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About This File

This mod mainly rebalances force powers and grenades to make the game be more than just a spam fest of force speed and force lightning.

1.2.1 Changes:

- Destroy Droid now does 1-8 damage instead of 1-6 per every second level.

1.2.0 Changes:

- Installer tweaks.

1.1.9 Changes:

- Grenade scrip tweaks.

1.1.8 Changes:

- Non party member NPCs no longer require a high Demolitions skill to do a lot of damage with grenades, instead they do more damage the higher their level is.

1.1.7 Changes:

- Force Push now cost 15 FP.

1.1.6 Changes:

- Force cost adjustments.

1.1.5 Changes:

- Force Immunity nerf.
- Master Environmental Resistance grants poison immunity too now.

1.1.4 Changes:

- Force Fury series now benefits from force duration lengthening effects.
- Force Wave now benefits from force duration lengthening effects.
- Duel feats now also grant extra Force Power duration.
- Energy Resistance renamed to Environmental Resistance.

1.1.3 Changes:

- Force Push now stuns the target for 3s as intended.
- New installer option (without force point cost changes).

1.1.2 Changes:

- Slow, Affliction and Plague force point cost reduction.

1.1.1 Changes:

- Force Heal and Improved Force Heal are nerfed.
- Force Aura, Force Shield and Force Armor now lasts 30s.
- Force Valor, Knight Valor and Master Valor are no longer grant saving throw bonuses or immunity to poison, but they last 30s now.
- Force Resistance and Force Immunity are nerfed. They are also light side powers now.
- The Energy Resistance series no longer resist energy damage, but it is a light side power now.
- Force Barrier series is nerfed.
- The Battle Meditation series lasts 30s now.
- Shien lightsaber form description fix.
- Niman lightsaber form description fix.
- Stun Droid, Disable Droid and Destroy Droid are universal powers now.
- Force Affliction is DC25 now instead of DC20.
- Force cost adjustments.
- Force Crush and Force Scream series cast animation fix.

1.1.0 Changes:

- Higher level Force Powers now cost more to cast.

1.0.9 Changes:

- Duel now also grants 10% damage bonus with force powers, on top of it’s normal effects.
- Improved Duel now also grants 20% damage bonus with force powers, on top of it’s normal effects.
- Master Duel now also grants 30% damage bonus with force powers, on top of it’s normal effects.

1.0.8 Changes:

- Simplified item descriptions.
- Master Heal is changed back to pre v1.0.4 because the Treat Injury bonus was too OP.

1.0.7 Changes:

- Droid devices such as flame throwers and ion beams now scale with level.
- Kyber Darts now do 25 damage by default not 26.

1.0.6 Changes:

- Rockets and darts are repriced to match their performance in combat.

1.0.5 Changes:

- Grenades and rockets now have a minimum guaranteed damage (their original damage).
- Harmful event signal fix for grenades.

1.0.4 Changes:

- Master Heal now benefits from skill points invested into Treat Injury.

1.0.3 Changes:

- Description fix for grenades and rockets.

1.0.2 Changes:

- Removed the blurry air wave effect of Force Wave.
- Minor changes to autobalance.2da.
- Saving throws are reworked, every class gains 1 of each saving throw type every time they level up.
- Most grenades and rockets now benefit from Demolitions skill.
- Poison grenades and poison rockets scale with user level.
- Darts now also scale with user level.

1.0.1 Changes:

- Death Field now actually does what the description sais, only heals the user for the equivalent of the most damage dealt to any single enemy.
- Master Heal is nerfed, heals a bit less.

1.0.0 Changes:

- Force Channel Form description fix.
- Added Force Power Area of Effect: +50% to Force Affinity Form.
- Force Affliction fix.
- Force Plague fix.
- Force Aura buffed to +4 defense and s.t. bonus from +2.
- Force Shield buffed to +6 defense and s.t. bonus from +4.
- Force Armor buffed to +8 defense and s.t. bonus from +6.
- Force Aura, Force Shield and Force Armor now works with Force Chain even if it is applied through Force Enlightenment.
- No more blur effect when using Force Speed (all 3 levels).
- Burst of Speed buffed from +2 defense bonus to +2 defense bonus and +2 attack roll bonus.
- Knight Speed changed from +4 defense bonus and +1 extra round of attack to +4 defense bonus and +4 attack roll bonus.
- Master Speed changed from +4 defense bonus and +2 extra round of attack to +6 defense bonus and +6 attack roll bonus.
- Fury/Wookiee Rage now also gives +2 attack rolls.
- Improved Fury/Wookiee Fury now adds +4 attack rolls instead of +1 extra round of attack.
- Master Fury/Wookiee Frenzy now adds +6 attack rolls instead of +2 extra round of attack.
- No more blur effect when using Fury/Wookiee Rage (all 3 levels).
- Fixed the ’Bad StrRef’ text bug when activating Wookiee Rage, Wookiee Fury and Wookiee Frenzy while i was at it.
- Destroy Droid now does 50% less damage.
- Kill now does about 33% of enemy hit points in damage instead of 50%.
- Shock, Force Lightning and Force Storm now does 50% less damage.
- Drain Life and Death Field are now 50% less effective.
- Removed the level 10 cap from Drain Life and Death Field.
- Force Crush now does 50% less damage.
- Force Crush plays no animation on a successful save.
- Force Suppression and Force Breach now removes all listed force powers.


