Maidens of the Kaleidoscope

~Beyond the Border~ => Akyu's Arcade => Topic started by: Pesco on February 17, 2013, 04:36:55 PM

Title: Reimu II: Lord of Maidens v1.02
Post by: Pesco on February 17, 2013, 04:36:55 PM
22 months of development, learning how to mod, edit sprites, make animations, some game dialogue writing and a dabble of sound editing results in the one and only Touhou mod for Diablo II.

Some of the skills from the vanilla game exist in the mod under new names suitable to the Touhou flavour. But many skills have been tweaked or made anew for the mod. The story has been completely redone for Gensokyo and even the NPCs look the part. Weapons, armour and various items have been remade as well.

Side areas of the world are now high level dungeons in homage to the Touhou games. The best rewards can only be found in these areas. If you play with PlugY, the mod has its own setting embedded and makes use of the pandemonium events for extra side dungeons.

Download link: Lord of Maidens v1.02 (http://tinyurl.com/lprqtdf)
Installation: Back up the Patch_d2.mpq file in your Diablo II folder. Extract the Patch_d2.mpq from the zip to its place. Then run your game as normal.

Some notes:
- Running the game with PlugY in windowed mode may cause the game to crash and not be able to load. Playing in fullscreen or without PlugY will get around this problem.
- Don't throw away the skills info scroll that you start with. Cube it to get the Yukari Fooling Around Again (YFAA) charm. The charm provides the necessary summoning skill for use in some side areas and a skill for instantly updating bonuses from passive skills.
- Lord of Maidens is not compatible for play over Battle.net realms.
Title: Re: Reimu II: Lord of Maidens
Post by: Stuffman on February 17, 2013, 04:41:11 PM
キタ━━━(゜∀゜)━━━!!!!!

Finally! Gonna take a Yuuka to endgame to give it a whirl.
Title: Re: Reimu II: Lord of Maidens
Post by: ARF on February 17, 2013, 04:51:35 PM
 
 キタ━━━(゜∀゜)━━━!!!!!

Finally no more character resets!
Title: Re: Reimu II: Lord of Maidens
Post by: Amraphenson on February 17, 2013, 06:16:18 PM
Yamame and Orin for life, and boy is new Cat's Walk fun.
Title: Re: Reimu II: Lord of Maidens
Post by: Tarmo on February 17, 2013, 06:21:35 PM
What a nice thing to wake up to =o
Pretty damn excited for this, got plenty of character types I want to try out :3

On another note, if you guys still wanted to do the whole lan partay (in hamachi or something) we should probably work out a time that everyone's awake and available. I-it's not like I'm lonely or anything.

Edit: It seems like my characters were still working, I deleted them all anyways. Also, props to whoever made the title screen, it looks amazing. Nice choice of title music as well.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 17, 2013, 06:37:17 PM
Title screen courtesy of Vyrien (http://www.shrinemaiden.org/forum/index.php?action=profile;u=4733).
Title: Re: Reimu II: Lord of Maidens
Post by: Tarmo on February 17, 2013, 06:57:08 PM
Had to go kill myself to see what the pichuuun looks like, lovin it so far :D (Were you unable to add a sound effect? Or did I just not get one somehow?)
Also one of the mob debuffs managed to drop my stats low enough to un-equip my weapon, was this intentional? I could certainly see it causing some interesting build choices, as it would sort of force us to keep a certain "safety margin" of stats if we don't want to have to go through opening up the inventory screen (maybe switching weapons works too?) every time you get hit by that debuff. If so we'd probably have to figure out the exact value of the debuffs though. T_T
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 17, 2013, 07:08:02 PM
The death sound is wonky and doesn't always play if you die with too much ambient noise around.
Title: Re: Reimu II: Lord of Maidens
Post by: ARF on February 17, 2013, 08:51:19 PM
What a nice thing to wake up to =o
Pretty damn excited for this, got plenty of character types I want to try out :3

On another note, if you guys still wanted to do the whole lan partay (in hamachi or something) we should probably work out a time that everyone's awake and available. I-it's not like I'm lonely or anything.

Edit: It seems like my characters were still working, I deleted them all anyways. Also, props to whoever made the title screen, it looks amazing. Nice choice of title music as well.

Sounds fun, I don't know how to use hamachi and stuff but it can't be that hard, right?

I also deleted my old characters, but I sent over a stash page of goodies before doing so :3

Also pichuun sound effect confirmed!
Title: Re: Reimu II: Lord of Maidens
Post by: Dormio Ergo Sum on February 17, 2013, 09:01:28 PM
GJ.

Though does this mean I need to get Hamachi again for danmaku archers round X?
Title: Re: Reimu II: Lord of Maidens
Post by: Helepolis on February 17, 2013, 10:46:18 PM
Nice job Pesco. You surely have beaten me in terms of completing something you started.

I'll give it a try since you don't have to non-stop reset your chars. But what if you have to release a bugfix/patch for something that suddenly was discovered, would that affect the char?
Title: Re: Reimu II: Lord of Maidens
Post by: DX7.EP on February 17, 2013, 10:48:34 PM
Congratulations on completing the mod Pesco! :toot:

BRB getting D2 just to play this :3
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 17, 2013, 10:50:26 PM
I don't think there's anything I'd add that could break the saves at this stage.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on February 18, 2013, 01:53:06 AM
Loving the Pichuun death sound. [P]'s and everything. So much awesome.

Still got the same error as before. Never updated past 1.13c.
Unhandled Exception:
Access_ Violation (c0000005)
It happened on the 2nd load of the same character, and I went back and loaded it again just fine. I was dead and had logged out (because there was no way to get to my corpse). Maybe had something to do with it?

Overall, it feels very good, I like the bonus that the base skills give now. I didn't play too far just yet, (Quest for Remi) but I'm liking everything so far. I got smacked with.. I don't know. Something that wasn't poison that made my health instantly drop from max to.. may as well have been 1. This is a damage reflect debuff type thing? ..or is this a health leech thing? I get the feeling it has something to do with the buffs you gave them. I lived through it the first time, but then went back down and instantly died, like.. I don't even know what happened. Max health, max mana, I go down there and Pichuun! "Woah! Wait.. what?" Prettymuch.

So many props to the Title screen. Very cool. Also, what is the theme on it? It sounds like 13.5 but I can't seem to get any of my programs to view the data in 13.5's exe (nor can I get RAR to work with it), so the full theme from 13.5 remains a mystery to me as well. :(

Edit :
Bonus points to Stuffman for his awesome item designs. :V
Title: Re: Reimu II: Lord of Maidens
Post by: Vyrien on February 18, 2013, 03:29:44 AM
A moment of silence for the death of my social life for the next few weeks.
Title: Re: Reimu II: Lord of Maidens
Post by: Tarmo on February 18, 2013, 07:28:17 AM
So many props to the Title screen. Very cool. Also, what is the theme on it? It sounds like 13.5 but I can't seem to get any of my programs to view the data in 13.5's exe (nor can I get RAR to work with it), so the full theme from 13.5 remains a mystery to me as well. :(
Something tells me it's from soku, not sure though. Edit: I think there might be multiple songs in it. No clue what the first one is, but I'm pretty sure there was one from soku or swr in there, somewhere...
Bonus points to Stuffman for his awesome item designs. :V
Gotta agree with you on that one.
A moment of silence for the death of my social life for the next few weeks.
The artist itself has arrived. =o
Sounds fun, I don't know how to use hamachi and stuff but it can't be that hard, right?
It's not all that hard, however I've heard some anti-virus programs treat hamachi as spyware. I'm sure that could cause some annoyances, but it shouldn't be too bad.

As for a time for the multiplayer, we could either make it super formal and have everyone get on multiplayer at the same time or we could just leave it open to anyone who's online. I did manage to log into the teamspeak server, Pesco would there be any chance that you could requisition a LoM channel for us? Also someone would have to start one or multiple hamachi rooms. (The max number of people per room is 5, but I'm pretty sure you can connect people from multiple rooms to the same game.)
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 18, 2013, 07:32:22 AM
I'll set up a Teamspeak room for LoM when I get home.

We only need 8 slots on Hamachi. Someone central should do the hosting. And everyone who joins needs to have PlugY on or all off.
Title: Re: Reimu II: Lord of Maidens
Post by: Dormio Ergo Sum on February 18, 2013, 07:37:01 AM
Amra is a coward. He fears the danmaku archers.
Title: Re: Reimu II: Lord of Maidens
Post by: Tarmo on February 18, 2013, 07:38:57 AM
Amra is a coward. He fears the danmaku archers.
Guess that makes me a coward too T_T
I'll set up a Teamspeak room for LoM when I get home.

We only need 8 slots on Hamachi. Someone central should do the hosting. And everyone who joins needs to have PlugY on or all off.

I'd prefer plugY on, as I would like to see the pandemonium events sometime.
I'm certainly not good for the hosting, I live waaaay over on the west side of canada.
Title: Re: Reimu II: Lord of Maidens
Post by: Garlyle on February 18, 2013, 08:50:15 AM
oh no it's a Diablo II mod.

the last thing I needed was an excuse to start playing D2 again DAMN YOU TO HELL okay fine I'll download it when I get home
Title: Re: Reimu II: Lord of Maidens
Post by: Captain Infinity on February 18, 2013, 09:08:58 AM
Epic, Pesco, been waiting a long time for 1.00, congratulations on the great mod.

TIME TO DO THIS AS A MANLY LOLI MOMIJI.
Title: Re: Reimu II: Lord of Maidens
Post by: Changeling on February 18, 2013, 11:07:42 AM
I kept a tab open on your last thread for probably almost a year. Just wanted to come in and say thank you for all your hard work.
Title: Re: Reimu II: Lord of Maidens
Post by: Terrabreak on February 18, 2013, 05:21:53 PM
Found this and wanted to give it a try even thou I havent played diablo II in years. (Started with something new (brawler) since I always played rangeds)
Seems nice but im having 2 problems:

1) I dont really get how the hidden stats works. I have tried to level up my skills but the only one avaible is "Mystia", even after I got 2 items to raise the mist stat.

2) When I find a big group of enemies and click to run away, my character will keep attacking until there are no enemies in melee range and then it will run away. I dont remember having this problem when I played diablo II and its really annoying (Find 20 enemies in a corner, character refuses to escape and dies, go back for your equipment, character refuses to escape after that, repeat...)

The patch seems really nice but like I said, I havent been able to even test the skills :/

EDIT: Tried a Hina and the skills are working fine <3
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 18, 2013, 05:30:55 PM
The problem is because you're in melee range and you have King Kraken Strike on left button. It'll lock you in place until you finish all your attacks. Other than that, it's your mouse.
Title: Re: Reimu II: Lord of Maidens
Post by: Miky200 on February 18, 2013, 07:13:22 PM
If somebody will be have time we can try this over Hamachi.Playing as Human Miko loling so hard on names of weapons ,potions and etc.
Title: Re: Reimu II: Lord of Maidens
Post by: Terrabreak on February 18, 2013, 07:51:15 PM
PofV Cave is bugged, it takes you to the same area where you rescue "Rinnosuke" (*cof**cof* Still Deckard Cain in my book) except that it doesnt have all the flames and stuff. The place also doesnt have any enemies. :I
Title: Re: Reimu II: Lord of Maidens
Post by: Stuffman on February 18, 2013, 08:02:17 PM
PofV Cave is bugged, it takes you to the same area where you rescue "Rinnosuke" (*cof**cof* Still Deckard Cain in my book) except that it doesnt have all the flames and stuff. The place also doesnt have any enemies. :I

You need the Yukari Fooling Around Again scroll to summon them.

This is not mentioned anywhere in the documentation, Pesco :V

(tbh I think the whole doc could use an overhaul, it only has flavor descriptions and not technical descriptions of skills)
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 18, 2013, 09:18:11 PM
Well yeah I realised I forgot to inculde info about YFAA. That's why I put it in the OP.

The skill descriptions in the documentation were intended to be flavour and a little descriptive. I'll take rewrites if anyone sends them to me.
Title: Re: Reimu II: Lord of Maidens
Post by: ARF on February 18, 2013, 10:12:24 PM
Hardmode unlocked! (http://i.imgur.com/jcp5AyV.jpg)  :V I'm going to try playing like this with a new 1cc character later, except I'll use the contract, obviously!

I really like how most rare items spawn with a random skill proc now, you can pretty much do whatever you want in terms of hybrid builds now, given enough time to get the right items.

Also, the buffed dungeons areas are scary now! At least the
suicide bullet/exploding rabbits
in IN were totally unexpected and crazy!
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 18, 2013, 10:45:19 PM
Infinity Ring has a low level requirement so that you can pass it to a new character.
Title: Re: Reimu II: Lord of Maidens
Post by: Amraphenson on February 19, 2013, 07:18:03 AM
Just cleared act 4. Filled Miasma is hitting around 23k damage total for me, which breaks down to around 1.3k dps :D
now to respec those points out of the poison cloud javelin and into something useful.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 19, 2013, 07:47:57 AM
Hina's skills, one point each and useful all the way.
Title: Re: Reimu II: Lord of Maidens
Post by: Amraphenson on February 19, 2013, 08:14:52 AM
and that leaves me four points for a dip into blazing wheel
fuuuck yeah.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 19, 2013, 08:28:01 AM
You also need at least one point in Ghost Town to get the extra summons synergy.
Title: Re: Reimu II: Lord of Maidens
Post by: Terrabreak on February 19, 2013, 08:42:32 PM
Man, this is going so wrong, ACT II and had to left the slums level 3 unexplored (I like to compelty explore the map in games like this <3)
Rin (Most likely her spamable flame wheels) just handed my ass in a silver plate, killed her after dying around 15 times (At this point I was just going by myself, punching rin once or twice before dying and repeating). Had to let the last area unexplored because I had lured around 16 flame wheels in there and was still dealing with around 5 of them with Rin.

After killing Rin I was like "Yay, they are finally gone, lets explore this last part" just before running for my life after remembering they had to be close to Rin to die with her. Doesnt matter, will come back at like level 70 with a big "My revenge will be terrible" written all over my face <3
Title: Re: Reimu II: Lord of Maidens
Post by: Tarmo on February 19, 2013, 11:15:26 PM
Tried to bring back my old kicksin, isn't working out too well so far. Roc Fist's mana cost is much higher than Dragon Talon's was, and my already somewhat sketchy early game isn't helped by the new debuffs. (Looking at you regen debuff D:)

Quick question, do the +unknown bonuses from Undefined Darkness and Red Cloak, Blue Cloak apply only when they're active? The additional stats sheet you get from plugY seems to be unreliable for testing these things.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 19, 2013, 11:19:05 PM
Yep only when active. The same with the exp bonus on one of Alice's aura skills.
Title: Re: Reimu II: Lord of Maidens
Post by: Phlegeth on February 20, 2013, 01:41:30 AM
I keep getting this error before I can get to the title screen.
Title: Re: Reimu II: Lord of Maidens
Post by: Terrabreak on February 20, 2013, 03:21:36 AM
"Now hurry, before Reimu and Baal are able to find their brother, Sanae"

Rinnosuke, you high son? Who is Baal?! Sanae is Reimu's BROTHER?! The plot thickens~
Title: Re: Reimu II: Lord of Maidens
Post by: Amraphenson on February 20, 2013, 05:01:56 AM
all you need to run danmaku archers is blazing wheel. :VVVV
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 20, 2013, 06:14:39 AM
I keep getting this error before I can get to the title screen.

What do you have installed?
Title: Re: Reimu II: Lord of Maidens
Post by: Phlegeth on February 20, 2013, 06:25:47 AM
What do you have installed?

Just the vanilla game 1.13.  It's also a digital copy.
Title: Re: Reimu II: Lord of Maidens
Post by: Amraphenson on February 20, 2013, 06:33:57 AM
needs lord of destruction.
Title: Re: Reimu II: Lord of Maidens
Post by: Phlegeth on February 20, 2013, 06:46:14 AM
I was afraid that was it.  Thanks for the info.
Title: Re: Reimu II: Lord of Maidens
Post by: KFCbbQ on February 20, 2013, 01:00:27 PM
Now who wants to guess what I found in my big pile of old CDs?  >:D
(http://i.imgur.com/6toyCYhl.jpg) (http://imgur.com/6toyCYh)
Title: Re: Reimu II: Lord of Maidens
Post by: Ace-Royale on February 20, 2013, 03:33:30 PM
I feel like I'm missing something here, but I've been having a incredibly hard time with Mephisto and Diablo. I killed them eventually, but dying 30+ times to do so is neither challenging or satisfying.

I'm playing Kensei with pretty much pure Flandre build, except for 1 pointing all of Yorihime's skills. I will admit my build is probably not optimal, but constantly getting one-shotted by those counters when you strike the bosses at melee range is incredibly frustrating. Am I supposed to be maxing Tenshi's skills so I can fight those battles at range or stacking hp or...?

Could someone help me out?
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 20, 2013, 03:47:58 PM
Stacking hp would probably be good. You can also make use of the crafting recipes to make your gear stronger.
Title: Re: Reimu II: Lord of Maidens
Post by: Terrabreak on February 20, 2013, 05:36:44 PM
Stuff about pure flandre build

lol dont worry brah, this is my second run and I gave up at mephisto already. Flan's fire damage seems so op at the beginning, but it quickly falls off, especially against something resisten to fire (See up there my adventure witht the blazing wheels). I killed mephisto without dying once but it wasnt any interesting fight, because I was doing almost no damage. My archer companion, with an incredible op bow I just found, was the one doing damage but since the cpu is herp derp she would walk next to me and die, forcing me to go back, revive her, and keep fighting.

I may be bad, but Im not going to be the meat shield of the cpu :/

EDIT: OMG Shizuha's first skill doesnt have a mana cost, means its op as hell and I can spam it as much as I want! *Spam it like crazy and runs out of mana* : (
The mana cost is not written in the descrption of the skill

Title: Re: Reimu II: Lord of Maidens
Post by: Tarmo on February 20, 2013, 07:54:24 PM
I feel like I'm missing something here, but I've been having a incredibly hard time with Mephisto and Diablo. I killed them eventually, but dying 30+ times to do so is neither challenging or satisfying.

I'm playing Kensei with pretty much pure Flandre build, except for 1 pointing all of Yorihime's skills. I will admit my build is probably not optimal, but constantly getting one-shotted by those counters when you strike the bosses at melee range is incredibly frustrating. Am I supposed to be maxing Tenshi's skills so I can fight those battles at range or stacking hp or...?

Could someone help me out?
I believe I was the one that recommended that build. I have yet to play it in the full release version, so I apologize if it isn't sufficient anymore.

EDIT: OMG Shizuha's first skill doesnt have a mana cost, means its op as hell and I can spam it as much as I want! *Spam it like crazy and runs out of mana* : (
The mana cost is not written in the descrption of the skill
I believe Nue's Undefined Darkness has this same problem as well, though I don't think anyone would really want to spam a self buff D:
Title: Re: Reimu II: Lord of Maidens
Post by: ARF on February 20, 2013, 10:54:41 PM
(http://i.imgur.com/h08L2Sr.jpg)

Giant panda with teleportation, complete invulnerability and level 25 master spark!? I love this mod :D
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 21, 2013, 05:08:20 AM
It's just made my day to see the giant panda item actually working :D
Title: Re: Reimu II: Lord of Maidens
Post by: Mesarthim on February 22, 2013, 12:25:48 AM
I don't poke at diablo II much anymore but now since I recently joined this forum and am making an effort to become more active... I do like what I see. It made me bust out that dusty copy of Diablo II from a drawer. Looking forward to seeing how this mod works out.
Title: Re: Reimu II: Lord of Maidens
Post by: gammaraptor on February 22, 2013, 03:39:28 PM
Thought I would never touch D2 ever again...
Title: Re: Reimu II: Lord of Maidens
Post by: ARF on February 22, 2013, 04:35:31 PM
I've been having lots of fun playing around in panda mode lately, I made a video to showcase some danmaku things
and me getting owned by Sanae
http://www.youtube.com/watch?v=J-GqOZX8KvY

Even though panda has super slow movement speed, you get pretty much the fastest casting speed ever to compensate, which gets really fun when you get teleport as you actually move faster, as long as you have mana anyway :D
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 22, 2013, 04:55:23 PM
Wait, how are you in panda mode without any items?
Title: Re: Reimu II: Lord of Maidens
Post by: ARF on February 22, 2013, 05:00:20 PM
The inventory is from another character, superimposed on the footage :3
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 22, 2013, 05:16:16 PM
I want a copy of the vid for myself to keep.
Title: Re: Reimu II: Lord of Maidens
Post by: ARF on February 22, 2013, 05:38:54 PM
I want a copy of the vid for myself to keep.

http://www.mediafire.com/?k1x28adg0y1ckpp
Enjoyee, if you want to use some footage from it for something or w/e that is fine with me.
Title: Re: Reimu II: Lord of Maidens
Post by: Terrabreak on February 22, 2013, 05:40:11 PM
Must admit that the zoom-in after killing "Flandre" was awesome as hell ;_;
Title: Re: Reimu II: Lord of Maidens
Post by: Mesarthim on February 22, 2013, 07:37:00 PM
Well here I was thinking I was getting the hang of the mod, that is until I entered the second level of the cave in what used to be the cold plains.

I can't be sure of my safety anymore ._.
Title: Re: Reimu II: Lord of Maidens
Post by: Third Man on February 22, 2013, 09:42:04 PM
Okay, this is hell yes. I may have to get Diablo 2 just for this mod.

One question, though: what is PlugY, and why is it needed?
Title: Re: Reimu II: Lord of Maidens
Post by: Amraphenson on February 22, 2013, 11:04:28 PM
it's an inventory management thing that also shows you a lot of hidden stats, like magic find and stuff. gives you extra stash tabs as well, and a shared stab.
it's also not needed.
Title: Re: Reimu II: Lord of Maidens
Post by: Third Man on February 23, 2013, 01:43:29 AM
Side areas of the world are now high level dungeons in homage to the Touhou games. The best rewards can only be found in these areas. If you play with PlugY, the mod has its own setting embedded and makes use of the pandemonium events for extra side dungeons.

This makes me think the mod has dungeons you can only get to if you have PlugY.

Where can I get PlugY, anyways?
Title: Re: Reimu II: Lord of Maidens
Post by: Amraphenson on February 23, 2013, 02:53:46 AM
google is your friend.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 23, 2013, 05:48:58 AM
The side dungeons you can access via PlugY don't give much towards the game other than stuff for you to kill. If you want the challenge, they're there for that.
Title: Re: Reimu II: Lord of Maidens
Post by: wailofthebanshee on February 23, 2013, 09:42:28 AM
Oh man. I'm not a huge fan of Diablo, but I'll have to give this a shot.
Title: Re: Reimu II: Lord of Maidens
Post by: Third Man on February 23, 2013, 06:59:02 PM
The side dungeons you can access via PlugY don't give much towards the game other than stuff for you to kill. If you want the challenge, they're there for that.

I like that sort of thing. Probably gonna find PlugY, too, then.
Title: Re: Reimu II: Lord of Maidens
Post by: Achariyth on February 24, 2013, 06:06:14 AM
So what builds are people running?

I'm trying a Patchi-Mari-Letty Fairy, just because it's close to the Frost Sorc builds I used to play.  (Patchi-Letty-Iku got skipped because I never liked the damage range of lightning.)  Letty's frost spiral, besides taking a while to get used to, is nice, especially if you move and spam.  I'm also looking for a Bow Miko build, which means Eirin.

I"m happy to see that the skills aren't just renamed core D2 abilities.
Title: Re: Reimu II: Lord of Maidens
Post by: Amraphenson on February 24, 2013, 06:31:14 AM
running a warlock, max lower resists for hina, max blazing wheel+golem synergy for rin, and max miasma (poison element frost orb) for yamame. sitting at like 10k dps miasma, which is actually relevant with lower resists. even phantasm enemies crumple if I can break their resists. 11 blazing wheels also help destroy anything that isn't fire immune, but I can't break the fire resist on fallen so :VVVVVVV
Title: Re: Reimu II: Lord of Maidens
Post by: ARF on February 24, 2013, 01:13:30 PM
Hina/Yamame/Orin Warlock (lower resist+miasma until something dies -> pain flow+vengeful cannibal spirit until everything dies, optionally blazing wheel until everything not fire immune is wtfbbqowned)
Iku/Mokou/Pachy Fairy, will craft mana shield for this one and have a silly melee hybrid.
Sakuya/Suika/Mystia Brawler dual wielding Marisa-Ze runewords for maximum master spark, Mystia songs for more mana, primarily.
Eirin/Reimu/Sanae Miko Eirin for killing stuff, Reimu for dodge and ESC, Sanae for Kanako.
and a low level CHEEEEEEEEEEEEEEEEEEEEN!!!

I still want a Yuyu/Komachi Warlock, Aya/Shizuha Hermit, Nitori/Yuuka(or Shizuha again?) Hermit and a Momiji. So many wants so little time ;~;

One of the coolest thing in this mod is items that can proc Scythe of Final Judgement on striking, it basically makes any melee character with high weapon damage wreck literally everything!   :getdown:
Title: Re: Reimu II: Lord of Maidens
Post by: achicken on February 24, 2013, 03:10:54 PM
... I just got killed when I went cave exploring and ended up in The Embodiment of Scarlet Devil, and will probably avoid all those named areas until I get a lot better. Are those things supposed to be post-game stuff or something?

Also, is there a Hakutaku Level? :3
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 24, 2013, 03:26:25 PM
There may or may not be a Cirno's Perfect Maths Class.
Title: Re: Reimu II: Lord of Maidens
Post by: Ace-Royale on February 24, 2013, 04:02:02 PM
I'm running a  Flandre/Tenshi/Yorihime Kensei, mainly using Flandre with splashing Yorihime for enchants/passive and Tenshi for the 16 second stun wave.
Most enemies get one-shotted or permastunned to death.

Also, what does the catfish eye do? "level 1 badass aura"? Is it a joke item?

Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 24, 2013, 04:31:02 PM
It's not a joke item. You equip it and gain an aura of badassness. Enemies will fear you so much when you walk among them with it.
Title: Re: Reimu II: Lord of Maidens
Post by: Stuffman on February 24, 2013, 04:54:45 PM
I'm running a pure Yuuka right now since she has pretty much everything she needs except a left button skill.

Yuuka's main perks are survivability and not really having any mana problems. Her armor and shield provide tons of defense, and she gets crazy HP steal off of Reflowering. Garden is super powerful now, she can cast it, run away, and the crowd of mooks will kill themselves hitting it.

She doesn't do so well against bosses though since all her skills are crowd control - Snowdrop is the go-to skill here, but it takes time to work.

I'll have to look into the viability of grabbing Aya's fan passive to use as a weapon instead, otherwise I guess I'll just keep using medium swords.
Title: Re: Reimu II: Lord of Maidens
Post by: Goldom on February 25, 2013, 04:44:22 AM
I've tried this out up to part of act 2, and it's very cute, but two things are driving me nuts...

First, I keep getting hit with super-bad curses after killing ordinary enemies. Like, every 10 kills often. I don't remember ever seeing such bad effects in vanilla normal difficulty, let alone from plain white enemies. Stuff like being completely frozen in place. (Not cold, looks like -90% attack/movement speed or something) Makes it so to beat any bosses I have to keep making sure I don't hit regular enemies, because if I kill them, I get totally stuck VERY often.

Secondly, the enormous range of item types makes it way too hard to find anything I can actually use. After making this far and not having any sort of decent chest/gloves/boots for my classes (Marisa/Letty), I spent 20 minutes opening and closing the gamble window and STILL haven't seen the correct types for my class. I don't know if they even exist?
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 25, 2013, 05:09:36 AM
All going as planned. The mod isn't going to make the game any easier than the vanilla for you.

The items section of the documentation lists what's avaialble for each class. I'm sure you definitely have seen the right gear in the gamble menu but didn't know that it was for your class.
Title: Re: Reimu II: Lord of Maidens
Post by: Stuffman on February 25, 2013, 05:14:42 AM
Secondly, the enormous range of item types makes it way too hard to find anything I can actually use. After making this far and not having any sort of decent chest/gloves/boots for my classes (Marisa/Letty), I spent 20 minutes opening and closing the gamble window and STILL haven't seen the correct types for my class. I don't know if they even exist?

It's obnoxious yes, but the system is built around it so there's not much that can be done about it at this point. Diablo 2 doesn't have enough shop space for all the different items.

Winter Cape is Letty armor. The only Fairy-specific gloves/boots are Phoenix Fist and Immortal Boots, respectively (both Mokou items). You can either try to gamble ones with Snow/Danmaku bonuses on them, or just get generic equips in those slots.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 25, 2013, 05:19:04 AM
More item variety may be available in future patches.
Title: Re: Reimu II: Lord of Maidens
Post by: Goldom on February 25, 2013, 05:49:42 AM
All going as planned. The mod isn't going to make the game any easier than the vanilla for you.

Not saying it should, I just have no understanding why killing plain, unenchanted enemies is causing random curses. Is this something that happens in the regular game now? I haven't played since 1.08 or something, but I don't recall curses just happening out of the blue like that.
Title: Re: Reimu II: Lord of Maidens
Post by: Dormio Ergo Sum on February 25, 2013, 05:53:40 AM
It's simply the addition of retaliation to make the game harder.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on February 25, 2013, 06:43:44 AM
Played through all of Act 1 and a bit into Act 2 so far. (I already miss my ordinary magician :qq:)

I keep getting hit with super-bad curses after killing ordinary enemies. Like, every 10 kills often. I don't remember ever seeing such bad effects in vanilla normal difficulty, let alone from plain white enemies. Stuff like being completely frozen in place. (Not cold, looks like -90% attack/movement speed or something)
None of those effects were in the vanilla game, and I agree that the slow debuff is extremely annoying. That's honestly the only one I have come across so far that, in particular, seems really unfair. Not the debuff itself, but the amount of slow. It reminds me of being frozen in D3. Both in particular aren't very fun when you aren't able to do anything while everyone rapes your face. Attack speed debuff is alright, but the movement speed thing is a problem. (and I rolled a bow with very fast and normal attack speed at the time too)

There's another difficult one I've come across that drops your health as long as it lasts above you. It's fair in it's ability to kick your ass, but I don't know if this scales with your hp yet (seems like it does). I don't personally like what it does, but I do like that so far it's pretty solid and is very efficient at what it does.

What struck me as weird was the one that supposedly stops you from using magic attacks? I got hit with it in the large room right before story mode Flandre. I was using Light Blast and when it casts the vanilla necromancer skill (yeah, I noticed that :3), it seems like it casts several dozen times per second and the sound cuts out every other sound effect while it happens. I think what you intended it to do was stop the ability to cast spells, and that's totally cool (it doesn't last that long, and I can run away while I can't attack), but the casting problem creates lag and dropped my frame rate by at least a dozen. Maybe want to look into that?
Title: Re: Reimu II: Lord of Maidens
Post by: Amraphenson on February 25, 2013, 06:56:22 AM
I'm fairly sure that's all intentional. There's also one that lowers your stats fairly significantly, and in Diablo where it's 'oh this lets me equip that and this lets me equip that' that's pretty fatal.
it's all intentional. Pesco introduced a debuff retalation system to making things interesting, especially for summonmancers who sorta just walk over everything.
Title: Re: Reimu II: Lord of Maidens
Post by: Helepolis on February 25, 2013, 06:58:53 AM
Frost Raven ring in regular D2 would prevent you to get frozen. I think some magic rings also rolled that mod.

Not quite sure how it is in Reimu II :V
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on February 25, 2013, 07:46:15 AM
I'm fairly sure that's all intentional.
I know all the stat debuffs are intentional. I haven't come across the one that drops stats yet (or if I have, I didn't notice them). If that was in vanilla, I would have played SO much differently haha.

Frost Raven ring in regular D2 would prevent you to get frozen.
That is true. There were a few other items that did this as well if I remember correctly, but um..
D3
xD Yeah. Frozen in D3 works completely different from D2. It solidly freezes you instead of slowing you down.

Anyway, slowing down in D2 was a pretty annoying thing, but it didn't have as much slowdown as the slow debuff currently does. I'll have to play more and see if there's any items to counter it.
Title: Re: Reimu II: Lord of Maidens
Post by: Majildian on February 25, 2013, 08:46:52 AM
A lot of movespeed seems to work pretty well. You can get a large chunk for free by grabbing a weapon with the Eirin runeword that has + Butterfly Dream Pill.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 25, 2013, 09:42:07 AM
When you thought you couldn't cast spells and it drags the sound a lot? That's your cast speed getting nuked.

Retaliation debuffs are:

Debuff stats
Debuff regen
Debuff speeds
Debuff grind
Debuff resists
Debuff points

At most, you'll only ever find 4 of them on one kind of enemy. Per enemy on Normal 15% chance to spawn with a debuff retaliation skill and then 15% chance for it to proc. These spawn and proc chances increase each difficulty. In my playtests you only encounter them on average twice per mob on Normal. The debuff duration scales with enemy level and caps out at around 20 seconds. The size of the debuff is random between 50 and 100%. Most bosses don't have these retaliation debuffs.
Title: Re: Reimu II: Lord of Maidens
Post by: ARF on February 25, 2013, 02:52:32 PM
Debuffs are fine, to compensate you get stronger skills than vanilla, insane versatility with runewords and crafting, and overpowered items! (http://i.imgur.com/gvotcbP.jpg)

Thought the speed debuffs are frustrating at times I agree, something that is good is that the cast speed debuff doesn't affect teleport style spells, so you retain some mobility if you have boots of travel or play as Mokou, Sakuya or Orin or even the Ri+N runeword IIRC (I can only 100% confirm that this is true for Cat Walk though).
Title: Re: Reimu II: Lord of Maidens
Post by: Tapsa on February 25, 2013, 06:57:32 PM
(http://oi47.tinypic.com/35mh5om.jpg)
Can I stop playing this game now, Pesco?
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 25, 2013, 07:03:55 PM
Needs Infinity Ring and Catfish Eye.
Title: Re: Reimu II: Lord of Maidens
Post by: Maav on February 25, 2013, 11:06:43 PM
I so remember the old versions of this... I stopped tracking the progress at some point (.36 or something like that iirc)
Good job on getting it done, Pesco! =]
Title: Re: Reimu II: Lord of Maidens
Post by: Helepolis on February 26, 2013, 06:52:16 AM
(http://oi47.tinypic.com/35mh5om.jpg)
Can I stop playing this game now, Pesco?
Level 5 chain lightning? That is a pretty weak Infinity. No wonder Tanaka has been crying. Conviction aura is nice though, except level 2 has a range of face-up-close.

I guess I need to find other items for my Merc.
Title: Re: Reimu II: Lord of Maidens
Post by: Amraphenson on February 26, 2013, 07:51:05 AM
I would imagine higher tiers of Infinity would be better, as that's only the Easy mode one. I'll try and find a lunatic/phantasm one.
Title: Re: Reimu II: Lord of Maidens
Post by: ARF on February 26, 2013, 12:15:20 PM
(http://i.imgur.com/wqBUivh.jpg)
Is it over?
;~;

What are these memory items? I get that the medals can be crafted with the belts, but I'm not sure about these. Also dat 1 million damage miasma (wearing X-tier eight eye web with 6x Yu runes).

Infinity is pretty much the best non-character specific melee weapon, aura is awesome, using it on my melee fairy. But I guess some rare weapon with a good proc on striking could be more effective.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 26, 2013, 12:33:08 PM
Hmm needs nerfs. Yes, nerfs everywhere.
Title: Re: Reimu II: Lord of Maidens
Post by: ARF on February 26, 2013, 12:47:06 PM
No, not the nerfs!!! I'll only play underpowered builds from now on I swear!
Title: Re: Reimu II: Lord of Maidens
Post by: Captain Infinity on February 26, 2013, 12:47:22 PM
Infinity is pretty much the best

Yes, I know I am.

On another note, Rin's Blazing Wheels hurt for both enemies and me whenever I end up in Act 2.
Title: Re: Reimu II: Lord of Maidens
Post by: Ace-Royale on February 26, 2013, 05:39:48 PM
Pesco why aren't I growing extra legs with these gloves :(
I thought I could run around with 10 of them, and proc the spanking of my opponents when hit.

I don't really know what they do lol, doesn't seem to proc anything,
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 26, 2013, 06:19:03 PM
That's what you get for thinking everything has to do something.
Title: Re: Reimu II: Lord of Maidens
Post by: Hawkpath1337 on February 27, 2013, 02:01:05 AM
Okay, I'm having DISCOLORATION ISSUES on my WINDOWS 7(I believe, might be Vista) Computer, even in compatability mode for windows NINETY FREAKIN' EIGHT. Running in 256 colors. It's very annoying. Also, the fact that the NPC's are switched to MONSTER REPRESENTATIONS really bothers me. I do not like it. I do not like it one bit.
Title: Re: Reimu II: Lord of Maidens
Post by: Dormio Ergo Sum on February 27, 2013, 02:22:59 AM
Also, the fact that the NPC's are switched to MONSTER REPRESENTATIONS really bothers me. I do not like it. I do not like it one bit.
(http://i597.photobucket.com/albums/tt56/haeun0719/notacow_zpse7e67e6f.jpg)
Title: Re: Reimu II: Lord of Maidens
Post by: highzealot on February 27, 2013, 02:23:39 AM
Okay, I'm having DISCOLORATION ISSUES on my WINDOWS 7(I believe, might be Vista) Computer, even in compatability mode for windows NINETY FREAKIN' EIGHT. Running in 256 colors. It's very annoying.

