Hawkpath: Don't doublepost. Edit your last post if you have something to add. Your general posting has been noted as being spammy. Consider this as your last warning which holds across the entire forum.
I meant CHARACTER Sprites. And mind elaborating on the crafting and equipment juggling?
Also, Ideas:
-Make the Unique Stat bonuses to stats increase with the stat instead of the skill level(and thus mandatorilly nerf unique stats like Yuyuko's Spirit or Utsuho's Sun that give a percentage bonus to things that decide how much damage you take, I am not referring to Defence, because that's your chance to dodge.).
-Move Suika to the Human Miko class.
-Replace the "This person locks out These people" thing with some kind of "After you choose two skillsets, not including the forced one(like Reimu for the Miko or Yorihime for the one that has Cirno), everyone else is locked out" thing.
-Make Jewels and Runes more common.
-Remove the time limit on Yuyuko's Ressurection Butterfly.
-Make Bonus Fragments more common.
-Increase skill points from the Spellcard Contract to 3.
And now for the one that's really Stretching It:
-Allow all classes to be able to choose from all skillsets.(Yeah, that is REALLY stretching it.)
In other news, I made a Kensei named Flandre_Claus, because I have this idea for a Walfas video where Flandre is Santa.
I still don't kno what you want with character sprites. Everything I'm using in my mod, even the custom stuff can generally be found on the net.
Pick whether you want to put your skill points into Flandre or Cirno. Use the crafting recipes to put +skill to the other. You have switchable weapons slots, so make use of them.
-Unique stat bonuses do already increase the stat. If it increased the skill level of the passive, the affix would have [(Class) only] on it.
-Barbarians are melee fighters, Suika is a melee fighter, Yuugi is a melee fighter, Suika and Yuugi are friends, they stay in the same class.
-Character build lockouts will not change. This was a concept borrowed from Titan Quest. Forcing the player to make decisions is a practice of Good Modmaking that I've adopted.
-Socketables are common enough if you are playing on Lunatic/Phantasm.
-Ressurection Butterfly is a survival spellcard. Therefore it must have a time limit. Game mechanics in Diablo also require it to have a time limit.
-Bonus Fragments have a chance to drop with every TP/ID scroll or key. That's very common as is.
-Spellcard contract gives 2 skill points so that if you had spent them correctly your first levelup gives you access to an active skill.
Basically no to everything because it makes the game too easy and I'm long past the stage where I'm still working on such aspects of the mod.
I'm interested in how do Byakuren's "based on maximum mana/missing mana" skills work. Because it looks like that it has bonuses from Dharma only and without much of it, it appears to be like "Congratulations, you've picked a skill with no effect!" :V
Then the questions are: If they work, how do they work and what is an eventual mana treshold for those to have even a minimal impact?
Byakuren is intended as the Tankzon-like skillset. Defence and hp are pretty straightforward in making the player hard to kill. The current skill formulae for her bonuses are as follows:
Hp percent bonus - stat('byakuren_dharma'.accr)/15+(stat('maxmana'.accr)*ln12/204800)
Defence percent bonus - stat('byakuren_dharma'.accr)/15+(stat('maxmana'.accr)*ln12/102400)
Both formulae give you 1% for every 15 points of Dharma. The actual skill investment is in your mana times a linear multiplier (ln12) and then divided by 204800 or 102400 respectively. The huge division figure is because the game engine stores hp and mana in 256ths. Your actual mana figure is 256 times what you see. At level 1 of the skill the linear multiplier is 1, you need 800 (visible) mana for 1% bonus hp and half that for the same defence bonus. How do the 400/800 mana breakpoints feel to you? Bear in mind, with points investment into the skills, the percent bonus you're getting from the same breakpoint will get higher.
Damage based on mana missing works pretty similar but only looks at how much mana you have spent. The skill is not based on percentages. It takes the difference between your maximum mana and your current mana (visible figure times 256), divides it by 10 to prevent excessively huge numbers and damage rollover. This raw figure goes into the bonus damage calculation as a percentage for the skill. The mana threshold here is that you need to have a large enough mana pool to spend first and still have enough left to cast the spell.