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[PC] Direct Rune Crafting


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#26
CybAnt1

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Er, wouldn't the defensive weapon runes like spell resist work fine in a shield? That seems pretty useful to me.


Only if you keep physical and magic resistance runes as weapon runes; but one of his other mods changes them to armor runes (which seems more logical to me, anyway).

#27
CybAnt1

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What does NOT work is that elemental damge is transfered from the bows and crossbows to the ammunition.


Thought it did. Of course, as I recall, maybe the little colored numbers were reflecting that I was using fire or ice arrows, not that my rune in the bow was doing anything. Ah well, so no point to putting those lightning runes in my bows as I've been doing. 

But the Intensifying Runes should work, and +15% ranged crit chance isn't really bad. ;)


Good to see that SOME do. BTW, I was pretty sure Momentum was working in the bow, as well, although I don't know if it stacks/interacts with Rapid Aim. 

#28
Skadi_the_Evil_Elf

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I've downloaded several of your runecrafting fixes. Absolutely tired of waiting for Bioware to step up the the plate and do their job. I am considering this new runecrafting fix. It certainly would save me having to break my bank to make a few runes, so I got more money for other stuff.

#29
Yrkoon

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Schwinni wrote...
I haven't tested if the weapon runes affect the ammunition of the staffs though. But IIRC from Origins (with Runes for everything mod) it worked.

What does NOT work is that elemental damge is transfered from the bows and crossbows to the ammunition.

  Just as well.    Because This is probably the only thing  that I take issue with.

I'm not  really happy with the concept of   weapon runeslots on Staves and Bows.   Because  They're technically not "weapons".  That is to say,  you're not  hitting someone upside the head with them.  Instead,   they're weapon launchers.  It's the projectiles that do the damage.

Yes, yes, I know, this is a fantasy setting and anything can be explained away  as  "magic!", but still, the line should be drawn somewhere.

Modifié par Yrkoon, 10 mai 2010 - 02:19 .


#30
Schwinni

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Skadi_the_Evil_Elf wrote...

I am considering this new runecrafting fix. It certainly would save me having to break my bank to make a few runes, so I got more money for other stuff.

How do you mean this? None of my rune fixes reduces the costs.
With "Direct Rune Crafting" you still need 32 novice rune, 63 blank runes and 56 etchings for a paragon rune, you just don't have to create all the intermediate runes first.
The only runes which became cheaper are Dweomer runes, because I removed the additional etching for the creation of a journeyman rune.
All other journeyman runes need 1 novive rune and 1 blank rune. I considered the fact that Dweomer runes needed an additional etching as bug.

Modifié par Schwinni, 10 mai 2010 - 02:41 .


#31
CybAnt1

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Yeah, his fix doesn't reduce the cost of runes, but it does reduce the hassle (number of intermediate steps). And taking the intermediate steps wouldn't be such a hassle, if the crafting menu were properly sorted, but it isn't.



This aspect of the runecrafting process isn't a bug, it's how they designed it, so I'd call it a design flaw. Mods can fix those too (although not everyone agrees on what needs to be fixed).



I don't know whether they meant for 99 novice flame runes to take up 99 inventory slots, so I don't know if that's a glitch or intentional, but either way I prefer it fixed.




#32
Schwinni

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Like I have written on page 1, I already played with the stack size and set it it 99.

The result was that more than 1 rune of a type was shown as 1 rune in the enchantment window.

If I only knew how to edit this behavior...

#33
frostedwing

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Yrkoon wrote...

Schwinni wrote...
I haven't tested if the weapon runes affect the ammunition of the staffs though. But IIRC from Origins (with Runes for everything mod) it worked.

What does NOT work is that elemental damge is transfered from the bows and crossbows to the ammunition.

  Just as well.    Because This is probably the only thing  that I take issue with.

I'm not  really happy with the concept of   weapon runeslots on Staves and Bows.   Because  They're technically not "weapons".  That is to say,  you're not  hitting someone upside the head with them.  Instead,   they're weapon launchers.  It's the projectiles that do the damage.