In the directory Diablo 2 is installed in should be a file called D2VidTst.exe. Run it and select Direct3D at the end. It should be fine afterwards.

Also, I have to say I am thoroughly enjoying this mod. I would like to thank you for this gem good sir.
Title: Re: Reimu II: Lord of Maidens
Post by: Hawkpath1337 on February 27, 2013, 02:27:25 AM
In the directory Diablo 2 is installed in should be a file called D2VidTst.exe. Run it and select Direct3D at the end. It should be fine afterwards.

Also, I have to say I am thoroughly enjoying this mod. I would like to thank you for this gem good sir.
That did it!
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 27, 2013, 05:39:52 AM
(http://i597.photobucket.com/albums/tt56/haeun0719/notacow_zpse7e67e6f.jpg)

Moo moooooo moo :V The Keine and Satori replacements are the best. I don't care if you think otherwise :D
Title: Re: Reimu II: Lord of Maidens
Post by: Hawkpath1337 on February 27, 2013, 09:43:40 PM
Moo moooooo moo :V The Keine and Satori replacements are the best. I don't care if you think otherwise :D
I'm sorry, but a halberd-wielding cow in the camp just disturbs me.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on February 27, 2013, 10:28:35 PM
Just stuck Panda Kigurumi on my Act 2 merc.. and not too long after the game crashed mid-play. (and it wasn't the usual one I get every once in a while when loading chars)
My merc also sometimes disappears and reappears randomly when going to attack / attacking, but is usually there when simply walking around.

I forgot to get a screenshot of it, (stupid me), but I'll keep it on him to see if I get it again.
Edit :
I think above might possibly have to do with the monster debuffs, or the merc themselves going invisible. (He goes invisible alot, but getting every different debuff is sort of rare)

I'm sorry, but a halberd-wielding cow in the camp just disturbs me.
I guess you'll just have to be disturbed then. I don't know what else to tell you. It's an npc. They're not going to bite your head off. At least Keine makes sense in comparison to Satori...

Speaking of whom.. Jesus, Satori, really? I mean.. damn.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 27, 2013, 10:37:34 PM
Panda Kigurumi isn't intended for use on your pets. Please use only as instructed on the product label :V

Satori's thalidomide arms. It's the only way.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on February 27, 2013, 10:54:50 PM
Panda Kigurumi isn't intended for use on your pets.
Aw. Oh well. Wanted to walk around with huggable Panda :<

Please use only as instructed on the product label :V
xD ..wat? Where?

Edit :
See attachment for crash.
[attach=1]
Title: Re: Reimu II: Lord of Maidens
Post by: Ace-Royale on February 28, 2013, 05:15:23 AM
7 hours and 97 kills on Flandre, I FINALLY finished my set. ^^

Too bad I didn't find any of these charms you spoke of Pesco :(

They must be incredibly hard to find. Or I guess she might not drop one, I just skipped to her room every time.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 28, 2013, 06:37:22 AM
The error popup doesn't actually tell me anything about what's causing the crash. There should be a txt file in your D2 folder that gets created every day that you run the game. The relevant lines look something like:
Code: [Select]
00:17:12.608  ***** UNHANDLED EXCEPTION: ACCESS_VIOLATION (c0000005)
00:17:12.608  Fault address:  6FF61F84 01:00010F84 D:\Pesco\flash temp\Diablo II modtest\Fog.dll
00:17:12.608  eax:00000000 ebx:00000000 ecx:6ff5201d edx:02150174 esi:6fde17bc
00:17:12.608  edi:00000000 ebp:6fddf4d8 esp:0018f290 eip:6ff61f84 flg:00010246
00:17:12.608  cs:0023 ds:002b es:002b ss:002b fs:0053 gs:002b

But I'm a noob at this modding thing, so I wouldn't always know how to fix it :V
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on February 28, 2013, 10:41:54 AM
There should be a txt file in your D2 folder that gets created every day that you run the game.
Jesus.. I opened it and it created a stupidly large page. Uhm.. Don't know how to shorten stuff so...

http://pastebin.com/AW3jd1XK :derp:

This is the original one from the time of when I started the first crash from this post:
stuff
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 28, 2013, 11:32:47 AM
The crash report isn't showing me which game file is causing the problem. Replicate the crash and tell me exactly how you did it.

And blame Blizzard's bad coding :V
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on February 28, 2013, 12:57:25 PM
Oh, that's actually pretty easy.
I just basically put the armor on merc, and leave town in act 2 (just going outside, not in the sewers). He goes and pandas about slapping things while I shoot green exploding stars at whatever he's fighting. Eventually the game freezes and I have to alt tab into the crash screen. The reason I think it has to do with the debuffs is because I get some debuffs for one game, and eventually it crashes, and when the game rerolls, it ends up running a different same monster set and possibly a different debuff set. (I don't know if these are specific to certain monsters on normal, or just chance roll when the game is created)

I can uh.. even one up that. Attached the save file if you want to have a go at it.

Also, I don't remember exactly what I was fighting during the time, but I'll definitely take some time and do some runs tomorrow. (since it's 6:50am x_x) Afterwards, I'll let you know exactly what monsters I fought when it happens if you haven't already done so (or didn't decide to). I can't be sure if I'll be able to let you know what debuffs they'll have, but I'll try and keep track of those too. (You know, assuming they're put into the game just like the game rolls the monster types you fight. Example, in the sewers, skeleton fire archers instead of zombies and dozens of melee skeletons)
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 28, 2013, 03:04:04 PM
The panda disappears when attackng because he doesn't have animations for using the Jab attack skill. I ran around and killed stuff, got the debuffs and no crash.
Title: Re: Reimu II: Lord of Maidens
Post by: ARF on February 28, 2013, 06:00:52 PM
Finished the Alice set, the bonuses are pretty nice, especially the special summoning and extra buff. Only need to make a Chen now, and I have a decent character with every class.

Some things which make me sad:

-Holland doesn't have an item sprite, seems like the only way to equip it is to remove your boots and pick up Holland with the inventory closed.
-IN Keine can still crash your game by attacking or using an ability.
-Chen still drops white base set items occasionally.
-Yuyuko doesn't drop anything at all (can't remember if she ever dropped anything in any previous versions either, actually).
-MoF, SA, UFO and TD bosses don't seem to drop any set items ever, (possible that they have much less chance of dropping in those places, though, can't really say for sure about IN, since I haven't played further than to Keine since the final version).
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on February 28, 2013, 06:25:32 PM
-Holland doesn't have an item sprite, seems like the only way to equip it is to remove your boots and pick up Holland with the inventory closed.

Emperor's boots yo. Overpowered characters can't see it :V

I'll need to find time to do the fixes. Next update!
Title: Re: Reimu II: Lord of Maidens
Post by: Terrabreak on March 01, 2013, 10:32:16 PM
Namu, you have been messing around a lot with yamame miasma so I thought you could answer me this...

If I have a weapon... lets see, which increase my poison damage by 100% and I switch it out the just after I used my poison skill on an enemy, do I still get the 100% damage increase?
~
Title: Re: Reimu II: Lord of Maidens
Post by: ARF on March 01, 2013, 11:55:01 PM
Namu, you have been messing around a lot with yamame miasma so I thought you could answer me this...

If I have a weapon... lets see, which increase my poison damage by 100% and I switch it out the just after I used my poison skill on an enemy, do I still get the 100% damage increase?
~

It seems to work as long as you wait until the skill hits the enemy before switching, if you switch after firing, but before the poison hits it will not get the bonus.
Title: Re: Reimu II: Lord of Maidens
Post by: Changeling on March 04, 2013, 10:21:16 PM
Incidentally, is Taboo "Forbidden Games" working right?

Also, hate to be nitpicky, but shouldn't it be "Sephirot Branch" instead of "Sephiroth?"
Title: Re: Reimu II: Lord of Maidens
Post by: CloverNaght on March 05, 2013, 06:12:26 AM
downloaded this mod yesterday (damn pesco i always forgot to try this mod :/)

so i played amaz...i mean human miko and i used both eirin dress and nurse cap (both gives bonus to intelligence) but my intelligence skill doesnt seem to increase at all...do i need PlugY to make it work?

(i'm using 1.13d patch btw)
Title: Re: Reimu II: Lord of Maidens
Post by: Amraphenson on March 05, 2013, 07:06:14 AM
1.13c you noob.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on March 05, 2013, 07:06:53 AM
Quote
(both gives bonus to intelligence [stat]) but my intelligence skill doesnt seem to increase

Reading is hard :ohdear:
Title: Re: Reimu II: Lord of Maidens
Post by: CloverNaght on March 05, 2013, 10:17:41 AM
argh i mean the skill one (on eirin tab) *goes qq*

edit : nvm it works fine now
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on March 07, 2013, 09:35:50 AM
At the failure of my ability to become unbusy this week, I've only ran a few times on Marisa in which case I couldn't replicate the crash, but I think the problem wasn't that I left town, but that I Waypointed out of town to the first WP, which was just outside of town, and wasn't a far run to get there.

Given that I really didn't want to up and start testing stuff as soon as I got on D2, I started to play my Reimu, whom ran into the problem of Suika disappearing when you give her the Golden Bird. At this point I'm like "Uh... What?" And left town to see if she came back. Nope. So I sort of ignored it and left town. Next time I came back, she was there. See attachment.

Also, when you give Shou the Lunar Veil, she walks over to the thing, the orb appears, and then Shou disappears. Come on. Naturally I'm wtfing at this point because I'm low health / mana, and I wasn't healed when the quest was finished. (I'm guessing the game sees it differently from just walking up and talking to them?) Anyway, I went to a few npcs, and came back, and eventually she appeared again and walked back like nothing ever happened. Ok...

Also, Koishi's opening statement has two words together without a space in between, though I don't remember what it was. I mean, it's easy to just go up to her and click 'introduction.'
That and Reimu and Marisa's 'brother' Sanae. Which I believe has already been reported. But was it reported that Minamitsu still says "If the tomb were across the ocean, THEN I'd be the 'guy' to talk to."?

The last thing that got me wtfing was the fact that on my Miko, specifically with enough +%gold find to go from negative 75% to positive 13%, I STILL find stacks of zero gold. I don't think this is a necessary screenshot, since I'm betting something is in the background that I don't know about, but if needbe I can definitely do so next time I see it. It's happened twice now.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on March 07, 2013, 10:32:13 AM
When you give Suika the Golden Bird, she has to disappear for a bit to make the potion you know. Yep totally intended that :V

Poor miko. Please give Reimu more donations :qq:
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on March 07, 2013, 11:19:17 AM
Yep totally intended that :V
That's actually very cool. I did have to think for a second.. did she actually disappear to make the potion? Seriously? Haha.

Poor miko. Please give Reimu more donations :qq:
I went to fight Sanae.. and she raped me twice over.. oneshot. So I put ALL the points from Mana into Life.. from 350 to over 1080.. and STILL twoshot me. Like.. it even happened within a second. No chance to escape. Good lord.

Idea. Let's go and farm the Fairies outside. Jesus did I jackpot. They dropped a Mikogiri and a Kyan stick. (Both [N]) I had about 70k gold, so I was all.. screw it let's gamble an overall for me. Lo and behold, Miko Miko Suika on my 3rd try. After that? Got an [H] magical Nurse cap with 31 to border stat. Wuut.

Still not good enough to not be oneshot by Sanae.. (Those onbashira goddamn HURT) but going to get to 30 and give the final skill a try. Maybe helpful?

Edit :
Uhm...
Fantasy Seal -Spread- ..Awesome
Danmaku from skill hits minions (though does no damage) and in doing so disappears. IE, It hitting allies as well as enemies. Not so awesome.
I'd rather my attacks.. you know.. not hit my allies and just sort of go through them. More stuff to hit enemies.

Edit 2 :
Erh.. Don't think this is intentional. Layla's Siege on Mayohiga chat not only has what she says twice, but Ran's entire Introduction after it. Wut? (See attachments)

Also, one of Ran's gossip has a square as an apostrophe, as well as dat gr4mm3r. I'll get a screen when I see it again.

Also, I noticed Nitori has a "her's" when it's supposed to be "hers" somewhere in one of her gossips. Also, her Siege on Mayohiga text has a missing space as well (More attachment)

Edit 3 :
Just crashed mid-game. Was just hanging around town talking to npcs and went to sort items in my chest. Moving around Super Health Potions, and It froze. Got the typical error -00000005 (or whatever number of zeros it was)
http://pastebin.com/qv5ZW95R
Title: Re: Reimu II: Lord of Maidens
Post by: Changeling on March 08, 2013, 12:24:55 AM
Yeah, me again, with another question. Out of curiosity, do you have any plan to introduce the ability to recycle Uniques like Median has? I know it would be prone to abuse, but trying to getting the same Unique five times when I haven't even seen a Rare for some other item categories is always hard on collections.
Title: Re: Reimu II: Lord of Maidens
Post by: Achariyth on March 08, 2013, 03:03:46 AM
Any way to respec?  Whether in game or via add-on?  I'd like to try out various builds without having to litter my select screen with a ton of characters.
Title: Re: Reimu II: Lord of Maidens
Post by: Amraphenson on March 08, 2013, 03:04:42 AM
It's in the documentation as a 'new game item'. ie one of each bonus items. Life+Graze+Bomb+Power
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on March 08, 2013, 09:28:49 AM
Yeah, me again, with another question. Out of curiosity, do you have any plan to introduce the ability to recycle Uniques like Median has? I know it would be prone to abuse, but trying to getting the same Unique five times when I haven't even seen a Rare for some other item categories is always hard on collections.

Nope just sell the spares or melt them down for crafting.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on March 10, 2013, 03:07:53 AM
There's quite a bit more errors in Act 5 than I thought there were. Most of them are squares instead of apostrophes.

Also, got another crash on the Panda armor. Left Act 3, and there were birds and beetles (Act 2 stuff). Insta crash while he was fighting one of the bugs. Don't know if it was a debuff at all, just that he was mid slap.
http://pastebin.com/TLbpQXJb

This crash doesn't look like it gives any more information than what it keeps giving. The only other thing I get is my computer specs, ip, etc. Nothing that should really matter.

Edit :
Now that I think about it, every time the crash happens, it actually reverts back to the last time the game had a hard save (That one, specifically, rolled back to the point to talk with Minamitsu to go to Act 3)

Edit 2 :
Another crash, exact same message and same location. but in Thread 352 instead of Thread 3848. Was fighting uh.. whatever the monster that Ichirin is. (Jungle Hunter?) Rolled back to after I got to Act 3, but before fighting the Dark wanderer's summoned minions.

Edit 3 :
Birds and mosquitoes this time. Same message / line, Thread 1408. I'm now thinking it doesn't have anything to do with the monster that I'm fighting, but what exactly it is, I don't know. I don't know of any bug-catching software to run D2 with to find out where exactly this crash is happening, or I'd be all over it. (I'm also looking at the logs for every crash I get, and it's the same as previous)

Guess I'll just take off the armor from my minion.. Won't do me any good to keep crashing like this.

Edit 4 :
On a more interesting note.. I found Yukari's gloves [N], and they don't have all of the stats that Ace-Royale has on his. I am assuming that the higher tier you have, the more rolls an item can possibly get?
..Or maybe Yukari's just fooling around again. :V
[attach=2]
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on March 10, 2013, 09:20:03 AM
Quote
bug-catching software

What is this? Playing pokemon with hax?

I don't get how you manage to crash the game so much and with errors that the game tells just about nothing on.

Ace-Royale found some joke item jewels and put them into his pair of gloves. The base mods are the same otherwise.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on March 10, 2013, 03:26:49 PM
What is this? Playing pokemon with hax?
Hahaha. Pesco's got jokes. :V
I meant a debugging software you run in the background, similar to how Minecraft has the debug screen in-game as well as a program that you can run which will automatically create a txt file and then boot Minecraft and actively log basically everything, most importantly stuff out of the ordinary. And actually.. Pokemon 3D does have a debug screen similar to Minecraft's. I don't think there's currently a debug program for it, though.

I don't get how you manage to crash the game so much and with errors that the game tells just about nothing on.
Beats me, dude, I've got no idea. If I knew any other way to get more specific information other than the game logs (like some type of program to actively log errors as they happen), I'd already be trying it.

Ace-Royale found some joke item jewels and put them into his pair of gloves. The base mods are the same otherwise.
OH, those aren't actually on the [P] Gloves? Well damn. Are they only in the game to 'make you ask questions'? I'm just wondering if like.. they exist specifically for that purpose or if there's something more to it. (You know.. other than cubing sockets into stuff & making amusing yet useless pre/suffixes)
Title: Re: Reimu II: Lord of Maidens
Post by: Stuffman on March 10, 2013, 06:41:36 PM
Huh, that's weird. None of the Hard tier items I've gotten so far have the +stat automagic on them. Is this happening to anyone else?
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on March 10, 2013, 07:01:21 PM
I gambled one and looks like [H] tier stuff aren't spawning with the +stat. I don't see any reason why they shouldn't.
Title: Re: Reimu II: Lord of Maidens
Post by: Stuffman on March 10, 2013, 07:05:26 PM
Another bug I've noticed is that potions don't seem to work on mercs.
Title: Re: Reimu II: Lord of Maidens
Post by: Amraphenson on March 10, 2013, 08:14:55 PM
Higher tier stuff tends to not have its associated stat with it.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on March 10, 2013, 09:16:24 PM
Potions give regen based on Lives. Mercs have no Lives.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on March 11, 2013, 01:59:44 AM
I've used potions countless times to help my mercs regen health, and it does actually seem to have an effect.

Granted I'm using Strong Teas so they're up there in terms of regenerative power, but are you saying that they have absolutely no effect on mercs? I can safely say Rejuvs and the like work no questions asked.

And huh, I never noticed that [H] items don't roll with stats. I have [E] [N] and [L] stuff with stats on it, but no +stats on [H]. Weird. :/

Edit :
Does the Master Spark damage calculation include faster casting speed? Or does that not affect the damage of channeled spells at all? I've actually never known this even for Vanilla D2.

Also, are skills like Open Universe and Orreries Sun supposed to dispell when running out of mana? I assume they should not, but that struck me as weird. I was just fighting a thing with Mana Burn, and every time it damaged me, my mana would drop to 0 and it would dispell both of those skills. What's up with that?
Title: Re: Reimu II: Lord of Maidens
Post by: Stuffman on March 11, 2013, 02:25:04 AM
It probably works if you give them gear with a bonus to Lives.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on March 11, 2013, 03:00:55 AM
He's weilding the Infinity [N] polearm which gives 15 to lives (based on his level atm) and he doesn't gain any hitpoints from that. But I have noticed that when in the middle of huge groups, if I don't give him potions, his life drops like a rock and he dies. If I do, his life actually doesn't move, like it's regenerating at the same speed he's taking damage. I've done this before and after I gave him the Infinity, so I'm not quite sure what to think.

Also, I'm going to go out on a limb here, and be that guy. I think Tenshi is a bit too overpowered in the fact that her volcano attack rapes face. Not that it's a bad attack, mind you. Simply put, I just sat in front of Reimu and tanked her fire nova, fire storm, AND the needle attack. (Which was the most damaging attack, but didn't hit me hard) I can deal with (by avoiding) Tenshi's earthquake-type attacks, the fire attacks, and the stun attack for close range. (Though I imagine that's a complete nightmare for melee classes) What I can't seem to deal with is her volcano attack, which summons under me, hits several times before I can get out of it, and it's ability to make you flinch is unreal. I end up watching my character 'ugh' at least 3 or 4 times before she rolls over and dies.

It's to the point where I've burned all of the full Rejuvs in my belt just getting out of one (because the damage is so severe), just for her to summon another one right after and kill me instantly as I was trying to potion with anything I had left. As far as I know, that's a fire-based attack, so if I can tank Reimu's fire skills, what's up with this? Granted he's designed for a battle of survival (IE: extremely high health pool), When everything in the area feels much weaker, and I can face-tank the area's final boss, I'm thinking there may need to be a bit of a balance check.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on March 11, 2013, 07:54:48 AM
I told you back in the dev thread I don't know how to balance :V
Title: Re: Reimu II: Lord of Maidens
Post by: Terrabreak on March 11, 2013, 05:20:55 PM
Yeah I killed Reimu without using a single potion (Poison OP and Reimu doesnt seem to have any kind of CC except her gigantic ying yang orb) but It took me like 2 lives and tons of potions to kill Tenshi.  I dont even want to imagine how can melee characters deal with her.

Btw did tenshi ran away from you when she had like less than 15% hp? because she did in my case, and since I havent cleared the whole area yet so I couldnt catch Tenshi while dealing with all the mobs. When I found her again (after clearing the whole area) she had full hp again... such a pain is the ass :/

Ps: Bosses just keep sticking wonderfull axes and miko weapons up my ass. I have both of my weapons since level 21 and Im 64 :V
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on March 12, 2013, 05:41:52 AM
I told you back in the dev thread I don't know how to balance :V

xD ffffff Ok, uhm. To really balance it, you have a few options, one of which I doubt you'll even be able to do.. which is a good thing anyway since that's not really the good one to begin with.

A: Increase the cooldown (or add one) on Tenshi's volcano attack, giving it a dedicated limit to how often she can use it. (cooldowns are against Diablo's gameplay though, and it wouldn't really solve the problem.)
B: Drop the damage on it. I'm not quite sure exactly how the attack works, but when she places it, it's always at your feet which makes you flinch and take damage several times before getting out. If you didn't have the flinch problem, it wouldn't be a big deal to run away from it.
C: Add a delay before the skill starts damaging your character by a second or so. With the delay, you can get away which does, in fact, completely solve the problem.

The damage itself is not a big deal, since I'm ok with Tenshi having a lot of power. She's not one you want to trifle with. But if you did, in fact, drop the damage on it by.. I dunno. I'd have to say 20%. I was going to say no more than 30%, but if you add a delay at the beginning of the skill, that skill wouldn't be NEARLY as dangerous as it currently is, so definitely at maximum a 20% drop.

I can't say this is a 100% guaranteed fix, but at least it's something of an idea. Constructive criticism go?
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on March 12, 2013, 06:32:34 AM
Adding a delay is the only possible thing to do.
Title: Re: Reimu II: Lord of Maidens
Post by: Ace-Royale on March 12, 2013, 03:51:20 PM
The stunlocking is because of Tenshi's wave attack causes swirlies over you. Obviously you wouldn't fight Tenshi when swirlied right? You can just increase your hp, max your resistances, and stop the volcano attack from causing you to flinch normally. I think the only thing that really is a problem is the stupidly high HP bar.

Speaking of balance,  I feel the proc-on-getting-hit skills on Meph and Reimu are a bit unfair Pesco. Melee builds are more difficult than a ranged char anyway, and you are punished really hard. (getting swirlied then stunlocked to death every single time you try to attack them. The attacks are physical damage so you can't even reduce the damage) Honestly, I see no way to play around those proc skills aside from human wave tactics with 100 tp scrolls. Could you take another look at those skills and see if they're even necessary, when they feel like it exists only to punish melee chars even harder?
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on March 12, 2013, 03:56:48 PM
I apologise for being a melee hater :ohdear:

But yes, the general idea if and when I can do an update is to nerf casters and improve melees. Summons are still pretty insane, they'll get a nerf too.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on March 12, 2013, 04:19:53 PM
The stunlocking is because of Tenshi's wave attack causes swirlies over you. Obviously you wouldn't fight Tenshi when swirlied right? You can just increase your hp, max your resistances, and stop the volcano attack from causing you to flinch normally. I think the only thing that really is a problem is the stupidly high HP bar.

I didn't mean Tenshi's wave attack, which I know stuns and does cause your character to do the stunned animation. I also know it would have a horrible tendency to stunlock anyone of a melee class, but since LaserMari is not difficult, I only got hit with the sun twice or so before getting my life nuked by volcano. (IE: ranged class is ranged) I can see getting faster hit reaction as a legitimate way to get out of the volcano's attack, but I believe that in itself even with the low amount (if any) that I had on Marisa (which was just normal play for me), it didn't play nice.

I simply meant when you get hit by volcano, it hits your character, it does the hit animation, and you don't get a chance to move a couple of pixels on the screen before you end up getting hit again, and this repeats itself. It's a completely different situation which can be solved by items (unlike stunlock), but neither one gives you a chance to get away. If you weren't referring to me when you were talking about stunlock, then no problem, but it feels like you were so.. :ohdear: beh I don't know where I'm going with this.
Title: Re: Reimu II: Lord of Maidens
Post by: Ace-Royale on March 12, 2013, 04:52:31 PM
A couple comments (mainly related to Flan bc only hero I finished all 3 difficulties with, but melee in general)

I think two-handed swords need to be totally rebalanced.  Comparing a [P] Star Chaser and the set weapon Laevaeteinn (I have the full set bonus), I sacrifice 75% block chance (from Kourindou's shield), additional armour, and 7 sockets (3 from Star Chaser, 4 from shield), to I end up with only 2000 additional damage. Then I realized the 7 sockets make the difference in damage to be only around 500 or so bc additional stats. Not to mention two-handed swords have a way slower frame rate (I think about half as fast?) as one-handed swords. Since one-handers swing about 50% faster, I actually do more damage with a one-handed sword AS WELL as having extra survivability. I feel two-handers need to be far stronger in exchange for the lack of sockets (you made socketing far more important) and extra block chance. Maybe change two-handed weapons animations into one-handers to deal with the frames per attack gap?

As for Flandre's set specifically, Holy Fire aura and % to cast Enchant are some questionable bonuses. I can understand Enchant for Youmu builds wanting enchant or something, although Flandre builds don't need it (I think level 20 enchant overwrites my level 25 enchant buff, which makes it terrible actually) but Holy Fire cant even kill enemies on normal difficulty lol.

Also, melees require lifesteal to survive. With lifesteal being 33% effective in Hell mode, (I'll admit lifesteal is REALLY GOOD on lower difficulties) and enemies having a much lower drain effectiveness (lowering % life stolen even further),  perhaps you would consider +x life on hit modifiers, or  giving absurd amounts of lifesteal at higher levels.

Because of the lifesteal issue, Flan's Forbidden Games is kind of weak, especially with diminishing returns. It doesn't really accomplish what you were trying to have it do, which I assume is regenerating absurd amounts of life/mana against single targets. I'm better off chugging potions. And her Forbidden Fruit feels really... lackluster as a final skill. 25 points to absorb about 50 hp per fire attack is nice, esp after resistances, but it is conditional and I can't justify putting more than 1 point in it.

Pesco, some of your curses are really really annoying to fight against. As a melee, getting cursed for like -60% aspd means you stand there for a good 5-6 seconds in a mob of enemies. It also trolls hit-recovery frames too, so you can only sit there permastunned, spamming pots and hope you survive until the curse wears off. It literally is a 5-10 second permastun for killing an enemy.

Generally, melees sacrifice way too much defense for not enough power in return compared to ranged, (Amra actually did more damage than me from Normal all the way to Hell, he only gave up bc poison immunities while I had 5 different elemental attacks) I'll post when I think of more.
Title: Re: Reimu II: Lord of Maidens
Post by: Ace-Royale on March 12, 2013, 04:57:05 PM
I didn't mean Tenshi's wave attack, which I know stuns and does cause your character to do the stunned animation. I also know it would have a horrible tendency to stunlock anyone of a melee class, but since LaserMari is not difficult, I only got hit with the sun twice or so before getting my life nuked by volcano. (IE: ranged class is ranged) I can see getting faster hit reaction as a legitimate way to get out of the volcano's attack, but I believe that in itself even with the low amount (if any) that I had on Marisa (which was just normal play for me), it didn't play nice.

I simply meant when you get hit by volcano, it hits your character, it does the hit animation, and you don't get a chance to move a couple of pixels on the screen before you end up getting hit again, and this repeats itself. It's a completely different situation which can be solved by items (unlike stunlock), but neither one gives you a chance to get away. If you weren't referring to me when you were talking about stunlock, then no problem, but it feels like you were so.. :ohdear: beh I don't know where I'm going with this.

What I meant was the swirlies you get from getting hit by Tenshi's wave means ANY amount of damage you take while swirlied causes you to go into hit recovery mode. You also go into hit recovery if you take more than 1/12th of your maximum hp in one instance of damage. Which is why I feel there's nothing wrong with the damage, since from what you have said before, it sounds like you didn't really focus on getting any health at all, so you would go into hit recovery regardless of whatever attack it is, being Tenshi's volcano or whatever else.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on March 12, 2013, 05:29:40 PM
I will mention something about using weapon animations for unmatched weapons. It's very bugged. If you have a one handed weapon and shield, and use the two handed animation for it, it screws up if you trigger a block animation. Yamame's weapon as an example is a two handed throwing weapon and is using a one handed animation because all thrown weapons are one handed. It seemed to work okay because you swing and then the projectile is the rest of it. In the very early versions where I screwed up the weapon animation and handedness I do remember it causing issues such as the player getting stuck after swinging or turning invisble. Too many bugs that I could just avoid by not messing around too much with it.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on March 13, 2013, 04:50:44 AM
it sounds like you didn't really focus on getting any health at all, so you would go into hit recovery regardless of whatever attack it is, being Tenshi's volcano or whatever else.
You're absolutely right. The problem here is that I put all my points into mana and go full damage to mana build (with some +lives/hitpoints on items) which, in turn, transfers a solid amount of points taken from my life pool and drops my mana pool instead. (IE: Mana Orb skill). Basically, what you're saying shouldn't happen to me. I will say, though, it's a possibility that my damage taken is somewhere within the range to force me into hit recovery. I might need a few more points into the skill as well as some additions to my lifepool. I'll give that a try and see what happens.

Too many bugs that I could just avoid by not messing around too much with it.
Well.. I guess when you have severe balance issues, breaking the game on purpose to find and fix the bugs is sort of.. unavoidable I guess?
Title: Re: Reimu II: Lord of Maidens
Post by: Terrabreak on March 15, 2013, 08:19:40 PM
Halp, Shizuha 1 shots me 50% of the time with her raining leaves or takes a lot of my health when I manage to survive (3,2k hp). She is also too fast to hit her constantly with my lighting attacks without exposing myself to get instanly killed and since she is totally inmune to poison I cant stop her from recovering :I

Halp pls
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on March 15, 2013, 09:02:48 PM
Take the elevator, not the stairs :V
Title: Re: Reimu II: Lord of Maidens
Post by: Terrabreak on March 15, 2013, 11:28:55 PM
That doesnt help me at all!
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on March 22, 2013, 06:36:37 AM
I might need a few more points into the skill as well as some additions to my life pool. I'll give that a try and see what happens.
After taking on Marisa, I went back and actually tried Tenshi again. The volcano didn't knock me back countless times before I had a chance to move like it did before. In doing so, I was able to succeed and kill Tenshi. Sigh. Them Gloams around the map though.. I had 75% lightning resist, around 70% of damage going to my mana pool, and they still dropped my health like a rock. Granted there was like... 17+ of them and I was too busy LOLSparking everything that was unfortunate enough to be close enough to get hit by it. (and die instantly)

On another note, Jesus Christ the novas that unleash from the ice monsters in EoSD & PCB, and the other existing novas in those areas as well as IN do an UNBELIEVABLE amount of damage. I've been oneshot by them countless times. I've got an approximate 4.9k realistic health pool with Orreries Sun, yet they still oneshot me with that nova. The damage they do is piddly at best though. Now, if I do remember correctly, the same novas in the real games killed you too. Problem is, those enemies didn't, you know.. GET ALL UP ON YOUR ASS, or even worse, surround you. Not exactly sure what to suggest here.

Edit :
Also, the last three posts reminded me so much of one of my friends, I had to forward it to them to make sure it wasn't them in disguise. Come to find out it wasn't. xD Both of you would fit in so well.
Title: Re: Reimu II: Lord of Maidens
Post by: Kaitani on March 22, 2013, 12:49:11 PM
Vampires really are immortal aren't they...

[attach=1]
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on March 22, 2013, 02:23:08 PM
It's a just-as-planned/feature/bug/fake monster that gave Remilia more resists than she's supposed to have.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on March 22, 2013, 07:28:40 PM
Vampires really are immortal aren't they...
HAHAHAH Aww man whatta catch. Definitely Phantasm Remilia. Immune to everything. You're fated to lose.

..wait a minute. There's an immunity missing.

Kaitani used masterball? :V

Edit :
I gambled one and looks like [H] tier stuff aren't spawning with the +stat. I don't see any reason why they shouldn't.
Higher tier stuff tends to not have its associated stat with it.
So I'm getting to the point of seeing [L] items, and not seeing any stats on those either ([H] items not withstanding). Should I just roll [N] items or do [X] and [P] items have their stats?
..I'm guessing rolling other items like Patchy's hat could roll Danmaku when Marisa's hat doesn't.. That and more sockets on higher tier items.

Cosplay go.. I guess. :<

..and I'm guessing asking on the status of the next update would get a 'when it's done' reply, but why not? How's the next update coming?

Edit 2 :
Also, when you enter "Tepes' Fortress", it still says "The Forgotten Tower". IE: Attachment.

Edit 3 :
Also, are skills like Open Universe and Orreries Sun supposed to dispell when running out of mana? I assume they should not, but that struck me as weird. I was just fighting a thing with Mana Burn, and every time it damaged me, my mana would drop to 0 and it would dispell both of those skills. What's up with that?
Happened yet again. Just realized that I always get hit with this in the exact same place. Act 1, doing the quest for Unzan's Fist. The Smith rotates resistances, which is cool, but there's always something else with mana burn somewhere within that area that will dispell both skills upon emptying the mana pool. It doesn't happen anywhere else, though. Weird. Is this an intentional change to mana burn? or a bug in the system?
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on March 23, 2013, 09:42:22 PM
Next update, only time will tell. Got a job now, so I can't say.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on March 23, 2013, 10:19:58 PM
Next update, only time will tell. Got a job now, so I can't say.
Moving up in the world, Eh? :V That's cool. Congrats. :D

Going to confirm that while fighting story Patchouli in the Cathedral, mana burn monster did not dispell my skills. Makes me think something to do with the Smith.

On the topic of items not showing up with stats.. Attachment.
These sleeves are [H], yet they have Faith and Border. Is this a roll that isn't included in the item's natural stat roll?

Edit :
Upon investigation, I'm noticing that anything (within [H]) that's crude, cracked, damaged, or otherwise low quality have their base stats rolled on them. See attach: 1
Some items are magical within [H] and DO have their stats such as attach: 2

I'll keep watch on anything I find on [H] and above to find specifically what does and what does not have stats attached to them in hopes to make it easier for you to pinpoint the cause of this error and fix it in less time than if you had to investigate it yourself. Tracking go! :V

Note : I don't know if [E] items or [N] items always spawn with their stats, and while I assume they should, I don't know for sure.
Title: Re: Reimu II: Lord of Maidens
Post by: Stuffman on March 24, 2013, 03:46:56 PM
Hey Pescobro, out of curiousity what's the difference between the different colors of class socketables? I haven't noticed anything consistent about the mods that spawn on them.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on March 24, 2013, 04:23:01 PM
Colour coded for the gamblecraft bonuses they give.
Title: Re: Reimu II: Lord of Maidens
Post by: Raitaki on March 24, 2013, 10:36:11 PM
Are there any runes in this mod? So far I haven't seen any.
Title: Re: Reimu II: Lord of Maidens
Post by: Nihilanth on March 24, 2013, 11:35:37 PM
There are, I got my first runes from "The Countess".
Title: Re: Reimu II: Lord of Maidens
Post by: Stuffman on March 25, 2013, 09:33:07 PM
Are there any runes in this mod? So far I haven't seen any.

Like in regular LoD, you don't really see a lot of runes except the most basic ones until you move onto the next difficulty.
Title: Re: Reimu II: Lord of Maidens
Post by: Patchouli Knowledge on March 29, 2013, 10:23:47 AM
Touhou diablo II mod? That is amazing! I am going to have a try~ :)
Title: Re: Reimu II: Lord of Maidens
Post by: wiredlord on March 29, 2013, 04:41:02 PM
Hello, I'm new here. I'm just wondering if there's a way to transfer an item from one char to another?
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on March 29, 2013, 05:25:49 PM
Use PlugY. Google should find it easily. Make sure your game version is 1.13c.
Title: Re: Reimu II: Lord of Maidens
Post by: wiredlord on March 29, 2013, 05:34:59 PM
Aw darn! My version is 1.11b does that mean I can't transfer it or do I have to download the 1.13c?
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on March 29, 2013, 05:46:38 PM
The mod won't work with 1.11b. Has to be 1.13c.
Title: Re: Reimu II: Lord of Maidens
Post by: wiredlord on March 29, 2013, 06:58:17 PM
But the mod works for 1.11b for me though I don't know if the  PlugY will work. Where do I find the 1.13c version patch? On second thought I'll try looking for the 1.13c version on my own. I might be breaking the rules just by asking about it.
Title: Re: Reimu II: Lord of Maidens
Post by: Stuffman on March 29, 2013, 07:48:38 PM
Just log onto battlenet without mods and it'll update for you.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on March 29, 2013, 07:57:25 PM
Logging onto Bnet updates it to 1.13d. PlugY won't work for that version.
Title: Re: Reimu II: Lord of Maidens
Post by: wiredlord on March 30, 2013, 07:33:16 AM
Thanks to Voile Fairy's Silent Selene and the added effect of 75% Chance of Casting Level 3 Fantasy Seal -Spread- on Striking. I don't have to worry about actually Killing enemies on Act I and Act II. I just run over to them and they die instantly.
Title: Re: Reimu II: Lord of Maidens
Post by: wiredlord on April 01, 2013, 06:12:46 AM
What version of PlugY should I get? Right now I got the V10.00
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on April 01, 2013, 08:02:36 AM
There's no reason to get any of the older versions.
Title: Re: Reimu II: Lord of Maidens
Post by: darkro90 on April 02, 2013, 02:31:06 PM
Just registered to say that this was awesome. Although, at first I thought that the sprites would be very customized. Nevertheless, the mod still get me addicted and now I'm cruising through Act 1.

