[Mod Release] [Mastery] The Engineer

Wow, I didn’t think something like that was possible. That is super freaking cool.

Yeh, it’s not that complicated to do either, surprised more people don’t know about this.

I get the back end of how that works (Skill Dependancy -> skillDependancy=masteries, skillDependencyAll=true), but any chance you’d be willing to share the UI configuration with a fellow mod dev who wants to do something similar with Zenith? :smiley:

its a way to turn the 436 mastery combos of DAIL into actual masteries. hweee eehehee heeheheheheeeeeeeeeeeee

Yeah, actually super simple. Only problem is that the skill window size seems to be hardcoded and you can’t place skills completely outside of it or they will be unselectable. Mine are already only selectable on the left half… Changing the extentX of the window just changes the way it centers and doesn’t actually increase the clickable area. Solving that would give me a lot more real-estate, though, let me know if you know a solution.

I just have the skillDependency for the skills set to the _classtraining_classXX of other classes, I don’t actually know what skillDependencyAll does… Learning by trial-and-error has given me spotty knowledge at best.

But yeah, sure, I’ll upload my PSDs so you can look at them. You’re free to use them if you’d like! The two layer nonsense with alpha on one of them is extremely important in this case for the highlighting of the pane, so don’t screw that up. You’ll know what I mean if it happens.

Download.

Those are what you use for the bitmaps in ClassPanelBackgroundImage.dbr and ClassPanelReallocationImage.dbr. Pretty simple.

Now that is cool man and should make the crowd who scratch their heads that their isn’t dual class specific skills available happy.

Maybe even Crate might find it entertaining ;o

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imho we should have a 3rd tab for the hybrid combination :smiley: please crate !

Here’s a video of HandsFreeHarry taking on Temple of the Three in Veteran

About the Pascal’s Pneumatic Power-Palms, the charge levels refers to what exactly? 10%, 20%, 30%, 50% or 100% of what? A noob question, I think, but I always had this question about Savagery.

my brain is gonna melt I cant come up with combinations for two classes to scale, idk what I am gonna do with three :rolleyes::rolleyes::smiley:

I know for a fact that it applies to the flat damage on the skill, and 98% sure it applies to the %Weapon Damage as well. Unarmed “weapon damage” scales, surprisingly enough. It’s just very… Awkward.

No, it does not affect the % Weapon Damage, that is static the entire time. The charge % doesn’t even apply to the % bonuses like Movement Speed or % Internal Trauma, only the flat damage numbers, and only those on the skill itself, modifiers give full effect with even a single charge.

Excruciating Exhaust either needs to be removed or redesigned as there is not a single reason any build would want to invest in it at all, especially with how high up it is.
Honestly you should just remove it, Overdrive+Invasive Internal Improvements is already makes for a very powerful skill for an armed melee builds and should be maxed out, even for a pet build like mine (video in a previous post). So yeah just remove Excruciating Exhaust.
Should Overdrive+Invasive Internal Improvements be nerfed more? [b]Hell no!!![b] It requires a very, very high skill point investment but provides a very powerful buff without being OP so it is perfect how it is.

Fully agree on the movement speed and internal trauma stuff, but there’s something extremely weird going on, that much I’m sure of. Here’s cropped images of the damage values from 0 to 5 charges:

Something is behaving strangely for sure, and I’m pretty sure it’s just Unarmed being quirky as usual. I was surprised to see the tag allowing for unarmed skills even existed in the game.

Oh wow, I forgot about that skill. It is pretty terrible, I’m 90% sure I’d already written myself a note to do something about that… Whoops.

Is there a reason why Turf Turner cant be assigned to devotions?

Actually i disagree. My Machinist is more and more working towards becoming a retaliation build. Hope to have a better idea in the next day or two (only lvl ~42 atm). Initially i think a buff to the %fire damage could work, since Overdrive is a short duration anyways, and we’re hitting it for the burst. Obviously its not enough to warrant points for Nightmare’s Mad Scientist.

That may have been my fault. Constantly nagging to have support for unarmed weapon qualifiers when the game was in pre pre pre alpha.

None that I know of… The skill is due for a bit of a redesign, I’ll look into that issue when I’m messing with it. Just need to be less busy!

I’m still going to take a better look at it. Might be able to make it fit a niche better than it currently does.

And I greatly appreciate your nagging efforts! Nice to have something like this to play around with, though I don’t think I’ve done as good of a job with it as others might be able to. Haven’t seen anyone else use the unarmed flag yet, but then again I don’t get around the forums very much…

I plan to eventually, once I finish tidying up Grim Quest (which feels like it will never happen!)and move on to a “remake” of sorts for my old TQ mod, Asylumsmod (very original I know)

If you are doing a retaliation build your better off with gear the amount of retaliation on the skill is really small and not worth it especially for how short the duration is the points are 1000%better off somewhere else even for a retaliation build
The %fire damage is easily over shadowed by other skills and gear as well iirc it was something like 40/60% maxed out which is literally nothing when you already have 800%+ existing fire damage especially for 12 points at such a high tier

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