I know you can modify whether a pet uses player or pet scaling, but can you modify how either of those scalings work or what they affect? Heck, is there even a way to see for sure what player scaling affects without trial and error? So far, I haven’t seen a way to look at either, which makes me think they are both completely hard-coded.
Planning on making a pet mod and I’m trying to determine how much work I will have to do and how to go about it.
Looking over the files, I haven’t found anything still. Someone years and years ago made a comment about it on the forums, so I thought maybe I had just missed it.
Hmm, not really expecting a reply, but I was hoping to be able to make a player skill that caused pets to use a skill, but that doesn’t seem to be possible either. Nor does it seem like there’s an easy way to have skills or pets interact with scripts. At least, not that I see.
I don’t know if there is a document to list affected stats (either player/pet), but it is probably all of them. Player scaling might not be working with attack/cast speed, but a patch might have changed that; I have not keept up that well. Damage works as expected, everything else you can test.
A skill that makes a creature use a spell, requires said creature to be using the turret template, which I am 99% sure works by having it’s own independent scaling.
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yeah, I was planning on doing some testing this week to see what scales. What I’d like to do is make a mod so that hybrid characters just work and so you don’t have to explicitly worry about pet stats. Trim down the amount of gear a bit as a bonus. But I need to see if that means I have to edit every item or not, because if so, that’s a lot of work.
Edit: I had thought one way to do it might be to just have spells that are used normally, but technically cause a pet to use a skill, but that doesn’t seem possible, so the easiest thing would be if player scaling affects more than just damage (and conversion of damage). So I’ll see what the situation looks like.
Unfortunately, it seems like testing confirms that health bonuses and resistances don’t scale with player bonuses on player-scaling pets. They probably only have damage setup to scale. I tested with a Blight Fiend on a higher level character, and gear changes didn’t affect anything. Also the Blight Fiend lost HP rather quickly against enemies doing chaos damage compared to the same character in a normal campaign where it had resistance at 80%.
So, that’s annoying. So I’ll either have to modify a lot of equipment or modify classes so that these are player-scaling pets, but their defenses stats scale with point investment or some class skill (and then modify just the pet gear).
Hmm, I’ll probably do the latter, since that’s a lot less work, and makes the classes more portable to other mods. I was thinking of making a Golem-making class as part of this too.