I hope there's a Sakuya itemset for throwing knife barb build.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on April 02, 2013, 03:08:33 PM
Thanks. There definitely is a Sakuya set. I make no guarantees of how useful the set actually is.
Title: Re: Reimu II: Lord of Maidens
Post by: wiredlord on April 02, 2013, 06:19:29 PM
Is there going to be an updated patch? If there is could you lessen the activation of the random stat drops/status effect whenever you hit the enemy? I sometimes find myself dead for no apparent reason
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on April 02, 2013, 06:26:53 PM
An update patch is sorely needed but I can't promise one when I have a job now.
Title: Re: Reimu II: Lord of Maidens
Post by: Levyla on April 03, 2013, 06:29:32 PM
Hi guys, been playing through this mod for a month and enjoying a lot about it. With that said and out of the way...

Is there anything bugged with Rin's Blazing Wheels? They would be attacking normally, and one of the skills will pop and suddenly everything around it is dead apart from Fire Immunes. Even Marisa took 3 hits only in Nightmare.

Melee Characters are seriously underpowered though. I have a Level 75 Chen focusing on Flight of Idaten / Pentagram Flight, and although she wipes through Nightmare monsters fast, she gets slaughtered just as fast too (this with 2.5k life). Compared to Yamame shooting Poison Orb, or Yuuka standing there with Reflowering of Gensokyo, I have to drink almost every red pot that hits the ground.

Not to mention stuff like Sanae's Suwako Spell, or Reimu's Yin-Yang Orb which kills Chen in one second before I can even react, while Ranged Characters have so much extra time to run. (What did Marisa get though apart from Stardust Reverie? She's so much easier for my Chen to kill...).

My recommendation is to at least give a few seconds for Melee Chars to react to the spells. I don't want to drink a Hourai everytime i hit Sanae once.

Oh, and finally, I tried to cube a level 99 P magic belt to a cracked, and then to a normal to add 2 sockets to it for a runeword, but it changed the level to 1 when it's turned to a cracked belt. Is this intended?
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on April 03, 2013, 06:38:48 PM
Spells all round deserve a nerf. Attack skills deserve a buff. Will be done next update if ever have the time again.

Disenchanting returning a low quality item is intended. Considering this is the main way to prepare an item for making a runeword, I'll have to look at a better way item sockets are done or adjust the recipe outputs.
Title: Re: Reimu II: Lord of Maidens
Post by: wiredlord on April 03, 2013, 06:53:21 PM
My Iku and Patchouli Combo is powerful enough especially with the dragon's sigh

By the way how do you craft Items? and what are combinations of runewords?
Title: Re: Reimu II: Lord of Maidens
Post by: Dormio Ergo Sum on April 03, 2013, 07:40:50 PM
Bind things in that Kappa Cube yo.
A list of runewords is provided in the documentation given with the mod.
Title: Re: Reimu II: Lord of Maidens
Post by: wiredlord on April 03, 2013, 07:43:54 PM
Ok! Thanks!
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on April 08, 2013, 07:31:13 AM
Been settling into my job for 3 weeks now. I think I can find some time to work on an update. I'll be rereading the whole thread for what needs fixing.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on April 09, 2013, 06:51:55 AM
Figure I should upload what I had so far of my item finding. It's not everything I hoped for, but it's worth something, anyway. T'is an ODS file, so hoping you can open it. (I used Open Office for it which is free, so..)

Not too long after I started noting my finds, my OS froze (in the MIDDLE of playing R2:LoM, no less,) and failed to boot upon restart. I spent all day trying to figure out what happened. (Still don't know. All I did was re-seat the ram) Afterwards, among fighting with the internet for an old game exe on two separate computers for a couple days, watching one fail to download while the other locks up and crashes, spending several hours in safe mode removing and uninstalling said exe from crashing tower, and dozens of other things to busy my time (things that actually didn't happen to go absolutely terribly horribly wrong), I've not really been able to do much with this.

As for the file, it's listed as..
From [E] to [P]
All item ranks (except unique and set)
Whether it had the stat it was supposed to. (as Yes or No)
I didn't sort them by class, that would have made it way more complex, but upon further thought now.. probably should have done so.

Also, keep in mind if it was from a bonus (like + to all bonus for a class) then I marked it as not having the bonus because it should be much larger.
IE: I found a witch hat (pretty sure it was [H] but can't confirm) with +stats to all main fairy skills, and had around 10-20 each. It SHOULD have had way more than 20 Danmaku because Danmaku is the main stat it has on it, but it didn't.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on April 09, 2013, 08:57:39 AM
Base affix spawning is dumb :/

I could entertain an overhaul of the character stat spawns on items. Let all items spawn without the +stat and let it maybe detect your build so your class item will spawn with something favourable to you when you cube it. This idea may be too unfeasible so don't count on getting any freebies.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on April 09, 2013, 07:19:48 PM
maybe detect your build so your class item will spawn with something favourable to you when you cube it.
This sounds unbelievably interesting but I don't think the game's core mechanics would support something like that..

This idea may be too unfeasible so don't count on getting any freebies.
I'd be happy with the normal base affix spawning like it had erlier. At least it made sense to have stuff like Danmaku on Marisa's hat, Elements on Patchouli's book, and other such things. The boringness of it I can't really say either way.

I'm ok with it being boring if that's what boring is. What makes it interesting is the extra stuff that rolls. You only need to stack one thing, (instead of like 6 in D3 :wat:) so the rest of the slots are completely open for random awesomeness. If you COULD bias it towards detecting your class, I'd still say to have the core stat on the item + whatever stat you run. I mean.. come on. A spear without blood on it? Hakurei Orbs without Border. Logic this does not make. xD
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on April 09, 2013, 10:01:43 PM
Being held back by common sense in Gensokyo yo.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on April 10, 2013, 12:19:59 AM
Haha, perhaps. :V
I just don't see a Hakurei Orb without Border stat. Since when does a Hakurei NOT have border stat on everything? They'd never be able to be as powerful as they are without it.

What if you're trying to find stuff for someone else but keep dying on that character ..? Happens to me in.. ALL the things that have multiple characters. I have to go to some other character, or do something else to get past the first thing.

Run 2nd char to find stuff for 1st one.
Race with a 2nd car to find better stuff for the 1st one.
Do mission B to get high enough level to surpass the req of mission A just to be able to complete it.

That list goes on..

Honestly, if you're going to make the game reliant on stacking a single stat for the absolute maximum damage, you can't stiff out on giving these stats where they're going to be the most needed. Ability points help, but they won't replace the +skill from items, and if you drop it to a scale lower than before, people won't be able to get further into the game.

^ Above statement is exactly what causes people to need to re-do areas, or do different content to surpass the original content because by itself it's not enough. (By all means, it should be enough by itself.)


Now.. if I were to make a suggestion, perhaps implementing MORE ways to use the other skills in your own class's tree.. (similar to the runewords giving you skills for other chars and stacking their stats to make it better) I have some unique overall that gives me a skill from Letty, and even though it's unique, it's quite possibly exactly what you need more of on class-specific items. Just trying to take your idea of removing the core stats and make more itemization options in the process. :)
Title: Re: Reimu II: Lord of Maidens
Post by: Amraphenson on April 10, 2013, 02:13:16 AM
I like the core stats, and they were pretty integral to the main conception of this mod, so.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on April 10, 2013, 05:24:15 AM
Going to agree with Amra, here. (Not that I'm against change, mind you.)

I'm really curious what the other players think. Surprised I haven't seen more posts on the subject.

You. ALL OF YOU! Opinions get! :V
Title: Re: Reimu II: Lord of Maidens
Post by: Ace-Royale on April 12, 2013, 03:49:03 PM
I always thought rare items were a placeholder until you can farm uniques in danmaku archers, then you're supposed to be using those until you farm the set lol. Was it intended for rares to be useful end-game?
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on April 12, 2013, 04:10:34 PM
I always thought rare items were a placeholder until you can farm uniques in danmaku archers, then you're supposed to be using those until you farm the set lol. Was it intended for rares to be useful end-game?
*Randomly loses everything I wrote. Wat? :wat:* Anyway, as I was saying, rares are always supposed to be viable beginning to end. You can easily find uniques outside of danmaku archers (I've never been inside, and gambled uniques myself), and if unique items replaced rares automatically, the item pool would be stagnant simply because one item will ALWAYS be better than the other. You end up getting a Best-In-Slot situation and that's not a good thing to go for. That's bad itemization. (Ex: D3)

Edit :
Upon my Mokou.. I realize I can see my helper's name like a monster upon moving my mouse over her. This doesn't happen on Reimu nor Marisa. Wat?
Also, this is unbelievably annoying since she not only gets in the way of picking up items, is in front of monsters so I can't attack them, I run TO her and stare at her (while she stares back) instead of clicking nearby to walk.. Is there a fix for this crap? :wat:

Edit 2 :
Upon further inspection, I realize it's Everlasting "Phoenix's Tail" that causes the helper icon to appear. Now this wouldn't be terrible but considering I keep it as my secondary for life regeneration when I truly need it. Feedback on the skill itself, it doesn't seem to be as much health regeneration as I expected it to. Potions are easily better, but since I only have 49 lives / 457 health at level 17 playing on /players 8 with the skill itself at 5. Perhaps I need to have a higher base of lives, or just a larger health pool in general.

When I look at Deathless "Xu Fu's Dimension", I feel a bit of an underpowered / overpowered mix of emotions. To put it in perspective, it's already level 10, and I use the full 3 orb buff as much as I can. I personally feel that /players 8 is the best way to play for the absolute best exp and items.. and playing like this, the skill takes off 20-40% of an elite monster's health. The Smith for an opposing example took like hardly ANY damage from it. Had to hit him 20+ times. That could be simply the huge health buff they get in /players 8, though.

Now.. this seems kind of redundant since I do play on /players 8, but it feels that the first two orbs seem to do more damage in comparison to the third over time. For example, it's almost as if it's not worth getting the 2nd or third orb if I'm fighting a single monster, and if I'm in a mob, it feels like I'd do more damage to just use the 2nd orb every third hit.. rather than than the third orb every fourth hit. What bugs me is when I hit a monster on /players 8 with the third orb, it does so much damage, and I don't expect to see that from /players 8.

I'll give it some more experimentation, and I'm actually curious if anyone else has played this class and what you guys feels about this.

Edit 3 :
You know.. after all of this time? I just realized that story mode Patchouli has invisible frames while walking around. I.. want to assume this is not intentional since this isn't anything I know of canonically. I can see Sakuya doing something like this, but not Patchouli.
Off note? Her magic even in story mode is pretty scary. ;~;
Edit 4 :
On the subject of Patchouli. Normally when she hits me with one attack, I potion and keep poking her. She hits me a few times? I run away. Normal gameplay.
Why is it that one of her attacks.. once it hits you, continues to hit you continuously (NOT doing enough damage for flinching) yet flinches me and I can't get away and die. What in hell is this supposed to be? I know I've seen some pretty wild danmaku in EoSD from her (lots of different types of effects) and I've got no problem with that, but I don't see a damn thing here, and still get raped. What the hell's up with this?

Edit 5 : ALL the edits!
Anyway, story mode Rin's Blaze wheels or whatnot hurt like a mofo when they fire nova, and it seriously seems like they're designed to 1shot you no matter what class you are. Intentional? Or just a lot of fire damage? I'll try stacking some fire resists and see, but.. seems like they do too much damage overall. when they punch the ground for flames and that fire nova.. and they're stupid fast. I can barely get away from them on a ranged character and still die many times. Mokou? Jesus, it's like asking for death.

On the topic of Mokou, Everlasting "Phoenix's Tail" seems like it could possibly outperform potions, but the cooldown itself makes me not want to use it. The cooldown wouldn't be so bad if I could use Fire Bird -Flying Phoenix- after using the regeneration to jump into the fray with some nice fire damage output and with the bonus of the health regeneration (and future damage reduction too). But I cannot, and find that this makes Phoenix's Tail just all that more on the useless side. If you cut the cooldown in half, but made sure it would simply overwrite itself instead of stacking.. or at the very least let other skills be used while it's on cooldown.. that would be much more helpful.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on April 21, 2013, 09:00:45 PM
Bump post :V

Short answer about Phoenix Tail: It will outregen potions because it lasts longer. It also provides damage reduction, which turns you into metal wall tank while it's up. The duration and cooldown are on opposite diminishing returns and will never hit equilibirum. I think about 10 points in it for duration should be more than enough if you use it to tank mobs. Otherwise 1 point wonder for the burst heal.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on May 09, 2013, 03:24:39 PM
So..
Fire Bird -Flying Phoenix-

I added a bunch of points into this skill because it seems more useful once I got Possessed by Phoenix. I'll give some more points later in Xu Fu's Dimension when I'm a bit higher level. I think I'll need to play with it when it's scaled a bit further than where I am now.

In any case, Flying Phoenix seems to have some type of crash as soon as you hit something. I've had dozens of times where I'd use it, hit an enemy, and then the game would instantly crash with the same errors I had before without any file or source to be seen. It doesn't always happen, but for me it's more often on /players 8 rather than /1 (honestly because I don't have the power to play on /8 with Mokou yet)

Basically, when I click an enemy, it teleports me to the spot I clicked, the fire springs up, and I can see myself there, fire from the skill is active, but the game is frozen right after that, windows goes "doodoop!" with the error sound, and it crashes. It's actually pretty often. I've crashed within 3 minutes of playing /players 8 three times in a row. It crashes every.. 15 mins to half hour.. sometimes more than that on /players 1. I don't recall if it crashed before I started using Possessed by Phoenix, but I didn't use it enough back then to replicate the crash I get so often.

Speaking of Possessed by Phoenix, it doesn't look like it scales whatsoever with rage. With a base of 3 rage at 45-50 damage (skill level 5), up to 121 rage from items, it does nothing to the damage of this skill, yet raises the damage of everything else I have. Xu Fu's Dimension just at level 1 goes from 14-18 damage (on first charge) to 19-26 based on the 65 rage from my sword alone.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on May 09, 2013, 04:06:11 PM
Lol typo in the coding. But let's be honest, it can already kill stuff just fine without the bonus.

I imagine the biggest cause of the bug is with the targeting. Teleporting onto an enemy requires you both occupy the same space. Try targeting on the ground and see if you crash less often.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on May 10, 2013, 05:38:22 PM
Lol typo in the coding. But let's be honest, it can already kill stuff just fine without the bonus.
This is actually quite true, but I'm gonna go ahead and be that guy and presume that because it doesn't scale with Rage like the other skills do, it will be underpowered / useless later on in Nightmare / Hell, nevermind the side areas where we'd want it most. I think it'd be fine if you bumped it up to level 30 requirement instead of 24, and then capital the skill on 1% per rage after that. By the time you get to 30, it'd feel pretty powerful with the +Rage items you should have by then. (222 for me at lv 32) Even if that feels too powerful you can cut the skill to 1% every 5 Rage or something. That's a huge drop, though, from 222% increase down to a 44% increase, so you might want to keep that in mind. I'll keep you updated on if it actually becomes underpowered or not.

I imagine the biggest cause of the bug is with the targeting. Teleporting onto an enemy requires you both occupy the same space. Try targeting on the ground and see if you crash less often.
This actually does the job. I think you're correct on that. The core problem with utilizing this skill, is the fact that when you move your curser over a mob of enemies, you can't just.. get rid of their names unless you press Alt to view items on the ground (or whatever your key is). Now.. going around that, just hitting the nearby area is hard because the monster's name will pop up and you will auto-target them instead, so in doing so you have to target a decent distance away from them, and by that distance.. they're JUST on the edge, or just outside the edge of the skill's fire damage. This completely tarnishes the skill's strong point of slamming into a mob of enemies without any prior warning and proceeding to let the fire wreck shop.

- You could make the skill not show monster names. I don't know if we, just as players, actually want this because as long as it's active, we'll never see monster names and life, similar to the life regen skill showing life of your merc so they get in the way of attacking other things cuz you highlight them instead of the monster.
- You could also expand the area the fire does damage to, but this doesn't actually solve the problem of the game crashing. Not everyone will be able to figure out why it causes the crash, and realize you have to hit flat ground instead of inside a monster.

Off the subject of those skills, Cain keeps giving me the soulstone when it's not in my inventory upon entering the game. :wat: It can be in my stash in the normal game and he won't tell me jack. Is this a mod issue or a PlugY issue? Just curious if this is, you know, fixable. It's not game-breaking, but it is annoying to have to accept the quest and drop the thing every time I boot the character w/o the quest done. Also, it doesn't work to leave it in the chest and click the Hellforge either. It doesn't automatically appear like the normal game has it do.

Edit'd for clarity
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on May 10, 2013, 06:21:04 PM
Spells are getting supernerfed when I get round to fixing the stuff again. 1% per stat should go down to something like 1% per 15 stat.

If the soulstone isn't in your normal stash, the game will assume you don't have one and make it spawnable via talking to Rinnosuke or going back to killing Sanae.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on May 10, 2013, 06:42:14 PM
Cain gives me the soulstone when it's in my normal stash too. I tried that. Unless it's some mistake I made, but he gave me the same damn stone over ten times (transferring / identifying / dying / crashing)
It was in my normal stash, I am definitely sure on this. I'll give it another go on someone that hasn't completed the quest yet. (maybe Reimu on Nightmare? I need to play her again.)

If you nerf spells too bad, they won't be viable at all in comparison to melee, but I haven't played any melee classes other than Mokou and her Xu Fu which seemed just slightly less than on par with her other skills at the time, but as a fire build-up skill, it rocked house overall. Don't know if you'd distinguish Xu Fu as a melee or magical (since it's melee / buildup / element), but it's not far off from the rest of the stuff. Maybe it just needs to scale better? Still gonna look at it when I'm further in the game.

I will say it does seem a bit too easy as a shoot-y / laser-y / needles-y / gungnir-y / burnALLthethings...-y class..es..? Hahaha yeah. They do feel pretty powerful compared to the game's monster setup itself. Iunno, I'm just a sucker for range. Always have been. :V Long range, Danmaku, Fire Novas, LaserMari, even in shooters and stuff I don't often use close range weaponry. (<3 me some auto shotgun in L4D2 though :D)
But that's off-topic. Do you have any status / current placement of work completed on.. 1.x?

Edit :
With the topic of Melee stuff at hand, the sword of Nanatsusaya no Tachi [N] is unbelievably good with the +mana after each kill combined with Possessed by Phoenix. I was able to completely nullify my mana potions in my bar because of this sword alone (8 mana / kill). On top of it being such a low level (15), I gave it a couple of lv32 rage glowing stones.. 125 total. pretty boss sword (least for that lv) no matter if you're melee or caster. Was going to suggest making it casting speed instead of attack speed, but then realized the novas probably don't run on casting speed, and it wouldn't be preferable for those running a Xu Fu build. (plus the +mana makes it good for caster already).

That and I absolutely love Yuugi. Her whole style of speech, the everything.. absolutely the everything. I just cannot express the amount of Yes for this Yuugi who seems so canonically fitting in your un-canonical game.

Edit 2 :
Kourindou's Front Door makes NPC prices go UP, not down. I assume this is backwards and thus reporting it. "Reduces prices by -14%"
It hasn't been that long so I figure I'll just edit instead of bumping the thread. Couldn't find anything on multiposts but I'm probably too dumb and blind to see it. :derp:
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on May 12, 2013, 12:45:07 PM
Break down a shop's door and you expect to pay less for the stuff they sell?
Title: Re: Reimu II: Lord of Maidens
Post by: Pimgd on May 12, 2013, 02:09:54 PM
Signed up to post...

Playing a Human Miko, focusing on Sanae's skills (with Byakuren for passives)...

and getting totally pwned by Act 3 boss.
I haven't actually died to her yet (only time I died so far was running into a side area), but Kanako AND my hireling get one-shot at the same time. I'm level 33, Kanako has ~1200 HP, and I have 1050 HP.
I'm not gonna hang around.

How do I stay alive vs her?
Stack up on hourai pots and just summonspam the boss to death?
Or /players 8 and farm until I get the N level uniques of the items I'm wearing?
... Would 75% lightning resist help to mitigate the damage a bit?
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on May 12, 2013, 05:01:16 PM
Act3 boss kills you a lot because noob dev went overboard with buffing the boss with proc skills. I think if you can get the positioning right and Reimu Needles is high enough level, you can just shred her with it.

If you have the resources, crafted gear should be good enough. Check the documentation for the crafting recipes. Farming for a higher tier of uniques won't offer that much improvement.
Title: Re: Reimu II: Lord of Maidens
Post by: Pimgd on May 12, 2013, 07:03:21 PM
I made use of Sanae's skills. The boss itself is slow - just gotta stay out of melee range.
Then I went to act 4.
Tenshi.

My PC froze.
Or, that's what I thought.
But no, the music was still going and-
ah, there's the next frame.
Holy- everything is gone
The next minute or so I could see my minimap update every 10 seconds. In the background, I can hear the defeat sound playing for the boss.

Kanako had one-shot Tenshi and about a quarter of the map in a gigantic chain reaction of procs. :V
I wanna see what a level 20 Kanako does. Probably murder everything left right and center (and off screen too!).
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on May 12, 2013, 09:09:26 PM
Break down a shop's door and you expect to pay less for the stuff they sell?
Didn't.. really expect this answer. I expected an item that would give.. you know.. cheaper stuff from the npcs. xD
I dunno, I just.. I was expecting something like.. "Kourindou's Front Door" to be an item giving you.. merchanty.. type powers to get stuff cheaper. Guess I should have seen this comin.. ::)

Tenshi.
:colonveeplusalpha:

You're very lucky to not have died from Sanae or Tenshi. Sanae has oneshot my characters with more than twice your health pool (going on normal difficulty, /players 1)
Tenshi's just... hits the volcano under you, and the sheer damage it does you to you knocks your character into a wince mode that makes you take more damage. Not a oneshot, but may as well be as it's difficult to escape without a massive health pool JUST for that fight. I've found I had to beat act 5 before I have enough points to throw in my health to not be wince-death'd by Tenshi, and even then she rapes face.

Kanako one-shotting Tenshi I am skeptical of, even more so because your computer was frame lagging that badly, but it's the idea that you survived that makes me kind of sad when she's defeated me so many times without any issues at all.

How do I stay alive vs her?
Ah.. Sanae. She was a tough nut for me. Had to healthpool stack on all of my characters so far in order to survive. It's only the skill where she rains down onbashira that oneshots me. Nothing else besides the slow orb does close to the amount of damage. That orb itself is arguably Meph's strongest attack, though, and I can tank that easy compared to her onbashira.

As for items, it's actually a good idea to get the + stat items. Yours would be the Sealing Ofuda, and you'd be looking for +Faith (Sanae) and +Dharma (Byakuren). Most of the items I find at [N]ormal category being Rare still have their +skill bonuses, but everything rare after that (from [H]ard all the way to [P]hantasm items) do not due to a bug/error in the code. You can get slots by cubing the item with jewels (make sure it's rare and has the stats you want before socketing), and most [N]ormal stuff I've found goes up to 2 sockets (any more jewels used are wasted.) At that point, if you're still having trouble, you can easily gamble [H]ard and sometimes [L]unatic items depending on your character level. [L]unatic items for me have had 4 sockets every time, and using two Sealing Ofuda with enough +skill to surpass the base +skill on the [N]ormal item, you can use the other two sockets to make the [L]unatic item more powerful.

Keep in mind, all of the above is only based on the current setup of code as it is now, including the bug which makes Rare items [H]ard difficulty and higher not have +skills on them. Once the bug/error is solved, (whatever way it's decided on to be resolved), my above statement will be void, and you'll have to experiment. But then again, experimentation is the fun part. :V
Title: Re: Reimu II: Lord of Maidens
Post by: Pimgd on May 12, 2013, 10:08:17 PM
Kanako one-shotting Tenshi I am skeptical of, even more so because your computer was frame lagging that badly, but it's the idea that you survived that makes me kind of sad when she's defeated me so many times without any issues at all.

I admit, it was not a oneshot: But it did happen in 1 go from about 80%. I was like "ah, so that's- Holy wat"

I didn't take screenshots, but it happened later again.

http://s263.photobucket.com/user/Pimgd/media/Screenshot009.jpg.html
http://s263.photobucket.com/user/Pimgd/media/Screenshot010.jpg.html
http://s263.photobucket.com/user/Pimgd/media/Screenshot011.jpg.html
http://s263.photobucket.com/user/Pimgd/media/Screenshot012.jpg.html

Look at that XP bar!
It's INSANE!

I wonder what skill it is that triggers this large explosion. Maybe one of Utsuho's or Flandre's?
Also, Kanako is partially bugged: She can have a proc skill that summons a wave of Komachi's coins.
They see Kanako and me as hostile. I've actually had Kanako kill herself by stabbing, walking forward straight into the bullet spawner and getting killed by her own proc.
Will take a screenie of "Pimgd was slain by Pimgd" when it happens.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on May 13, 2013, 10:12:00 AM
Look at that XP bar!
It's INSANE!
You think that's good? Imagine killing baal's final minions on /players 8 at level 55.
They give me about 35% of my total exp bar EACH. You know how many they have? Like 5 or 6 minions or so. Not including the boss of the group which I actually COULD NOT kill because it regenerated health faster than I could do damage to it. You know.. thanks to this :
it can already kill stuff just fine without the bonus.
(Ok, not really, but it's still funny ;D)
The skill I use for damage doesn't scale with Rage so.. ::) It ends up being my most powerful attack (for now), un-scalable, and the lack of damage fails me. Irony. :V

Will take a screenie of "Pimgd was slain by Pimgd" when it happens.
Good god, do want. That will be a hilarious screenshot. I'd keep that kind of thing even if it happened to me. :D

The round fire AoE could be Okuu's.. Meteor Star from the heavens. But that's the only skill that I know of that could possibly be round. I haven't seen any of the others (I plan to), so I'd say just test em out.

Offtopic : Nice Belldandy.. hair. Haha. Whatever that's supposed to be. xD

Edit! :
Whoa, whoa, whoa! What?! DANMAKU ARCHERS! What the hell? xD!
I don't even want to ask! Hahahahahahaha, what! You're nuts, you are! I LOVE IT. :D
Reaction upon the first ever visit to Danmaku Archers ^
Title: Re: Reimu II: Lord of Maidens
Post by: Pimgd on May 13, 2013, 04:12:15 PM
It was what happened over the course of 5 seconds, on /players 1 versus non-special mobs.
I beat EOSD on Normal without dying (in Lord of Maidens, of course!), but I didn't really get any good loot. I tried PCB next, and Alice murdered Kanako, after which I ran away VERY VERY fast.
Level 48 now, gonna do Baal later today.

I wonder what will happen when I fight [strike]Baal[/strike] Marisa, with her appendages...
Either Kanako gets sparked to bits...
OR
Kanako procs, having the skill hit the appendages which causes a proc and causes it to hit more and it procs again and OH GOD EXPLOSIONS
and then the boss is dead.

And that hair is for something which doesn't really fit on the board. If you want to know more about it then it would have to be via PMs.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on May 13, 2013, 04:56:29 PM
OH GOD EXPLOSIONS and then the boss is dead.
Oh, I see. So Kanako is the reason you've stayed alive. She must be supremely good. I'll have to give her a go later then. I did have a Javazon with that skill, but never really was into that kind of playstyle though. :V I prefer just going into the crowd and wrecking shop with or without my minions. If they die, then I either blame it on their AI (which isn't smart, lemmy tell you), or my inability to pick stuff for them to wear to survive longer.
(No amount of "But will it blend?" saves them from my recklessness ;D)

And that hair is for something which doesn't really fit on the board. If you want to know more about it then it would have to be via PMs.
Meh. I just saw it and recognized it as her. Doesn't bother me if I know or not... sorta. (for now anyway) I'm a curious bastard (knowing me), so if curiosity does end up getting the better of me, (which it possibly will), I'll throw ya a PM about it. ;)

PS : Danmaku Archers!
Title: Re: Reimu II: Lord of Maidens
Post by: Pimgd on May 13, 2013, 09:01:13 PM
(http://i263.photobucket.com/albums/ii147/Pimgd/Screenshot006.jpg) (http://s263.photobucket.com/user/Pimgd/media/Screenshot006.jpg.html)
OHKO Genji's kids by Kanako on Players 8

(http://i263.photobucket.com/albums/ii147/Pimgd/Screenshot010-1.jpg) (http://s263.photobucket.com/user/Pimgd/media/Screenshot010-1.jpg.html)
KO Marisa from 50% by Kanako on Players 8

This time, though, I could see what happened.
It seems there is a bug in one of the skills that raises other skills's proc chance.
Then, skills that can trigger a skill to fire if it hits a wall OR an enemy
(Think Amazon's Lightning Fury + Pierce)...
Except that the trigger is the object it spawns, creating a loop until the target is dead. Marisa lasted about 0.5 sec in the spamwave that blasted her to 0.
The white square+Circles are what I think to be Minamitsu's Drowning Sign: Deep Vortex.
I think there's about 20 of them stacked onto each other.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on May 14, 2013, 12:05:47 PM
The transparency doesn't look like it can be a Minamitsu skill. Though Kanako spawning with armour that procs that stuff looks plausible I'd guess.
Title: Re: Reimu II: Lord of Maidens
Post by: Pimgd on May 14, 2013, 01:59:55 PM
(http://i263.photobucket.com/albums/ii147/Pimgd/Screenshot005.jpg) (http://s263.photobucket.com/user/Pimgd/media/Screenshot005.jpg.html)
This is the skill she was proc-ing, and how it causes the transparency issues.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on May 14, 2013, 05:48:50 PM
Jesus, Kanako looks broken as hell. xD
I WISH MY CHARACTERS WERE THAT BROKEN

I went through ALL the Danmaku Archers! (..on Normal)
Found the Netherlands.. but.. kind of confused at what it was supposed to be. The names gave me a giggle though. ;P

Also, uhm.. On attachment.
PAD-Chou [E}
Yeah. Figured that wasn't intentional. ::)

Edit :
Apparently.. Okuu's Explosion Sign "Petit Flare" is not fire based. Fire damage 15-26. Nope. Totally not fire based.
That.. or Carina Nebula's +1 to fire skills doesn't work.
[/Edit]
Carina Nebula [E] does not give +1 to fire skills, but [N] DOES work. Other unique items might have broken mechanics too. Hell of a search party, huh?
Title: Re: Reimu II: Lord of Maidens
Post by: ARF on May 16, 2013, 06:48:39 PM
The random proc equipment really defines this mod to me since it was released. Get any equipment with a chance to cast charged bolt on striking and since charged bolts hitting an enemy counts as striking it will continiously loop until there are no more targets. It gets much stronger/faster if you have multiple items with various on striking procs.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on August 17, 2013, 09:12:50 PM
As a proper and just necromance, I think this would be a good time to post some useful information for anyone still interested.

The mod is NOT dead! Thank Pesco. :V
I'm definitely around and working on it.

I don't know how many people here are still interested, or if it's only me, but as I've spent years of my life playing Diablo 2, all the way back when it was just myself and my father, back to when I got into battle.net later, to when I would go online with my friends now, to Diablo 3, and now with my Touhou interest (see: obsession), I am still looking forward to absolutely everything this mod will bring, and am already trying to get one of my friends to reinstall his D2 1.13d into c so he can play as well.

With that, I bring you, in steed of Pesco (whom has allowed me to discuss changes to the game that aren't currently at a release standpoint), a release log of so far.

Here's a partial changelog for the next update you can discuss in the thread too.

General
Fixed Death Sign "Scythe of Final Judgement" procs killing the player.
Story Rin fire zombies' proc skills scaling reduced.
Story Sanae's proc skills levels decreased.
Story Reimu's proc skill stun duration scaling decreased.
Dialogue typos corrected.

Oni Brawler
Vocal Sign "Hooting in the Night" mana cost and scaling decreased.
Toxin Sign "Poisonous Moth's Scales" mana cost and scaling decreased.
Bird Sign "Mysterious Song" mana cost and scaling decreased.
Night-Blindness "Song of the Night Sparrow" description corrected.
Night Sparrow "Midnight Chorus Master" mana cost and scaling decreased.
Barrage "King Kraken Strike" synergy scaling increased.
Harbor Sign "Phantom Ship Harbor" description info corrected and rescaled.
Drowning Sign "Deep Vortex" remade.
Light Oni "Adamant Helix" synergy scaling increased.
Shackles Sign "Shackles a Criminal Can't Take Off" stun duration scaling decreased and poison duration scaling added.
Four Devas Arcanum "Knock Out In Three Steps" synergy scaling increased and overlay changed.
Illusion Ghost "Jack the Ludo Bile" synergy scaling increased.
Speed Sign "Luminous Rocket" synergy scaling increased.

Voile Fairy
Moon Sign "Silent Selene" synergy scaling reduced.
Fire Water Wood Metal Earth Sign "Philosopher's Stone" missile speed reduced.
Electric Sign "Thunder Drum Shot" synergy scaling increased.
Star Light "Light Dragon's Sigh" synergy scaling increased.
Lightning Fish "Swimming Thunder Shot" synergy scaling reduced.
Immortal "Fire Bird -Flying Phoenix-" targeting check added.
Deathless "Xu Fu's Dimension" synergy scaling increased.
"Possessed by Phoenix" synergy scaling decreased.
Magic Sign "Stardust Reverie" synergy scaling decreased.
Light Blast "Shoot the Moon" synergy scaling decreased.
Love Sign "Master Spark" synergy scaling decreased.
Confusion "Into Delirium" synergy scaling increased.
Poison Sign "Melancholy Poison" synergy scaling decreased.
Poison Sign "Poison Breath" synergy scaling decreased.
White Sign "Undulation Ray" synergy scaling decreased.
Cold Sign "Lingering Cold" synergy scaling decreased.
Mystic Sign "Table-Turning" synergy scaling decreased.
Winter Sign "Northern Winner" synergy scaling decreased.
Cold Sign "Cold Snap" synergy scaling decreased and missile speed reduced.

Spirit Hermit
Flower Field "Garden of the Sun" cooldown increased.
Autumn Sign "The Autumn Sky and a Maiden's Sleep" synergy scaling increased.
Leaf Sign "Falling Leaves of Madness" synergy scaling increased.
Autumn Sign "Falling Blast" synergy scaling increased.
Drown "Trauma in the Glimmering Depths" synergy scaling increased.
Kappa "Spin the Cephalic Plate" synergy scaling increased.
Whirl Sign "Maple Leaf Fan" synergy scaling increased.
Tornado "Indication to the Divine" synergy scaling increased.
Squall "Sarutahiko's Guidance" synergy scaling increased.
Demonic Beast "Sickle Weasel Veiling" synergy scaling increased.

Youkai Hunter
Brilliance "Rainbow Brilliance Palm" bonus damage synergy added.
Unidentified "Rainbow UFO Invasion of Terror" synergy scaling increased.
Nue Sign "Danmaku Chimera" synergy scaling increased.
Monster Train "Spare Umbrella Express Night Carnival" synergy scaling increased.
Umbrella "Super-Water Repelling Bone-Dry Monster" synergy scaling increased.
Search Sign "Rare Metal Detector" synergy scaling increased.
Rod Sign "Nazrin Rod" synergy scaling increased.
Defense Sign "Pendulum Guard" synergy scaling increased.
Treasure "Gold Rush" synergy scaling increased.

Phantom Kensei
Amaterasu Oomikamki mana cost and scaling decreased.
Lord Atago synergy scaling increased.
Ame no Uzume no Mikoto synergy scaling increased.
Lord Honoikazuchi synergy scaling increased.
Obsessor "Slash of the Eternity" synergy scaling increased.
Hell Realm Sword "200 Yojana in 1 Slash" synergy scaling increased.
Deva God Sword "Components of Konpaku" synergy scaling increased.
Freeze Sign "Perfect Freeze" synergy scaling increased and cooldown increased.
Frost Sign "Frost Columns" synergy scaling increased.
Ice Sign "Sword Freezer" synergy scaling increased.
Taboo "Forbidden Fruit" remade.

