH <- To remind you of something, your own modding jargon.
Various duelists - PURP VIOLET SWIRL CHALLENGE
Swashbuckler - BLACK SWIRL OR BLUE AURA
Dual Weald - FIRE AND RED
Sniper Bianca Song Of Rage
The expert is done.
As you can see, it's so weird that it's hard to describe, but all I can say is that it looks good. This week I'll post a more polished update, but it needs to be balanced, so if anyone has suggestions, please do so. Another thing to keep in mind is that we want to reduce the damage from the combo a little bit. The original game had a lot of combo damage, so we want to increase personal damage and reduce combo damage to make the game more skill-dependent.
Changes from the old version 1.2 include:
-Rivers and Berserkers have been tweaked a bit, Rivers do more damage, and Berserkers do the same damage as before. The Pain Ring now deals damage every 0.5 seconds, increasing the damage per tic by about 100% compared to the previous one; the overall damage increase of the Pain Ring is about 1500%, but it is dangerous to use in long-term combat as it quickly drains the user's health. It is dangerous to use in long-term combat. [Support will be reduced to 66.66% in the next update, as combined with Slash and Berserker mode it is slightly redundant].
-The abilities of most sustainable mods of the Warrior class have been adjusted to provide a small reduction in cost through upgrades.
-Some of the warrior's abilities have been adjusted to balance the cost of stamina. Basically berserker abilities are too expensive and unprofitable in protracted battles; the cost of Vanguard's Cleave has been increased to justify a 75% bonus to damage for 15 seconds.
-Changed the Combat Synergy ability, increasing the resistance to damage of each party member within range by 5% instead of the previous 3%. In the next release, it will be increased to 7%, but it still turned out to be too weak when re-tested.
-Changed blood magic abilities "Bleeding" and "Scars of the past", now they act on all types of creatures.
-Diameter of blood magic ability "Tomb Raider" is changed to 20 m.
-Resistance to Elemental Aegis elements increased by 5%.
<Current Version 1.3>
<Regular mod introduction below, lastly, a reminder if you want the whole package, with every improvements so far included, then please download the [Complete] version, standard does not include anything other than Magic-related contents>
This mod also adds two new blood magic abilities along with Veridical's [NPC Bloodmage Spells] mod. Other abilities include: Sacrifice deals psychic damage instead of AOE; Bloodslave deals less damage instead of a 6-second piercing spell, but can overwhelm any boss; Tester: High Dragon, Corypheus, Arisok.
Blood magic has been reworked for both Merrill and the player.
Improvements at a glance
Grave Raider - deals no increased damage and mental damage equal to 100% of the User's Strength, but has been increased to 20 meters in diameter [since version 1.2]. No healing buffs were added, as the extended range allows the junk mob to heal the mages at nearly full strength.
Hemorrhage - Damage increased by 200%, now damage is equal to more powerful spells like Crushing Jail, but lasts longer due to upgrades, duration increased to 15 seconds [7 tics], stagger damage bonus reduced to 500%, checked for Legendary difficulty: 4xhp monster 2,5xdamage [Corpse, High Dragon, Arishok].
The chance of paralysis is increased to 200% on regular enemies, making it one of the most effective/powerful control spells and one of the most powerful.
Scars of the Past - damage increased by 170% and duration - up to 15 seconds [7 ticks]. Damage is similar to Bleeding, but at high levels and using the elemental adjustment staff [nonphysical damage] this spell hits even harder than Bleeding, in most cases because of the monster's lower resistance to spirit. Eight times the damage [Korphei, Higher Dragon, Arishok].
Increased chance to paralyze regular enemies to 200%.
[Note: This spell currently works with errors and does not deal damage as described. A fix has not yet been found, but it may be useful to players. This spell is currently being adjusted to the element that the player uses].
[Sacrifice] - Replaced with a monster AOE spell that deals damage to the soul and hits four times, the damage is quite modest, but it is. Casting is free, does not require active Blood magic, as this is a monster spell [otherwise the npc monster won't be able to cast it] Visually it looks good, but has been tweaked to look better. [Checked for Legendary difficulty].
Bloodslave - Changed to a single monster-targeting spell that links monsters of all levels, including higher dragons, colitheans, arishoks, and meredites. However, this spell binds both the caster and the target, denying both the ability to move and use their abilities for 6 seconds. However, its damage is very small and it is designed to paralyze the boss, allowing allies to deal damage while the enemy is confined. While the boss is completely shackled, the player's ability lifetime can be completed.
New spell : Bloodlust: A horror monster's arcane AOE that deals psychic damage, but not stagger damage. Damage is mediocre, but it has no caste value and a culddown of 20 seconds.
New Spell : Blood Splatter : A spell cast by a blood magician that targets a single monster and damages the soul but does not affect most bosses. This spell is not very powerful and is not a good CC against very strong opponents, so avoid using it in boss battles.
Finally, the visual effects of all the spells listed above have been adjusted.
The visuals of Blood Magic and Blood First have been adjusted to reflect the darker, more rugged style of play.
