Yep, it works great. There’s a lot of areas besides the Maggot Lair and Arcane Sanctuary, where the skeletons would otherwise get stuck in the doorways.
Errr no, Vile Alchemy is supposed to be a buff cast on player or ally.
Ah ok, sorry I didnt have time to read the all necro comments yet, i am saving it for when i will start modding him :), well buffs should not be hard. Game already have some like enchant so it should not be that hard to do.
oh ic…you gave might 2% ds per lvl…honestly its a lot…maybe tone it down to 1.5% ? if was live game i’d cap it at 0.75% per lvl(15% at lvl 20) otherwise it be complety bunker in lld battles(make other builds complete crap)
i like the ds% idea being add to might for live though…but ya it rly would have to be limited to 0.75% per lvl live
new skill wise i have an idea if you can work on effects
Sorc skill
Creeping Lightning: the sorceress unleash 2 line of homing lightning that move only forward in front of her…the first 1.5 yard it form a branch like this <=====
it split then go in an almost straigth line(maximum of 30 degree turns) it pick 1 target then nother then nother…all the while respecting the 30 degree cone limit while moving from target to target…enemies in melee range get hit twice by it
the degree should be adjusted so that look like its moving sorta zig zag way Sorc<//////…well more straigth than the VVVV pattern
basicly between <==== and <vvvvvv for each line
edit: think of it as a mix between Lightning and Chain Lightning…Chain pick any target within 360 degree…but this skill would be limited…power wise i think setting it between Lightning and Chain damages should be the way to go
edit 2: actually…since i bothered thinking up a new skill…may as well add it to my 2.5 list XD
edit 3:…here 2 more new skills(for Sorc too) Zax if you wanna add or experiment with them
both of them prob need balancing after some testing
Lightning Monstrosity(lvl 30 skill)…duration 5 to 10 mins
dmg displayed as if the skill had 40 points invest into it as well as mastery/synergies
summon up to 2 Lightning familiars that have an electric barrier around them which deal 1-5000 dmg upon contact
every 1.2 sec they cast a copy of the sorc Chain Lightning vs non-boss enemies and vs boss/players they cast
a copy of the sorc Lightning Bolts skill
Magnet(lvl 18 skill)…cast duration 5 seconds
force pull ALL enemies within X Yards in front of the sorc
also block a % of all attack done againts the sorc
lvl 1…pull enemies within 3 yard…lvl 60 pull enemies within 35 yard in front of the sorc(+1.85 yard per level)
lvl 1…10% chance to block attacks and missiles…lvl 60…42.777%(+0.55555556% per lvl)
Hey cool ideas but very problematic to make for me at this point. Also i dont really want to replace lightning skills with one exception. I will make new post with the final changes to sorc before i will start worling on it.
Ok, i wanted to do barbarian as second character, but decided to focus sorceress skills first.
Here is list of skill which i plan to keep same or mod and how
COLD SKILLS
Ice bolt - increase dmg, target piercing
Ice blast - decrease dmg, mostly on lower levels
Glacial spike - no change
Frost nova - increase damage
Blizzard - decrease damage slightly
Frozen Orb - add new synergy from glacial spike 2%, lvl 24 skill
Frozen armor - add cold absorb, increase def bonus
Shiver armor - skill replaced with “Summon Blade of ice” skill. 1-3 flying scimitars with cold dmg
Chilling armor - add cold resistance and shield shoots glacial spikes instead of ice bolts
Cold mastery - skill decrease enemy cold res and also adds +% cold dmg
Fire skills
Fire bolt - increase dmg, skill autotargets monsters on impact and shoot more firebolts towards them
Fire ball - no change
Inferno - increase dmg or width
Meteor - meteor lands slightly faster
Warmth - increase mana regen
Blaze - no change
Fire Wall - no change
Hydra - no change
Enchant - fire damage increased
Fire mastery - skill decrease enemy fire res and also adds +% fire dmg
Lightning skills
Charged bolts - increase dmg
Telekinesis - increase significantly
Static field - no change
Thunder storm - change mechanic of skill to work as hurricane skill but with lightning dmg
Teleport - slightly increase mana cost
Energy shield - no change
Nova - no change
Lightning - no change
Chain lightning - no change
Lightning mastery - skill decrease enemy lightning res and also adds +% lightning dmg
Some other planned aditional changes in next patch:
- Remove item type requirements from crafts so crafts can be made in all weapons for example or all armor types.
- indestructible attribute on unique items will be changed to repair over time, rune Zod will have same effect.
- show item levels on dropped items
Thats all for now, i am stopping work on mod as new version of game is expected in next month so i will continue work after new patch will be live.