Human Miko
Dream Sign "Persuasion Needle" synergy scaling reduced.
Dream Sign "Evil-Sealing Circle" synergy scaling reduced.
Spirit Sign "Fantasy Seal -Spread-" synergy scaling reduced, cooldown increased and animation adjusted.
Good Omen "Cloudy Way in Purple" synergy scaling increased.
Light Magic "Star Maelstrom" synergy scaling increased.
Tiger Sign "Hungry Tiger" synergy scaling increased.
Jeweled Pagoda "Radiant Treasure Gun" synergy scaling increased.
Buddhist Art "Most Valuable Vajra" synergy scaling increased.
Light Sign "Demon of Purification" synergy scaling increased.
Critical "Heart Break" synergy scaling increased.
Divine Spear "Spear the Gungnir" synergy scaling increased.
Scarlet Sign "Red the Nightless Castle" synergy scaling increased.
Snake Sign "Orochi of Ancient Times" magic item level scaling reduced.
Great Miracle "Yasaka's Divine Wind" synergy scaling reduced.

Kasha Warlock
Butterfly Sign "Death Lance
" synergy scaling decreased.
Flowery Soul "Butterfly Delusion" synergy scaling decreased.
Cat Sign "Cat's Walk" cooldown added.
Youkai "Blazing Wheel" proc skills synergy scaling reduced and cooldown increased.
Miasma Sign "Filled Miasma" synergy scaling reduced and cooldown increased.

Items
2-handed weapons base damage increased.
Item-level socket limits removed.
Flandre set bonus adjusted.
Alice set boots sprite fixed.
Character stat spawning changed from automagic to recipe upgrade.
Set items spawn level decreased.
Cube recipe to upgrade base items of set items added.
Cube recipe to craft reward charms added.

From the looks of it, melee classes are getting a buff, so all of you who said melee classes needed love, It sure looks like you're going to get it. I'm looking forward to the possible (?) ability to add ALL the sockets to a low level item as well as the craft reward charms. I'm curious if there was ever implemented the items for in-game that are dedicated to users who helped test and report problems with the test version of it. If you've any ideas, or already implemented them and I just need to find them maybe.. or if not, that's ok too. The mod itself is amazing enough.

Also, automagic to recipe upgrade? Sounds impressive. Seems to me like you find items naturally, and upgrade it from whatever it currently is, then it will gain character stats based on the item (?) or the player (?) or both (:V). Just like ARF said (pretty sure that's Stuffman), the random proc equipment define the mod, and when you get procs you can use from other classes, you'll want to be able to make items with different characters that give + stats to the skill you're using. It's looking really good so far, and.. uh..

DISCUSSION GET!
Title: Re: Reimu II: Lord of Maidens
Post by: highzealot on August 17, 2013, 09:34:36 PM
YES! UPDATE IN SIGHT!

Lets see, Master Spark nerf, Blazing Wheel nerf and Cat's Walk nerf. GOD DAMNIT! I understand that those nerfs are a good idea but by Emperor, I liked being god like.  :ohdear:

I also never knew there were item-level sockets limits and I'll see how I feel about recipe upgrade for character stats. I have good hopes for that though


Now something I need to ask is how exactly runewords work. I assumed it works like in vanilla so I made a mistake when trying to make it. So, first, I had the runes, Ma+Ri+Sa+Ze, a low quality non-magic broom that grave +78 to danmaku stat and 4 jewels. I tried to give 4 sockets to the broom but only got 3. Wasn't sure if that was because broom only allows 3 or if it had to do with item-level sockets limits. I put the runes, Ma+Ri+Sa into the broom in that order and it didn't appear to have applied any Runeword effects. I should have taken screenshots but instead, I just unsocketed it and got the runes back for 3 perfect gems and 1 portal scroll and 1 identify scroll. I was fairly sure I should have gotten Runeword effects on that broom. My character is primarily Marisa and at that point I didn't realise that I can only get +3 for Voile Fairy skills and Runewords were meant to give skills from one class to another class.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on August 17, 2013, 10:11:42 PM
A lot of the ranged attacks were pretty overpowered. I mean.. I had to /players 8 for challenging gameplay that I SHOULD be getting from /players 1.

Low level items have socket limits at the moment, it's not 100% equivalent, but most of the time you'll find [E] with 1 socket, [N] with 2, [H] with 3, etc. Remember that the tiers of items tend to have similar item levels as the socket limits.
Some items will have a different socket count from the item tier, so I will always suggest keeping every single jewel you find. Using the maximum socket count on one item is the only current way to guarantee you get the maximum sockets on that item.

As to the rune word, they do NOT work on items for that class. You cannot make a MarisaZe runeword on a broom. It won't work. It only works on items that aren't for the class it gives stats for. (it should work for other class specific items as far as I can remember, but don't quote me on that. It's been a very long time.)

It's all covered in the readme the mod comes with, you might want to give that a read. I mean, the name should give it away. Some of it is worded a bit weird, though so if there's something you don't understand it's totally ok to ask :)
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on August 17, 2013, 10:47:52 PM
All non-unique/set items will spawn as 'locked', even magic items. Use the cube to unlock them. This was the workaround to fix character stats not spawning on certain items. Getting character stats this way does 3 things: guarantees the item to give stats for the character it's associated with, grants a chance for the character stats of a related (build) character to appear and third, forces players to upgrade the tier of their equipment. [E] tier items will never spawn character stats higher than a particular value. Only the tier higher will provide something better.

As you can see from the partial changelog, spells are all getting a pretty big nerf in terms of their scaling. The change in availability of character stat on items will also start limiting you in how much stat you can stack up. All melee skills got buffed in their scaling to make them more viable. Again, it's not perfect but I can always fix things in the form of further updates.

Surprise recipient of buffs
...mercs...
All mercs got given more attribute growth and new skills. Their AI have been adjusted to use their skills very frequently. All non-class-specific gear can also be unlocked, these spawn the unique stat for mercs. All merc skills gain synergy bonus from these stats. Mercs are very capable of killing stuff now but they still need to be looked after.
Title: Re: Reimu II: Lord of Maidens
Post by: Amraphenson on August 17, 2013, 11:59:03 PM
The ride never ends.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on August 18, 2013, 01:10:34 PM
(http://puu.sh/44J6l.jpg)

(http://puu.sh/44J54.jpg)

(http://puu.sh/44J7n.jpg)
Title: Re: Reimu II: Lord of Maidens
Post by: Culukeh on August 18, 2013, 07:00:20 PM
Melee love~
Its been a while since I played since I'm bad at creating specs that actually work. And they tended to be melee so you know how that goes. Recently I've started again and I'm glad to see all the care that continues to go into this project, which is great because I forgot how addicting it was.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on August 18, 2013, 09:52:31 PM
Oh man.. those mercs.

Is Halgaunt a party member of yours or the name of a merc? Speaking of mercs.. perhaps they should have more touhou..ish.. names? I always try to get Kyoko on act 1 because..

well.. I don't know. She can have both fire and ice arrow, so it never mattered to me. She was decently powerful but her bow made her worth a damn, so the name is sort of everything to me. They look amazing so far, though. Can't wait to see what they do and how useful they'll be.

The ride never ends.
If this mod is a ride, I never want to get off :D
That was such a fun game by the way. Baloons and hotdogs for everyone xD
Title: Re: Reimu II: Lord of Maidens
Post by: highzealot on August 18, 2013, 11:45:15 PM
Now I regret giving up on mercs and selling my act 2 merc gear I spent a fortune gambling for.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on August 19, 2013, 09:04:56 AM
Yeah names for mercs are needed too. There's a list that the game chooses from. Post me what names you guys want and that's what they'll be called.

Act 1: 41 names
Act 2: 21 names
Act 3: 20 names
Act 5: 67 names
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on August 20, 2013, 12:22:15 AM
Oh good lord 149 names..?

Uhm. I know how the name works and being irrelevant what matches with what, but is it possible to force a name to be only a certain type, like example.. making Act 1 merc's Kyoko spawn only ice arrow? If forcing names with skills is available, we could make fan-based stuff like the different element cirnos and etc.

If we can't force the names, then I don't really know exactly what kind of names we should have since most of the main Touhou characters are already sitting around in-game anyway. Totally was not prepared for that many. xD
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on August 20, 2013, 07:52:12 AM
Names can't be assigned and all known Touhou characters appear in some form or other in the game already.

Edit: It may be possible to make it so some names have a better chance of being assigned to a particular type of merc. In that case, act1 has 2 merc types, act2 has 3 types, act3 has 3 types and act5 only has 1 type.
Title: Re: Reimu II: Lord of Maidens
Post by: highzealot on August 22, 2013, 01:33:20 AM
Have to ask, when downgrading an item to normal for use with Runewords, the item will come out locked right? Wouldn't want to find a [P] level magic or rare item, downgrade it to normal and find out it spawned with no character stats since it wasn't locked.

Also, hope I'm not being rude for asking for an ETA but ummm, ETA for the patch?
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on August 22, 2013, 02:05:23 AM
Also, hope I'm not being rude for asking for an ETA but ummm, ETA for the patch?
So much do I want to say When It's done but I actually am curious how far Pesco is doing on the patch myself. ETA is probably something you won't get an answer to because even Pesco won't know that. What we may be able to ask is how much of the patch is done, or how much more does he plan to put into it. :)
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on August 22, 2013, 10:07:03 AM
Locked is treated as an affix. Any recipe that rerolls the base item will spawn it as locked and you can unlock it at any time.

The update should be ready later today. I got messaged about what info to put into the wiki pages. I need to complete the update so that the latest info gets put up.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on August 22, 2013, 05:52:17 PM
Ver 1.01 - 41403 kb - 22-08-2013

General
Fixed Death Sign "Scythe of Final Judgement" procs killing the player.
Story Rin fire zombies' proc skills scaling reduced.
Story Sanae's proc skills chance and levels decreased.
Story Reimu's proc skill stun duration scaling and chance decreased.
Story Yuuka's name corrected.
Dialogue typos corrected.
Enemy scaling reduced slightly.
Mercs scaling increased.
Mercs given new skills.
Merc unique stat added.
Retaliation speed debuff reduced.
Health potion regen fixed.

Oni Brawler
Vocal Sign "Hooting in the Night" mana cost and scaling decreased.
Toxin Sign "Poisonous Moth's Scales" mana cost and scaling decreased.
Bird Sign "Mysterious Song" mana cost and scaling decreased.
Night-Blindness "Song of the Night Sparrow" description corrected.
Night Sparrow "Midnight Chorus Master" mana cost and scaling decreased.
Barrage "King Kraken Strike" synergy scaling increased.
Harbor Sign "Phantom Ship Harbor" description info corrected and rescaled.
Drowning Sign "Deep Vortex" remade.
Light Oni "Adamant Helix" synergy scaling increased.
Shackles Sign "Shackles a Criminal Can't Take Off" stun duration scaling decreased and poison duration scaling added.
Four Devas Arcanum "Knock Out In Three Steps" synergy scaling increased and overlay changed.
Illusion Ghost "Jack the Ludo Bile" synergy scaling increased.
Speed Sign "Luminous Rocket" synergy scaling increased.

Voile Fairy
Moon Sign "Silent Selene" synergy scaling reduced.
Fire Water Wood Metal Earth Sign "Philosopher's Stone" missile speed reduced.
Electric Sign "Thunder Drum Shot" synergy scaling increased.
Star Light "Light Dragon's Sigh" synergy scaling increased.
Lightning Fish "Swimming Thunder Shot" synergy scaling reduced.
Immortal "Fire Bird -Flying Phoenix-" targeting check added.
Deathless "Xu Fu's Dimension" synergy scaling increased.
"Possessed by Phoenix" synergy scaling decreased.
Magic Sign "Stardust Reverie" synergy scaling decreased.
Light Blast "Shoot the Moon" synergy scaling decreased.
Love Sign "Master Spark" synergy scaling decreased.
Confusion "Into Delirium" synergy scaling increased.
Poison Sign "Melancholy Poison" synergy scaling decreased.
Poison Sign "Poison Breath" synergy scaling decreased.
White Sign "Undulation Ray" synergy scaling decreased.
Cold Sign "Lingering Cold" synergy scaling decreased.
Mystic Sign "Table-Turning" synergy scaling decreased.
Winter Sign "Northern Winner" synergy scaling decreased.
Cold Sign "Cold Snap" synergy scaling decreased and missile speed reduced.

Spirit Hermit
Flower Field "Garden of the Sun" cooldown increased.
Autumn Sign "The Autumn Sky and a Maiden's Sleep" synergy scaling increased.
Leaf Sign "Falling Leaves of Madness" synergy scaling increased.
Autumn Sign "Falling Blast" synergy scaling increased.
Drown "Trauma in the Glimmering Depths" synergy scaling increased.
Kappa "Spin the Cephalic Plate" synergy scaling increased.
Optics "Optical Camouflage" remade.
Whirl Sign "Maple Leaf Fan" synergy scaling increased.
Tornado "Indication to the Divine" synergy scaling increased.
Squall "Sarutahiko's Guidance" synergy scaling increased.
Demonic Beast "Sickle Weasel Veiling" synergy scaling increased.

Youkai Hunter
Brilliance "Rainbow Brilliance Palm" bonus damage synergy added.
Unidentified "Rainbow UFO Invasion of Terror" damage scaling and synergy scaling increased.
Nue Sign "Danmaku Chimera" synergy scaling increased.
Monster Train "Spare Umbrella Express Night Carnival" synergy scaling increased.
Umbrella "Super-Water Repelling Bone-Dry Monster" synergy scaling increased.
Search Sign "Rare Metal Detector" synergy scaling increased.
Rod Sign "Nazrin Rod" synergy scaling increased.
Defense Sign "Pendulum Guard" synergy scaling increased.
Treasure "Gold Rush" synergy scaling increased.

Phantom Kensei
Amaterasu Oomikamki mana cost and scaling decreased.
Lord Atago synergy scaling increased.
Ame no Uzume no Mikoto synergy scaling increased.
Lord Honoikazuchi synergy scaling increased.
Obsessor "Slash of the Eternity" synergy scaling increased.
Hell Realm Sword "200 Yojana in 1 Slash" synergy scaling increased.
Deva God Sword "Components of Konpaku" synergy scaling increased.
Freeze Sign "Perfect Freeze" synergy scaling increased and cooldown increased.
Frost Sign "Frost Columns" synergy scaling increased.
Ice Sign "Sword Freezer" synergy scaling increased.
Taboo "Forbidden Fruit" remade.

Human Miko
Dream Sign "Persuasion Needle" synergy scaling reduced.
Dream Sign "Evil-Sealing Circle" damage scaling increased and synergy scaling reduced.
Spirit Sign "Fantasy Seal -Spread-" synergy scaling reduced, cooldown increased and animation adjusted.
Good Omen "Cloudy Way in Purple" synergy scaling increased.
Light Magic "Star Maelstrom" synergy scaling increased.
Tiger Sign "Hungry Tiger" synergy scaling increased.
Jeweled Pagoda "Radiant Treasure Gun" synergy scaling increased.
Buddhist Art "Most Valuable Vajra" synergy scaling increased.
Light Sign "Demon of Purification" synergy scaling increased.
Critical "Heart Break" synergy scaling increased.
Divine Spear "Spear the Gungnir" synergy scaling increased.
Scarlet Sign "Red the Nightless Castle" damage scaling and synergy scaling increased.
Snake Sign "Orochi of Ancient Times" magic item level scaling reduced.
Great Miracle "Yasaka's Divine Wind" synergy scaling reduced.

Kasha Warlock
Bad Luck Sign "Bad Fortune" scaling increased.
Butterfly Sign "Death Lance" synergy scaling decreased.
Flowery Soul "Butterfly Delusion" synergy scaling decreased.
Cat Sign "Cat's Walk" cooldown added and casting through walls removed.
Youkai "Blazing Wheel" proc skills synergy scaling reduced and cooldown increased.
Miasma Sign "Filled Miasma" synergy scaling reduced and cooldown increased.
Curse Sign "Shanghai Doll" base hp increased.
Curse Sign "Hourai Doll" base hp decreased.
Doll "Semi-automaton" synergy scaling increased.

Items
2-handed weapons base damage increased.
Item-level socket limits removed.
Max socket limit on items streamlined and rebalanced.
Flandre set bonus adjusted.
Alice set boots sprite fixed.
Yamame set weapon characteristics corrected.
Character stat spawning changed from automagic to recipe upgrade.
Set items spawn level decreased.
Set item drop chance increased.
Cube recipe to upgrade base items of set items added.
Cube recipe to craft reward charms added.
Proc skill magical affixes added to rings and amulets.

===================

Link for ver 1.01 (http://www.mediafire.com/?ky8tcs52nwa8z9g)

The documentation has been updated with some the details for socketing. No more spending too many jewels and not getting enough sockets. The max socket limits on weapons that you'll see there is for balance as certain gear setups can completely abuse the bonuses gained from socketables.

As mentioned earlier, mercs have been buffed with new skills. They're easily strong enough to carry you through Normal. On the higher difficulties you'll need to start taking care of them. Merc equipment follows the same idea as your gear, stack the character stat. In the early game it's pretty normal to have the merc walking around with gear better than yours. But don't feel too jealous, their gear caps out very quickly.

The main meat of the update, the buffs to melee and nerfs to spells. Melee builds should not get screwed over as much as before. Melee skills scale pretty evenly with enemies now. If you make use of a merc, you shouldn't have a hard time either. I also expect people playing melee builds to make use of the basic crafting recipes (weapon + 1-6 bonus pieces). It's easy free damage and turns mediocre weapons into great ones.

It's a long overdue update, but it's out at least. I won't let it be the only update as Touhou has gotten itself new characters for me to work in when I get new ideas again.
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on August 23, 2013, 08:04:40 AM
What the hell is this documentation bs, and why can't I read it anymore? Did you break the readme, or is it just broken for me? I'm using OpenOffice Writer to open it since I don't have $200+ to shell to microfail for their software that others give out for free.

Also, where is the wiki for the mod? I was PMed about editing it, but when I asked where the wiki for LoM was, I received no reply.

Edit :
On a better note, I'm so far intrigued by the items being locked and unlocked, but without the documentation, I have no idea what's who, or who's what. I did gamble / identify / unlock a few [L] / [X] belts and [X] mokou gloves, but the belts had no bonus to skills and the Mokou gloves only gave Rage and Fever. Maybe I just have to learn how the itemization works before I can get Danmaku on them.

I don't know what kind of Act 2 merc I have, but it's little white orbs of spinny, and it does a decent job of killing things with the items he already had from pre-patch. I will say I'm also curious about the healing animation from when you use a healing potion, or if thats a merc thing? I mean, I'm almost 100% sure it's a potion animation, (which is totally cool), since it happened when my merc was dead too.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on August 23, 2013, 09:44:51 AM
It's the same pdf as it's always been. Adobe Reader is free you know.

All class specific items and the items equippable by mercs are locked by default. Unlocking generates the character stat on the item. You will always get merc stats on common items, Mokou stats on Mokou items, Reimu stats on Reimu items etc. On class specific items, there's a chance for the character stats of a related character to spawn. Mokou items have a chance to spawn a lesser amount of Iku and/or Medicine stat because those are the related sksilltrees you'd have access to if you mained Mokou. On a central tree item like Reimu's shields, you can spawn +stat for all Miko stats but the chance is much lower.

The healing animation is from potions and should run for the duration of the regen effect.
Title: Re: Reimu II: Lord of Maidens
Post by: Raikaria on August 23, 2013, 10:31:41 AM
I'm probobly gonna get Diablo2 just to give this a spin.

This will almost certainly be hilarious. I know NOTHING about Diablo.
Title: Re: Reimu II: Lord of Maidens
Post by: Exxelent_ on August 23, 2013, 11:01:58 AM
A very nice update. Rolled a Phantom Kinsei just to try out the new melee skill changes, so I'll give my thoughts once I've made some progress that isn't "Subdue Orin". Some things I've definitely felt are the new mercs, they really do own just about everything in normal difficulty, I feel like I'm playing tank instead of Youmu/Yorihime cheese grater. Flandre went down in record time and Orin wasn't as bad as I clearly remember.

Like I said though, I'm only very much at the tip of the iceberg here.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on August 23, 2013, 11:38:45 AM
Orin is still a bit difficult but at least she's not impossible now.
Title: Re: Reimu II: Lord of Maidens
Post by: Raikaria on August 23, 2013, 11:47:58 AM
Looking through the class info and I have utterly no clue what to do and half of what it's going on about. All I know is I'm probobly gonna make a fairy to wet my feet cause fairy.

And the rune part just made me 0_0

Ah the joys of being a noob with no clue.
Title: Re: Reimu II: Lord of Maidens
Post by: Amraphenson on August 23, 2013, 12:18:35 PM
What's fucked up was that the most reliable method for oldOrin, at least for me, was throwing the very same flaming wheels at her and praying she died before you did.
Title: Re: Reimu II: Lord of Maidens
Post by: Raikaria on August 23, 2013, 04:30:44 PM
I'm playing a Warlock using the damage amp from Hina's skill tree [Planned to get the lifesteal] combined with the extra scythe damage from Komachi's tree.

I'm finding the limitation of only being able to select two forms of attack at once annoying, and unless I'm dumb [WHICH IS PROBABLY THE CASE] I can't find a hotkey to swap skills.

Just cleared the Forgotten Tower, and basically the ally given to me by Sakuya is wrecking everything and I'm basically her meatsheild. Which is annoying. I can't even get to the mobs before the ice arrows blast them to pieces usually. Is there a way to get rid of her?

Also, considering trying out a Tewi build Hunter as well. So many things to try~
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on August 23, 2013, 04:41:40 PM
The game only really needs 2 buttons. That's the design philosophy I borrowed from Titan Quest. If you want to use more buttons, it's up to you. Set the skill hotkeys under controls.

If you don't give your merc a weapon their damage will fall behind very quickly. Just about all the attack skills the mercs use carry a weapon damage component. If you really want to get rid of your merc, suicide and she dies with you and then don't resurrect her.
Title: Re: Reimu II: Lord of Maidens
Post by: Raikaria on August 23, 2013, 05:20:54 PM
The game only really needs 2 buttons. That's the design philosophy I borrowed from Titan Quest. If you want to use more buttons, it's up to you. Set the skill hotkeys under controls.

If you don't give your merc a weapon their damage will fall behind very quickly. Just about all the attack skills the mercs use carry a weapon damage component. If you really want to get rid of your merc, suicide and she dies with you and then don't resurrect her.

She was wrecking everything without a weapon ._.

It just got worse when I gave her a bow I found.

Anyway, skillhotkeys. Now I know that, playing characters without just stacking passives would be fun. 'Specially casters. I have a so many things I want to try out it's silly. I'm like this in ANY game with skill trees.
Title: Re: Reimu II: Lord of Maidens
Post by: Changeling on August 23, 2013, 07:44:52 PM
Hey Pesco, thanks for the update and all, but there is one thing in particular still bugging me. Immunities. Both Flandre and Tenshi, which can be taken together, have a lot of firepower available. I'm not complaining about that, it's fun and synergistic, but it does present a clear weakness. I don't suppose you'd consider adding thinking over giving one of them something to break fire immunities?

Thanks in advance.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on August 23, 2013, 08:32:58 PM
I considered making resistance breaking affixes available on trinkets. Hina runeword will give you a way to lower enemy resists. Other than that, no direct way to break enemy resists at the moment.
Title: Re: Reimu II: Lord of Maidens
Post by: highzealot on August 23, 2013, 09:02:04 PM
Is Royal Flare's not 100% fire? Specifically the flames after the initial fireball. Asking because I noticed that the flames do damage to fire immune enemies in Phantasm.

Another thing to note is that the final bosses in Phantasm seem extremely weak. I don't know if it's Royal Flare but they seem to be dying really quickly. I'm not too good at explaining with words but I did highlight fighting Reimu on Phantasm on a stream of mine. Highlight link (http://www.twitch.tv/highzealot/c/2804357)

Also have a highlight of fighting Sanae (http://www.twitch.tv/highzealot/c/2804378)

Rewatching my own gameplay, I think it's either Royal Flare or it could be my mercenary doing all the damage now that I take a closer look.

/Edit: Would also like to ask if all enemies have a chance to drop Ya runes or if I need to kill something specific in those extra areas.
Title: Re: Reimu II: Lord of Maidens
Post by: Raikaria on August 23, 2013, 09:53:16 PM
Running in rings dropping fire traps and watching everything die in 1~2 blasts got a little old quickly, and I somehow manged to die due to a huge mob near the end of Act 1 and lost a ton of gold and good equips, so I decided to rotate character and try out another thing I wanted to test:

Shou/Remi mix. Basically a berserk Miko build. I'm not very high level yet [Not even Double Digits], but the only things I'm not one-hitting with my Shou Spear right now is the Kedama Goddess and obviously bosses. The basic skill idea is:

Shou Tree: Grab max in the spear damage boost, and the AoE attack later
Remi Tree: Lifesteal, Heart Break to rush at people [Not sure if it's worth maxing or just getting 1 point for the dash here :/] , raise Blood as well to increase damage
Maybe go back to Reimu tree if there's enough points and grab some evasion afterwards

Grabbing 2 Strength, 2 Graze, 1 Lives per level. Bombs are not really needed when you mainly rely on passives and auras.

Kill them before they kill you style.

I also plan to try out a tank-Miko focusing on the Reimu and Byakuren paths.

Also, I find a couple of the non-lockouts a little strange. Like the Hermit, Shizuhara doesn't lock out Nitori, and vice-versa, despite both being pretty mutually exclusive [Both have a skill that specifically works only when using their own weapons], so they effectively can't be selected together without wasting a buttload of points for minimal gain.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on August 24, 2013, 09:39:46 AM
Nitori benefits from Shizuha's passives, attack speed bonus from Leaves and the crit/pierce from Eight Million Gods. Shizuha is too baller to need anything from Nitori other than maybe the evasion buff skill.

I'm finding myself enjoying melee builds more than casters or summoners. The main difference to me is that melees can move faster and can start fighting right away. I know how much fun a Marisa build can be but she's got such a slow startup. But hey, that's balance.
Title: Re: Reimu II: Lord of Maidens
Post by: Raikaria on August 24, 2013, 10:19:51 AM
I only just found out what 'Cube to Unlock' meant. *Facepalm* So that's how you get enough of the attribute points for the bonuses to be useful.

Also I have no idea what they do but I turned 5 Power Fragments into a Power Piece.

I'M LEARNING SLOWLY.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on August 24, 2013, 10:24:48 AM
You could just ask...
Title: Re: Reimu II: Lord of Maidens
Post by: Raikaria on August 24, 2013, 10:26:10 AM
Discovering stuff for yourself is fun.

Although there is one thing I'm unsure of:

The YFAA scroll, it has '+1 to passive stat updater'. What does that mean?
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on August 24, 2013, 10:30:22 AM
Passive skills like Byakuren's hp/def bonus or Cirno's def bonus don't update when you change your equipment. The passive stats updater skill gives you a +1 to all skills for 1 frame of game time which forces the game to update the stats.
Title: Re: Reimu II: Lord of Maidens
Post by: Exxelent_ on August 24, 2013, 12:35:51 PM
Oh I had always thought that was for making sure your character-specific stat was updated after changing gear. Looks like I've been using it way too often.

Making headway into Act 5 Normal with my Youmu/Yorihime and I can say for sure I'm already noticing some more power behind my eternity slashes with the aura and the Yorihime swords passive compared to when I tried a sinilar build pre-update. My mercenary from act one is still owning everything in sight, so that's also good. Liking the update still, good stuff. I think the one problem I may have found is that slash of erernity seems to be wiffing way more often than it should although that could be my fault.
Title: Re: Reimu II: Lord of Maidens
Post by: ARF on August 24, 2013, 01:06:11 PM
キタ━━━(゜∀゜)━━━!!!!!! I'm really happy to see you updated this (and without breaking old saves!). Gonna cube myself some charms now! And make some melee build characters...
Title: Re: Reimu II: Lord of Maidens
Post by: Raikaria on August 24, 2013, 05:46:06 PM
(http://i.imgur.com/RrYK8L7.png)

Uh, Suwako, you OK there?

Also when she does whatever that attack is supposed to be it causes some horrible sound. As in 'Oh god my ears' level horrible. It sounds like a load of brute-type foes grunting but only getting halfway through on a loop for 3 seconds. Really loudly.

Oh, and she can decide to spam the attack as well, causing even more ear pain.

I only got the thing because I want 'Day the Sea Split'. [I'm testing out a spell-based Miko with Needles and Sea Split and that fun stuff]

Also why do I find good equips for every character except the one I'm using?
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on August 24, 2013, 06:24:55 PM
Don't be a hater, it's Froggy Braves the Elements.
Title: Re: Reimu II: Lord of Maidens
Post by: ARF on August 24, 2013, 06:54:40 PM
Okay, noticing that the charms drop much more frequently, I have like 10 different ones now. Set items seem to be much more rare in their actual set form however, and the conversion recipe doesn't seem to be working. Closest thing was when I tried it with a Wi rune and it just ate the rune with nothing else changing, the other runes don't seem to work (all set items that aren't green are gold now, but I guess that is intended). Loving the buff to two-handed weapons!
Title: Re: Reimu II: Lord of Maidens
Post by: Raikaria on August 24, 2013, 07:22:11 PM
Don't be a hater, it's Froggy Braves the Elements.

More like Froggy Braves the annoying noise :V

Speaking of, Froggy is hitting pretty hard because I have like 20 Faith already. This isn't even gonna be a Suwako/Kanako build, this is a 'Pretend you're grouchy Reimu and blast everything' build. Specifically blast everything with Needles, Fantasy Seal and Lightning Bolts :V Sanae's tree is pretty useful when you just hold down rightclick and spray needles in rings at mobs as a 'panic button'.

Also why are Wind Gohei so baaaaad? Awful damage, awful durability, average attack speed, I'm only using one because the shop had one with a pretty decent fire damage enchant.
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on August 24, 2013, 07:55:07 PM
Protip: You're not supposed to be hitting stuff with gohei

Okay, noticing that the charms drop much more frequently, I have like 10 different ones now. Set items seem to be much more rare in their actual set form however, and the conversion recipe doesn't seem to be working. Closest thing was when I tried it with a Wi rune and it just ate the rune with nothing else changing, the other runes don't seem to work (all set items that aren't green are gold now, but I guess that is intended). Loving the buff to two-handed weapons!

What level are you when you used the recipe? If you were over level 100 then I made need to lower the item level of the sets so that they can be upgraded in the cube.
Title: Re: Reimu II: Lord of Maidens
Post by: Raikaria on August 24, 2013, 08:14:04 PM
Protip: You're not supposed to be hitting stuff with gohei

Then what are you supposed to be doing with it D:

Also I found a solution to Suwako's Annoying Noise.

I found the sound options :V
Title: Re: Reimu II: Lord of Maidens
Post by: Pesco on August 24, 2013, 08:16:04 PM
Hold it for summoning your gods. If you want to hit stuff, put a real weapon in the secondary slot.
Title: Re: Reimu II: Lord of Maidens
Post by: Raikaria on August 24, 2013, 08:16:52 PM
Hold it for summoning your gods. If you want to hit stuff, put a real weapon in the secondary slot.

And what if I want to spam spells?

Inb4 'Play Fairy'.

I guess what it'll end up being is I dump all my mana then use pots/Aura to pump my mana back up.
Title: Re: Reimu II: Lord of Maidens
Post by: ARF on August 24, 2013, 09:00:25 PM
What level are you when you used the recipe? If you were over level 100 then I made need to lower the item level of the sets so that they can be upgraded in the cube.

I was 128, although my newly created Kogasa-chan is already level 24!!
:P Urameshiya!!!
Her defensive spin is really useful, (or it may be the blazing wheel nerf) but I totally manhandled Orin this time around :3
Title: Re: Reimu II: Lord of Maidens
Post by: Raikaria on August 24, 2013, 09:09:02 PM
*Suwako uses Brave the Elements*

*Walks in to get a good line for needles*

*Suddenly Lighting Enchant appears and walks right in front of me and in the Froggy attack*

*Pichunn instantly from Lighting retaliations at close range*

D: Suwako yu do this?
Title: Re: Reimu II: Lord of Maidens
Post by: Bgrmystr2 on August 25, 2013, 12:22:44 AM
And what if I want to spam spells?
Inb4 'Play Fairy'.
Play Fairy.

No, I kid. I actually have a casting Reimu. Granted she's only 55 so far, I do plan to spam her spells all the way to the end, and use items for other class spells when coming across something immune to.. Reimu.
You're not alone in wanting to spam spells, though, and so far from what I've played, it's not that bad, but I haven't played her since the update so I'll give her a go later today and return to show my findings. (For a good v1.00 vs 1.01 comparison)

Edit : @Pecso
Might want to update the original post with version 1.01 instead of 1.00, since knowing version 1.01 is on page 9 isn't going to be basic knowledge.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 25, 2013, 08:44:47 AM
I guess it might help to mention what playstyles I had in mind for the various character trees. The central character to each class is only meant to be for support. Reimu and Patchoulli are probably the only exceptions that can be self-sustaining for any amount of time after Normal.

Miko
Sanae - summoner/support
Byakuren - tank/melee
Shou - melee
Remilia - ranged
Eirin - ranged/support

Hunter
Chen - melee
Nue - melee
Kogasa - tank
Tewi - summoner (traps are summons, not spells)
Nazrin - melee

Warlock
Komachi - melee
Yamame - ranged/summoner/caster
Orin - summoner/caster
Alice - summoner
Yuyuko - caster

Brawler
Ichirin - melee/summoner/caster
Minamitsu - melee/caster
Yuugi - melee
Suika - melee/summoner/caster
Sakuya - ranged

Kensei
Youmu - melee
Cirno - melee/caster
Momiji - melee/summoner
Flandre - melee
Tenshi - caster

Fairy
Marisa - caster
Letty - caster
Iku - melee/caster
Mokou - melee/caster/tank
Medicine - caster/support/tank

Hermit
Yuuka - summoner/tank
Nitori - ranged
Shiuha - ranged
Aya - melee
Utsuho - caster
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 25, 2013, 09:36:39 AM
That's something I don't quite get. Why *are* the central classes more support based, especially when there's not party play? I see little reason to make a brawler simply because the Mystia tree seems utterly pointless in single-player. [And the other trees don't attract me that much in Brawler in general, except *maybe* Sakuya]

It's be more tempted to call Remi a tank due to her lifesteal, and the fact she has a couple of skills based on being in melee too [Red the Nightless Castle, Heart Break is a lunge]. She'd probobly the only character that can both play melee and ranged equally. That said, you could just get Remi's Heart Break and lifesteal if you're building Shou, and likewise, you can get Shou's ranged attacks if you're going Remi. Those two trees probobly have the most synergy of any tree that I've *really* looked at.

That said, I might be completely wrong :v

I'd say the Yorihime tree can probobly stand-alone too. It has several self-buffs, the damage increase on all sword-type weapons [Supporting other trees] and heavy resistances to any magic you want. It could make quite a tanky character.


EDIT: Oh and Meiling. Maybe she works well too, certainly isn't a support tree.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on August 25, 2013, 09:47:20 AM
I guess it might help to mention what playstyles I had in mind for the various character trees. The central character to each class is only meant to be for support. Reimu and Patchoulli are probably the only exceptions that can be self-sustaining for any amount of time after Normal.
Knowing me, I'll not only force my way to the end with support characters in some way. I'm known for making stuff work that's clearly not supposed to in some way, shape, or form. Sometimes by pure dumb luck, other times by just amazing intuition. Whatever happens to be the reigning life sentence at the time.

Also, Reimu's Fantasy Seal still hits your merc. Not sure if this is intentional, or it's supposed to heal, or.. what the story is. But they tend to stick around and get in between myself and the monster making the skill almost useless when situationed behind the merc. It sort of seems underpowered now at level 25 compared to Evil-Sealing Circle at level 10 (it does half the damage at more than twice the level) , but I need a bit more comparison to just chalk it up as that.

Edit :
I guess what it'll end up being is I dump all my mana then use pots/Aura to pump my mana back up.
I'm currently running a 330 bomb stat count on my Reimu at 57, and it's natural regeneration can just barely keep up with a level 10 Evil-Sealing Circle aura. It takes 9 uses of the aura to go from 3110 to break lower than 3099 Figured that'd be a nice heads up for the amount of natural mp regen you're looking at to counteract the usage of a level 10 aura at 23 mana cost per use. It'll be even more so at higher levels, but not by much.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 25, 2013, 10:44:54 AM
Oh yeah, here's a question:

What type of character/build is everyone playing right now/had the most fun overall using?

I'm currently still in the 'Finding something I like' phase, but so far the most fun was had with a Shou/Remi hybrid. Not really tried out a lot of trees at all yet, however.

Oh yeah, and 1 more question:

Why is the Kensei the only one with a weapon specifically for it's main branch [Lunarian Sword], and does Yorihime's first skill work for all swords, or only Lunarian Swords?
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on August 25, 2013, 12:01:29 PM
That's something I don't quite get. Why *are* the central classes more support based, especially when there's not party play?
You can use things like Hamachi, Tunngle, or other Lan programs that network over the internet. I personally switched from Hamachi to Tunngle because of Hamachi's lag and bad connectivity vs Tunngle's service which has shown superior connectivity, way less lag, lower pings, and smoother gameplay.* *Other user experiences may vary
No matter what you use for Diablo 2, there's always a way to play online without using Blizzard's battle.net service, not that there's anything wrong with it. I actually like their Battle.net service for D2, and have never had any major disconnection or connectivity issues at all.