Yes, yes, I know, this is a fantasy setting and anything can be explained away  as  "magic!", but still, the line should be drawn somewhere.


Why shouldn't bows and staves have rune slots... Especially for non Arcane-Warrior mages you can't get rune slots for anything without mods. Staves should be able to be "amplified" because they are magical instruments. Bows are very similar, at least on the rogue/warrior side you can rune slots from shields and chest armor, but why gimp the bows. I was disapointed personally with the way bows/crossbows worked in Origins so never really used them. But I finally gave them a full try with Nathaniel in Awakening, and aside fromt he possibility of the Talent Accuracy being overpowered atm, I switched him back out for Sigrun for backstabbing possibilities.

But thanks to the creator for these mods!!!

#34
Yrkoon

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godoffire04 wrote...

Yrkoon wrote...

Schwinni wrote...
I haven't tested if the weapon runes affect the ammunition of the staffs though. But IIRC from Origins (with Runes for everything mod) it worked.

What does NOT work is that elemental damge is transfered from the bows and crossbows to the ammunition.

  Just as well.    Because This is probably the only thing  that I take issue with.

I'm not  really happy with the concept of   weapon rune slots on Staves and Bows.   Because  They're technically not "weapons".  That is to say,  you're not  hitting someone upside the head with them.  Instead,   they're weapon launchers.  It's the projectiles that do the damage.

Yes, yes, I know, this is a fantasy setting and anything can be explained away  as  "magic!", but still, the line should be drawn somewhere.


Why shouldn't bows and staves have rune slots... Especially for non Arcane-Warrior mages you can't get rune slots for anything without mods. Staves should be able to be "amplified" because they are magical instruments. Bows are very similar, at least on the rogue/warrior side you can rune slots from shields and chest armor, but why gimp the bows. I was disapointed personally with the way bows/crossbows worked in Origins so never really used them. But I finally gave them a full try with Nathaniel in Awakening, and aside fromt he possibility of the Talent Accuracy being overpowered atm, I switched him back out for Sigrun for backstabbing possibilities.

But thanks to the creator for these mods!!!


The   only problem I have with Bows/Crossbows and Staves having  weapon  rune slots is a logical one.:  They're not the weapon  hitting the opponent. Their projectile is.  It would be no different than    putting weapon runes on gloves/gauntlets.  After all, it's your hand that's swinging the sword, yes?

As for staves specifically:  Mages already have the ability to amplify their staff  damage... it's called increasing your spell power.  And you can do that  via your robes and other equipment you wear.

Modifié par Yrkoon, 29 mai 2010 - 01:34 .


#35
Schwinni

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Yrkoon wrote...

The   only problem I have with Bows/Crossbows and Staves having  weapon  rune slots is a logical one.:  They're not the weapon  hitting the opponent. Their projectile is.  It would be no different than    putting weapon runes on gloves/gauntlets.  After all, it's your hand that's swinging the sword, yes?

Elemental damage doesn't work on bows and crossbows anyway via runes.
And runes like the Intensifying Rune do make sense on (cross)bows.

#36
frostedwing

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With the Combat Tweaks mod installed +Elemental Dmg Runes and Cold Iron/Silverite Runes Work just fine. But that's up to you if you choose to install it. This goes for both Bows, Crossbows and any Magical Staff.



@Schwinni or @Yrkoon

Some bows and crossbows come with +dmg to Dragons/Undead/Darkspawn/beast/and even demons. So if at least to follow this, or even better improve those bonuses Cold Iron and Silverite runes work greatly in these already mob specific weapons. I don't think it could be considered as being overpowered. Unless you were to stack it with multiples of the highest rank availble.

Staves are different, because the only better/different stats they get (In Awakening) are Rapid Aim that I have seen.

But these are just my thoughs. and like I said you would need Combat Tweaks installed for these Runes in said weapons to even take effect on their ammunition/projectile.