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Analysis of abilities.
[All spells have been improved].
[Ignore in-game descriptions as some mod spells are untrue].
[Tomb Raider] - Healing spell
Type Of Ability Activation.
Description Heals when dealing mental damage up to 100% of maximum HP.
Physical healing: 10% healing for the nearest enemy.
Physical healing: 20% for the nearest corpse.
Diameter: 15 m
Validity time: 30 s.
[Bleeding] - A control-type AoE damage spell.
Type Activated ability
Description Stuns an enemy for 6 seconds, dealing them physical damage.
Physical damage: 500% (against stunned enemies).
Enemy armor: Temporarily 0%.
Resistance to enemy damage: temporarily 0%.
Chance of paralysis: 200% against common enemies
Diameter 15 m
Cost: 60 mana
Timeout 20s
[Bloodslave] - A single Control spell
Activation type Ability type
Description Paralyzes both controller and slave, dealing 13~17 physical damage every 0.5 seconds for 6 seconds.
Time of action - 25 seconds.
[Sacrifice] - A control spell with average AoE damage
Type Activated ability
Description Deals 4 mental damage, the last tic hits harder and Stuns most humanoid creatures, including arishoks.
Diameter: 6 m
Timeout 20s.
[NEW MAGIC: Splash of Blood] - A single-target rollback spell.
Type Activate Opportunity
Description Deals mental damage in the first 3 teas of divinity, knocking back or knocking down humanoid enemies. Most bosses are immune.
Time of action 7 seconds.
[New spell: Bloodlust] - A medium-range AO damage spell.
Type Of Ability Activation.
Description Deals the same psychic damage as Sacrifice, but does not knock down or stagger.
Diameter: 6 m
Timeout 20s.
[Scars of the past] - Control-type damage spell
Type Activate Opportunity
Description Stun an enemy for 6 seconds, dealing damage with the element that the staff is currently set up for.
Damage depends on the element of the weapon.
Enemy armor: Temporarily reduced to 0%.
Resistance to enemy damage: temporarily reduced to 0%.
Chance to paralyze: 200% against regular enemies.
Diameter: 15 m
Cost: 60 mana
Timeout 20s
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Compatibility
Compatibility This file is incompatible with modes that modify spells in Blood Magic Tree or Magic Tree in general. This mod includes Better Mages by Lautreamont, which removes any ability score or level restrictions from this mod. This mod also includes NPC Blood Magic from Veridical.
Install Put files in override folder
Remove Files from Directory
Changes.
31/3/2016 - Added photoshop brightness +50 to all uploaded photos, original pictures were too dark. 1 April 2016 - Changed several selected vote ids to better match VFX and different animations. Changed several VFXs and shell files to make the magic of Merril and Hawk's blood look different and unique. In Hook's blood magic, [Meredith's] eyes glow red, while Meryl looks very clean with VFX blood around her body. This was done specifically to better match the trailer. The trigger in Blood One was altered to make it more dramatic. If someone thinks it's too much, please tell me to return to the death spell's activation shell. However, I personally still like the amount of blood and blood in the VFX-shell. It makes me feel that the magic of blood can be very powerful. Blood Magic Sound is replaced by Force Mage Pull of the Abyss Sound; First Blood Sound is replaced by Entropy horror Sound; First Blood Sound is replaced by Entropy horror Sound; First Blood Sound is replaced by Entropy horror Sound; First Blood Sound is replaced by Entropy horror Sound; First Blood Sound is replaced by Entropy horror Sound; First Blood Sound is replaced by Entropy horror Sound.
4/1/2016 - Replaced VFX drums and shells for Hemorrhage and Wounds of the Past to give personality and background to the characters of Merrill and Hawke. Merrill prefers demons, so it was appropriate to add the VFX sprite "The Phantom of the Ancient Rock" to the VFX drum shell "Wounds of the Past". Imagine him as a demonic, malicious spirit who sucks life out of his victims and tears their pain from within. Then, because Hawk is so cool, we added the VFX of the energy blast of the super-Sayyanka Meredith to the VFX of the "Hemorrhage" pulse. Both files have been improved on sound and other aspects to better match the corresponding spells. Both spells are of the AoE control type, and cast a total of seven DoT strikes every two seconds. These two spells are very gorgeous and striking and look epic in Andrew's proportions. I'll upload the photos today.
4/2/2016 - Released by Freedom Edition. See the top section of this document for details on the v1.2 update.
Important note:
If you already have the Blood Magic ability before receiving this mod, you should remove this ability in the game using the runcript removetalent command, and then either get the tome of arcane technique or gain the ability in the usual way. This is because old abilities are no longer available in this fashion. This is because the old abilities will no longer work after this fashion is installed and are actually obsolete/unused abilities. If you see "null" when you hover over an old ability, the ability is obsolete and no longer works properly.
Also, do not use both OPTIONAL and MAIN files.
We wish everyone who has tried this mod and loves Bloodmagic a great time and share their impressions in the tab "Comments". Enjoy the coolness of Bloodmagic.
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