Oh yeah, here's a question:
What type of character/build is everyone playing right now/had the most fun overall using?
I'm currently still in the 'Finding something I like' phase, but so far the most fun was had with a Shou/Remi hybrid. Not really tried out a lot of trees at all yet, however.
I'm currently trying to mainly use non-hybrid builds to see just how far I can push the individual characters without using or putting any points into the other active skills. (ignoring the the main character for that build.)

- Lv 71 "Marisa" LOLspark build Mk II, Version 0.90 got pretty high (110+? 120+?) I think 125 though Played only the last waypoint of act 2 (desert/tomb/boss) post 1.01
I've got 10 points into Patchouli's base stat simply for the mana increase bonus, none of her other skills used. The character was extremely fun first time around, 2nd time was just meh for me until I got to the level where Pesco implemented.. SAUSAGE SPARK bzzzzzzzzzzzzzzzz Then it got amazingly fun again just like it was before. Unfortunately, since I mained this class all through Version 0.90 so I'm almost burned out on her. Thus the others.

- Lv 57 "Reimu" full build Mk II, Version 0.90 had a Remilia/Reimu hybrid, mainly Remilia. Played full Reimu build for about 3 levels worth of exp post 1.01
Decently fun so far. Haven't done much on it other than level it. Need to try more things. Needles seemed weak at first, so I jumped on Circle and Fantasy Seal soon as I could. I plan to revisit Needles once I'm higher level and have the points I can use on it.

- Lv 62 "Mokou" Phoenix AoE build Mk I, never made one in v0.90, but had plans to soon as I found that Phantasm glove. Have not played since v1.00
With Flying Phoenix to get around and get the jump on mobs and Possessed by Phoenix maxed out for major AoE fire output. (in 1.00 the latter wasn't buffed by item Rage's % dmg increase) Even without the % damage, this build is extremely fun to use. Using in tandem with an item that gives +2 to Orreries Sun, which is solid 25% damage to mp, makes me want to use this as an mp tank class since sorc gets way more mp than HP from stat points.. makes the hp regeneration itself hard to use, but the defense on it is worth every penny. I've seen what Phantasm items are capable of having for stats for very lategame, so I plan to make use of this class to the fullest.

- Lv 24 "Tewi" MagicFind build Mk I, didn't have in v0.90 Have not played since v1.00
Along with the gold find Tewi gets, I'll be leveling up Nazrin's Dowsing stat from items for as much Magic Find as I can get. Her traps are very interesting, but I only played an assassin once or twice on Vanilla D2, so it's completely new to me. I really like some of the traps (fire seems weak, ice is fun and awesome, poison seems powerful as hell, lightning is hard to use, but useful in mobs) Keep in mind, all of this was v1.00, so haven't tried with the nerfs.

- Lv 77 "Okuu" Reimu vs Okuu Dogfight build Mk I, did not have in v0.90 Haven't played since 1.00
Inspired by the legendary dogfight video of Reimu vs Utsuho, I wanted to make myself an Okuu and explore the skills she had available. She mains Heat Sign "Break Prominence" and Burning Star "Fixed Star". I used Petit Flare for a while, but then realized how weak it was compared to Break Prominence once I got it, so I promptly switched my main skill. This character is extremely fun so far, and reminds me somewhat of Mokou, but without the teleport attack. In the video and in SWR, she has a similar skill to Mokou's Flying Phoenix. I plan to at least get major points into that skill in particular to finish off this build, though I can't say if it'll be very powerful.

- Lv 6 "Remilia" Gungnir build Mk II, original was Reimu/Remilia Hybrid in v0.90 Have not played since 1.00
I did not get that far in this build, unfortunately. It was originally going to be trained with a friend, but she has no wants of playing Diablo 2 again, which very much saddens me.

- Lv 1x Remilia/Reimu Hybrid build / **Mk I Beta character v0.90 only**
Truth be told, This is the most amazing fun I think I've had so far of any character I've made yet. It got to low 1x, 11 or 13? Maybe. I played this with friend as said above back in v0.90, and we had a lot of fun. I got Remilia's Critical "Heart Break" and flew across the screen laughing like a god damned madman while burning my entire MP pool in seconds. It was amazing. Once I got spear, I leered at the large lighted box around the spear animation itself. It bugged my OCD to no end, but the spear itself looked absolutely beautiful. Keep in mind that I have NOT played this class beyond this level on any version, and have no idea what Red the Nightless Castle does or looks like, nor do I know if this class is fun later. I cannot imagine why it wouldn't be fun with stupid amounts of superspeed, but I do know that this is definitely a class I plan to play later on and give it lots and LOTS of love. I loved and cared for Zeusess, my Javazon (Lv 87) in Vanilla D2, and so will I take good care of this one.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Exxelent_ on August 25, 2013, 01:03:49 PM
I'm playing a Youmu/Yorihime combination with the goal of making Slash of Eternity hit as hard and fast as possible. Once you have plenty of points in Sakura, it gets stupidly fast and Youmu's aura and Yorihime's sword passive are excellent for boosting the damage.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 25, 2013, 02:08:34 PM
I read through the thread and overheard there is a way to transfer items or something, unless I misread.

Considering I keep finding good equips of everything except what I am currently using, that would be interesting. Hell, I got a +14 Border Yellow Detached Sleeves to drop at one point just now on a Yorihime build I'm trying out right now, which would have been a godsend on the Reimu build I was using.

Although I did manage to get a +27 Purity Lunarian Blade in the shop, and then it unlocked another +load of Purity, putting my in the high 30's on Purity at only Lv11 [The highest I've got any character so far in these 'test general playstyle' tests is 12, and oddly each time I get a higher level before a certain point. My Tewi was 12 just before Flandre, this Yorihime build is 11 just after Remi]. I also have a +77% damage Lunarian blade which dropped, and requires Lv 12, and it unlocked a large amount of Purity. Of course, I'm not even sure if +77% damage on the weapon is worth losing the extra purity, as it's the difference between getting Crit and not, and also a large chunk off the bonus Magic Damage, and Fire Damage next level I'll be gaining when I put a point into Yorhime's Fire Aura.

I'm only Lv 11, but right now, with my +Magic Damage buff on, I'm hitting something like 50~66, because I have about 38 Purity and the highest rank +magic damage I could get at this point, giving me quite a lot of extra damage. [As well as the base extra from Yori's first skill]

Which is weird, I'm having no issues coming across Purity, but I had huge issues coming across Border stats, despite Miko armor seeming to drop a *lot* earlier than Kensei armor. [I've not even found Kensei armor, I've found Tengu Shields, however.] I blame the Lunarian Blades.

Gotta say though, I don't see much point in getting Yorihime's last 2 skills, unless you want clutch Cold/Lightling resist or damage to work around weaknesses... that said, I plan to go Yori/Tenshi, so maybe I should just get 1 aura point in Fire and then get Lightning or Cold to diversify my damage. After all, gives me a workaround when 'FIRE IMMUNE' happens.

And by Yori/Tenshi I mean 'Scarlet Weather + Yorihime buffs'. I'm not sure if it'll wind up better for me to use a Celestial Sword or a Lunarian Sword.

Also, screw Cold Enchanted Archers. Such a pain.

===

Also I would totally love to make a Minoriko + [Whatever I feel like, maybe Aya simply for FAST] specifically for parties since it's possible to have them. I like playing supporty characters.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 25, 2013, 02:14:49 PM
Use whichever sword gives you more non-fire damage. I'm sure SWR carries a bit of weapon damage.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 25, 2013, 02:18:31 PM
Use whichever sword gives you more non-fire damage. I'm sure SWR carries a bit of weapon damage.

It's also weighing that up with the Enlightenment v Purity stats, and the slightly higher base damages on Celestial Swords.

That said, I'm quite a way from SWR.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: ARF on August 25, 2013, 04:46:34 PM
Oh yeah, here's a question:

What type of character/build is everyone playing right now/had the most fun overall using?

Going with my Kogasa right now, she's pretty tanky, but wasn't tanky enough to not get oneshot by Sanae ;_;. Anyways, near the end of normal mode you start getting access to items that can really empower your character regardless of build, saving up some runes for certain great runewords helps a lot too, stuff feels a lot faster and smoother around there, usually. I'm not sure, but with how things are looking right now, any character should be able to do fairly well in the game dungeons if they get the right items (thinking basically something that casts biorhythm/pain flow on striking and a set of items or weapon+shield stuffed full of afterlife coins to break immunities).
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Amraphenson on August 25, 2013, 04:57:35 PM
Speaking as the guy who helped Pesco create the skill system:

The intention with having the central skills be support oriented was so that every build, regardless of where your putting your skill points, would have access to fairly useful and utilitarian skills. Hina's curses and Mystia's shouts are all very useful even in solo play and in fact, for one of Warlock's formerly strongest builds, Hina was actually integral to the build because Orin/Yamame only has two damage types and its vital to be able to remove immunities.

There's also nothing stopping you from just putting one point in the central tree and just leaving it, as I feel many builds do. The point with the central skills was to give access to everyone, not to force any decisions, and in addition the class quirks are based on the central skill to begin with. (Massive minus magic find for Hina and massive minus gold find for Reimu, for example)
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Rikter on August 25, 2013, 05:24:02 PM
Amra streaming with commentary by me/others on teamspeak atm http://www.twitch.tv/amraphenson

He asked me to post it
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: highzealot on August 25, 2013, 06:15:33 PM
Oh yeah, here's a question:

What type of character/build is everyone playing right now/had the most fun overall using?

Currently finishing up Phantasm with a Marisa/Letty/Patchy combo. Marisa for her spark, damage reduce, mana regen skills, Letty for the cold aura and an ice skill and Patchy for defence skill and Royal Flare.

Also running a Momiji build at the moment as well. Was supposed to be running that with Exxel and some others but it sounds like he's running ahead of us without us.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Amraphenson on August 25, 2013, 06:19:57 PM
I used and will be using Hina/Yamame/Orin. Really nice mix of summons, spells, mobility, and debuffs. Cat's Walk from Orin lets me teleport around, Blazing Wheels are great, Miasma hurts like seventeen trucks, and Hina debuffs+spider aura means I can generally hurt anything even if I'm using poison/fire.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 25, 2013, 06:52:21 PM
Speaking as the guy who helped Pesco create the skill system:

The intention with having the central skills be support oriented was so that every build, regardless of where your putting your skill points, would have access to fairly useful and utilitarian skills. Hina's curses and Mystia's shouts are all very useful even in solo play and in fact, for one of Warlock's formerly strongest builds, Hina was actually integral to the build because Orin/Yamame only has two damage types and its vital to be able to remove immunities.

There's also nothing stopping you from just putting one point in the central tree and just leaving it, as I feel many builds do. The point with the central skills was to give access to everyone, not to force any decisions, and in addition the class quirks are based on the central skill to begin with. (Massive minus magic find for Hina and massive minus gold find for Reimu, for example)

Oh I never said Hina felt useless. Hina looks like one of the better core trees. It's probobly not able to standalone that well, but well, Standalone Minoriko or Mystia seem even worse.

On the other hand, I still think playing standalone Minoriko [Or Minoriko with a little Aya or Yuuka so I have some defense. Not sure if Aya for FAST or Yuuka for plants] in a party with some of you guys would be hilarious as I just throw out 1,000 apples and don't even really care about equipment too much because I'm just lobbing apples.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Culukeh on August 25, 2013, 07:12:19 PM
My current build project is more or less pure Nazrin Gold Rush, only finishing up normal at the moment.
I'm not certain how I will fare in higher difficulties, but aside from a bit of trouble with story Sanae's procs (Oh god, onibishara)  the normal melee trouble with Reimu, and RIN, it seems pretty stable so far. You have good single target in even casually applied points of Rare Metal Detector once you start stacking Dowsing, and if lightning rng is with you, hilarious area damage and good control.
Unfortunately for Ms. Mouse, her ability of meshing with other trees is variable at best. Tewi isnt bad at all if you need some hit and run damage but you're probably better off darting in and out until you get charges and use your own, probably stronger AoE. Chen's speedy skill is fun too, but its up to you how many points to spend. Meiling's finishers are a good charge burn if you have equipment to spare but I am lazy and just use Nazrin Rod.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Exxelent_ on August 25, 2013, 11:43:19 PM
Was supposed to be running that with Exxel and some others but it sounds like he's running ahead of us without us.

Aha.. Yeah, sorry about that. But you'll be happy to know I completely smashed Act 5! And the Lunatic act one is going fine thus far~
The melee build is really fun, I'm glad it got some buffs and tweaks.
Title: Re: Reimu II: Lord of Maidens
Post by: highzealot on August 26, 2013, 01:55:03 AM
I have no idea how to get Ya, Yu, Yo, Wa, Wi or Wo runes. Is it just randomly dropped from any enemy? Do I need to farm a certain enemy? Do I need to brave a bonus dungeon multiple times? Some hope would really be appreciated.

If you were over level 100 then I made need to lower the item level of the sets so that they can be upgraded in the cube.

Also, if I'm reading this right, if I even get any of those runes I shouldn't try to convert the uniques which are obviously part of a set into set items? Asking since I just cleared the EoSD bonus dungeon in Phantasm at level 127-128 (leveled up during it).

/Edit: Dear Ran in PCB Bonus Dungeon, screw you, I'll give up.....for now.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 26, 2013, 08:27:59 AM
The high end runes will drop from any high enough leveled enemy. I'll test if the cube recipe is really broken or not. Why I might have to lower the item level is because the cube will only create items up to ilvl 99. If the sets are ilvl 100 then you can't spawn them anywhere.

Could you post me a screenshot of the set uniques though? I think the game might have just given you the magic mods of the set item anyway.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 26, 2013, 10:38:32 AM
Well, my Yorihime build just cleared Act I. Despite the massive weakness to poison, Flan wasn't hard at all, I just wailed on her. Patchouli was honestly far, far harder, and actually killed me twice.

And now I'm on Act 2, and received a quest about 'Rin'.

Oh how I've heard about Orin killing people in this thread already. I assume most of her damage is fire based, so I'll have resistance to it at least.

Also finally found some Kensei armor, although no gloves or boots yet. I think I've found every other type of armor. I've also only found 2 Kensei armors, the one I'm using being Etheral. Huge Defense difference between the Ice Wings and Crystal Wings. My Purity is still sitting at the same point it was before.

Also I find it a little odd that Utusho doesn't sell the Hermit Equipment, seeing as, you know :V
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: ARF on August 26, 2013, 10:41:28 AM
(http://i.imgur.com/jgkLXsW.png)

This is a cubed Cherry Blossom, doesn't seem to do anything at all, going through the stat tabs. I'll try to cube together Youmu's set and see if you can at least make the charm out of the items (but i guess that won't work either, but I can confirm that the actual sets do work). And also, the actual green set items don't seem to drop at all anymore. And Cirno seems to drop her stuff 100% of the time (always the charm and a random non-green set item), but I've yet to see a single special (charm/set item) drop from either MoF or UFO.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 26, 2013, 10:46:54 AM
Cubing the items into the reward charm should work because the charm is coded as an unique and the recipe checks for base item, not whether it's set or not.

MoF has the bosses preplaced by the map and UFO has them as random spawns. If anything, MoF should generate drops like EoSD does.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 26, 2013, 10:57:45 AM
Oh yeah I forgot to mention that Flan dropped this:

(http://i.imgur.com/tAJzG7n.png)

This is easily the best thing I have ever found and I am rubbing my hands with glee if loot gets even more awesome than this.

Although idk what aura 'conviction' is.

Of course I ended up selling it because I lose my Shield and about 30 Purity when I equip it, so the damage is actually far, far lower.

Also, Tenshi's 2nd skill seems broken. It just kinda passes through things, and doesn't seem to do damage except on rare occasions where maybe one mob will grunt. I might be using it wrong though. [I only unlocked them as pre-reqs for SWR later though, and maybe her 3rd skill.]
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Exxelent_ on August 26, 2013, 11:10:30 AM
Although idk what aura 'conviction' is.

It's a vanilla paladin aura that increases defense and magic resistance if I remember correctly. Odd that it's in the LoM mod.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Captain Infinity on August 26, 2013, 11:12:47 AM
Oh yeah I forgot to mention that Flan dropped this:

This is easily the best thing I have ever found and I am rubbing my hands with glee if loot gets even more awesome than this.

Although idk what aura 'conviction' is.

Of course I ended up selling it because I lose my Shield and about 30 Purity when I equip it, so the damage is actually far, far lower.

You bastard.

EDIT: Vanilla conviction aura lowered enemy cold, fire and lightning resistances as well as defense. If you didn't know, Infinity was a rune word back in vanilla for pole arms (Ber Mal Ber Ist) and the effects it had were pretty much what's there. Pesco kept it and nerfed it because he's a bastard too.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Dormio Ergo Sum on August 26, 2013, 11:15:07 AM
Of course I ended up selling it
You bastard.
You've met with a terrible fate, haven't you?
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: ARF on August 26, 2013, 11:15:57 AM
Cubing the items into the reward charm should work because the charm is coded as an unique and the recipe checks for base item, not whether it's set or not.

MoF has the bosses preplaced by the map and UFO has them as random spawns. If anything, MoF should generate drops like EoSD does.

Yep, it works fine.

Welp, MoF has never ever dropped any of the special items for me, while I have several completed sets from the other dungeons, and I have run MoF just as often. Also Yuyuko doesn't drop anything either. Like, she doesn't seem to drop items at all.

Oh yeah I forgot to mention that Flan dropped this:

(http://i.imgur.com/tAJzG7n.png)
This is easily the best thing I have ever found and I am rubbing my hands with glee if loot gets even more awesome than this.

You should have kept it for other characters, using that weapon from level 5 makes early leveling a breeze :3
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 26, 2013, 11:21:58 AM
Another detail about Infinity is that it was easily the best weapon for act2 mercs.

Does anyone find themselves losing hp (like poison ticks effect) when debuffed with reduced stats? Let's just pretend it's an intended effect :V
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 26, 2013, 02:33:37 PM
You should have kept it for other characters, using that weapon from level 5 makes early leveling a breeze :3

But I don't know how to give those weapons to other characters. D: I can't find any way to transfer items at all.

EDIT: Beat Rin, only died once. Got the 2nd mission of Arc 2 from nowhere, and the final mission? Wat happened to 3~5? Did I break something? Also I thought I was supposed to be allowed into Satori's house after beating Rin. Anyway, I'm a little confused as to why suddenly Makai is connected to the Underground, and even more confuzzled as to why the Garden of the Sun is down here, but WHO CARES KILL ALL THE MOBS.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Culukeh on August 26, 2013, 07:24:44 PM

Does anyone find themselves losing hp (like poison ticks effect) when debuffed with reduced stats? Let's just pretend it's an intended effect :V
Oh god, I thought that WAS intentional, or some sort of poison glitch. It can get kind of hairy in a pack but its not insurmountable. :p
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 26, 2013, 07:28:35 PM
Anyway, I'm a little confused as to why suddenly Makai is connected to the Underground, and even more confuzzled as to why the Garden of the Sun is down here, but WHO CARES KILL ALL THE MOBS.

The geography of Gensokyo doesn't need to get in the way of STORY :V
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: ARF on August 26, 2013, 07:34:48 PM
Another detail about Infinity is that it was easily the best weapon for act2 mercs.

Does anyone find themselves losing hp (like poison ticks effect) when debuffed with reduced stats? Let's just pretend it's an intended effect :V

I thought you mentioned something like "damage regen" among the names of the debuffs earlier, I figured it was hurting my life regen like Yuyuko's aura, or something.

But I don't know how to give those weapons to other characters. D: I can't find any way to transfer items at all.

EDIT: Beat Rin, only died once. Got the 2nd mission of Arc 2 from nowhere, and the final mission? Wat happened to 3~5? Did I break something? Also I thought I was supposed to be allowed into Satori's house after beating Rin. Anyway, I'm a little confused as to why suddenly Makai is connected to the Underground, and even more confuzzled as to why the Garden of the Sun is down here, but WHO CARES KILL ALL THE MOBS.

You need to play using the PlugY mod to be able to transfer items via the shared stash that comes with that. Oh and the quests supposed to be like that, you get the final quest since you need to collect stuff for it, even though you can't finish it before going through the whole act.

Also looking through my characters I remembered the best and funnest build! Panda Kigurumi Sakuya/Suika: panda kigurumi for insane attack and cast speed for free, and misdirection for movement, and qi of oni for invulnerability! Nothing can go wrong!
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 26, 2013, 07:49:04 PM
You make me want to create a Panda Kigurumi item just for playing the whole game as a panda.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: ARF on August 26, 2013, 08:00:46 PM
You make me want to create a Panda Kigurumi item just for playing the whole game as a panda.

Eh, the E-tier outfit is usable from early levels, so it's not a huge deal :3
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: highzealot on August 27, 2013, 04:01:26 AM
So I finally got the KaNaKoYaSaKa runeword in my armour. Got the skills and boosts and stuff and also carrying a SaNaE broom as well. Now what I'm having a problem with is figuring out why I can't summon Kanako.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Exxelent_ on August 27, 2013, 07:37:04 AM
Finally found a unique that I can actually use.

+Attack speed and a nice helping of Sakura? Yes please.  :3

(http://puu.sh/4bZsb.jpg)
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 27, 2013, 08:32:32 AM
So I finally got the KaNaKoYaSaKa runeword in my armour. Got the skills and boosts and stuff and also carrying a SaNaE broom as well. Now what I'm having a problem with is figuring out why I can't summon Kanako.

Design oversight. You have to be holding a Sanae gohei to summon Kanako herpderp.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 27, 2013, 10:41:41 AM
I just realized why I'm so dissapointed that Goheis are not good for thwacking.


I wanted to bop some people over the head with a Gohei,

Although I guess there's nothing STOPPING me from doing that for cherry-tapping anyway.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 27, 2013, 10:58:42 AM
The unique version of the gohei is the only one that can remotely be used for hitting mobs.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 27, 2013, 11:03:48 AM
The unique version of the gohei is the only one that can remotely be used for hitting mobs and hoping to achieve anything.

Fixed :3

Also does anyone want to do some kinda of co-op game? We can help each other out as we try silly things and laugh about it together. Would be a good excuse to try out some of the more supportive skill trees too, like Mystia or Minoriko.

Also I downloaded the PlugY thing, and it killed my save file. Oh well, I know what the Yorihime tree properly does now anyway, and how much of an impact it has on the damage you deal.

I'm probobly gonna give a Murasa Brawler a little test.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 27, 2013, 11:29:57 AM
PlugY doesn't mess with your save file unless you did something wrong.

We can do co-op. What do you want to connect via?
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 27, 2013, 11:42:05 AM
Well I can't access them, they vanished.

I have Hamachi, I'm also on IRC now.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: highzealot on August 27, 2013, 04:56:44 PM
Well I can't access them, they vanished.

Check your Diablo II folder. PlugY may just be using a different folder for saves.

Design oversight. You have to be holding a Sanae gohei to summon Kanako herpderp.

Guess I'll just need to wait for the next update before I can get that summon. Maybe make it so she can be summoned when holding either the gohei or class specific weapon that mikos can't use so mikos still need to be using the Sanae gohei while other classes can just use their own class specific weapons.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 27, 2013, 05:04:49 PM
It'll be easier to just remove the weapon restriction. If it has different conditions from the Miko skill, it has to be a separate skill. If I do it like that, then Mikos can equip the runeword and summon 2 Kanakos because they'd be from different skills.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 27, 2013, 06:24:58 PM
Today I learnt a few things:

1: I'm dumb and was playing the game on the wrong version, leading to fun things like Keine not letting me reset skills.
2: I lag hard with Pesco
3: Yuuka vines r dumb, especially when you have 2.
4: Yuuka's 2nd skill is dumber. The AI is even dumber. I put down Yuuka's 2nd skill in a Kedama camp, one Kedama goes 'OOH SHINY'. THEY ALL ASPLODE. I guess this is somewhat balanced out by the fact Yuuka's final skill is just a passive boost. Her early skills are very useful.

Anyway, I've decided the best thing to do is make use of the shared inventory thing, and to stave off character fatigue of killing things the same way all the time, to run multiple characters at once to certain milestones, shareing the best loot.  The first milestone is the Rinnosuke rescue, with my Yuuka had reached. She found a Yellow Makai Scroll, Lv 15 Helm [How did I get that to drop while I was ~7?] and a Ring while doing so, as well as a couple of 'meh' yellow Axes/Giant Axes that are too restrictive on Strength to really be used.

I know I want to try some kind of Hijiri build, but I'm not sure exactly what type yet.
Other things I want to do include:
Letty build. May turn into a Letty Hybrid.
Aya build May be a hybrid.
Meiling+Nue hybrid
Some kind of Brawler, unsure which yet.
Some kind of Kasha, making use of Hina. Possibly Yamame/Hina.
A Tenshi build
Some sort of meat-grinder melee who smashes things. May be a Chen, or a Youmu, may be something a little different, may even turn out to be the Meiling/Nue, although that's more a 'All Range' idea I have.

====

EDIT: Started playing my Aya build, and finding it in particular great fun. I also discovered something completely by accident about the Kappa Cube. When I unlocked a Fan I had, I didn't realize that a Life Fragment that I'd picked up earlier was still in the cube. The two combined and I got a very, very good fan for a new character.

(http://i.imgur.com/lruSf6n.png)

1-18 lightling damage is huge in Act1 Normal, and basically when a mob rushes at me I just go 'Nado' and they die.

Here's the weird thing, however. I've been running into quite a lot of champion packs, or packs with buffed monsters. I've even seen a few Ghostly spawns, which I usually didn't see until Human Village, at the Lake Trail.

Is monster spawn linked to your equipment or something?

EDIT2:

(http://i.imgur.com/EE6DDqw.png)

Just found this cap. I guess 'charges' means I can use the spell 2 times, but how do you 'recharge' it? I presume that's possible, seeing as it started 2/5.

Also why on earth is this character getting so many champion spawns, and so many good drops? This is like the 10th~12th yellow he's had already.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 28, 2013, 07:34:55 PM
When you repair stuff, it gets recharged too.

Found myself a Fantasy Aegis shield, the precursor to all proc effects. 75% chance to cast Fantasy Seal on striking. There's quite an obvious problem with the item...
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 28, 2013, 08:21:50 PM
Is it that you can't strike with shields? I noticed some have 'Smite damage 0 to 0'.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 28, 2013, 08:50:10 PM
Vanilla Diablo had a skill that used the shield as a weapon. I removed that skill in LoM.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 29, 2013, 12:50:15 PM
I've come to the conclusion after clearing Act 1 with an Aya build that I like melee/caster hybrids, who can fight from both longer and close ranges.

That said, I'm yet to try a real, 'true' caster yet. Or anything except an Aya Build that had me knowing what on earth to do with the regents.

I'm just cycling through Act 1 with various builds to get a flavor of them right now.

Also I keep finding rares for Fairies. I found a spellbook, a doll, and far too many helms. Most of them sucked.

Also, I found a Ghostly Wraith. Department of Redundancy must have made a visit.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 29, 2013, 01:32:56 PM
We once found a Ghostly Ghost. It owned us.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 29, 2013, 02:37:33 PM
Currently having some fun with a Nue build.

I'm not sure exactly what Nue *is*. On one hand, her skill build seems to be that of a tank, with Undefined Darkness boosting her defense and Red Cloak, Blue Cloak, as well as Unknown giving her extra Graze. Darkness and Unknown have synergy too, as Graze boosts your defense, which is further boosted by Darkness, and if you *do* get hit, you have Resist All.

On the other hand, Darkness also makes Nue more likely to hit, her weapon requires Strength, and she has Rainbow UFO, Danmaku Chimera and to top off the confusion, Bow of Izuna, a very mage-like spell. Red/Blue also gives Crushing Blow as a synergy bonus, and while IDK what Crushing blow actually DOES, that's a reason even for offensive Nue builds to pick it up.

I guess it's ironic that I can't understand if Nue is a tank, a caster, or some kind of DPS'er. She is, after all, Unknown. I guess Nue builds can be whatever playstyle you really want her to be, depending on who you're pairing her up with.

I am planning to make use of a couple of Meiling's skills for mobility in this build as well, probobly gonna end up buffing myself up with Darkness and Red/Blue, before jumping in with either Colorful Dance or Dragon Kick, and then using Chimera. I get the mental image of everything going dark, and then Nue leaping at people and butchering them. Terrifying.

Also, I image a pure tank Nue/Kogasa would be nearly immortal.

====

Also, a question, reading about crafting and everything:

If you put in an item with gems Jewels, with the aim of adding sockets, will you get the same item with sockets added, or a different item with sockets? Cause when I used a Regent on an item in the cube the item's bonuses themselves change.

Also are there better jewels than things like '1% bonus EXP' and '+1 XYZ'. They seem... underwhelming as socket options.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 29, 2013, 04:01:23 PM
Adding sockets won't affect the base item.

The early jewels are mostly fodder for making sockets. Any socketable with +exp is nice if you want to use it for the exp gain or just to sell for a quick boost of gold. Jewels from about level 60 onwards become very strong.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 29, 2013, 04:55:11 PM
Out of more curiosity than anything I stuck a Snake Trident in with 4 bomb fragments, because I got a buttload in one trip out of town [I also got 3 Hakurei Seals in one trip 0_o]

The result was a rare that deals 51~64 poison damage over 4 seconds, with bonus damage and a little bit old cold damage for good measure, basically allowing me to flick on Darkness, and poke every enemy once for them to die, since this build is still in Act 1. I hope to save up the two fragments needed to give +Nue stuff to items, and the other two can happily be used for crafting STUFF.

I can imagine it as the lights go out, and you feel a light tap. Then you feel awful and die, foaming at the mouth. I like imagining the victim's deaths :V

Also I answered my own question about the Jewels shortly after you answered Pesco. I crafted a Jewel and got a Lv24 requirement Orange, named Jewel ;v
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 29, 2013, 04:57:19 PM
Good to have confirmation that crafted jewels come out a different colour. I intended it that way.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 29, 2013, 05:19:03 PM
And then I craft a trash jewel which still has a Lv 24 Req [+1 light, +2 Graze], and find out I can't craft the jewel until I reach Lv 24.

Guess if I want to add sockets before then, I need dropped jewels.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 29, 2013, 05:21:44 PM
You can add sockets whenever you like. The level requirement is on the item you use not the jewel that gets used up.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 29, 2013, 06:42:21 PM
You can add sockets whenever you like. The level requirement is on the item you use not the jewel that gets used up.

Then something's wrong, because when I put my rare Trident I made in with the Lv 24 Jewel, nothing happens.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 29, 2013, 07:25:28 PM
If it already has sockets then you can't add more.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 29, 2013, 08:05:15 PM
If it already has sockets then you can't add more.

It has 0.

EDIT: Found the issue, when you add sockets you have to max them out, so I had to use 2 jewels. Not just 1 for 1 socket.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: highzealot on August 29, 2013, 08:09:48 PM
It has 0.

Try using two or more jewels instead of just one. A friend of mine once reported being unable to add sockets with only one jewel. I don't know personally however as I don't believe I ever tried adding just one socket.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on August 29, 2013, 10:53:20 PM
Is there a list of possible runewords ?
And about act 2 mercs, should I get Nightless Castle or Evil Sealing Circle ? Iʹm Yuuka/Utsuho.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Dormio Ergo Sum on August 29, 2013, 11:09:38 PM
Is there a list of possible runewords ?
That should be in the documentation pdf.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on August 30, 2013, 02:50:16 AM
Thanks.
Still, does Plugy allow you to reset skill points too? I've been only able to reset (reassign) stats.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 30, 2013, 08:49:09 AM
Thanks.
Still, does Plugy allow you to reset skill points too? I've been only able to reset (reassign) stats.

I've found that Keine resets both stat and skill points during Arc 1, but after you clear that she stops doing so. I've not found anyone in Arc 2 that allows skill resets, but to be honest I've tried Alt-clicking skills :V

Also, screw fighting Rin with a Hermit. I literally instantly die because I'm 100% weak to fire :/. And now my Aya lost all her equips because there are like 4 blazing wheels standing in a chokepoint laughing and blocking it off and they insta-kill me.

Also the AI of units Yuyuko resurrected seems completely borked. They generally just wander around and do nothing. They don't really follow you, they often die far before their time is up for some reason [Maybe a tether range to Yuyuko? They certainly don't follow her.], and they generally ignore enemies unless they get very close to the resurrected unit.

Can anyone else take a Yuyuko to Lv2 and see if it's just me doing something weird, or if the AI of Resurrection Butterfly is just *really* bad.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 30, 2013, 08:52:05 AM
Not so different from when SA first came out and people kept dying to Rin.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 30, 2013, 08:52:59 AM
Not so different from when SA first came out and people kept dying to Rin.

At least they can get to Rin. I can't get past Satori still because I'm bad.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Culukeh on August 30, 2013, 02:39:18 PM

Also the AI of units Yuyuko resurrected seems completely borked. They generally just wander around and do nothing. They don't really follow you, they often die far before their time is up for some reason [Maybe a tether range to Yuyuko? They certainly don't follow her.], and they generally ignore enemies unless they get very close to the resurrected unit.
Can anyone else take a Yuyuko to Lv2 and see if it's just me doing something weird, or if the AI of Resurrection Butterfly is just *really* bad.

IIRC, the AI of Revived monsters in the vanilla game was pretty derpy to begin with, and they do have a nasty tendency to vanish when you get too far away regardless of time left. Try raising very aggressive monsters, or at least ones that wander around aimlessly less. Its a bit more bearable.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 31, 2013, 03:57:05 PM
Churned out quite a lot today in Act 2 so far. Found no real loot sadly.

- Beat Rin with much difficulty despite Lord Atago's Fire Resist.
- Cleared the whole above ground of Act 2 easily, and then cleared the dungeons one by one.
- Finally hit Lv 18, allowing me to equip the great +54 Purity sword Ichirin made me, while also learning Yorihime's Ice resist skill and World Creation Press.
- Couldn't have come at a better time, as I enter Satori's basement and ICE MAGES.
- World Creation Press is great :D
- Then I die in a massive mob that I stumble into, which includes Sand Raiders, which makes me think, especially with the relative ease of the rest of Act2 compared to the Slums and Orin, that I should have done everything else FIRST. Also, there were like 3 buffed mobs in that mosh pit too.

I'm not sure if it's actually worth leveling World Creation Press, but the stun time *does* seem to get longer, but it's more taxing on my mana to spam it for mobclear, and with my power right now, I can kill whole mobs in 1~2 hits. I could just keep putting points into Yorhime's first 2 skills for more bonuses there, which helps WCP anyway.

EDIT:
Welp,
Shinki
was an anticlimax. I didn't even realise I was beating her down until the 2nd WCP shockwave hit and killed her :/ I'm not even sure she got to hit me. I've been very quick to adapt to abusing WCP in the narrow confines of Makai. That and Ghoul Lords/Spectres against Lord Atago = hahahahahaha

I got one more route in Makai to adventure in, then I'll sort out the end of Act2.

Edit2: Act 2 finished. The Act2 boss dropped several yellows, including an indestructible Ornate Helm called the Bento Helm, and some Boots with +2 to teleport on them, appropriately called Boots of Travel.

Oh yeah I forgot to mention that Rin dropped a yellow Heavy Belt that ended up being Momiji's Tail. Giving an additional 15~20 damage per hit on top of all my bonus damage modifiers makes WCP hit ~300 damage right now.

Didn't stop the Act2 Boss taking forever to kill though. Damn cold effect.

But yeah, right now I have somewhere around 70~80 Purity, and Rank 13 in Yorihime's 2nd skill. Then add the fire damage from Lord Atago onto that, and the small amount of bonus damage from World Creation Press, and then make it all a massive cone AoE :V

I'm still 2 hitting mobs at the start of Act3, but I'm done for tonight.

Actually, wait a second.

I chose a ruin entrance at random in Vina, and it seemed that it happened to be the right one, as it led to the boss. However, I didn't find any other exits or anything, which leads me to assume each one is it's own dungeon.

I might go back for an easy EXP run of Makai, before exploring all the 'Mima's Tombs'
I note a suspicious lack of Byakuren at Myouren Temple... which I feel does not bode well.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 31, 2013, 07:02:38 PM
Byakuren is out resolving the incident like you are.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 31, 2013, 07:55:08 PM
Byakuren is out resolving the incident like you are.

That's what the Three said at first.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: highzealot on August 31, 2013, 08:25:31 PM
That's what the Three said at first.

I'm sure Byakuren would be smart enough to
not stick a stone into her head to attempt to contain a prime evil
.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on August 31, 2013, 08:36:18 PM
There's actually an unresolved thread from the prologue. Marisa gave 3 chests to Rinnosuke. What's inside? Maybe we'll know by v1.10
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on August 31, 2013, 09:03:24 PM
There's actually an unresolved thread from the prologue. Marisa gave 3 chests to Rinnosuke. What's inside? Maybe we'll know by v1.10

Oh yeah, I remember that being mentioned somewhere. The readme maybe. IDK. Sounds familiar.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on August 31, 2013, 11:39:00 PM
SO
How do I kill Sanae? She isn't like Mephisto at all and even if I spam health pots she still get a pretty big chance to instagib me from afar.  :colonveeplusalpha:
I'm in Act 4 right now only because I got lucky bum rushing her.
Aya/Shizuha off-tank.

Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 01, 2013, 04:23:02 PM
I made a shiny new Lunarian Sword, using 5 life fragments.

Then I added a socket to my shiny new Lunarian Sword.

Then I added even more lightling damage with said socket with a peach, while adding a LOT of Enlightenment and some Purity.