What's New in Version 1.2.1   See changelog

Released

Destroy Droid now does 1-8 damage instead of 1-6 per every second level.

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"The Energy Resistance series no longer resist energy damage"

...

Soooo, you gutted the entire main point of that series of powers?

 

Some of these changes look interesting, while others - such as the above-mentioned - seem more questionable. I think the nerfs to Heal and Improved Heal might go a bit too far, unless (unlike the Master version) they still get a boost from Treat Injury.

IMO nerfing Destroy Droid is not really necessary. It only works on droid enemies, and only does the full damage if they fail their saving throws - which is hardly a guarantee at the point in the game a player will have it. On top of that, once the player is past G0-T0's yacht its usefulness drops off dramatically unless you have M4-78EP installed - and for M4-78, nerfing Destroy Droid is overly punishing because the Environmental Zone absolutely spams droid enemies and some of the droids on that world are extreme damage sponges. I think the Guardian Droid in the Environmental Zone is even more of a tank than the freaking Drexl Larva.

Why do so many people in the community hate the blur effects for things like Force Speed so much? Seriously, why?

I wonder if it would be simpler to just significantly up the cost for using contra-alignment Force Powers, so that people can't cheese the game by mixing power pools the designers did not intend to freely overlap. Or maybe to just remove access to Force Lightning entirely, since from what I can tell that's the lynchpin of most or all of the game-breaking cheese builds that so many players seem to be addicted to using. I do see you at least nerfed that whole line a good bit.

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Well... Energy Resistance was OP, if you combine it with armor that has energy resistance you basically become immune to energy damage.

The Force Heal series is still OP in my opinion, especially if all 3 group members cast it at the same time.

Destroy Droid hard stuns droids and also does a ton of damage so i felt like the nerf was necessary.

And as a graphics connoisseur i can assure you only weirdos like the blur effects.

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5 minutes ago, GearHead said:

Well... Energy Resistance was OP, if you combine it with armor that has energy resistance you basically become immune to energy damage.

The Force Heal series is still OP in my opinion, especially if all 3 group members cast it at the same time.

Destroy Droid hard stuns droids and also does a ton of damage so i felt like the nerf was necessary.

1. Do you have clear-cut confirmation of that? I ask because I just checked Strategy Wiki to double-check how it works (I wasn't sure if it was like a consumable shield where after absorbing so many points it fizzles out, it's not something I end up using very often)... and according to StrategyWiki, damage resistances do not stack; only the higher resistance has any effect. And even if they did stack, there has to be a less-awkward solution than making a power literally called Energy Resistance... not provide energy resistance. Like maybe making the Master level restricted by armor.

2. I've never found Force Heal to be OP; the first two levels especially can actually struggle to keep up with your Vitality as you level up, in my experience. And (contrary to something I had assumed for a while) it doesn't benefit from Treat Injury as medpacs do. It only benefits from your Wisdom score, which you cannot raise nearly as readily and gear that raises it typically comes at the cost of wearing armor. If all three party members cast it at the same time it can definitely heal a lot, but that means having to have all three party members take a break from dealing damage that round. Which can be costly, especially when fighting multiple enemies. And of course, Force Points are in limited supply in combat. You can run out of them faster than you'd think, especially if the RNG is favoring opponents' attack rolls over yours and making you have to heal constantly... or causing you to burn FP by causing opponents to make their saving throws more often than not.
How does your experience differ? And how do you typically build your stats at character creation?

3. It does, but again that's only if you beat their saving throw. And speaking from my experience with spamming the crap out of Destroy Droid on G0-T0's yacht (which, without M4-78, is basically the only chance Destroy Droid really has to shine), that's a much bigger "if" than you might think at the point of the game where you have access to it. And I do believe they can un-stun if left long enough, I think I had some of the aforementioned damage sponge droids on M4-78 do that. Speaking of, even with the full damage of Destroy Droid it took some time to eat through those droids' health. That is how stupidly tanky we're talking.

I really would like to know what the community's beef with the blur from Force Speed and other such things is. Did it torture kittens to death in front of y'all? I see so, so many mods that remove it, including K1CP. It feels like the community assumption is that everyone wants it gone and nobody could possibly enjoy having it around; like the community perceives it as some hideously offensive mistake on Bioware's part.

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  • Damage Resistance definitely stuck, even with the Toughness and the Ignore Pain / Inner Strength feats. You can literally become immune to damage. Also Energy Resistance was renamed to Environmental Resistance, which was the originally intended name for the force power according to the game files.
  • Force Heal is OP because there are lots of gear in the game that helps you resist a ton of damage, and that is a huge indirect boost to healing in general.
  • If you invest enough attribute points into wisdom or charisma you will stun and do damage to droids every single time.
  • We all hate the blur effect, and this hatred unites us, this is the reason why this community is alive and well to this day.

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