Torchlight II

Torchlight II

Close Quarters Combat Pistols (v.6)
Goblin 30 Aug, 2018 @ 9:37pm
Impact Hammers (Melee Shotgonnes)
Hello F430, Sorry for the hassle, but I was wondering if you could make a similar mod but for slower stronger ranged weapons?

The Impact hammer is a Melee weapon from Unreal Tournament which deals massive damage but at very slow speeds, it also has large knockback for both the user and the units hit (if they survive), making rocket jumps or fast side dodging possible. I thought this would be a fun mobile weapon being able to use the shots to jerk the character out of harm or open up some distance against mobs if needed. The knockback strengths can vary from weapon to weapon if you wish, opening up some more focused on the mobility, and others focusing more on the close combat damage.


Looks: Tri-force Catalyst and Mutant Action Shotgonnes seem to fit the image, but it is up to you, since you may feel others fit the picture better.

Attack Speed: I feel between 2 and 3 seconds between shot would play right due to it charging up the shot each time.

Base Damage: Min 220 , Max 300 ? Please balance as you see fit. The DPS should hopefully be balanced with the slow speed of attacks.

Stats Required: Primary- Vitality, Secondary- Strength

Damage Type: Physical with bonus damage equal to Vitality if possible? (Gives a reason to increase vitality).

Affixes: Any weapon affixes should work.

Weapon Levels: 1 every 10 levels.

Naming: I am sorry I am not creative in this department. I will think some up over time, feel free to name whatever you want though. After all this is your mod, just requested.

If you have any questions or queries, feel free to contact me via discord or here. Even send Steffire out to hunt me down. ^_^

Thank you for this.
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F430  [developer] 31 Aug, 2018 @ 12:16am 
I should be able to pull this off.

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.
Goblin 31 Aug, 2018 @ 2:24am 
I was wondering if you could have an affix on it that added the vitality level as bonus damage. As for the attack delay, I guess make it as long as possible and still look good? Sorry i didnt know about that part.

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.
Last edited by Goblin; 31 Aug, 2018 @ 2:26am
F430  [developer] 31 Aug, 2018 @ 3:27pm 
If the attack speed is 2s or slower, the aiming part of firing sequence takes around a second instead of 0.5s or so with shotguns that have attack speed of 1s and the likes, so about half of the entire animation is just aiming.
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.
Goblin 31 Aug, 2018 @ 4:40pm 
Thank you, I will look into the vitality thing, to see if i can help.
F430  [developer] 31 Aug, 2018 @ 6:27pm 
Alright, if you do that, ask whoever provides the solution for an easy example, since I'm still pretty much new to modding TL2.
steffire3 1 Sep, 2018 @ 12:51am 
Originally posted by F430:
Alright, if you do that, ask whoever provides the solution for an easy example, since I'm still pretty much new to modding TL2.

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.
Goblin 1 Sep, 2018 @ 1:10am 
This comes from Viz

set statmodifyname as character defense

^ for Vitality to contribute to damage.
Last edited by Goblin; 1 Sep, 2018 @ 1:13am
F430  [developer] 1 Sep, 2018 @ 5:30am 
I will have to research this. Having looked at some affixes that attach to enemies through skills, my brain can't really process the relation between statmodifyname entries and statmodifypercent values.
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.
Goblin 1 Sep, 2018 @ 4:44pm 
<STRING>STATMODIFYNAME:Defense

this works, Just finished testing it.
F430  [developer] 1 Sep, 2018 @ 6:28pm 
Excellent, that means you know more than I do and can now make the mod yourself!

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?
Goblin 1 Sep, 2018 @ 9:07pm 
Not sure euther, maybe give damage bonus a go?
F430  [developer] 2 Sep, 2018 @ 1:13am 
I tried damage bonus, and I'm just about sure I made the affix correctly, but increasing vitality doesn't make a difference.
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.
Last edited by F430; 2 Sep, 2018 @ 1:16am
Goblin 2 Sep, 2018 @ 1:57am 
I dont really think they need much more, i do like the tele idea, but they are pretty basic..
Goblin 2 Sep, 2018 @ 2:04am 
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:DAMAGE
<STRING>DAMAGE_TYPE:MAGICAL
<STRING>STATMODIFYNAME:DEFENSE
<STRING>STATMODIFYPERCENT:100
Goblin 2 Sep, 2018 @ 2:06am 
Using Max Hp instead of defense may work, but i dont know how balanced it will be.

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.
Last edited by Goblin; 2 Sep, 2018 @ 2:28am
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