Despite losing a couple of Purity points, the fact this weapon has massive amounts of lightling damage cause World Creation Press, with my Rank 14 Magic Damage buff active, and Lord Atago active, to be able to hit over 400 damage.

I'm only Lv 23 or 24... that's 1 hitting most foes.

I'm pretty confident at this point that, at least for normal, what amounts to pure Yorihime for massive damage buffs, with World Creation Press for a cheap spam-able AoE is a really strong build.

At least, unless everything spikes in difficulty soon.

If I recall my Purity is in the high 70's now If I really wanted I could probobly push it a bit higher since I have a socket on my Lunarian Gloves, but I don't have many peaches, and I'm expecting better gloves to start dropping soon anyway. Still, when Yori's 2nd skill is adding ~100 magic damage, and gains +1% per Purity, that adds up FAST. I think two skills are giving me 150~250 damage between them, maybe 200~300.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 01, 2013, 05:47:50 PM
Character stat could be stacked up to around 2000 in the versions before release. I estimate the most realistic cap you can get with favourably rolled equips, excluding sockets, should be around the region of 900.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Amraphenson on September 02, 2013, 12:19:50 AM
Most builds aren't worth it unless they one shot mobs safely; the viability of a build is tested whenever you enter the next difficulty, where it spikes rather noticeably. Yorihime/Tenshi seems fine, but you'll have to wait until your next difficulty to really see if it works. Lots of things work in Normal.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Stuffman on September 02, 2013, 12:54:31 AM
I forget if this was addressed previously, but just out of curiousity, is the game balanced around /players 8?
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 02, 2013, 01:03:54 AM
/p8 is assumed to be where everyone plays at.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 02, 2013, 08:54:16 AM
Character stat could be stacked up to around 2000 in the versions before release. I estimate the most realistic cap you can get with favourably rolled equips, excluding sockets, should be around the region of 900.

That's a 900% damage increase on most skills ._. [1800% on Nazrin's and probobly higher on some others]

I thought getting a damage increase in the High 70's was impressive. Because generally a 70% damage boost is quite a lot.

I gotta say, though, that my Yori/Tenshi build was struggling pre- World Creation Press, simply due to lacking any actual skills worth using.

I just hope that Scarlet Weather Rapture is worth using over just spamming WCP. That was the whole plan of the build, Scarlet Weather Rapture and clean up anything left with super-boosted melee.

...

I just realised between Love Sign: Master Spark, and Scarlet Weather Rapture, emotion-based attacks tend to make big lasers.

Makes me wonder if Parsee can fire a big green envy beam.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Dormio Ergo Sum on September 02, 2013, 09:32:37 AM
I remember Rikter's old character that could walk faster than the map would load when playing online due to absurd amounts of Wind stacking. Fun times.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 02, 2013, 09:46:04 AM
I remember Rikter's old character that could walk faster than the map would load when playing online due to absurd amounts of Wind stacking. Fun times.

But isn't there only 20 ranks of a skill, so Wind only provides up to a 40% boost?

Oh wait, that might be enough in it's own right.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 02, 2013, 10:53:09 AM
25 levels, 50% stack.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 02, 2013, 03:11:31 PM
This is my noobness at Diablo 2 showing. I guess that means I got a way to go to max out my magic damage buff on Yorihime. Good thing her later 3 skills are one-point wonders.

Makes me wonder how powerful some other skills get at Rank 25, such as Reimu's Defense buff. Especially as some skills ramp up more and more with each rank compared to the previous [Yori's magic damage buff being one of them] Oh curiosity, thou art a wonderful thing.

But no! I must apply myself and finish normal at least with Yori/Tenshi before my mind wanders to other things!

EDIT: Cleared the Inaba Dungeon, got the plot item, but more importantly, a Lunarian Sword [N] dropped. So I used it and 5 Ice Regents [Point?], as well as two junk gems and a peach that dropped today to make this:
(http://i.imgur.com/aLCowbH.png)

If I swap to the Lightling aura I also got today, I can actually break the 700 barrier, but my damage ranges from the mid 200's to 700. I have over 130 Purity now, and Yori's auras just add insane amounts of damage now. Can't wait to actually get some decent armor and stuff, that body armor I have is still low quality :/

I'll probobly put off getting Tenshi's 4th skill [The Volcano thingy] until 1 level before Scarlet Weather Rapture.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on September 02, 2013, 03:51:59 PM
Wait , are there any uniques or runewords that provide level 10+ chance to cast ? Up until now (half way through act V) all I have seen are level 5s, and they get obsolete fast (except Perfect Freeze and curses)
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 02, 2013, 04:02:50 PM
Wait , are there any uniques or runewords that provide level 10+ chance to cast ? Up until now (half way through act V) all I have seen are level 5s, and they get obsolete fast (except Perfect Freeze and curses)

What difficulty are you on and what rank equipment is dropping? I wouldn't be surprised if very high level stuff or X/P ranked items can easily have things like that.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 02, 2013, 04:24:31 PM
I think the highest proc level is around 15. But keep in mind if a proc mod is on the item, you also get a bit of the character's core skill passive as well to give you some of the character stat for synergy bonus. A slight downside to it is that if you roll a proc that scales off Misfortune or Border then you get the respective penalties too.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 02, 2013, 05:55:10 PM
I think the highest proc level is around 15. But keep in mind if a proc mod is on the item, you also get a bit of the character's core skill passive as well to give you some of the character stat for synergy bonus. A slight downside to it is that if you roll a proc that scales off Misfortune or Border then you get the respective penalties too.

I dunno, Hermit's 100% fire weakness kinda sucks too.

*Forgets you have +Minoriko stats*
*Fights Rin*
OH GOD IT BURNNNNNSS
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 02, 2013, 06:44:09 PM
That's a non-issue since proc affixes only spawn from level 30 and up. By that stage you're well past Rin and should be getting into act5. Going into Lunatic, you should already have enough resists to overcome the penalty.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 02, 2013, 07:19:49 PM
That's a non-issue since proc affixes only spawn from level 30 and up. By that stage you're well past Rin and should be getting into act5. Going into Lunatic, you should already have enough resists to overcome the penalty.

And gold drops are an issue when you just sell 80%+ of your loot anyway and may have Shou's ability? Hermit's downside makes you tailor your build for fire resist heavily.

And what about Hard? [I presume that's the 2nd difficulty]
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 02, 2013, 07:42:20 PM
Getting resists isn't hard. Crafting armour with the bonus pieces will naturally ensure you have a solid amount of resists.

Easy > Normal > Hard > Lunatic > Extra > Phantasm

The game only comes with 3 difficulty levels
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Rikter on September 02, 2013, 07:46:22 PM
I remember Rikter's old character that could walk faster than the map would load when playing online due to absurd amounts of Wind stacking. Fun times.

Australian internet is amazing Dormio
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on September 03, 2013, 01:20:41 AM
What difficulty are you on and what rank equipment is dropping? I wouldn't be surprised if very high level stuff or X/P ranked items can easily have things like that.
One thing that I notice is that lower tier equipment (E,N) seems to more likely to spawn with procs on them more than the higher tiers(H,L...)
Another is that Ctc on attack doesn't proc on skills that scale on my weapon's damage, only on auto attacks.
AND I can't make rare eqiupments with procs on them with the fragments. (most likely because those resists takes up too much Affixes slot  :colonveeplusalpha:)
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 03, 2013, 09:21:54 AM
Rares will always spawn with 4 affixes. The affixes you get from the crafting recipes add onto those 4.

Proc on attack happens when you swing the weapon at an enemy. Proc on hit happens when an attack lands and trigger off any skill that carries weapon damage.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 05, 2013, 02:35:58 PM
Welp. I cleared Normal with my Yorihime/Tenshi build.

Act 5 made me level up VERY quickly, so much that I was Lv 45 at the end of it.

I managed to pick up a ring that give me a chance to cast 'Wind God's Fan' on striking, and very quickly found that unlike all the other 'On Striking' enchants I had, such as 'Chance to cast Falling Leaves of Madness' and 'Chance to cause Biorythm of the Misfortune God', this one procced on World Creation Press's shockwaves, and itself, which lead some some hilarious chain reactions at times clearing entire rooms of mobs.

Anyway, using the combination of Biorythm/Falling Leaves/Wind God's Fan/Lightling Aura procs, I basically tanked Marisa and killed her effortlessly with normal attacks, lifestealing huge amounts, especially when I have massive attack boosts from my skills. With that, Normal mode is complete with my Yorihime/Tenshi build.

My skill tree at Lv 45 was:
Purity: 1
Izunome : 11
Amaterasu Oomikamki: 25 [Max]
Lord Atago: 1
Ame no Uzume no Mikuto: 1
Lord Hinoikazuchi: 1

Enlightenment: 1
Non-perception "Sword of Rapture": 1
Earth Sign "Sword of Unletting Soil": 1
Keystone "World Creation Press": 1
Heaven & Earth "Violent Motherland": 1
Weather "Scarlet Weather Rhapsody": 5

In the end, I'm probobly going to respec, and leave Tenshi's tree at World Creation Press, and invest in Flandre's tree for Taboo "Lavatein", so that I can basically double-enchant my weapon for massive bonus damage. I'm not sure how Q.E.D compares to WCP, but WCP isn't explicity Fire-Element, and has the stun, so I'll probobly leave it there. Scarlet Weather Rhapsody just hasn't been useful, I tend to not get into the middle of mobs, I lead them to chase me and then WCP them.

Also, I now break 700 damage with Atago active, and have 900 max damage with the Lightning Enchant.

I am debating if I should move onto Lunatic, farm more on Normal first, or try a different character out.

Also I think my character is pretty safe from immunities. As it stands, my damage base is partially physical, partially magical, and partially Fire/Ice/Lightning of my choosing. Once I get Taboo "Lavatein", it'll be partly physical, partly magical, partly fire, and partly *insert element here*. I'd enchant my weapon with poison, but poison is honestly pretty redundant when you hit as hard as I do  :/
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Amraphenson on September 05, 2013, 03:43:43 PM
...but poison is honestly pretty redundant when you hit as hard as I do  :/

You've obviously never had everything die before the first tick of poison even finishes.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 05, 2013, 04:02:38 PM
You've obviously never had everything die before the first tick of poison even finishes.

Oh no, that's exactly what happens.

The first tick never starts
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 05, 2013, 04:33:19 PM
Something you might want to note. QED is a melee attack. WCP can be spammed as a ranged attack iirc.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Amraphenson on September 05, 2013, 05:32:43 PM
Oh no, that's exactly what happens.

The first tick never starts

Now, there's what you have, which is a bit of tacked on poison, and there's raw poison spells just killing things upon immediate contact. Try kasha sometime if you start up again, it's very different.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on September 06, 2013, 07:29:37 AM
A fun thing about the Act V merc is that if he does proc Mountain Breaker it can easily sap 50% of Marisa's health and kill every living thing that is not a boss  :V.
That aside, I think the next patch should buff the uniques/have more uniques because the one we are having right now simply don't hold a candle against those late game rares.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 06, 2013, 07:37:24 AM
The term 'unique' is really misleading as uniques are the least unique items in the game. The rarity does not determine the quality. Rares are better because they are truly unique. You'll never find the same item that rolls the exact same set of magic mods twice. There's no need to buff them because not all items were created equal.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 06, 2013, 07:38:41 AM
Something you might want to note. QED is a melee attack. WCP can be spammed as a ranged attack iirc.

I can't use WCP as a ranged attack since I have it on leftclick so that I can maintain my auras on right and easily switch to 'attack' to save mana.

The term 'unique' is really misleading as uniques are the least unique items in the game. The rarity does not determine the quality. Rares are better because they are truly unique. You'll never find the same item that rolls the exact same set of magic mods twice. There's no need to buff them because not all items were created equal.

I dunno, I found a Unique belt in Act 2 Normal and it's still the best I've found.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 06, 2013, 07:42:46 AM
I can't use WCP as a ranged attack since I have it on leftclick so that I can maintain my auras on right and easily switch to 'attack' to save mana.

Hold shift to focus.

Quote
I dunno, I found a Unique belt in Act 2 Normal and it's still the best I've found.

ITT Raikaria touched Momiji's fluffy tail.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on September 06, 2013, 07:49:52 AM
The term 'unique' is really misleading as uniques are the least unique items in the game. The rarity does not determine the quality. Rares are better because they are truly unique. You'll never find the same item that rolls the exact same set of magic mods twice. There's no need to buff them because not all items were created equal.
Oh
lol


Off-topic a bit, but IIRC, magic simply bypass defense and will do true damage to anything that doesn't have resistances or absorb right?
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 06, 2013, 08:31:00 AM
Defense only determines chance to be hit. All spells/projectiles have a 95% chance to hit (on condition the hitboxes connect). Damage reduction is only affected by resistances.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 13, 2013, 12:27:56 PM
Getting towards the end of A1 Lunatic, and now my build is starting to struggle a bit. Even the Kedamas are taking multiple hits to kill, I'm dying quite a bit [Specifically to multi-enchanted foes, I can't have two auras up at once], and I'm pretty reliant on 'Chain Reactions' [Which has now added Bow of Izuna to the chain reaction] to quickly kill off things. Worse still, I'm not really getting big boosts in power now. I've maxed out Izunome now, and I'm working on Leavietinn to finish my Trio of Buffs, but the increases in power are pretty small now, and it makes it clear just how much of my extra power wasn't coming from the buffs themselves, but the Purity boosting my auras.

Although it *is* hilarious to see my Attack Rating over 6,500 because I have so many Attack boosts from Rank 25 Izunome, Rank 25 Amaterasu, and Rank 6 Leavietinn.

I'm thinking of starting one character from each type, so I can flick between them to reduce burnout, with differing playstyles.

The problem is deciding what to do with each of them. I know I'm gonna run a Medicine for Fairy, and probobly some kind of tanky Yuuka-base for a Hermit, possibly with Minoriko's resist buff too to increase durability.

Hunter I'm leaning towards actually running a Meiling as the main build, possibly with some Kogasa simply for the stun attack and the base damages of the Parasoul to scale with Meiling's skills. Although running a Meat-Grinder Chen is tempting as well.

Miko I'll probobly go back to the Shou/Remi hybrid I was trying early. May go Hijiri/Reimu though.

Then we get to the two I don't really know that much about, and not tried too well. I know I won't be running Yuyuko, at least as a base, for Kasha, since Resurrection Butterfly has godawful AI, and a Hina/Komachi would just be an inverse of my current Kensei, debuffing enemies stupid amounts instead of buffing myself. There's Alice, but I can see one glaring issue with her: You need to actually manage to kill something first to use her abilities.

And when it comes to Brawler... I have no clue. I'd probobly main Ichirin/Yuugi... if they were compatable <_<.  Which baffles me, since Yuugi can wield two fists with ease, which works with King Kraken... not to mention Ichirin's core skill is even called 'Fists'. Doesn't sit well with me. I'd love my answer for everything to be APPLY FIST TO FACE, regardless of the situation or range.

May throw a Momiji in there just for I'MMA WOLF.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 13, 2013, 12:33:51 PM
Character distribution between the classes were sometimes influenced by lolz rather than logic. Ichirin and Yuugi lock out each other btw.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 13, 2013, 12:49:39 PM
Character distribution between the classes were sometimes influenced by lolz rather than logic. Ichirin and Yuugi lock out each other btw.

That's what I said. IF they were compatible. They're not. Which doesn't sit right with me because it just feels right to have the one with their skill named 'Fists' able to be used with the one who has fists as a weapon :V

That said it would probobly be stupid OP anyway to have Ichirin/Yuugi and decimate everything at every range with FISTS. Not to mention KKS with Storm on Mt.Ooe.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on September 13, 2013, 01:00:31 PM
Miko I'll probobly go back to the Shou/Remi hybrid I was trying early. May go Hijiri/Reimu though.
That build was amazingly fun, minus the fact that I didn't get very far in it at all. Reimu's Evil-Sealing Circle aura is absolutely amazing. with a level 461 (28 core) Border, it dishes a decent 1128-1415 in damage at level 21 and keeps everything at bay. It'd be perfect for a long range based Remilia.

It's unfortunate that Fantasy Seal is so weak. Maxed out at 25 it only does 273-278 per ofuda. It's just barely under decent if you can put it under you, stand next to the center, and wait for a monster to walk up to you to stand over the center. Even then when all the bullets are hitting the monster at the same time, it's just not a good skill. On top of that, the MP cost being 385? Seriously? And the cooldown for it is right before the skill ends. I do notice there may or may not be a glitch where instead of it shooting out a single orb, it shoots 7 or 8 in a single direction. Maybe that's a hidden thing? or just broken? I dunno. It definitely needs more of that though. Either way, this skill should be more powerful than it is, even as a support skill, I don't see any reason why I would use it at all. You could drop the mp cost but it wouldn't solve anything but the MP burn. I'd probably suggest either increasing the damage or stripping the cooldown. Stripping the cooldown to even half of what it is would be an amazing balance for a few factors. It would still be a major mana burn so you'd have to go all-in into mana like I did, it would look unbelievably cool, and when you're in a bind and surrounded, this skill would be the choice, if not one of the best.

Edit : My Reimu's level 75. Lunatic Act 2 Makai quest so you know where I'm coming from on her.

There's Alice, but I can see one glaring issue with her: You need to actually manage to kill something first to use her abilities.
How did anyone every play skelemancers? You had to kill something to use his abilities. ::) I'll probably make an Alice later, and use the same exact tool they did in Vanilla. Go to act 1 and poke things on /players 1. if you cant do so without your summons, then you need to change your setup.

That said it would probobly be stupid OP anyway to have Ichirin/Yuugi and decimate everything at every range with FISTS. Not to mention KKS with Storm on Mt.Ooe.
You know.. you could probably get that combo you want if you stack items with the chance to use *skill* on attack, or striking, or whatnot. That's what I'll be trying. Stuffman once said that having multiple skills on attack/striking absolutely made this mod. Made it awesome. From what I've seen from that video posted, I can only imagine how awesome it will get later. I'd say go for it. 100%
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 13, 2013, 01:53:02 PM
True, I could always just eventually find something with 'Lets you cast *Ichirin skill here*'. KKS might be redundant by that time due to Knockout in 3 Steps though. Cast on Striking would be a melee version, not the ranged, so meh to that.

And I know that On-Strike is dumb. World Creation Press with Aya's AoE Tornado on-hit proc. That leads to a huge chain reaction of tornadoes sometimes, as it procs off itself, and it's hilarious to just watch everything die as Tornado AoE's spew from two guys in a mob from WCP, and then four, and then they all die.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on September 13, 2013, 04:50:54 PM
Shou/Remi hybrid
The fact that I didn't even notice it said Shou, and not Reimu means I'm blind as friggin dirt.

On-striking is complete and utter shenanigans when you have multiple skills that are not magic-oriented. Magical stuff doesn't actually proc anything on striking, never has. You can tell if it doesn't have accuracy when looking at your stat page. I don't know if Pesco broke that for the mod or not, or made skills that ignore this feature somehow. (how duh fuq u do dis? ???)

I don't actually know what skills do what since I haven't paid attention to which skills are magical or physical in nature, but once I do get to this point, I think literally creating a build full of skills that proc each other and just attacking once just to watch the whole damn room clear.. that's something I want to do.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 13, 2013, 05:07:48 PM
Some general guidlines:

If it's a melee/ranged combat skill, it will carry weapon damage and can proc on attack and on hit effects.

Mokou's Woo and Iku's Thunder Drum Shot carry weapon damage and can proc on hit effects.

Silent Selene carries weapon damage and can proc on hit effects.

Shizuha's spells all carry weapon damage and can proc on hit effects.

Yuugi's Shackles does NOT carry weapon damage so it can't proc any effects.

Suika's Throwing Atlas carry weapon damage (I think) and can proc on hit effects.

There's more but I don't know all of them without checking.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: ARF on September 13, 2013, 08:22:01 PM
Chain proccing is great and makes for neat looking danmaku battles, also once you have a nice gear set you can run around freely while new stuff keeps proccing, it's pretty fun (and can be pretty broken, but at least Sanae and Reimu will fight back if you try to chain them to death >:D).

Eirin's Game of Life makes a ton of procs go off, like, enough to lag the game enough to not render all projectiles if you hit a group of enemies (it seems to strike everything in the AoE every frame/tick for as long as the flames last).

I think Thunder Drum Shot is the best if you just want to mow everything down, it should regularly become self sustaining with like 2-3 pieces, which you should be able to buy or gamble on jewelry around act 4.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 13, 2013, 09:17:52 PM
I wish Game of Life wasn't so OP :(. I'd have to rework the skill entirely to try and find a different way to do its effect.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on September 16, 2013, 06:38:19 PM
I'm currently aware of either.. a text glitch or broken mechanic. The wiki states Dream Battle "Illusionary Moon" (http://en.touhouwiki.net/wiki/Lord_of_Maidens/Classes/Human_Miko#Reimu_Skill_Details) will gain chance to dodge as you level it up.

The problem I find lies in that.. does it? I don't think so. As soon as I put a point into it, I've been avoiding like mad, but my character makes no animation (pretty sure there was in Vanilla, could be wrong). Another problem is I hear the avoid sound she makes, and then she gets hit anyway. So that's a thing too.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 16, 2013, 07:04:54 PM
There's also a text issue with Nitori's Optical Camoflage. The skill says it grants evade, then you read what the skill actually does:

+ Lightning Resist
+ Magic Find from Tech

:V

Although I guess if you teched up to Yuuka's stat boost and combined that with Minoriko's resist boost an evasion boost from Nitori would make you basically immortal. You could probobly just sit in Yuuka's lifesteal thing and tank everything forever.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 16, 2013, 11:29:07 PM
The skilldesc calculation references might be wrong for Reimu's evasion skill since you shouldn't be getting that much dodge at level 6. Nitori's skilldesc is definitely still using the old references.

Edit: Anyone got opinions on the mercs? Act1 ice merc is more or less fine imo. Act1 fire merc already got the OP skill sorted out since I'm remaking GoL. I'm running an Act2 ESC merc alongside my Marisa and it's pretty strong. I haven't tested any of the other mercs yet.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on September 18, 2013, 04:54:17 PM
Anyone got opinions on the mercs? Act1 ice merc is more or less fine imo.
The ice one is who I'm running with on nearly everyone at the moment. The entire freeze thing is absolutly invaluable. Especially since it's not only mob freeze, but strafe too. If it was single target slow like vanilla, I wouldn't be using her. She's not overpowered, imo, though I am somewhat 'weaker' than her, I don't have a lot of stuff on Reimu and her skills are.. well.. you know. You built them.

The ice merc doesn't need to be carried, but she's not broken either. She dies sometimes if I don't look after her, even in /players 1, but she's a big girl and can take care of herself. I'll give the other mercs a go, and see what they do. I still swear up and down that healing potions do at least something to heal mercs. Dunno if it's in my head, but I swear they do.

Also, what's up with everyone having a face image now? xD Is this like a "change your image day!"? Do you guys do that? Or did you just decide to change them at a whim? Curious.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 18, 2013, 06:32:26 PM
Mr.Mayan had a birthday.

Anyway, I tend to play without mercs so I can't say too much. Act 1 fire is dumb. I think Act 2 should be OK, and if they're not it's auras they have in particular that are issues. No clue about Act 3 and Act 5. Act 3 may have a trouble merc or two with the Ice/Fire, seeing as they're a combo of Cirno/Letty and Mokou/Tenshi/I Forgot.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on September 19, 2013, 07:21:11 AM
Act 5 merc excels at one thing : bursting. He is the middle ground between I and II while not as fast and tanky. If he procs Mountain Breaker he will eviscerate anything that is not an Act boss. Build him sturdy enough and he will be a menace.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 21, 2013, 12:55:15 AM
Seems like all the mercs can kill stuff fine, especially the ones that scale off weapon damage. I think the caster act3 mercs should be fine too because their skill scaling is a bit better than the scaling of the original spellcards. When I have the time, I'll do the maths to let the mercs gain access to their higher level skills at more appropriate levels.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on September 21, 2013, 10:09:19 PM
Act1 fire merc already got the OP skill sorted out since I'm remaking GoL.
Tried out Fire merc on Reimu. Holy fuck. That skill kicks ass, takes names, and facerolls harder than most anything I've ever seen.

Did an entire run of the River of Flames /players 8 with a level 79 fire merc. The Smith walked up and smashed her skull into her chest.. oneshot. Poor thing. After reviving her, we went back, and boy does hell hath no fury... twoshot the Smith. That's way more damage than she should be able to dish out. After watching her be amazing, though, I spent a few minutes afterwards just fighting one unique Megademon with a level 80 ice merc. I tried to literally let them solo and did not use the Evil-Sealing Circle Aura at all. The fire merc didn't need it at all, but the ice one sure as hell did. After keeping in mind that the monsters here are strong against fire damage, that just looks so bad for ice right now. It's not even fair.

After seeing what it's capable of, I don't even know if I WANT to go back to ice. It's so completely ineffective in comparison. I do know you probably want the Ice merc to be the go-to for balance instead of the fire one, which is totally cool, but good lord that fire merc.. just wow. xD

Edit :
Upon the fight with Reimu on Lunatic /players 8.. hot damn was that a battle. Monsters everywhere, burned about 250k gold to res my merc (of ice, mind you) five times over (49k+ each), and STILL had to kill Reimu when merc was dead. I even had to take all the points I had in my mana pool and dump it on life (and we're talking 352 stat points). At this point I could facetank basically anything she threw at me, but my money was running out, I was getting real low on potions, and I didn't have the damage output without merc to kill her. On top of that, without the mana pool, I couldn't use Fantasy Seal to do any extra damage at all (as miniscule as it is, it's still damage). Ended up with just above 120k gold or so after all of it, sold enough items to get to 213k including the cost of getting merc back again, and got bout 98% out of it. Just shy of 85.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on September 22, 2013, 01:29:33 AM
Oh, and do look into the Access Violation error, will you?
It's bearable but really annoying.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on September 22, 2013, 01:53:11 AM
Oh, and do look into the Access Violation error, will you?
It's bearable but really annoying.
When do you get this error message?

- If it's in the middle of the game, I'm not quite sure what causes this, and I can't replicate it either. It's happened MUCH less to me when I downgraded to 1.13c instead of 1.13d, but still happens once every couple blue moons (I guess). It's been a while since it happened, so I can't really say if it's fixed post 1.01.
- If it's after selecting a character and loading the game, it does that. You'd replicate this one by selecting a char, going into any difficulty, exiting the game, and doing it again. If you do it enough, eventually the game will have an error. Normally the game locks up and you can't alt tab to the error message, and/or it makes the error message have black covering it because of the game locking up, it causes the visual glitch so you can't see the message.
- It may or may not have something to do with not using PlugY. I haven't played the mod without PlugY since before I downloaded it, so.. yeah.
- Also may be something to do with Windows 7, running the programs as admin, etc.

If you want a rundown of how to make two separate installs for vanilla D2 and the Reimu II mod using one instance of installing Diablo 2, and/or need to know how to work PlugY with it, let me know. I've basically got it down to a science. ;)
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on September 22, 2013, 02:07:49 AM
- If it's after selecting a character and loading the game, it does that. You'd replicate this one by selecting a char, going into any difficulty, exiting the game, and doing it again. If you do it enough, eventually the game will have an error. Normally the game locks up and you can't alt tab to the error message, and/or it makes the error message have black covering it because of the game locking up, it causes the visual glitch so you can't see the message.
This. Sometimes it happens immediately on the first time too.
I'm using PlugY and GlideFX (pretty sure Glide doesn't contribute to this) + Win7.
Big Mods like MedianXL doesn't suffer from this AFAIK.  :V
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 22, 2013, 03:22:52 AM
Big mods like MXL are made by people who know what they're doing. I sure don't most of the time.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 22, 2013, 07:12:49 PM
This is strange.

I've been leveling at a decent rate, and then I hit Lv 69 and suddenly SLOW EXP.

I recall gaining multiple levels through Chiriden and Makai on Normal, but I've not even gained half a level on Lunatic.

Do those mobs just not give much XP, or is there some kinda soft cap or something?
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 23, 2013, 08:33:27 AM
Exp gain might have been debuffed. Happens randomly but usually most noticeable when you suddenly get drops of 0 yen.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 23, 2013, 09:01:56 AM
Exp gain might have been debuffed. Happens randomly but usually most noticeable when you suddenly get drops of 0 yen.

Eh.

I remember that from Act1 Normal.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on September 24, 2013, 05:52:50 AM
I remember that from Act1 Normal.
Play a Reimu. ;~;
In b4 "Play Tewi/Nazrin." I already have one.

Speaking of Reimu, her being at 85 and the ice mercenary from Act 1 is.. not a good combo for the ice caves in Act 5.. and I'm noticing that I'm slowly *almost* running out of money. 166k right now, dropped down to 102k earlier today. The negative gold for Reimu really shows.

Also, I notice that if I move my mouse over an item, it makes some of my stats disappear. I'm using the stats on the item itself to let me equip said item, and I'm doing this for many items. When I float my mouse over certain items, not all items, it makes my shoes unequipped, and I have to use the passive stats updater, or re-equip some of the items that give me + stats.

It's also specific. I found a [L] rare heavy belt with only +bombs that when I highlight, I have to take off my hat for me to wear my shoes again. There's an [E] magic spider dress that makes me reequip my shoes as well. Not only that, but when I move my mouse over [N] rare shoes, it cuts my mana by about 70 and jumps my stamina from 1,300 to over 2100. But it doesn't regen past my current 1300 max. Highlighting an [N] rare simple clothes does the same thing as the shoes. What's up with this highlighting thing?
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 24, 2013, 12:10:22 PM
And now I'm on act 3 Lunatic. Starting to chug pots quite a lot... includeing mana because FISTS EVERYWHERE

Wriggle dropped an Etheral 'Birdbrain' which had .6 to 'Dim Vision'. Which made me ._.. Also -15 to bombs and a buttload of Resonance.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on September 25, 2013, 09:51:19 PM
Just got a friend into this mod. Took us a while to get his damn installation correct.. Had to reinstall the game twice, redownload and install both mods, fight a hundred things, and this is after waiting for months on end after he installed D2 incorrectly and couldn't get the mod & vanilla working separately.

The barb was always a boring class for him, and after some reluctance, he tried playing Sakuya and seemed to really enjoy playing it. It started slow since he didn't have skills in other classes, but it was really enjoyable. I ran around with my Remilia whom is now level 15 to his.. 14 I think. He's got no current opinion of whether it's more fun than vanilla, but he does like the immense amount of new items and skills implemented, and also the extremely convoluted and powerful itemization system with unlocking, socketing,, fusing together, etc on top of all the gems, jewels, even low items having a purpose, it really made me appreciate how much Pesco and company has put into this mod. It's really amazing, and you guys should be proud.

I still think potions are strange since after all the classes I've played, the super potions for mana still give you more than maximum, no matter what character you select. If your maximum mana increases, so does the potion capacity. if your bombs increase, potions do too. Since manas simply instantly fill their stated numbers, the only purpose I can see this having is lower tiers giving more than what they usually would for when you have more than a certain number of bombs so you get chances of double potion when you use a single. (assuming that still works). Is that why it's like this? I would think that mana regenerating over time would remove the uselessness of the super sakes without getting rid of the presumed bonus. Since every class can have a different mana maximum per potion, but you can't change it per character, I question the reasoning for this.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 25, 2013, 10:09:20 PM
It picks up once you hit ~Lv 30/Act 4 where items start to drop with '% Chance to use X on condition Y'

Also your friend sounds like me in terms of instillation.

In other news, starting up a Byakuren/Sanae combo, maybe with some Reimu. I find it interesting that Sanae is the only character who has skills that directly scale off her core skill level. I think that would be a nice touch for some other trees too, especially those with weaker core skill bonuses [Thinking of +Power here, which only really helps with item Reqs], to give an incentive to rank it for more than +3 of the stat.


I know I'll get enough Reimu that I can dump mana with Needles for Starlight. I'm not quite sure yet if I'm gonna focus on summons on the Sanae tree, and rely on the Reimu tree for mana-dump, or if I'll actually focus on the offense skills in Sanae's tree, and dump mana like that.

Decisions~ all I know is I'll be having a fair bit of mana to fuel Starlight. I wanna see how much it can pump out, especially with +2 % damage per Dharma. After all, I can just swap to a Gohei when I need to summon then put it away... if I even go for summons as a focus at all.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 26, 2013, 12:58:46 AM
Alice's summons scale off her core skill too. This tends to be the case with the intended summoner classes (who have weapons that are strictly not for hitting things with).

Mana pots are supposed to give you a flat amount of mana when you're below a certain threshold or a percentage of your max mana once you're above it.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on September 26, 2013, 01:09:55 AM
It picks up once you hit ~Lv 30/Act 4 where items start to drop with '% Chance to use X on condition Y'
You can find those early in the game too, you just have to keep an eye out.

I find it interesting that Sanae is the only character who has skills that directly scale off her core skill level.
This is interesting. The skills get bonuses off the skill level itself as well as the bonus from items. Keep in mind that the skill grants more and more the higher level you get it. It's actually pretty impressive numbers, up to like 8 per point at 25 & 26, and 9 at 27 and 28. (noted by the Unique Yin Yang orb that gives +3 to Border.) My border at level 28 gives a total of 156 Border stat. Level 25 gives 130. That's 26% damage increase alone. I think that's pretty impressive, to be honest. If you got a bunch of items that gave bonuses to your core stat, it'd start giving even more per level. It's definitely better than when it only gave +1 per level beforehand.

Mana pots are supposed to give you a flat amount of mana when you're below a certain threshold or a percentage of your max mana once you're above it.
This makes more sense. I guess I'm not at the threshold for percentage of max mana quite yet.. Reimu has 3746 mana and the Super pots heal 4213. Marisa has 4638 mana, pots rocking 6956.. How high does this threshold get? xD

Also, that shield Fantasy Aegis is the baddest ass thing to ever the badass ever. On a Miko that hits melee damage really quick, that would be an absolutely impressive display. I think the skill itself should at least be somewhat similar in function.. not to be outdone by the item. (keep the really high mana cost, keep the low damage, delete the cooldown)
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 26, 2013, 01:24:18 AM
Fantasy Aegis procs the exact same skill as what you have. I nerfed the proc chance because it was stupid.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on September 26, 2013, 07:09:32 AM
So what's a good place to farm for good Uniques  ?:V
Like, I haven't seen a Infinity or Fantasy Aegis since ever. 
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 26, 2013, 09:41:27 AM
Why would you want to have uniques when the rares are clearly better? Danmaku Archers have stupidly high rarity drop rates if you just want yellow and gold items.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 26, 2013, 09:48:10 AM
What sort of level should you be going there anyway?

In fact, for that matter, at what sort of level should I be considering to clear the places like EoSD in Normal Difficulty? Because when I cleared normal I still got my butt kicked.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 26, 2013, 09:53:56 AM
The mob level in those areas are 60/105/130.

Danmaku Archers is designed to one-shot you no matter your level, hp or defenses. Once you're comfortable with dying a lot or dodging, you're free to go in. If you can kill stuff, you get the loot.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 26, 2013, 09:58:29 AM
The mob level in those areas are 60/105/130.

Danmaku Archers is designed to one-shot you no matter your level, hp or defenses. Once you're comfortable with dying a lot or dodging, you're free to go in. If you can kill stuff, you get the loot.

Well that explains why even the Normal version still kicks my butt. A Kensei doesn't really have the ability to dodge the spam... they kinda just run at people.

Also I accidentally sold my Keystone Shield because it decided to un-equip when I died and not drop on my corpse AAAAAH.

I think to beat Tenshi I'm gonna need a hireling as cannon fodder to distract her volcano, because otherwise it just spawns under me, stunlocks me and yeah, and even with 75% Fire Resist I die.

The problem is I keep dying and don't have the gold.

That and I'm still using the weapon I was using from Act5 Normal, and I'm now in Act 4 Lunatic. For that matter, I'm not even sure if I've seen more than 4 Lunarian Swords drop in all of Lunatic.

Might backtrack a bit simply to farm.
===

I just had an idea. I could use my Lunatic re-spec, and spec out of Izunome [Which is giving by far the least damage of my buffs] and instead spec back into a Rank *High 20's* Scarlet Weather Rapture, and then just run around as the far-more-powerful-compared to back when I only just hit Lv 30 SWR rains down. At this point just spamming WCP and hoping for chain reaction procs [Specifically Lv 10 Deep Vortex which deals a metric buttload, the others aren't that impressive anymore] dosen't really cut it against Uniques/Superuniques.

===

And then I see the Lv 25 damage of SWR on impact and think 'Yes. This will do nicely'.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 26, 2013, 10:04:59 AM
You should be able to run Imperishable Night on Normal. You don't have to clear it. The mobs shouldn't be too hard and whatever you get should be fairly profitable.

If you want to respec, use a New Game Token. There's plenty of bonus pieces for you to craft one.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 26, 2013, 10:09:18 AM
You should be able to run Imperishable Night on Normal. You don't have to clear it. The mobs shouldn't be too hard and whatever you get should be fairly profitable.

If you want to respec, use a New Game Token. There's plenty of bonus pieces for you to craft one.

