Is it possible to have multiple rarity colors on one item in tModloader? I think it would be cool to be able to keep vanilla(or modded) item rarity and have affixes in PoM colors. Something like: Legendary GodlyZenithof Frost. Kinda sucks knowing that rarity based on game progression is pretty much gone. And a config option to remove negative rolls would be appreciated.
Anyway, love the idea of the mod. Imagine if everyone played with this and there was a whole trading community around it
Hello, I'll start by thanking you for making this fantastic affix system. I've been enjoying it so far since I'm also PoE player that have done quite bit of high end crafting in SSF
Is this mod still subject to updates? If that's the case, let me add some feedback and suggestion
I think there's a bug with Wizard only displaying first row of items
There are some modifiers that feels underpowered and some other that feels overpowered
Defense mod should not give a negative effect. It's a totally detrimental mod that isn't even that rewarding in its highest tier, and kinda useless in Master mode environment
Tier 4
Tier 3
Tier 2
Tier 1
Accessories
1
2
3-4
5-6
Armors
2
3
4-5
6-8
I know this can be stacked. But now they can be competitive with other prefixes
Maximum Minions are way too powerful to be available on all slots. Make this only available on Helmet just like +1/2 level to All Minion Skills in PoE
Tier 2/1: +1/2 to Maximum number of Minion
Tier 2/1: +1/2 to Maximum number of Sentries
Increased Critical Strike chance feels underpowered as it only beats vanilla "+4% to Crit" when you already have 40% crit chance on top tier
Make them works additively with each other (ignore this if it already did that)
Reword them to "%reduced Critical Strikes chance - %increased Critical Strikes chance"
Tier 6
Tier 5
Tier 4
Tier 3
Tier 2
Tier 1
-15% Reduced
-10% Reduced
-5% Reduced
5% Increased
10% Increased
20% Increased
Increased Critical Damage doesn't seem to be working. Unless I miss something, they did not do anything to multiply my crit damage. Tested on Eternity+Calamity
Or make them do "Increased Damage with Critical Strikes" that adds generic damage bonus, but only on crits. With twice the amount of regular damage increases
Reword "%life regen" to clarify if its regeneration based on your max HP or it amplifies your current regeneration rate by that amount
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Suffixes are generally way too powerful and spammy. While it is cool, it procs too often it kinda loses its specialty
Remove skill procs on Summon weapons, or disable weapon procs unless it is the one you equips (if possible)
Chain Lightning should not ignore Line of Sight and have limited Chaining Range like 10-15 blocks away
Fireball projectile speed is kinda too slow. It's hard to land it vs flying enemies
I don't know if Mana Damage is supposed to be the filler suffix or not, since it spent way too much mana for simple gains. Same case with Mana Spend on taking damage
Rework it to match Archmage mechanic or Mind of the Council one to be a flat damage increases:
"Costs #% of Max Mana to deal additional damage based on your #% Max Mana"
Rescale chance to inflict Bleed/Poison, because it was an ailment and there's no other way to scale its chance
Tier 6
50%
Tier 5
60%
Tier 4
70%
Tier 3
80%
Tier 2
90%
Tier 1
100%
Reduce the chance to trigger things by half and increase their damage by similar amount to reduce spamming
[*]
Few suggestion on additional affixes from base game and from PoE ideas
Prefixes
20-50% increased global damage on Full HP. Works very well paired with Calamity's Adrenaline
5-20 Armor Penetration for Weapons
5-15% Chance to deal Double Damage for Weapons
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Suffixes
10% Chance to gain Arcane Surge/Onslaught/Fortify on hit for 4/6/8/10 seconds
Onslaught grants 20% increased Movement speed & 10% Attack speed
Fortify grants 10% less damage taken
10% Chance to gain Power/Frenzy/Endurance charge on Kill for 8/12/16/20 seconds, up to 5 charges
Power charges grants +4% to Crit Chance
Frenzy charges grants +4% to Damage
Endurance charges grants +4% to Damage Reduction
Recovery on Kill effects. Can be mitigated to only affect non-statue enemies or with 1 second cooldown
2/3/4/5 HP gain on Kill. Can be percent based
1/2/3 Mana gain on Kill. Can be percent based
Enemies you kill have chance to explode, dealing a damage in area around them
20-40% chance to deal 200-400% damage
Aura based skill to affect party (or enemies), doesn't stack with same modifier
Grants 1-4 HP regen to nearby allies
Grants 10-40% Mana regen to nearby allies
Grants 10-40% Movement speed to nearby allies
Grants 5-20% Damage to nearby allies
Grants 5-20 Defense to nearby allies
Nearby enemies take 5-10% more damage
Nearby enemies deal 5-10% less damage
Nearby enemies moves 10-20% slower
Keystones
Major character altering effects that can be rolled on Body Armors (or Helm or Legs to prevent multiple Keystones from spawning). There's no tiers for Keystones
Mind Over Matter
30% of damage is taken from Mana before HP, if it's sufficient
Far Shot
Deals 20% less damage based on distance, up to 40% more to further target
Point Blank
Deals 30% more damage based on distance, up to 60% less damage to further target
Acrobatics
You have no Defenses
Increases to Defenses instead grants Dodge chance by half of its value
Maximum Dodge chance is 75%
Blood Magic
20% more maximum HP
Your maximum Mana is 0
Spend HP instead of Mana to use items (if this is possible, that would DOPE)
Pain Attunement
Deals 30% more damage on Low HP
Imbalanced Guard
Your Defenses is Doubled
You can only mitigate up to 50% damage taken
Resolute Technique
20% more damage
Your Crit Chance is 0%
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Thank you and good luck on your 3.23 League launch
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