
AdAstra wrote:- Base char mana regeneration x2
- Base pet health regeneration +2hp/sec



siopao1989 wrote:which one has the improved drops, nightmare to insane, or starting from hard to insane?
nice mod btw. I haven't tried it yet, but it's appealing.
Xeneonic wrote:
If you changed these values in the globals.dat, I am pretty sure that these are percentages. So for the pet health regeneration, it's not +2hp/sec, but +2% HP/sec (So it scales with pet level/hp bonusses)
I am not entirely sure about this though, but these values seem to regenerate much more than +2hp/sec when testing on a unit with let's say 1000 hp.
jackx wrote:Nice try, though basically, you now have "kite everything" and "kite everything even more" difficulty levels, going to be lots of fun with the Destroyer... I'll give it a try, but I fully expect it to move from faithful recreation of Diablo to just screwing the melee class over on principle.
Then again, I guess one could go Diablo II-style, and add the skill-leech mod to this, see how that goes...
SiN wrote:any experience bonuses in nightmare and insane?
Clarissaint wrote:very good. when i done with Van, i start a FemDestroyer with Insane difficulty.


AdAstra wrote:I Am Death Incarnate
habbey wrote:i'm playing on insane and just to let u know as i didn't see any mention of this in OP, you've (unintentionally?) buffed skills that do raw damage such as needle arc and stab by quite a lot. To the point where needle arc on lvl 1 was doing like 200 dmg and one hitting the monsters. However DPS based skills such as exploding arrow still do the same amount of damage as before.
if this was intended and mentioned i apologize for missing it
I should have mention this , dont know why i assumed its obvious, but the mod is targeted at high powered,
heavily twinked , decked with enchanted items characters, to give them challenge.


Shambleau wrote:habbey wrote:i'm playing on insane and just to let u know as i didn't see any mention of this in OP, you've (unintentionally?) buffed skills that do raw damage such as needle arc and stab by quite a lot. To the point where needle arc on lvl 1 was doing like 200 dmg and one hitting the monsters. However DPS based skills such as exploding arrow still do the same amount of damage as before.
if this was intended and mentioned i apologize for missing it
Got the same problem, is it a bug?
Apart from that, that's the mod i was expecting the most!
Phoenix wrote:Is the health of mobs increased or it's just the damage they do ?
jackx wrote:I should have mention this , dont know why i assumed its obvious, but the mod is targeted at high powered,
heavily twinked , decked with enchanted items characters, to give them challenge.
I'm aware of that, and it is actually fairly obvious - but the tougher the monsters, the more effective/necessary kiting, and with 2 ranged and 1 melee class, there's a clear hierarchy when it comes to that, not to mention that while you can kite decently with the Destroyer (or rather, dodge/reposition to minimize incoming dmg), it's fairly boring in the long run...

AdAstra wrote:Found the culprit!

<FLOAT>EASY_MONSTER_ATTENTION_BONUS:4.000000
<FLOAT>NORMAL_MONSTER_ATTENTION_BONUS:5.000000
<FLOAT>HARD_MONSTER_ATTENTION_BONUS:1.500000
<FLOAT>VERYHARD_MONSTER_ATTENTION_BONUS:3.000000
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