D2R Mod by Zax version 1.04
Hey I finaly continue work on my mod : and have new version.
ITEMS
- Weapons and armor now show item level
- All unique items can drop multiple times in same game session
- The Gnasher improved with 5(10)- 25(30) Fire damage, % Enhanced damage increased from 60-70% to 70-150% and +20% Increased attack speed
SKILLS
- Ice Blast can be used from level 1 and doesnt need any skill points in previous skills
- Ice Bolt Mana cost decreased to 2,5 from 3
- Ice Bolt damage per level increased to compete better with Ice Blast
- Ice Bolt now pierce targets like lightning
- Blizzard can be used from level 18 and doesnt need any skill points in previous skills
- Blizzard damage decreased by ± 20%
- Frost Nova damage increased by ±20%
- Fire Bolt damage per level increased to compete better with Fireball
- Fire Bolt now pierce targets
- Cold Mastery now increase damage and decrease enemy monster resistance 20% base 5% per level both
- Fire Mastery now increase damage and decrease enemy monster resistance 20% base 5% per level both
- Lightning Mastery now increase damage and decrease enemy monster resistance 20% base 5% per level both
Demonstration of new Ice bolt/Fire Bolt improvement and new The Gnasher
Very impressive modifications you made there
That sorc looks really fun to play.
Hehe thanks, its just a start, I am slowly learning to mod skills and I made first replacement:
Here is new update:
D2R Mod by Zax version 1.05
MONSTERS
Andariel:
- Significantly Increased velocity and run speed
- Poison resist on normal decreased to 50% instead of 80%
- Changes resistances to magic and physical damage to 20% on all Difficulties
- Andariel no longer has negative fire resist but her Fire resist is 0% at all difficulties.
- Increased Level from 12 to 15 on normal
- Chance to cast Poison Nova when hit.
ITEMS
Unique item Crushflange changes:
- Removed knockback
- Static +50% fire resist change to be variable between 30 and 50%
- Added +30% Increased attack speed
- % Enhanced damage increased from 50-60% to 50-160%
SKILLS
- Frozen Orb doesnt need any skill points in previous skills
- Frozen Orb has new synergy +2% from Glacial Spike
- Skill Shiver Armor replaced with new skill Cold enchant which works in same way as classic enchant but provides Cold damage.
I’m curious how he’s it would be to make cold enchant instead of buffing cold damage it casts frost nova on hit
Making frost nova a synergy to it
Very very nice changes. It’s weird how you’re able to do these so easily, I wish the devs would put some gas on the pedal. I believe in art it’s easier to start big and pull back, rather than go small bit by bit, it ends up taking longer.
I wish I do it easily. Yesterday I lost like 4 hours by having problems when issue was so hilarious as it was just difference between “s” and “S” and other issue was simply that if you mod missiles, in txt files there are no _ before number, but in json file for recerence/string, you have to use _ so yeah Its constant learning process. I will be posting bigger update for rest of sorc skill with video showing new Lighting Storm and Summon Ice Blades.
Please, in your quest to make a better d2, allow shapeshifters to use teleport and cta while in form. This being done somewhere i could compare their clear speed with teleport vs. Meta picks like paladin, sorc, amazon… and once and forall prove its in no way stronger than those classes are with enigma live. Its been a long painful roadblock for shifters since enigmas’ addition and the forever shift to telefarming.
Thanks for doing Gods’ work. Atleast SOMEONE is!! We’re cheering from sidelines Zax
Lol those moments are so frustrating but when you finally figure it out its a massive relief.
I have a lot of experience building levels, let me know if you want me to try building some kind of level. Maybe an Act 4 hell cow level or something like that.
ah thats amazing, I might contant you in future, i have no ideas for zones changes so far, but i might to do something in future too.
Hey, I have finaly new update
Before I get to that I would like to share some info what I plan next. I have finished sorceress skills so she is pretty much done ready for testing with some playthroughs I want to make to test the changed skills if someone is not too weak or too overpawered at various levels at in end game. Then I play to do the same for paladin but he need some corrections in skill description first. Then I will be doing test playthroughs with him also.
At the same time I keep collection ideas from people in my other topics i created here on forums and wil start to think about Barbarian changes as he will be third char I want to focus. Currently I made some changes to gems and runes. My goal was to make them mostly more usable. Some runes had pretty terrible effects before. I am aware it will impact runewords but I plan to check that later also.
I want to focus little bit more on items now and occasionaly I plan to improve monsters too so some are more challenging with new abilities. I definitely want to make bosses harder and I already did with Andariel on normal in previous updates.
