Not done yet.how to reset the skill points?
when you rework the skilltree, you can use flat values on the way while using percentages for special skill spots (especially for warrior/defensive parts).Not done yet.
For the regen, Yes I think this is a bit OP and I need to work on this. But I don't want to use hard numbers like 2 hp/mp per sec... I feel like restraining the player by doing so.
he replaced some because it was necessary for balancing. he is, like i mentioned in my earlier post, working on a new tree.
dex is increasing attack speed, yes. but it also only affects the melee weapon speed.
@Rockos here's a small list of things that may be of interest
Melee: Damage, attack speed, knockback
Ranged/throwing: Damage, Ammo Consumption, Velocity
Magic: Damage, Mana Usage, (maybe, dunno if possible without excessive tweaking) velocity
General: Health, Movement Speed, Mana, Health Regen, Mana Regen, Dodge (even though i would actually drop this), Resistance (maybe either damage reduction or debuff reduction), Critical Rate and Damage (for all types or selected types, also make the damage bonus additive and not multiplicative... currently its like "Critical damage *= 1.5;" for each critical damage ability right? i'd rather make it "Critical Damage *= 1+(0.5*count1)+(0.25*count2)+(0.1*count3); once. this way you can add different increasements in critical damage. BTW the counts are the amount of abilities of each stage leveled up.)
I'd drop defense, as it wouldnt help all that much if you have like 5000 hp with over 400 hp/s regen. the percentage for the damage reduction doesnt have to be much, maybe 0.5-1%.
As for the Regen, even though it would be more work, you can use flat values, and percentages for the actual regeneration value. having it based on the max hp/mp values is a lot. that way you might be able to have the heartless ability work on both hp and mp regeneration while containing the percentage for only mp regeneration.
the mana usage could probably be linked with the Heartless ability aswell, working as a damage reduction, in place of the actual defense.
i mentioned in the list that i'd rather drop Dodge. The reason would be that you can amass too many dex points, resulting in near 100% dodge chance in the current version. maybe with a lot of tweaking, you can actually balance it out to a max of 50%, or you make it a hard cap. the 50% would already be an effective hp increase of 100%, depending on what you actually dodge.
the energy shield is a nice idea in itself, but cant keep up with hp or heartless mp at all... maybe make it an alternate resource like heartless, for example changing 50% hp/mp to energy shield and reducing the regeneration timer for it by 50%?
seeing as this whole mod increases the power of the player, some balancing could be nice for the monsters aswell. this is just an idea, but how about trying a collaboration with the Prefixes for enemies mod made by @Hiccup251?
you could add stuff, that adds energy shield values or penalties for the player, as effects for the monsters. This is by no means a "you have to do it!".
this is just my piece of the cake.
when you rework the skilltree, you can use flat values on the way while using percentages for special skill spots (especially for warrior/defensive parts).
heres my old suggestion post for reference again
Oh and there are 2 bugs that basically ruined my save
If you made a world before and used a crystal life for example your life is 400
and download this mod and connect to this world your life will decrease to 109
also the mana will decrease to 0
and you cant use a crystal life anymore
[doublepost=1468806153,1468806113][/doublepost]OMG I JUST HAD 500 HP AND 200 MANA AND NOW IT'S 109 HP AND 0 MANA
NICE !!!!
[doublepost=1468806569][/doublepost]Now my hp and mana is back because i disabled the mod but it's bugged .... No bars at all
View attachment 127744
[doublepost=1468806943][/doublepost]Well i don't blame you or anything because you're the only one working on this mod
but i'm just telling you about these bugs
are you kidding me? the post right above yours already is an answer for your issueHey, i have a huge problem. I installed the mod, played with it, and i didnt liked it, so i disabled it and reloaded the mods, so everything will be back to the classic terraria health and mana, and it got back how it had to, but it doesnt show any hearts orr mana stars, even though im fully max at those. PLS help me
Guys... I really want to know what the HP Max Member option does. Pls help
the issue with regen in itself atm is the fact that they are percentages... even with 5 per sec, it will result in overpowered health regen at the end.You may want to balance out this mod a lot! Infinite potion use, OP. Maybe have them scale based on your max hp, instead of being able to use them non-stop. You could also make mobs scale based on your level, so you don't absolutely demolish bosses. I am post-skeletron, have like 600 hp, like 140% ranged damage and ridiculous life regen. Have life regen based on per 5 seconds, instead of per second. That way it will balance it out A LOT.
Overall. It's a good mod, just too OP at the moment.
I do mean just 140% ranged damage. But post skeletron, having that as well as 600 hp is a bit broken. Even on expert mode he couldn't do anything to me.the issue with regen in itself atm is the fact that they are percentages... even with 5 per sec, it will result in overpowered health regen at the end.
140% ranged damage is 40% increased... unless you wanted to say +140% (which would mean 240%). the potions are fine as is, they heal based on vanilla values and heal their amount over time (which doesnt stack btw, so spamming 20 potions a sec wouldn't help you at all)
check my suggetion post which i have quoted earlier, and look if you would be fine with a change like that.
having multiple people suggest different systems or changes on one feature, would be confusing. having lots of people work on one idea as a base works out better though
an issue you aren't adressing is the fact that you count it all in an environment based on vanilla values. monsters deal vanilla damage and have vanilla defense and hp values. ofc flat values will be stronger early on and lose significance in later game progress. but you were complaining about the uselessness of potions... why do you want to regen x% of life per second if you can use potions to speed up your health regen at times?-snip-
Look at how Nakano does progressing in NTerraria. That mod when I last played it was completely balanced (v5 was when I last played it), you didn't out-scale monsters unless you really tried to, and monsters didn't out-scale you. The way that he executed potions was perfect. It kept them useful because he didn't change the basic functionality of them, but instead made them scale with you so they had a constant effect throughout the game per potion, and still kept that negative of "you can't use another one for 60 seconds". The way that they are being changed in this mod just unbalances them to a point where they can never be balanced. I don't want to use a health potion to speed up my health regen. I want to use them to gain a flat amount of health, that's the point of health potions in RPG's, instead of using it to boost another stat a bit. If I wanted to boost another stat temporarily, I would use a stat potion. Yes they provide minor effects, but that's also the point of them.an issue you aren't adressing is the fact that you count it all in an environment based on vanilla values. monsters deal vanilla damage and have vanilla defense and hp values. ofc flat values will be stronger early on and lose significance in later game progress. but you were complaining about the uselessness of potions... why do you want to regen x% of life per second if you can use potions to speed up your health regen at times?
Also i didnt say that he has to go for such huge flat values.. did i?
he can go for float values like 0.2 hp/s regen, and can use percentages at certain spots... the skill tree can have any size, and to have some stuff added for any "class" the tree would require a certain size to be balanced throughout the whole game, while also offering space for everything (considering we dont use composites). using percentages in regeneration would boost it in later progress, which >>>COULD<<<(this does by no means mean that it will happen with certainty. its just a possibility depending on play style, similar to the 100%+ dodge issue atm) result in way higher regeneration, which surpasses any damage source.
Regeneration should never replace any in combat healing method. NEVER. if this happens, people will lose any kind of challenge in the game.
there should be a boost to monsters in-built. like some kind of world level which gets increased with monster kills or boss kills... either way would be fine.
im too busy and inexperienced to add something like that in my mod, and people might hate me for bad late game balancing.(they already do because my monsters are too strong)
-snip-
Dodge chance, ah yes one of the RNG based stats. To fix the 100% dodge chance problem? Easy, don't allow for every class type to have access to it, while also limiting it for classes that do have access to it. Have it only in the skill tree, so there is a fixed % that is available for the player.
-snip-