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Might just roll affixes instead of assigning them normally, then add a custom one for knockback, but I need to know what exact force of knockback you want.
Also, note that some enemies, like bosses and particular monster are immune to knockback. I may be able to override their immunity, but not sure yet.
Next, I don't really understand the part about damage being relative to vitality, as those two have nothing in common and don't rely on one another. Do you mean stat vitality required to equip the item or something else?
Firing delay might be a little bit problematic, since attack speed is tied to animations, so it's not a case of the usual aim -> fire -> wait for timer. The whole animation is scaled and spread out to cover the attack speed, just so you know.
And on a final note, I'm thinking about assigning some static buff [via affix] to offset all the potential shortcomings, like increased running speed when the weapon is equipped to make it a hit and run gun.
Or... I might be able to proc the effects of "haste" spell on kill, or something along those lines.
It's still up in the air and all suggestions and ideas are welcome, so the whole thing feels fleshed out.
The idea on speed and haste to make it hit and run are cool also. I understand bosses not being able to be knocked back, and you dont need to make them knocked back. I do not know knockback well, but for its power maybe on the medium strong side...So it is noticable and the mobs get flung back a good 5-10 metres if not more.
Melee range would have to be very small also, i did forget this. Probs 0.5-1
Reading what you have gathered and your thoughts has me knowing that you are on the same wavelength or at least close.
That means you can take a lot of damage before you even start firing the weapon.
Also, I am not currently aware of an affix/effect that can convert a specific stat to a bonus of completely different type.
There may be a way through statwatchers, but the more I ponder this, the more I reckon it's either impossible or might be rather difficult to pull off, at least with my current level of competence.
As I said, knockback can potentially be overridden, as the effect has IGNORE_RESISTANCE entry, but it operates on floats rather than a bool [true/false] so it would require some testing, if only to see if it is possible in the first place.
And if you want 5-10 metres knockback distance, one skill comes to mind already.
Manticore has an AOE wind blast that pushes players away so I could check that and apply similar force, just without the effect interval, since the wind keeps players away throughout specific timescale and hammers would do one single push.
Phanjam also mentioned that it's possible to summon an invisible Target Dummy and cast Knockback onto the Player to cause Knockback in the opposite direction.
So the Weapon could cause the Player to be pushed backward as a means of escape.
set statmodifyname as character defense
^ for Vitality to contribute to damage.
Some stuff is obvious, while other things don't really compute yet.
Steff, I reckon a random teleport on kill could also work. Adds a bit of a spice, since you won't know whether you can escape or get thrown into a bigger mob. Have some jeopardy every now and again.
this works, Just finished testing it.
Only joking.
What about statmodifypercent? If I use wrong values, assuming I need to use that field at all, the increase might be insane and make the guns brokenly OP. If it's not enough to matter, no one will care about the guns, nor invest in VIT.
Lastly, I'm not sure which effect type to use; is it DAMAGE, DAMAGE BONUS or PERCENT DAMAGE BONUS?
I kept checking journal for base and physical damage, DPS, you name it, absolutely nothing changed.
I know the affixes were being updated correctly because I saw bonus dmg increased after I changed it to something higher as a test, but increasing vitality didn't modify anything besides what it normally affects.
Here's the affix:
https://i.imgur.com/eh0ytFO.png
And while I'm at it, I'd appreciate it if you could maybe come up with some more globals that I can apply to all the guns.
<STRING>DURATION:INSTANT
<STRING>TYPE:DAMAGE
<STRING>DAMAGE_TYPE:MAGICAL
<STRING>STATMODIFYNAME:DEFENSE
<STRING>STATMODIFYPERCENT:100
If it still doesn't work, just give up on adding vitality to it, it can be normal. I don't want this to be too hard for you, because i really want to use it.