Thats all for now and you can read update notes and check two videos with new stuff:
D2R Mod by Zax version 1.06
SKILLS
- Chilling Armor skill replaced by new Skill Summon Ice Blades, which creates flying scimitars with cold damage. You can summons up to 5 Ice Blades
- Summon Ice Blades has two synergies with +7% damage from Frozen Armor and Cold Enchant
- Summon Ice blades doesnt need any skill points in previous skills and can be used from level 18
- Cold Enchant doesnt need any skill points in previous skills and can be used from level 6
- Cold Enhant has +9% damage synergy from Warmth
- Warmth Mana recovery bonus increased to 50% +30% per level
- Frozen Orb require level 24 instead of 30
- Frozen Orb has new Dmg synergy 1% from Glacial spike and ice bolts pierce
- Glacial Spike doesnt need any skill points in previous skills
- Hydra doesnt need any skill points in previous skills and can be used from level 24
- Energy Shield doesnt need any skill points in previous skills and can be used from level 1
- Thunder Storm doesnt need any skill points in previous skills
- Meteor doesnt need any skill points in previous skills
- Teleport doesnt need any skill points in previous skills and can be used from level 6
- Teleport Mana cost starts with 80 Mana at level 1 and is decreased by -4 every skill level
- Lightning doesnt need any skill points in previous skills
- Enchant doesnt need any skill points in previous skills and can be used from level 6
- Fire Wall doesnt need any skill points in previous skills
- Fire Wall synergies from Inferno and Warmth increased from 1% and 4% to 5% both
- Fire duration increased to 8 second and delay before you can cast naothe firewall was decreased
- Nova doesnt need any skill points in previous skills
- Fire Ball doesnt need any skill points in previous skills
- Blaze doesnt need any skill points in previous skills
- Inferno doesnt need any skill points in previous skills
- Inferno has now two synergies, Warmth and Fire wall, both adding +15% damage per level
- Thunderstorm reworked to work as Hurricane with Lighting damage
- Thunderstorm duration has synergy from Lightning Mastery and damage synergies from Lightning and Charged Bolts
- Frozen Shield has now only one synergy with 10% freeze length and 20 seconds duration from Cold Mastery
- Charged Bolt have now slight dmg increase boost
- Charged Bolt has now two synergies both with 10% from Lightning and Lightning Storm Storm
- Telekinesis can be used from level 1
- Telekinesis damage increased and added 2 synergies with +10% damage from Static Field and Energy Shield
- Ice Bolt speed Increased to same speed as Fire Bolt
Video with Ice Bolt, Telekinesis, Lightning Storm and Summon Ice Blades.
ITEMS
Amethyst
Strength bonus in helm/armor increased from 3,4,6,8,10 to 5,7,9,12,15
Defense bonus in shield increased from 8,12,18,24,30 to 15,20,25,35,50
New +dmg in weapons 2,3,5,7,10
Sapphire
Cold damage in weapons increased from 1-3,3-5,4-7,6-10,10-14 to 2-4,3-6,5-9,10-15,20-35
Mana in helm/armor increased from 10,17,24,31,38 to 10,15,25,35,50
Emerald
Dexterity bonus in helm/armor increased from 3,4,6,8,10 to 5,7,9,12,15
Poison damage in weapons doubled
Ruby
Fire damage in weapons increased from 3-4,5-8,8-12,10-16,15-20 to 4-6,6-8,10-15,20-30,30-50
HP in helm/armor increased from 10,17,24,31,38 to 10,15,25,35,50
Diamond
Damage to demons in weapons replaced with +magic damage 2-3,3-5,5-8,10-15,15-25
Attack ratting in Helm/armor replaced with Physical/magic reduction 1,2,3,4,5
Topaz
Lighting damage in weapons increased from 8,14,22,30,40 to 12,20,30,50,80
Skull
Mana steal in weapons increased from 1,2,2,3,3 to 2,3,4,5,6
Life steal in weapons increased from 2,2,3,3,4 to 2,3,4,5,6
Thorns damage in shield increased from 4,8,12,16,20 to 5,9,15,20,30
Replenish life in helm/weapon increased from 2,3,3,4,5 to 3,4,6,8,10
Mana regen in helm/weapon increased from 8,8,12,12,19 to 10,15,20,30,50
RUNES
El - light increased from 1 to 5, Defense from +15 to +25
Eld - Stamina in helm/weapon bonus changed to +5% Faster run walk, Block in shield changed from 7% to 9%
Nef - new +15% enhanced damage bonus for weapons together with knockback
Eth - Mana regeneration changed from 15% to 30%
Ith - max damage changed from 9 to 12
Tal - Poison damage replaced with +3% poison damage
Ral - Fire damage replaced with +3% fire damage