So *that's* what they do!
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on September 26, 2013, 10:32:35 AM
Thanks. Where are the Danmaku Archers anyway? I should be able to take 'em on with Aya's Saturahiko Guidance proc cheese.  :derp:

And for some reason if I kill those ice thingies in EoSD (and Flandre) while standing next to them, I will almost always get instagib.
They have a self-destruct sequence or something?
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 26, 2013, 10:37:01 AM
Danmaku Archers is in Suzuran Field.

Some enemies explode on death. The damage is proportional to their hp.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 26, 2013, 10:46:12 AM
Unless it's undead frenzied rabbits. Then it's just a buttload of damage.

Also I thought you said Uniques were not worth it? I've found a few decent ones while clearing DA Normal [Still doing it and selling most stuff because literally nothing I can use dropped]

Such as a Unique Karakasa with 25% chance for Deadly Strike, and some nice Autumn Shoes which I forgot exactly what they did, but it was something like 2 high chances to proc skills in reaction to being hit, as well as a load of regeneration. Also a Nurse Cap which had procs to 2 of Medicine's moves.

Also I found Infinity again. Except this time I'm actually going to give it to an Act 3 Merc.

That said, I have found some garbage uniques too.

Finally replaced my belt too [Momiji's Tail] which I've had since Act2 Normal :V

EDIT: And then I find the NEET Outfit, with +156% magic find. Yep. That's goin' on the merc.

Edit2: This place is huge and I'm literally picking up and selling everything.
AND THEN I FIND FANTASY AEGIS IN ALL IT'S BROKEN GLORY. [As well as the Unique Cat Paws]
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on September 26, 2013, 12:02:06 PM
Also I thought you said Uniques were not worth it?
Some are, some aren't. They give different playstyles and can get pretty powerful at late levels with full sockets. They won't be as powerful as rares, but rares won't give you the stats Uniques do, so it's give and take.

Also I found Infinity again. Except this time I'm actually going to give it to an Act 3 Merc.
Act 2 you mean?

AND THEN I FIND FANTASY AEGIS IN ALL IT'S BROKEN GLORY.
The only thing I think is broken about the shield is the proc chance being 75%. 50% would do just fine. Honestly, it isn't completely gamebreaking in comparison to what you'll be doing with your actual skills. Running an N on my Remilia right now, level 6 Fantasy Seal. It happens pretty often, so I can see why it'd be too powerful on melee class probably, but there's no need to completely ruin the skill since the real thing on Reimu's skill tree is arguably trash. It doesn't knock back, doesn't do good damage, isn't good damage at early levels, and doesn't scale at all with many levels. For a level 30 skill, it really isn't useful. If it can't even support other character builds, what can it do?
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 26, 2013, 12:39:49 PM
It can lag your computer.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 26, 2013, 12:46:52 PM
I thought any Merc could wield any type of weapon :/

Oh well~ had I known that I would have spared a shield+sword combo for the Act 3 merc. Live'n learn. Arc 3 merc is just blasting stuff with Ice anyway.

And a 75% chance on a Kensei for Fantasy Seal is silly, because guess where Kenseis want to be, and what they want to be doing?

The answer is in the middle of the fight, and pounding in your face.

It's probobly pretty good on a Brawler too.

Also my new belt gives me 17% chance for Valley of the Snowdrop. Those ain't viiiines! [But they are awesome, and make me want to bother to level my Yuuka again]
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on September 27, 2013, 10:19:08 AM
A question : If I have Conviction from Infinity and use Promise of the Wheat God , will they stack ?
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 27, 2013, 10:45:55 AM
They affect different things, so they will stack.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 28, 2013, 12:45:26 PM
So, I decided to give an Alice a go because I'm ill and can't be asked to do stuff.

Blazing through Act 1 at very high speed, and decided to throw some Yuyuko in.

It's surprisingly fun... and interesting. Whereas in previous builds I just stacked all my skill points into one skill, I'm finding myself actually having to think about what I take next. Every skill point can be spent on an entirely different purpose, not just what makes me do the most damage.

For example, until I hit Lv 12, I had three areas where skills could happily go. I could put more points into Butterfly Lance, for more damage of my own accord. I could get an extra Shanghai doll for another meatsheild, or improve my existing ones by getting more ranks in Dolls. Now I'm Lv 12+, there's also the consideration of Hourai Dolls.

Right now I'm lv 13, with 3 ranks in Butterfly Lance, 3 in Dolls, 3 in Shanghai and 2 in Hourai.

A bit of feedback: Shanghai Dolls' skill says how much damage they deal, but Hourai does not. This should probobly be added.

Can't wait until I have to weigh up Semi-Automation/Little Legion/Dance as well. Tactical decisions are fun!

And two questions:
What exactly improves when you take a rank in Dolls?
Do the doll's stats depend on your dolls at the time of summoning, and then stay static, or change as your dolls amount changes? Right now I pull out a Grimoire when I'm summoning, but since I can't see the stats of the dolls I can't tell.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 28, 2013, 12:53:58 PM
Hourai Doll never shows damage. The original skill didn't so I can't make it show either.

Dolls skill will improve the hp and defence of Shanghai and Hourai by a percentage per level. It improves the damage of Shanghai by a flat 10 per level.

Summons have their stats set at the time of summoning. The only change that carries over when you swap gear is the max number of summons you can have up and running.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 28, 2013, 06:50:32 PM
Butterfly Delusion is dumb.

I killed Wriggle in 2 seconds before he could even kill one of my Shanghai dolls with it at Rank 3.

I killed Sanae in about 5 seconds with it at Rank 6. [At least she killed the Shanghai dolls in that time with Onibushina]

I'm not even completely rushing to max the skill. Because it's destroying everything anyway, I can afford to point points elsewhere and still kill Act Bosses before they even hit me.

I guess it's because every butterfly inflicts the listed damage. Which means the '1% per 4 Spirit' is really something like '2.5% per 1 Spirit'. And the base damage is actually 10x higher than the listed amount. [So rank 1 is like, 200 base, atm I guess I'm hitting about 1,200 per cast]

Of course it's not good at quickly clearing mobs, but that's what the cannon fodder... I mean dolls are for. Who cares about using buttloads of mana I just redeem souls after.

I hate to think what I'm going to do to Reimu and Marisa, by which point I should have significantly more Spirit, and more ranks in Delusion.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on September 29, 2013, 12:35:28 AM
Ah gawd at this rate it will be forever til' I get an Yu rune.  :X

Wonder what Phamtasm!Remilia drops.. ?
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 29, 2013, 02:01:06 AM
Phantasm QuestRemilia has a special rune drop. She can drop the 6 rare runes if you're lucky.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on September 29, 2013, 02:12:39 AM
I'm.. currently at a standpoint where it's not actually difficult to continue further into the game or level higher, but it is difficult to keep gold when trying to fund six characters. (91 Reimu, 78 Marisa, 77 Okuu, 66 Mokou, 22 Remilia, and 7 Flandre) Not currently training my 24 Tewi. (She'll get lucky later.)

I find myself trying to get higher level items from the side areas, but my highest level character doesn't get a lot of gold (Reimu), Mokou has all my magic find (904%) but she's just starting Lunatic difficulty so can't do the side areas that actually drop the [X] and [P] items that I would be selling to make money. ([L] sell for some, but only decent rares and really good magics)

Buying resurrections for my merc at level 85 for Reimu costs 50k every time she dies, so it's difficult. When trying to do Lunatic EoSD on Reimu, I got my ass handed to me by Patchouli (immune to magic), which is again, my fault for going full Reimu build, but was really irritating when right after I got my merc for 50k, I didn't put money in storage then got swarmed and when trying to go back to get the rest of my money, they mad rushed me. It was pretty terrible. I had to run Normal Danmaku Archers and sell a decent amount of items to get around 800k. Threw that into buying some P gloves/shoes for Mokou. Ended up being godly for Marisa (gloves have +3 Master Spark/ shoes have 9x Danmaku). Both had Misfortune skills, so it was completely useless to wear on Mokou anyway.

At least some good came out of bankrupting on Reimu. I'm planning to level Mokou all the way up to late Lunatic and running that respective Danmaku Archers when I get low on money. She's pretty tanky, so it's not extremely difficult to run outside, but I know DA will be exponentially harder. I may even get.. gasp!.. the rare runes from Phantasm quest Remilia. :V
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 29, 2013, 02:18:43 AM
Money is being put to use and I am quite happy with that.

On my own playtesting saves, I had amassed around 22 million in the shared stash. I'm sitting with about 14 million left now.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on September 29, 2013, 02:30:54 AM
Money is being put to use and I am quite happy with that.
Yeah, I completely applaud you for creating this scenario which holds a large gold sink. It's definitely a good thing for the mod.

On my own playtesting saves, I had amassed around 22 million in the shared stash. I'm sitting with about 14 million left now.
Now, that... that's impressive. How do you get 22 million in shared stash if it maxes at 2.5 million? I've come close to 2m, but good lord. You've played this mod for a long long time, haven't you?
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 29, 2013, 02:37:10 AM
There's no limit on the shared stash. I had just kept dumping whatever I picked up during my playtests during development.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on September 29, 2013, 03:30:07 AM
I wish there were auto-pickup money plugins for D2.

That aside, what do you mean by "Non-set quality of set item" in the documentation ?
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 29, 2013, 04:00:07 AM
A completely different base item that is meant to exist only as a set item. The game may drop one of those as a white or blue item in areas that are high level enough.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on September 29, 2013, 04:10:09 AM
I wish there were auto-pickup money plugins for D2.
That aside, what do you mean by "Non-set quality of set item" in the documentation ?
Agree @ autopickup.

Non-set quality of items means the base items the sets are made from. They're not the same as what you normally find, and are built specifically for the set. Thanks for implementing them, by the way. That's pretty cool.

Also, @Pesco, If you have Mokou's Flying Phoenix on the left click button, you're unable to go into the sewers entrance on the riverside, but CAN enter through the street. If you remove it, though, you can enter there.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on September 29, 2013, 04:15:17 AM
Excellent. So when I hold alt how can I identify them? I'm doing Reimu runs on Lunatic right now.  :3
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 29, 2013, 04:22:54 AM
Also, @Pesco, If you have Mokou's Flying Phoenix on the left click button, you're unable to go into the sewers entrance on the riverside, but CAN enter through the street. If you remove it, though, you can enter there.

And then it was all your fault that we can't have Flying Phoenix on left button anymore :V
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on September 29, 2013, 05:42:36 AM
Off topic, I fucking hate my keyboard right now. I scroll down with my mouse to see the posts on the page, and my keyboard has shift stuck (even though the key isn't even pressed), and I lose everything I wrote. So close to breaking it in half right now. May as well use the one I've used for the past 11+ years since that one doesn't even fail this bad.

Excellent. So when I hold alt how can I identify them? I'm doing Reimu runs on Lunatic right now.  :3
They have a name that's different from any other item like it. You'll know it when you see it, or you should anyway. I found a Yuuka umbrella in ver 0.90, and don't think it had [P] or anything on it at all. It was a unique name, and stood out so much I actually asked Pesco about it in the test thread.

And then it was all your fault that we can't have Flying Phoenix on left button anymore :V
Hahahahahahaha.. Hey, hey, that doesn't stop you from changing the skill just for a single second, or using hotkeys to change it to something else just to go into the portal. Next you'll be blaming me for why we won't be able to use Flying Phoenix at all because the game crashes when it teleports you inside an enemy or into an area you're not supposed to go. xD
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 29, 2013, 08:15:30 AM
On the topic of money, just go to Danmaku Archers Normal, and sell literally everything for between 500 and 10,000 gold each.

I don't even know how much gold I got from that, because it seems to cap whenever I withdraw it. [Something like 270,000+, and I know I had far, far more than that.]

Takes a bit of time to keep porting back, but worth it for money woes.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on September 29, 2013, 08:49:16 AM
On the topic of money, just go to Danmaku Archers Normal, and sell literally everything for between 500 and 10,000 gold each.
Yeah, I do that.
I had to run Normal Danmaku Archers and sell a decent amount of items to get around 800k.

I get about approximately 33k average gold for selling a basically full inventory on Reimu. (minus when there aren't any single slot items) I don't remember if Mokou banks any more, but even though she does have that 900%+ magic find, it doesn't really raise the bar for items in normal since most of it won't even pass 4k in price, nevermind capping 10k.

Reimu's aura oneshots everything in Normal DA, so she's unbelievably effective in clearing the place. My problem is there's so. much. crap. on the ground, I can't see what's what. Hundreds of items everywhere from dozens of dead bodies in a small area. It takes me forever to npc all of that stuff, but I do supremely love the amount of support items you get. And by that I mean gems, jewels, class skill socketables, bonus fragments/peices, jewelery, runes.. all of those items even from the beginning of the game can mean something mid to late game. Endgame, maybe not for the early game rings and etc, but everything else for sure. I never end up selling any of that, though, and that's where most of the money would come from. (Ignoring jewelery) I know once I can run Danmaku Archers, and Imperishable Night on Lunatic with Mokou, my money problems will fall into oblivion. That's why I'm currently grinding Mokou as I type this. Level 71, end of Act 2.

I'm ok with LAN if anyone wants to join me, but I haven't used Hamachi in forever since it has given me serious problems in the past. I use Tunngle now, and I don't think I could have found a better replacement. I'd still have Hamachi up, but when I have both Hamachi and Tunngle installed at the same time, both of them completely negate the other, and if I manually give either one priority on network connection, both of them fail to function, fail to connect, and it's just a useless pile of 1s and 0s.

Edit :
Is the bonus for Phoenix's Tail for solid points on Rage supposed to be 1 damage reduction per rage level or 1 percent damage reduction per Rage level? When you only get 25 levels, that seems kind of pointless since once you start getting into act 2, 25 damage is a drop in the metaphorical bucket of piddly nothings.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 29, 2013, 10:01:33 AM
1 point flat damage reduction per Rage stat point. Mokou gets to be loltank while the skill is up.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on September 29, 2013, 10:43:28 AM
Seems like Resistance sometimes doesn't add up correctly.

For example: I had 41% Fire resist on body armour, 34% from gloves and 70% from max level  "The Autumn Sky and a Maiden's Heart". Should be about 45% Fire resist but it showed up as 14% instead.

Thankfully chucking 5 red apples and Infinity into the cube fixed it (I think).
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on September 29, 2013, 11:24:11 AM
1 point flat damage reduction per Rage stat point. Mokou gets to be loltank while the skill is up.

Mokou : Good thing I have 16 points into Rage! :V I'm so loltank with that 16 damage difference.
Me : ..you can take about a dozen thousand damage in seconds, sometimes over a thousand just from one hit.. and 16 damage is.. loltank? Not even endgame yet. Wat. :wat:
Mokou : SHUTTUP I'M A TANK. IT WORKS BECAUSE REASONS.
Me : Right... Kay. You go and you tank that 16 damage. Sixteens allllll day. 1.6% less damage on only 1000, get some. ::)

Unless it has some magical hidden property that blizzard never told players about, I don't think I'll ever believe that stat isn't absolutely useless beyond level 15-20.

Seems like Resistance sometimes doesn't add up correctly.
For example: I had 41% Fire resist on body armour, 34% from gloves and 70% from max level  "The Autumn Sky and a Maiden's Heart". Should be about 45% Fire resist but it showed up as 14% instead.
Did you count negative % resists on higher difficulties, as well as any permanent positive resistance from the scroll given in act 5? If not counted, that may be your missing percentages. If you did, I'd vote either buffs from monsters, equips not showing up correctly, (using passive stats updater will make sure the numbers are all legit and counted), or a glitch that doesn't show the real values.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on September 29, 2013, 12:38:46 PM
I derped. I forgot about the resist penalties on nightmare. Was in Mayohiga when I looked at it. Updated it too.

But it looks like it isn't showing the real value anyway, so whatever  :V.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Culukeh on September 29, 2013, 12:59:10 PM
I am duoing through Lunatic right now with another as a Komachi and I have noted a couple things:
Scythe of Final Judgement can be shifted clicked and you can make pretty patterns with up to three of them. However they cost nothing and also do no damage, which is fine cause that would be bypassing the cooldown. It does make it a little pesky sometimes when I dont want to be in a mobs face so I use it a little ways away and I get lolnodamage version.
Another thing is that the one I duo with found a ring that procs Sun Sign "Royal Flare" on hit. Oh dear god.
I dont know whats happening when it procs, but I feel as if it is proccing off of itself, as it causes nigh unimaginable frames of lag. After a little bit of lag issues that eventually resolved (we didnt know what it was yet exactly but suspected) we go fight Wriggle. Proc fires (indeed!), engulfs Wriggle and the game grinds to a halt. All you would see for that stretch of time was Wriggle occasionally being surrounded by fire every few minutes and her life drop some. I got D/Ced eventually but it was about a half an hour apparently before she died.
As a random note, the number of unique Goheis and Brooms we've seen would be enough to choke a cat.  :V
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on September 29, 2013, 01:43:53 PM
I don't want to have to give up on the flashy spells :ohdear:. Every time there's something I don't know how to fix, I've just remade it. In theory, I don't understand why the game would lag on Royal Flare since it's functionally Immolation Arrow from vanilla with the arrow sprite changed to a fireball.

The mod is far from perfect but I just can't give an update right now.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Culukeh on September 29, 2013, 04:16:44 PM
I've poked a little at Royal Flare in one of my fevered alt attempts;  it behaved perfectly fine as a spell one casts normally as far as I could tell. Why it acts as suspected with a proc, no idea.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 29, 2013, 05:42:53 PM
I'm guessing Yuyuko's Degen Aura is a 1 point wonder, seeing as it gets something like 3~4 mana/sec more each rank, but only gains 10 degen.

Yet the 1 Spirit = 1 Degen doesn't care what rank the skill is. I can see it getting to 1000+ degen [Therefor irresistible] per second lategame easily. That said idk if 1,000 degen per sec is anything really on Phantasm.

In other news Reimu got Butterflied about as fast as Sanae. Although she never used needles to mow through my Skeles like butter, she still killed the 3 melee skeles before she died.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on September 30, 2013, 03:42:27 AM
Got another crash using Mokou's Flying Phoenix.

I didn't teleport into an enemy, didn't teleport into an area I couldn't walk, I simply teleported across the river in act 3.. and got Unhandled Exception: Unknown Exception (e06d7363). I previously thought it was was being inside something, or an area the game didn't like, but.. this is just weird. Isn't the skill built on teleport so your merc can teleport with you inside them? That shouldn't crash the game since mercs didn't crash the game with vanilla teleport.

Log file tells me
Quote
21:54:58.744  --------  FILE:     LINE: 1437  --------
Halt
Location : , line #1437
Expression : Unrecoverable internal error 6fb1eb30
I wish there was more than that to give you. Does anyone else get these crashes? If noone else gets the crash on the skill, it has to be something up with the drivers or whatnot I've got installed on my pc. I played from 6:46 to 9:54, so roughly a bit more than 3 hours. I don't normally crash unless this skill gets in my way. ::)

In other news, lv 78, mid act 3. The end of Lunatic... getting there. I can feel it.

Edit :
I won't lie, it was tough to do this. I love Flying Phoenix, and it's absolutely invaluable to me to be able to move from A to B and saving time, but after crashing at least 5 times in the past 20 minutes not including the one stated up there..

And you have to remember, I've stopped using Flying Phoenix as a main attacking skill since before I was level low 6x (I think 63?) because it crashes too often. Now I'm middle of level 79, and I'm accidentally clicking monsters, so instead of walking near them, I'm teleporting inside them and crashing. I've lost the entirety of 20 minutes of explored map, then crashed multiple times and lost all of the items, the map, and a majority of the experience I gained since I loaded the game each time.

It's really unfortunate. I really do love this skill, but I've had to completely reroll my stats and remove it from my used skillset entirely. I don't know if there's anything you can do with that skill, (or if you plan to do anything with it), but I can't use it anymore. I love it so much, but I lose too much, too often for it to be useful in the field.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on September 30, 2013, 07:48:51 AM
On a side note, it seems Amulets with Yorihime's Lightling Aura give Enlightenment instead of Purity.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on October 04, 2013, 01:43:36 PM
Really now, Ya/Yu/Yo can't be made via cubing?  :sigh:.
Finding these is going to be irritating as hell.

Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on October 04, 2013, 01:49:26 PM
Game would be too easy otherwise.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on October 04, 2013, 01:56:02 PM
I know I know. Still I already have Yu and Yo.
Yukari Yakumo is only for shields right?
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on October 04, 2013, 02:20:25 PM
Can't actually make them in shields anymore since shields don't get to have 6 sockets anymore.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: The Krve on October 04, 2013, 02:53:10 PM
So the runeword is broken ? Or it still works on a body armour ?
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on October 04, 2013, 03:41:05 PM
So the runeword is broken ? Or it still works on a body armour ?
The documentation says it's designed to work with shields, yet shields can't have 6 sockets anymore. I think this was changed when the update to sockets being based on tier instead of item level.

Granted, the change is good in the balance of 1 hand + 1sheild doesn't give you 9 sockets (as opposed to 6 sockets on a 2hand weapon), but since barbs can get 12 sockets dual wielding two 2hand weapons... I dunno. They can do cool (lolop) stuff like that.

What that means? If the rune word is still on 6 socket shields, you'll have to play version 1.00 to get a 6 socket shield that you want the rune word on, then move the character to your 1.01 installation. Keep in mind that the character probably cannot be moved back to 1.00 once used in a 1.01 environment with all of the items that run on the unlock system. You could possibly remove any items using the unlock system, but I don't know if that will grant it functionality on 1.00 or if there's more to it than that. Otherwise? Don't think the runeword itself is even possible to create unless Pesco changed it to work on armor in general (as opposed to only shields), or if it was always on armor and the documentation simply stated shields for fun.

I would recommend keeping backups of the character in it's entirety if you plan to experiment with this. If your character save becomes corrupted, you don't want to lose everything. Been there. Not fun.

Edit'd for clarification and grammar failure.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on October 04, 2013, 04:06:44 PM
If the list says it works on body armour, then it should still be good there. All the shield runewords will need to be redone.

It's a necessary thing to fix but I really can't say for sure when I can get an update now. I'll be starting in my new job in Singapore next week and I might never have much time to work on this stuff again. I'll do what I can and let you guys know if I have a partial changelog to show progress with.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Phlegeth on October 08, 2013, 04:01:20 AM
I got this now.  I'm playing a Yuuka build, which is pretty fun.  I never played a Druid of any kind before.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on October 09, 2013, 09:40:17 AM
Would have loved to crank out an update before my flight in a few hours but it's impossible. If it's broke, :dealwithit:
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on October 14, 2013, 07:07:36 PM
Thanks for crashing my OS, Diablo2. Closed FF and killed everything I wrote. >.> Don't know what's wrong with my D2, but it crashes windows explorer in 7 as soon as the exe opens. If my desktop automatically changes images every 10 seconds, it stops with the image I opened the game on even if I play for hours. Doesn't do it in window mode. Does it irrelevant of PlugY, irrelevant of mod. May have to completely reinstall D2. :ohdear:

Anyway, status update. I got to 122 on Mokou. She's such a badass now.
+25 Rage (1028 total)
+29 Phoenix's Tail (10,280 hp regen / 14.9s duration, 15.6s cooldown)
+25 Xu Fu's Dimension (so much more powerful now, 11.5k - 11.7 dmg, the fire per second should probably do more than 442-467  ::))
+25 Possessed by Phoenix (1393-1415 damage on this skill packs quite a punch surprisingly)
+28 Suzuran (84% defense)

My shield is a tier [H] Cantrip's Handbook that gives 4 to Phoenix's Tail on top of 5 Danmaku and 3 to Lingering Cold.

I've got 75/76/75/-37% elemental defense in Phantasm (202/196/235/63% totals. I'm working on poison. It really hurts.)

On top of this, I've already got 1308% chance finding magic items, and could have over 1400% but traded off around 50% for 50ish rage, and the other 50% for the Mu rune so I can't be frozen. (Boy does that get in the way of attacking, lemmy tell you.)

My hat (Edit: Fix'd) has 10% chance to cast level 10 Laevateinn, but that's just more fire damage. What really rocks is my core 7491 defense, 10% chance cast lvl 5 Missing Purple Power on attack, which skyrockets my defense obscenely. That stacks on top of my act3 Ice merc's 10% chance cast level 15 Hooting in the Night when struck on two items. I've seen my defense peak at somewhere between 70 and 80k. It'll only gets better if I get higher level Hooting and Power.

My ice merc has 523 merc stat from items, and does pretty nice supporting damage with blizzard (not much so the multi ice shard skill)

In other news, I have 5.3mil and I'm currently at the end of Act 3 searching for Sanae in her shrine. (the word shrine shouldn't be capitalized in the quest description since it's not a proper name) The near entirety of the Death Fairys are all immune to fire, and Lily White is immune to both fire and ice. She does near enough damage to kill me in two or three hits. I've only killed the entire crew once (on /players8), and died to a metric ton of bone fetish right after going into the next map.. and now I can't even take the fairies on /players 1. They beat my face into the ground. I need more damage other than fire.

I think I'll be trying to get some +skills to Light Dragon's Sigh from Iku's build on top of more +skills to Phoenix's Tail. PT is amazing when maxed, and every single point past 25 that actually makes the cooldown and duration closer together is very well spent. I think the only getting 50 hp regen when maxing rage points is pretty miniscule when you have so much hp. (I've got 3245, and plan to get even more. I'm terribly inefficient with hp on items right now) I'd definitely recommend upping it even a single point to 3 hp per point. That one point alone would make the skill actually worth it. The damage you take as a mokou tends to either hurt a lot or not hurt you at all. Plus, it's not even close to broken if you have several thousand hp. I don't know if putting it to 4 or 5 would be too much (read: 100-125 hp regen), but at least 3 is fair I think. 2 is a bit too low to help at all.
I am including characters not making mokou builds, by the way. I used to get as much hp regen as I could in vanilla D2, so I know exactly what I'm suggesting in terms of hp regen scaling.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on November 29, 2013, 01:41:29 PM
So; yeah; after a break due to hitting a wall; I'm back on this.

Playing my Kensei again; and finally managed to get past Tenshi and her 'I RUN AROUND AND LOCK YOU IN VOLCANO HITSTUN' spam. I'm currently about halfway through Act 5.

I just found 'Yukari's Gloves [X]'. Which is cool. Pretty useless for my Kensei but I can see gloves with +60 Border and +60% mana regen being useful on a build using Reimu skills.

Currently Lv 82 and annoyed that not a lot seems to give EXP [And then Guest Monsters are Vipers and they give tons; so I gained a level and a half from 81.]

Skill build is:
Yorihime Tree:
Purity - 1
Izunome - 1 [I found this rather redundant compared to other buffing skills]
Amaterasu Oomikami - 25
Element Auras - 1 each

Tenshi Tree:
Enlightenment - 1
WCP - 4
Scarlet Weather - 25 [Mainly used for running in rings in Danmaku Archers]
All other skills - 1

Flandre Tree:
Chaos - 2 [Then I found out the amp applies before my buffs so I won't be investing more]
Cranberry Trap - 1
Leavaitinn - 25
All others: Non-Invested

At this point I'm kinda lost as to what I'll invest in next. I don't want the mana cost of WCP to rise too much and the damage is lacklustre. I guess Forbidden Fruit or Q.E.D could be used; or I could just invest in Purity to get more magic resistance.

Still; I'm nearing Phantasm Mode.

Yet I'm still using the Lunarian Sword from Normal Act 5 that I have because none are dropping

When fully buffed my damage range is about 1318~1723 now [Atago Aura]; but the bulk of my damage comes from a 17% change to proc Deep Vortex; and a 17% chance to proc Perfect Freeze on Striking now.

Edit:

Did some gambleing and finally managed to get some better equips; including a P-level Lunarian sword; which I added 3 sockets to and made a runeword 'SaNaE'.

However I have no idea what this runeword actually does. It didn't add anything to the item description. Since adding it when in combat the screen sometimes goes dark and I seem to teleport somewhere random nearby.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: blkyue on December 18, 2013, 07:00:46 AM
Yo just started playing this mod. Gotta say its kinda good. if any one wants to play let me know .
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on December 18, 2013, 07:40:56 PM
Runewords have to be made in white items. Game engine limitation, go use the recipe to get your runes back.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: EyeMtheStron9est on December 19, 2013, 02:56:16 AM
Any pictures of this? Maybe NPCs?
Does it have custom music or anything?
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Bgrmystr2 on December 19, 2013, 06:15:13 AM
Any pictures of this? Maybe NPCs?
Does it have custom music or anything?
I made a video http://www.youtube.com/watch?v=J-GqOZX8KvY
<3

Keep in mind that video is an older version.
- All npcs are replaced with certain monsters now. Depending on who the npc is.
Custom music on the main screen is yes. :V Though I know there could be thought put into which maps have what songs, (and boy are there enough touhou songs), I don't know how the in-game audio is put into it. I'd love to plan every song for every area, but that's a LOT of areas..

Edit :
I was planning on making an inspirational video pretty soon, I just.. too busy with other things and games and this and that and... FOK RQ :colonveeplusalpha: Dunno when I'll start working on it, but once I get a bunch of decent items for some of my chars, yeah.. going for it. Who knows how long THAT'll take.

- Edit'd because I accidentally the English language
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on December 19, 2013, 06:51:33 PM
The older versions only had music for the intro screen because adding music makes the mod huge and my connection back in South Africa was too bad to do that kind of uploading. I think I'll have no problem uploading something big where I am now. So perhaps we can get new areas music when I get around to updating again.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on February 27, 2014, 02:39:03 AM
Temporary back from the dead \o/

I have about 3 days of leave from work. Instead of relaxing, I'm feeling extremely productive. So picking up from where I left off since I last worked on this, I'll be trying to get an update out before my next shift at work. Partial changelog for the things to come, subject to change as I refamiliarise myself with how to do this all again.


General
Magic affix ordering cleaned up.
Phantom Kensei renamed to Lunarian Kensei.
Documentation updated.
Lunatic and Phantasm versions of Bonus Fragment recipes added.
Subterranean Animism side area given Bonus Fragment and Bonus Piece drop bias.
Unidentified Flying Object side area given Runes, Jewelery and gold drop bias.

Oni Brawler
-

Voile Fairy
Magic Sign "Stardust Reverie" damage synergy increased.
Light Blast "Shoot the Moon" damage synergy increased.
Unsealed Magic "Open Universe" overlay adjusted.
Immortal "Fire Bird -Flying Phoenix-" remade.

Spirit Hermit
Optics "Optical Camouflage" description calculations corrected.
Tornado "Indication to the Divine" mana scaling increased.
Squall "Sarutahiko's Guidance" description corrected.

Youkai Hunter
-

Lunarian Kensei
-

Human Miko
Dream Battle "Illusionary Moon" calculation references corrected.
Revival "Game of Life" remade.

Kasha Warlock
-

Items
Fixed set items crafting recipe.
Removed runewords that required 4 or more socket shields.
Sun Sign "Royal Flare" removed from proc effects.
Oskill magic affixes added.
Fantasy Aegis proc rate reduced.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on February 27, 2014, 07:52:05 AM
Cool. Royal Flare in particular had a very nasty habit of... uh... killing the game as well as everything it touched. [I'm finding that some other proc combos can also cause heavy lag when they proc too much at once, but this is probobly more Rabies Bite procing at insane speed combined with the number of projectiles from Thunder Drum Shot and Butterfly Delusion.]

Generic example of what would happen during a run in EoSD:
Use Rabies Bite.
Rabies Bite ticks proc effects, eventually proccing Royal Flare.
Royal Flare itself procs more effects, includeing Royal Flare
The enemy literally explodes into about 50 stacks of Royal Flare, while I'm spamming about as many waves of TDS and Butterfly Delusion
The game starts to move at 0.01 FPS for a while, the sound bugs, and sometimes it outright crashes.

On the plus side this meant I could tag a single mob then kite and they would explode and take everything with them, good for a melee build on Phantasm. On the downside, the game often got taken with them too.

Gotta say other than Royal Flare best offensive proc I've found is Deep Vortex.

Now, back to figureing out how to get past Shizuhara in MoF so I can try and get a Momiji charm. [Her army of Spines kills me before I even get near, and if I do hit one of them I die immediately afterwards]
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on February 27, 2014, 12:27:57 PM
I always tell people to take the lift, not the stairs on MoF.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on February 27, 2014, 01:18:08 PM
I always tell people to take the lift, not the stairs on MoF.

There's a lift what?
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: highzealot on February 27, 2014, 02:15:45 PM
Don't forget to remove weapon restriction for summoning Kanako. I've literally been waiting all my life for my Voile Fairy to be actually be able to make use of the runeword.

Also, the fire from royal flare  counts as a strike (I think) causing things that has a chance to cast on strike to cast a lot. Please don't remove this, it's too awesome to be removed.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on February 27, 2014, 02:27:28 PM
Don't forget to remove weapon restriction for summoning Kanako. I've literally been waiting all my life for my Voile Fairy to be actually be able to make use of the runeword.

Also, the fire from royal flare  counts as a strike (I think) causing things that has a chance to cast on strike to cast a lot. Please don't remove this, it's too awesome to be removed.

Several spells count as strikes, I think any that carries weapon damage can proc. Royal Flare is being removed as a PROC. So you don't end up with Royal-Flare nukes which multiple a hundredfold, and either kill anything in half a second or kill your game.

Basically you won't be able to find 'x% chance to cast Royal Flare'
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on February 27, 2014, 02:30:57 PM
The big issue with the proc on procs spam is the way I went about trying to buff melee builds. Incorporating weapon damage into the skill effects was probably not such a great idea but it does seem to be a feature of the mod now. I've increased the influence of stat points on weapon damage and removed a lot of mana cost scaling for melee skills in the next update. What this should encourage is that a melee build puts no points in Bombs and focuses on Power/Graze. It's entirely possible to run without any points in Lives already so I feel there should be an incentive to put your stat points into your base damage from weapons.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on February 27, 2014, 03:00:33 PM
Procs are cool, procs on procs on procs, especially Royal Flare in particular, was not.

But yeah, more weapon damage to improve the 'scaleing' of weapon-based trees helps out a lot. Rabies Bite was like, 36k+ damage, while a large physical based nuke would be lucky to hit 1000.
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Pesco on February 27, 2014, 03:47:41 PM
I'm looking into significantly buffing the base damage of weapons so that there's better scaling between tiers. For example Byakuren scroll weapon current damage versus buffed damage:
min   max
18   23
25   32
36   45
51   63
70   87
99   124

min   max
18   23
28   35
43   54
66   82
98   122
149   186
Title: Re: Reimu II: Lord of Maidens v1.01
Post by: Raikaria on February 27, 2014, 03:58:31 PM
And with the additional influence of power on damage this should hopefully really help out weapon-damage trees like Nazrin, Chen, and Brawler/Kensei in general. In fact the Eirin, Nitori and Shizuhara trees I think are also good benefactors outside the two obvious class trees.

Because with how hard things hit and how much HP things in Phantasm in particular, swinging a weapon seems to not achieve anything.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on March 02, 2014, 04:18:22 AM
Ver 1.02 - 182097kb - 02-03-2014

General
Magic affix ordering cleaned up.
Phantom Kensei renamed to Lunarian Kensei.
Documentation updated.
Lunatic and Phantasm versions of Bonus Fragment recipes added.
Subterranean Animism side area given Bonus Fragment and Bonus Piece drop bias.
Unidentified Flying Object side area given Runes, Jewelery and gold drop bias.
Music added to some areas.
Installation instructions added to changelog.

Oni Brawler
Oni Sign "Massacre on Mt. Ooe" mana cost reduced and mana scaling removed.
Ghost "Sinker Ghost" mana scaling removed.
Shackles Sign "Shackles a Criminal Can't Take Off" mana scaling removed.
Four Devas Arcanum "Knock Out In Three Steps" mana cost reduced and mana scaling removed.
Buriallusion "Phantasmic Killer" mana scaling reduced.


Voile Fairy
Magic Sign "Stardust Reverie" damage synergy increased.
Light Blast "Shoot the Moon" damage synergy increased.
Unsealed Magic "Open Universe" overlay adjusted.
Immortal "Fire Bird -Flying Phoenix-" remade.
Electric Sign "Thunder Drum Shot" number of shots scaling reduced and capped.

Spirit Hermit
Optics "Optical Camouflage" description calculations corrected.
Tornado "Indication to the Divine" mana scaling increased.
Squall "Sarutahiko's Guidance" description corrected.
Wilted Path "Lost Windrow" mana cost description fixed, mana cost reduced and mana scaling removed.
Leaf Sign "Falling Leaves of Madness" mana scaling decreased.

Youkai Hunter
Unidentified "Rainbow UFO Invasion of Terror" mana cost description fixed and mana scaling reduced.
Monster Train "Spare Umbrella Express Night Carnival" description corrected and mana cost and scaling decreased.
Umbrella "Super-Water Repelling Bone-Dry Monster" mana cost and scaling decreased.
Shikigami Sign "Pentagram Flight" mana scaling removed.
Oni God "Rumbling Jikoku-ten" mana scaling removed.
Direction Sign "Kimontonkou" mana scaling removed.
Search Sign "Rare Metal Detector" mana cost reduced and mana scaling removed.
Search Sign "Gold Detector" mana cost reduced and mana scaling removed.
Treasure "Gold Rush" mana cost reduced and mana scaling removed.