Ort - Lightning damage replaced with +3% lightning damage
Thul - Cold damage replaced with +3% cold damage
Dol - Life regeneration changed from 7 to 12, Dol now has +3% slow instead of chance that monsters will flee
Hel - Requirements changes from -15% and -20% to 30%
Io - Vitality changed from +10 to +25
Lum - Energy changed from +10 to +25
Ko - Dexterity changed from +10 to +25
Fal - Strength changed from +10 to +25
Pul - enhanced defense from +30% to +75%, Enhanced damage to demons changed from +75% to 100%
Um - All resist increased from 22% to 25%
Ist - +% magic find changed from 25% to 30% for helm/armor/shield
Gul - Increase attack bonus changed from +20% to +75%
Vex - Mana steal changed from 7% to 8%
Ohm - +Enhanced damage changed from +50% to +75%
Sur - Hit blind targets replaced by +30 damage, Maximum mana changed from 5% to 10%, Mana in shield changed from 50 to 100
Jah - Added new +magic damage for weapons +100, +life in shield changed from +50 to +100
Cham - Freeze target is no stronger and Cham also adds +100 max cold damage
Video with rune/gem changes:
What is your plan with this Mod Zax? You are doing alot of creative and cool adjustments, I hope you do not go off the deep end with some of the silly gimmicky things POD/PD2 did like having Meph float across the moat or turn the Maggot Lair into a double wide tube…
Is this Mod for you to play only or do you plan to launch it ala PD2 style with your own server and what not?
Well My general idea to make D2R better, elevate stuff what is not good to make more viable builds, to make skills worth investing, to make majority items usefull when you find them. Also to make monsters more challenging with some speacil abilities I plan.
I never played POD/PD2 so I dont fully know what they have. But I dotn want to go too far from original. If someone try my mod, I want them to feel like they are just playing better D2 as it should be, not playing mod which is too far from original feel fromt he game.
I have no plans for maggot lair as I like it as it is and I feel like it should have small tube you cant cross easily by just evading monsters.
About the Mephisto. As I said I want to have bosses more challenging and Mephisto who is actualy floating monsters not being able to cross pool of blood is huge flaw of game for me which should have been fixed years go. So I want to him to be able to fly, I want mephisto to chase you and actualy fight you instead of being locked behind pool of blood and being killed easily with trick.
I forgot to replay to this. It is currently impossible to run own servers for D2R. Modding original D2 and D2R is not the same thing and I have no plans to mod old d2 honestly anymore. If blizzard ever give use option to have own servers, It might become option, but I try to balance game for offline currently not really thingking about MP balance.
I of course plan to share my mod with anyone who would like to try it when i will have some decent playable reasonably balanced version
Hey, new update of my last work on mod:
D2R Mod by Zax version 1.07
ITEMS
UNIQUE ITEMS
Axe of Fechmar
- Enhanced damage increased from 60-90% to 200-250%
- Freeze changed from +3 to range +2-4
- Cold resist changed from +50% to range 35-55%
GEMS
Diamond - Magic/Normal damage reduction replaced with +% magic resist 2,5,7,10,15
(damage reductions were way too OP)
AREA ZONES
Changed various places to be area84 zones:
Outer Steppes
Plains of Despair
Changed various places to be area85 zones:
Cave level 1
Hole level 1
Crypt
Mausoleum
Tower Cellar Level 1-5
Halls of the Dead Level 1-2
Maggot Lair level 1-2
Tal Rasha’s Tombs (fakes ones)
City of the Damned
All ACT V maps with exceptions below
Durance of Hate Level 1
Durance of Hate Level 2
Durance of Hate Level 3
Changed various places to be area87 zones:
Cave level 2
Hole level 2
Pit level 2
Stony Tomb Level 2
Halls of the Dead Level 3
Swampy Pit Level 3
Sewers Level 2
Changed various places to be area89 zones:
Matron’s Den
Forgotten Sands
Furnace of Pain
Number of elite packs increased for:
Mausoleum from 4-5 to 6-8
Crypt from 4-5 to 6-8
Bloody Foothills from 4-6 to 6-8
Forgotten Temple from 2-2 to 4-4
Ruined Fane from 2-2 to 4-4
Disused Reliquary from 2-2 to 4-4
MONSTERS
- Trapped souls in ACT IV are unkillable and cannot be targeted, their damage was doubled to provide more dangerous encounter.