Lunarian Kensei
Obsessor "Slash of the Eternity" scaling corrected.
Hell Realm Sword "200 Yojana in 1 Slash" mana cost reduced and mana scaling removed.
Deva God Sword "Components of Konpaku" mana cost reduced and mana scaling removed.
Q.E.D. "Ripples of 495 Years" number of shots capped, mana cost increased and mana scaling removed.
Taboo "Forbidden Games" mana scaling removed.

Human Miko
Dream Battle "Illusionary Moon" calculation references corrected.
Revival "Game of Life" remade.
Magic "Magic Butterfly" mana scaling reduced.
Tiger Sign "Hungry Tiger" mana cost reduced.
Jeweled Pagoda "Radiant Treasure Gun" mana cost and scaling reduced.

Kasha Warlock
Death Sign "Scythe of Final Judgement" mana cost and mana scaling decreased.

Items
Fixed set items crafting recipe.
Removed runewords that required 4 or more socket shields.
Sun Sign "Royal Flare" removed from proc effects.
Oskill magic affixes added.
Fantasy Aegis proc rate reduced.
Special drops from side areas expanded to be droppable from common mobs within the respective areas.
Power and Graze influence on weapon damage increased.
Base weapon damage increased.

===================

Download link: Lord of Maidens v1.02 (http://tinyurl.com/lprqtdf)

Installation instructions
1. Back up the patch_d2.mpq file from your game directory.
2. Replace it with the patch_d2.mpq provided with this archive.
3. Create a shortcut to your game.
4. Open the properties of the shortcut and add to the target line [-direct -txt], exclude the square brackets.
5. Run the game via the shortcut.

The mod will need to be run in -direct -txt mode otherwise you won't get to enjoy all the music I've put in the mod.

For the general news, it's only minor attempts at fixing the glaringly broken stuff that wasn't working properly. Melee buffing was done broadly so some builds will get more out of it than others. As previously mentioned, this was largely all I can do in my 3 days off from work with much of the time spent wondering what my mod notes meant. It's a small start but it will ultimately help me get back into working on this more regularly.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on March 02, 2014, 11:19:57 AM
Right, time to level up a Yuugi/Suika combo and knock some things out.

Because if there's any build that's gonna test if weapon damage-based skills actually do damage now, it's a Yuugi build with Knockout in 3 Steps.

That and I plan to combine it with Deep Fog to be able to leap around while invulnerable. MIGHT HELP DEAL WITH A CERTAIN AKI.

On another note; I ran around with my Kensei to see weapon scaleing, and I found a Phantasm small bow with +17 to Mystic Sign: Table Turning. I've only ever seen items with +1, let alone +17. Did you increase this Pesco or am I just bad at finding skill props?
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on March 02, 2014, 11:48:30 AM
You're just bad at making sacrifices to the RNGod
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on March 02, 2014, 03:59:07 PM
You're just bad at making sacrifices to the RNGod

Nuffle dislikes me.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on March 03, 2014, 01:43:51 AM
WELP, time to try new things! :V

Also, introduced another person to LoM. He keeps mentioning stuff in the mod similar to MedianXL. Inspiration or coincidence?

Yeah, I'm not dead. Also the wiki should be updated to the current 1.02 release. http://en.touhouwiki.net/wiki/Lord_of_Maidens

Edit : Flying Phoenix doesn't seem to crash anymore. I'll give it some more testing and see if it's main-able. It looks completely badass.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on March 03, 2014, 03:09:01 AM
Man so much stuff to update. Maybe doing a bit of the wiki at a time could fit in my off time from work than me trying to do more on the mod for a while.

Trufax: It's been so long that I don't even remember what I changed Flying Phoenix to.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on March 03, 2014, 07:14:32 AM
Logging on JUST to post about the song. THAT song. Just killed Reimu on Sakuya w/ said friend in previous post. Fight was EPIC. Died twice. Main character op. (Don't nerf, fight was win)
Friend : "Oh, I like how you posted that you died twice but didn't say anything about me never going below 25% health"

The sole reason I am here is because the music, while fitting (because it's her theme) did not match the fight. Intense fight with non-intense music, we both agreed. I was basically oneshotting everything all the way up to her (or close enough), and just that fight with Reimu alone took around 10 to 15 minutes from the first hit to when she died. It lasted longer than any other fight in the game. I totally dig it.

I humbly ask and suggest this song : http://www.youtube.com/watch?v=cJtKdqbdtbE (don't know how to embed fml)
(also, I can send high quality song if needbe, the quality of that is horribad)

Edit : Two things. First, some caves in act 1 have no changed music, just default Diablo music. Not really sure what to suggest for this, but I'm sure you're aware. I didn't listen to music till I got to Act 3 (forgot), so I have to go back and listen to it all. Act 5 has a few places with music that the genre matches but the theme doesn't.
I would probably suggest..
Snow maiden's land : Yuuka's theme
Hakurei Field : ? (maybe reimu's stage theme or her PC98 theme)
Border of ice / Chilled Road : Cirno's theme? (or possibly Letty's)
Letty's Domain : Obviously Letty's theme
Poltergeist's Stream : Cirno's theme (boss fight type)
Hakurei Border Level 1/2 : I half expected a theme of Reimu here, but got Marisa + Reimu combo instead. Not bad.
Hakurei Border Level 3 / boss fight : Expected a pure Marisa theme here, full boss fight theme genre. Also she was disappointing compared to Reimu's fight but I'm not sure how to change the battle to be more interesting.

When I heard youmu's theme at the beginning of Act 5, I lol'd. The genre matched but the theme didn't. Then I lol'd even harder at the natural D2 music in the ice caves. I then lol'd even more at Youmu's theme again in Letty's Domain. I half expected to finish Hakurei Border and hear Youmu's them AGAIN fighting Marisa. Sort of disappointed there, but obviously so.

I'll do a bit more listening in the next few days to week or so, probably be able to give more ideas on music / genre / theme, or even individual soundtracks that would likely fit. I'm not demanding anything, mind you, but just giving ideas / suggestions for whenever you get around to editing the game again. I can easily supply music tracks, but I don't know your personal limits and/or views on this so I'll await your answer before going into more details.

Edit 2 : Friend : "Did you forget about the Remilia crashing?" "oh fu-"
Yeah, so Remilia in the EoSD normal difficulty crashes the game. I don't believe it's her passive fire attack. We don't know if it's her melee attack, her rush move being used while directly next to you, or what. First time it just crashed him, the next time it crashed both of us. We both got the crash, so it might have hit him first because it would have said 'Host has left the game' if I crashed before he did. I'm not sure about latency and/or delay between our computers and the Skype call etc. That's something to look into.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on March 03, 2014, 11:13:58 AM
Edit 2 : Friend : "Did you forget about the Remilia crashing?" "oh fu-"
Yeah, so Remilia in the EoSD normal difficulty crashes the game. I don't believe it's her passive fire attack. We don't know if it's her melee attack, her rush move being used while directly next to you, or what. First time it just crashed him, the next time it crashed both of us. We both got the crash, so it might have hit him first because it would have said 'Host has left the game' if I crashed before he did. I'm not sure about latency and/or delay between our computers and the Skype call etc. That's something to look into.

Strange, never seen this happen.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on March 03, 2014, 12:10:38 PM
In theory there's 40 or so slots for music, enough for every area to have an unique song. In practice, it didn't work. I didn't have music selected for the cave areas in act 1 as they would all get the same bgm by the game's natural design. The suggestions for music are welcome and I will consider them. For now I've only gone with mostly dBu and xi-on stuff because I think they're universally agreed as good.

Remilia crash is likely a multiplayer desync. The game was never designed or tested for multiplayer. The only way for me to take care of such issues would be to have 2 computers and play both as my own testing.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on March 03, 2014, 07:01:14 PM
Actually EoSD Remilia used her Heart Break on me and it crashed playing solo at one point.

Nice to see sets are fixed. Some sets seem a lot more useful than others. Example being the Flandre set, which gives Crushing Blow, Critical, massive damage, Lifesteal and heal on strike... [Not found Eye Core yet]. On the other hand the Cirno set is pretty bad in general, especially when you have the Charm.

I was also able to actually clear EoSD fully with help of a bow with +20something to Red Cloak Blue Cloak, allowing me to buff up all my resists, combined with getting a belt drop with a chance to proc The World, and my weapon giving a chance of Missing Power, which bolsters my defense to 100k+ [Especially since I have Cold Divinity and 88 Cold Resist so I get about 4,000 from that.]

I'm now searching for what charms and sets have as procs. Got most of EoSD [Havng the charms for Cirno, Meiling and Sakuya, as well as having a Deaf to All but the Song drop there too for some reason]

On another note; Deep Fog Labyrnth's mana cost at higher ranks is absurd. Especially for a Brawler. I think it was around 950 mana at Lv 19 the effect this sword I found had. Admittedly it was quite a long duration of invunrabilty, but a Brawler ain't gettin that much mana easily. [However this sword has found it's way into my storage for if I play a caster]
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on March 03, 2014, 07:11:06 PM
Boo Remilia is lame :/

The procs on set items are more sane as I set those before I went full retard with proc affixes. Some sets are meant to be useful, while only a few were made knowing they wouldn't as cool. The charms are OP. Sounds like the recipe works so enjoy them.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on March 03, 2014, 07:29:50 PM
Yeah Charm Recepies work. I actually had BTG and DtABTS before the patch. Shanghai dropped from Meiling herself, and Sakuya's was crafted.

Beloved Tomboyish Girl drops like hotcakes in EoSD. Which is convenient since it's probobly one of the better charms I've got and I am using a Kensei. [In fact the MASSIVE cold resistance makes it useful on anyone]

The Meiling Charm isn't that useful. It's just + some stats and Chi. The Sakuya charm isn't that great either, but the Mystia one has mana steal so is good.

Proc affixes aren't needed as much anymore now you can get a ring with +30 to skill X or something along those lines. I could probobly get by with 1 or 2 proc affixes, and I'd still be able to use a few bits of the Flandre set for raw damage or lifesteal or the critical.

Really the changes made this patch open up so many potential builds. Although I do wonder this:

I know if you're the same class as the skill effect the bonus is limited to +3.
However, what happens if you equip, say, +30 to Master Spark, twice, onto a Kensei. Do you get a Lv 60 Master Spark? I've not had affixes which add up to allow this sort of thing yet to test.

Also these +skill things are very useful to caster builds. Especially ones which are not Warlocks, since it gives them access to more elementals and thus more ways to bypass immunities. Before a Hermit using Utusho would have SEVERE issues in Phantasm, for example, because the build is fire fire and more fire.

I'm a little curious as to where Yorihime items drop, if they exist. She's not in any of the games after all. I guess IN, probobly from Kaguya [Since she doesn't have her own tree]. Also a little curious as to if Ran, the Primsrivers or Yukari drop anything, but I could hardly beat Yukari on Normal when I went to test. [Dear lord the adds]. Bjut I'm not at IN yet, I'm trying to complete the EoSD sets first.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on March 03, 2014, 07:46:11 PM
Two +30 is indeed +60. Props to you if the game grants you something that much.

Yorihime items drop from the Catfish Lair. Iku, Tenshi and Suika items drop from there too. The area is a bit harder if you aren't prepared for it.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on March 03, 2014, 08:22:50 PM
Catfish Lair
Does that map always summon monsters now? It used to feel like chance to summon monsters vs lolnope. I used to slowly tickle it's life down to nothing on my way story-moding through act 2.. now it seems to summon monsters near every time.

Don't get me wrong, that's totally a good thing that it's hard, but I'm just curious if it was even a chance, or a bug, or what?

Edit : Found a better version of that song :V http://www.youtube.com/watch?v=rH9W2NOqCOg Sometimes I can't youtube, and sometimes.. youtube can't itself..
Anyway, I've heard a similar genre of music somewhere in the 'later' half (?) of Act 3 so I know it wouldn't feel out of place. Speed metal is just <3. I flipped when I heard it.
I can find out what area has it a bit later, gotta figure out why this laptop isn't going on the internet first. >.>

The only way for me to take care of such issues would be to have 2 computers and play both as my own testing.
I would hands down throw myself and my system through the internet to you immediately in order to help test and perfect the game and kill with fire it's problems if I could. I simply can't. MAKE THE TECHNOLOGY MANG. HELP ME HELP YOU! :D
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on March 03, 2014, 09:07:58 PM
Two +30 is indeed +60. Props to you if the game grants you something that much.

Yorihime items drop from the Catfish Lair. Iku, Tenshi and Suika items drop from there too. The area is a bit harder if you aren't prepared for it.

I know about the Catfish lair, just never seen Yorihime there.

I actually cleared it once, but nothing dropped back then because it was the old patch. Beauty is once you clear it you can use the Yukari Fooling Around scroll and there's a good chance to spawn the bosses on their own, as well as a small group of Catfish spawn. [I mainly got Tenshi tho]

Also what I would do to clear it is whack 1 mob once to tag it with Rabies. It would then chainproc on every tick of Rabies and I'd back out and sit on the other map until the noise stopped. Rinse and repeat.

Cause of the size of the map a wide AoE skill is great there.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on March 04, 2014, 12:06:38 AM
Catfish lair procs a summon whenever Namazu is damaged. He has 6 sets of minions and then the 4 character bosses to choose from. YFAA can also do the same summoning because the 10 enemy groups are linked as spawnable mobs.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on March 04, 2014, 09:42:48 AM
Well, I managed to make Locked Girl's Secret Room, and I have an Eye Core and Gungir now [Which lets me finish the Flan and Remi charms]. Problem is that those two dropped in non-set quality, and my Wo rune [Which is the only one of the 6 I have listed] won't work in the cube recepies, but I guess with the wording of the document, it's one of those 6, whichever one it is being random.

Problem is those 6 runes are drop only and IDK where they drop from D:

Edit: Nevermind non-set works for the charm recepies. U.N Owen is crazy OP. +44% Deadly Strike?

Edit2: Managed to find Satori in SA. She didn't drop anything, but a random mob with her dropped both the Utusho and Rin charms. I now have all the charms for characters from SA that are in the game, since Yuugi and Yamane charms also dropped. And wow all those bonus items.

I'm probobly gonna start up some kind of caster soon. I've not played a real caster yet. I played a semi-caster Warlock who also summoned, and I've played a melee [Who's almost beaten Phantasm, just gotta wrap up Act 5 but I've been distracted by the shiny sidequests]. Not sure if I'll go for a Hermit [Utusho] or a Fairy yet. I guess I could also go for some other caster build but I want a significant amount of mana as well. That said, I also wanna try out someone who has skills which scale off weapon damage. So much I wanna try D:

Also I'm so tempted to respec to Flandre but I'm afraid I won't be able to tag'n'kite like I can on my current Momiji build.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on March 06, 2014, 09:54:12 AM
shiny sidequests
Wait, there's sidequests? I must have missed something because I thought all quests were storymode. I know you can simply skip all the quests and directly kill the act boss but that's not really story mode since it doesn't unlock something till you finish the one before.

Sakuya's.. something is broken. Seriously. Like. Seriously.
Sakuya : Level 79 / 28 Time / 692 Graze

Phantasmic Killer : Level 25 / 2227 - 2564 Damage
Luminous Ricochet : Level 7 / 2196% damage / 12K - 14K Damage (It's WAY more than that in the field)
Jack the Ludo Bile : Level 25 / 2284% damage / 77K - 89K Damage
Wat. Character attached in RAR for you to see how "wtf" she has become. Either you need to drop the damage she gains from Graze, the damage on her skills, or both. She's not even close to equipped in anything good besides her weapons, and she's already out-damages everyone else I own. Unless other characters are well-balanced around this level of damage (which I doubt, but could be wrong), then this needs some thorough looking-into.

Offnote, most music is good, but some choices are... questionable at best.
You used Dark PHOENiX in the Dark Blowhole and Yamame's Lair. I found this music choice absolutely stunning. There needs to be more of this in some of the more intense battles.

Now, most of this is based on the time I personally spent in these areas over several dozen characters, likely a hundred or more, inside as well as outside the Reimu II mod. Some of the smaller areas may require a smaller fade-in time. You could also find music that doesn't have a long build-up of lighter notes before it gets to the chorus. Save that for the longer areas when emphasis and lack of repetitiveness is severely needed. So, time to get into music stuff? Sure.

Act I
- Town is pretty interesting. Is it a mix of the Touhou theme? (The one on the menu of all the games) I think it's very amazing with the birds and such in the background. Something seems missing, but a fan I am.

- Suzuran Field and Koumakan Gate should have a light version of Meiling's theme in my opinion. A lighter genre (similar to the one you picked for Remilia's theme) would fit easily into the two areas.

- I like the Remilia theme in the outside areas very much, but honestly that should be saved for areas closer to the SDM like the Reception Hall and Living Quarters. The genre is perfect. Definitely a darker, more sinister one inside Tepes' Fortress.

- Speaking of Tepes' Fortress, a more boss-ish fight theme should happen on level 5. I sort of wish you could just up and change the music when you jump a boss's ass, but since there's no way around that, I'm thinking that a boss theme on the final room would suffice.

- Early areas of Act 1 should perhaps be some stage themes from EoSD. I believe that would fit much better.

- I would probably suggest the stage theme of Misty lake the same one as in-game. Not the track itself, mind you, but more fitting music you'd expect for the area you're at.

- The Kitchens and Main Hall are both Sakuya's stage theme and there's no way I can even think of asking them to be changed. It's perfect.

- Is it possible to change the music when you go from Main Hall to Voile? That should no doubt be Patchouli's theme. I mean, it is the Library.

- The basement 1, 2, & 3 should absolutely be Flandre's stage theme. If you want to keep 4 as the stage theme and play Flandre's theme when you beat her, that's ok. My personal preference would be Flandre's battle theme upon going into the room and playing a very light piano rendition when she dies, giving more feeling of the battle finally being over.

And one thing I want to say from Act III :
- You never spend too long in Dark Blowhole or Yamame's Lair, so it's really unfortunate that this well-defined music is only played for a short amount of time on average. (First time going inside since you added music, I spent a fair half-minute before already finding Yamame, killing her, and leaving) I don't know her theme offhand, so I can't really comment in that respect, but I do simply want to raise my opinion that the time spent there and intensity of fight (or really, the lack thereof) versus the musical rendition of the first two combined isn't a fair balance. I'll give this a re-visit when I'm not actually playing Sakuya.

I should sleep now, but I want to give more later. Way more.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on March 07, 2014, 12:40:11 AM
Base weapon damage OP. Balance is hard. If you get this much with Sakuya, just see what Eirin can do with a [P] bow.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on March 07, 2014, 06:08:59 AM
Now that I'm back, moving on with music! First, I have a few questions about this :
I didn't have music selected for the cave areas in act 1 as they would all get the same bgm by the game's natural design.
Do you mean there's nothing you can do to make the caves have different music? Or is it something you must delve into the code over a long period of time to figure out how to do? Also, does this apply to all side-areas too or even a select few? How many caves in the game are applied to this, and is there any song that can be applicable to all of them? So many variables that you probably don't even know all of them.

Moving on to Act II :
- Town is fine, I think it's quite fitting.

- The slums 1 2 & 3 all have Rins theme, and the genre seems fitting in my opinion. I didn't play SA but a few times, though, so I'm not well versed in all of the themes in this game. Some I do, most I don't. It simply feels repetitive, so maybe something can be done about that.

- What is the significance of Mima's theme in Hell's Ember and Yatagarasu Temple? Shouldn't these be Okuu's stage theme? At least the Temple should anyway. It's a good song, but why here?

- I think the Chireiden basement would possibly fit Koishi's stage theme. There's already great remixes of it, example being the opening of Fantasy Kaleidoscope episode 2 (https://www.youtube.com/watch?v=-TlgfFPMIQ8). I'm sure something can fit.

- Makai's theme is great. I think the choice is great. That said, I'm extremely tempted to poke a suggestion at this one : https://www.youtube.com/watch?v=ZY55s2Gbkls ..I don't know if that would be something you're interested in putting in there, but I'll take that chance.

I'll put together more stuff from Act III a bit later, but that's all I've got for now. :V

Edit :
Actually, I just noted you used Alice Maestra in Ruins of Vina. Just.. ok. I would ask why, but I've no suggestion to fill here. Perhaps her stage theme, or something. Alice Maestra is a good song, I really love it, but that's building up to Yuuka's stage, so it doesn't seem to fit.

..And upon going into Mima's Tomb, I realize that the "caves" in Act II, (or whatever you would name the dungeons thereof), all have the same theme. This is the limitation you were talking about earlier right?
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on March 07, 2014, 06:22:47 AM
Mima's theme exists to troll the Mima fanboys.
But we all know she's not coming back :V

Edit: Made myself a Nue to test the weapons buff. Core skill and Ranbow UFO are probably the only skills I have to max. Danmaku Chimera works as a 1-point wonder. Red Cloak, Blue Cloak can get just enough until the diminishing returns kick in. With an Act1 merc, I don't need to skill Yorimasa. This build leaves me with enough free points to max Meiling and Kogasa core skills for their respective bonuses.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on March 08, 2014, 06:21:19 AM
So, I'm gonna post in response to my friend's testing of Royal Flare.

Straight up. It's Borked. Brokeded. All that. He does more damage than my Sakuya does at Level 105 with Jack the Ludo Bile doing 373K - 444K damage.. not just on mobs, on everything. He could kill anything basically within three screens of himself, dropped to approximately 5,000 ping in single player, and while we were in multiplayer earlier, it lagged to hell so hard, I was way in town and still dropped from 60fps to 0 for several seconds. I'm thinking this proc issue for Royal Flare needs to die.
..With fire preferably.

He tried with Perfect Freeze, Falling Leaves of Madness, and Annihilating Roar among a few others. It basically wrecked shop so hard that I couldn't keep up even with the damage that outclassed every other character I had 15 times over.. Yeah that's a thing.

Edit : "Yeah Royal Flare and the Cirno sets 33% to cast Perfect Freeze on striking will literally Perfect Freeze Diablo 2 itself >.>"
I don't think I could say that one any better myself. Quote'd for Truth.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: highzealot on March 08, 2014, 06:48:17 AM
Is it possible to change how often the fire will strike or is that hardcoded? Asking primarily because my voile fairy has mostly fallen reliant on strike procs + flare. Though it seems I was unable to get the truly powerful proc on strikes like your friend. I only have Scythe of Final Judgement, Death Lance and Flight of Idaten. Each 17% chance. Not sure if Flight of Idaten even does anything. On another note, I think Kanako froze my game against Flan in the EoSD zone on phantasm by spamming those pillar things. The game was unable to render everything, FPS got worse and worse until it was like less than 1frame per minute.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on March 08, 2014, 07:34:29 AM
He's running a Cirno build (on Kensei) so it's possible that Royal Flare doesn't proc magic spells when casting on casters? Or possibly that skills that are weapon-attack based will proc. I notice that procs NEVER happen when I'm using any type of magic, but as soon as I get a skill that has a chance to hit they start to appear. Royal Flare is the only exception I've ever seen, so I really don't know how it works nor do I understand the mechanics of procs for magical spells versus accuracy-based weapon attacks. Hoping Pesco has a solution for this one.

I'm not sure the connection, but I do know that Falling Leaves of Madness procs itself on cast, so that itself needs to die too.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on March 08, 2014, 10:02:23 AM
Looks like general proc chances need to drop. I don't think on-attack procs should suffer the nerf as much as the on-hit/get-hit procs. Proc chains will never repeat an on-attack proc as the chain does not cause a new weapon swing. Skills that carry a component of weapon damage will carry their on-hit effects. The proper way to go about fixing things should really be to nerf until all are equal instead of buff the weaker to match what's strong. I think some builds are already dangerously near the damage overflow. Anyway, fixing all this will take time and it won't miraculously come right in just a few updates.

A positive to this update seems to be that sets are more accessible now. I'm curious if anyone is using the Youmu or Alice sets for their respective summons.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on March 08, 2014, 11:01:08 AM
He's running a Cirno build (on Kensei) so it's possible that Royal Flare doesn't proc magic spells when casting on casters? Or possibly that skills that are weapon-attack based will proc. I notice that procs NEVER happen when I'm using any type of magic, but as soon as I get a skill that has a chance to hit they start to appear. Royal Flare is the only exception I've ever seen, so I really don't know how it works nor do I understand the mechanics of procs for magical spells versus accuracy-based weapon attacks. Hoping Pesco has a solution for this one.

I'm not sure the connection, but I do know that Falling Leaves of Madness procs itself on cast, so that itself needs to die too.

Skills which scale from weapon damage [Like falling leaves of madness] can proc affects.

I do not have any items from the Youmu set yet, and 1 from the Alice set but I don't have a high level Warlock. I've not been USING the full sets for full set bonuses however, because I've been playing with bonus skills and affixes and procs for my 'NUCLEAR RABIESEXPLOSION' build.

Also the document says there are MINOR bonuses for full sets. I didn't think they were worth using so I haven't been looking at set bonuses.

Speaking of:
- The shanghai Dolls in PCB deal WAY too much damage when they explode. I get about 80%+ resist all when I use what is now a low 40's in Red Cloak/Blue Cloak [I found boots that grant it in addittion to my bow], and I have over 5,000 HP in Wolf form. The explosions they do when they die STILL oneshot me. I'm literally as tanky as it is possible to be. I mean everything else hurts still in Lunatic, but I shouldn't be getting OHKO'ed. Not even Lunatic Danmaku Archers 3HKO's me right now.
- How does UFO... work? Once I went there and almost instantly found Byakuren and died in a place where I had no chance of recovering my corpse [I did not expect it], any other time I literally wander around the place for 15 mins and can't find anything. Except the occasional horde of flying harpy mobs who really rip into me and sometimes get me. Also UFO drops so much stuff. Rings, money and class items. I think one of these should probobly be moved to somewhere else. That said, I've not seen if IN has any major drop bias yet.
- Are there sets for the UFO characters? Because all I've seen is charms directly dropping there.

Also I got to 'test out' a high-ish level of Okku's Lv 12 skill [I forgot what it's called]. Seems fun/useful. Might have to be bothered to level up an Okku build.

Also yes, Royal Flare is borked. I think the skill just needs to be remade like Game of Life was. You didn't have it kill games BY ITSELF by proccing off a ring with it and then proccing off itself so it forms a massive conflagration which killed anything it touched, including the FPS and the game. It dosen't help that Royal Flare is one of the best skills in the game before you bear in mind it becomes a nucleardeathzone with procs.

Oh, and I forgot to mention, Death Sign: Scythe of Final Judgement; seriously sucks. Really, really badly. I maxed it and Komachi's unique stat out, and it deals 37-50 physical damage, and 108-168 magic damage. And this is with 105 Souls, so that's a 105% damage increase. Which means it's base, Lv 25 magic damage is something like 50~80.

And it has a 4 second cooldown and the projectiles are slow so you can be murdered before they even do anything.

It's the only offensive skill the Komachi tree has and it's AWFUL. Komachi is borderline unplayable. Fear ain't good, especially when faceing ranged foes, the lifesteal ain't killing anything or letting you tank in higher difficulties, and neither is Abundant Floating Spirits surviving or being that useful.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on March 08, 2014, 11:20:16 AM
Youmu or Alice sets
I find those sets to be quite difficult to gain. I only have one solitary item for Alice, England as it were, and Hakurouken, Cherry Blossom, and Karma Gust for Youmu.
On one hand, Alice is just difficult to get to. Chen tanks everything I throw at her, is super fast, burns mana, and all her minions are just as bad. Can't get away, get swarmed, no mana, dead. So.. yeah, I dunno how to get to Alice in PCB.
PoFV summons Reimu/Marisa who summons 50 bajilliondy things and I die instantaneously. No point trying here. Imperishable Night just.. rapes me when I enter. Q_Q

Youmu's minions, on the other hand are immune to everything besides broken procs from Royal Flare, and take my Mokou several minutes just to kill a single one in 1v1 combat. Several of them are too much. Not sure wat do..

All that being said, sets are extremely easy to find now, maybe a bit too easy. Not sure if I said this before, but I think they should probably only drop from characters from that class. IE: Mokou set dropping from other characters in the class. Medicine, Letty, Marisa, Patchouli, and Iku. Probably not from everyone else though. I was originally a fan of set bosses dropping their own stuff, then realized some sets were near impossiboru to get to. If it only dropped from chars in the class and their minions, it would keep the set drop to a limited selection, and still have several bosses to go after. Also, the Ya / Yu / Yo / Wa / Wi / Wo runes are rare as hell and would be a good idea for getting sets.. if they weren't already so easy to get.

On the topic of sets, I presume not all of them are implemented quite yet, right? Reimu and Marisa both drop absolutely nothing, and I've found no sets for either of them, yet there's a set for Letty and Patchouli while they're in the same class. (Ignoring the fact that Patche's set robe has Letty's robe image on it).

Another note, we just went to try and finish PCB on Phantasm together on /players 1... He had to abuse the Royal Flare proc just to kill the first Chen we came across. Needless to say it took at least a half hour, not kidding, from the beginning when I first froze to when I could move again. I would have had enough time to get up, take a bathroom break, grab a snack and something to drink, come back 20 minutes later to watch it still be on the same frame it was on when it froze. G. G.

Skills which scale from weapon damage [Like falling leaves of madness] can proc affects.
I personally believe they should not proc themselves. Others, sure, but not themselves.

MINOR bonuses for full sets.
Sakuya full set gives
- Piercing Attack
- 100% Damage to Youkai
- All resistances 45
It's not that bad, but considering how Sakuya's built on knives that stop when hitting a monster, pierce is a big deal in my opinion. Useful, but not overpowered.

Flandre full set gives
- 100% Chance to cast Level 15 Corpse Explosion when you kill an enemy
- 10% chance to cast level 20 Cranberry Trap when struck
- Level 30 Fire Aura when equipped
- 20% increased attack speed
- adds 50-100 magic damage
- +5 Ripples of 495 years
- +5 Taboo Forbidden Games
- +150 hitpoints
- +150 mana
- +125 chaos
A.. bit more than I expected. That fire aura.. win. (I was told of this full set bonus while I was writing this post)

- How does UFO... work?
UFO is random like Subterranean Animism. Sometimes the bosses don't spawn (Pesco said this in the dev thread), so you can use the YFAA charm to summon them.

I maxed it and Komachi's uniq
Nice finish.

Edit : Not sure if you know this, but Alice says London, not England, in Marisa Stole the Precious Thing. https://www.youtube.com/watch?v=PkPYCa3mtOo&feature=player_detailpage#t=65 Pretty sure her set is a reference to this.
Sort of sad to not see Orleans. But maybe I'm sort of bias because of where I live. :V
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on March 08, 2014, 02:50:36 PM
I find those sets to be quite difficult to gain. I only have one solitary item for Alice, England as it were, and Hakurouken, Cherry Blossom, and Karma Gust for Youmu.
On one hand, Alice is just difficult to get to. Chen tanks everything I throw at her, is super fast, burns mana, and all her minions are just as bad. Can't get away, get swarmed, no mana, dead. So.. yeah, I dunno how to get to Alice in PCB.
PoFV summons Reimu/Marisa who summons 50 bajilliondy things and I die instantaneously. No point trying here. Imperishable Night just.. rapes me when I enter. Q_Q

I've never had Reimu/Marisa spawn in PofV. I've had Tewi and Mystia, and they both spawn a bajillion things too.

Also I have no issues getting past Chen. I just claw one of her mobs, and then it explodes into Deep Vortexes and Perfect Freezes and from me spams a billion Charged Bolts. I can kite because I also have a chance to proc Illusion World -The World-, and have a lot of Cold procs as well. Chen is no issue at all with my build. Alice herself isn't an issue either, it's the Shanghai Dolls who explode on death and OHKO me. The explosion isn't large, so if I can open a distance before Rabies Bite causes procs and kills them I'm fine, but if it procs right away...

Youmu's minions, on the other hand are immune to everything besides broken procs from Royal Flare, and take my Mokou several minutes just to kill a single one in 1v1 combat. Several of them are too much. Not sure wat do..

I take it this is PofV Youmu? Not found her yet.

On the topic of sets, I presume not all of them are implemented quite yet, right? Reimu and Marisa both drop absolutely nothing, and I've found no sets for either of them, yet there's a set for Letty and Patchouli while they're in the same class. (Ignoring the fact that Patche's set robe has Letty's robe image on it).

Another note, we just went to try and finish PCB on Phantasm together on /players 1... He had to abuse the Royal Flare proc just to kill the first Chen we came across. Needless to say it took at least a half hour, not kidding, from the beginning when I first froze to when I could move again. I would have had enough time to get up, take a bathroom break, grab a snack and something to drink, come back 20 minutes later to watch it still be on the same frame it was on when it froze. G. G.
I personally believe they should not proc themselves. Others, sure, but not themselves.

Either that or they drop rarely, or don't even drop from the PoFV versions. Also Marisa/Reimu might be in Imperishable Night, try there. I think the real issue is if Yuuka/Komachi/Medicine don't drop items in PoFV, as that's the only place they can spawn. [I think. Komachi might spawn in Namazu Lair but I've never seen her there]

I know there's a way with Hamachi to play multiplayer on this mod. [Also, Pesco can you put the instructions on how to do that in the OP?] I could get you through Chen quite quickly with my Proc-Tank Momiji/Cirno.. Except not right now, not got that much free time.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Dorakyura on March 08, 2014, 03:43:10 PM
Damn, my game crashes from time to time, when I put Setitems into the Kappa Cube.

edit1:
Halt
Location: , line #1882
Expression: Unrecoverable internal error 038e34a6

error when Rumia killed me :(
edit2:
I found out why it crashed
When I have "Yukari Fooling arround again" have in my inventory, the pichuun effect crashes the game

also:
GOD DAMMIT YUKARI, STOP SUMMONING CHENS
(http://i.imgur.com/eaz24ko.png)
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Amraphenson on March 08, 2014, 06:44:13 PM
Getting instagibbed by summons has been a thing and will continue to be a thing as long as Orin exists in Act2 :V.
Kasha's got nerfed way back for a reason~
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: highzealot on March 08, 2014, 07:33:26 PM
Oh, and I forgot to mention, Death Sign: Scythe of Final Judgement; seriously sucks. Really, really badly. I maxed it and Komachi's unique stat out, and it deals 37-50 physical damage, and 108-168 magic damage. And this is with 105 Souls, so that's a 105% damage increase. Which means it's base, Lv 25 magic damage is something like 50~80.

And it has a 4 second cooldown and the projectiles are slow so you can be murdered before they even do anything.
Ironically, whenever the act 2 merc casts it, it's crazy powerful. Also crazy powerful when it procs on strike with royal flare though that's a problem with royal flare.


Would lowering the chance to proc on strike even fix it? I had assumed the problem was because royal flare appears to strike 1000 times every second or something. Also, how does summoned Kanako's pillars work? What causes her to spam pillars and freeze the game whenever her and enemy survives long enough for her to do so?
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on March 08, 2014, 09:22:03 PM
Procced Scythe of Final Judgement dosen't have a C/D, and since it has a physical damage component, I think it can proc more things. And the damage *is* per coin, so when cast with the target as the centre as a proc, it'll deal multiple times more damage than when you are the centre.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on March 08, 2014, 10:25:50 PM
I've never had Reimu/Marisa spawn in PofV. I've had Tewi and Mystia, and they both spawn a bajillion things too.
I take it this is PofV Youmu? Not found her yet.
Reimu and Marisa aren't the only ones that spawn everything, but it seems everyone in PoFV has a chance to spawn on low life and/or spawn on death.. I spawned Yama once. Once. As soon as my entire screen turned into what looked like a pissed off antpile crawling with colored ants, I got the living hell out of there. Youmu has her minions that are immune to all but physical on Phantasm both in PoFV as well as PCB. They're not easy to kill since Mokou does very little physical damage at all. It's all fire, mainly. I want to get more points from items into Iku's Light Dragon Sigh so to have something for fire immune. It still won't help vs those minions, though. :ohdear:

Also I have no issues getting past Chen. I just claw one of her mobs, and then it explodes into Deep Vortexes and Perfect Freezes and from me spams a billion Charged Bolts. I can kite because I also have a chance to proc Illusion World -The World-, and have a lot of Cold procs as well. Chen is no issue at all with my build. Alice herself isn't an issue either, it's the Shanghai Dolls who explode on death and OHKO me. The explosion isn't large, so if I can open a distance before Rabies Bite causes procs and kills them I'm fine, but if it procs right away...
I try not to build all of my damage around on hit procs since those seem to either be completely broken and runaway with bs damage, or basically useless as hell. That and when I play multiplayer w/ friends, my pc drops in frames mid-game just from normal play, nevermind from insane proc chances.

I'm not quite sure what it is because my computer's a complete monster of a machine versus Diablo 2's requirements, so not quite sure what's going on here. Don't know anyone with enough knowledge of Diablo 2's glide graphics through the Glide3-to-OpenGL wrapper versus my Nvidia GTX 285 to help. I'm thinking it might have to do with my inability to use Diablo 2 with mouse scroll and coinciding thumb button in compatibility mode with anything newer than Windows Server 2003 (SP1). That selection has the most amount of ram given to the program, so I use that, but all of them cause the lag issue, and I'm severely incapacitated if I cannot use my mouse buttons to play. Maybe there's some way to program my mouse's thumb button to a key, sure, but the wheel remains useless. :(

I know there's a way with Hamachi to play multiplayer on this mod. [Also, Pesco can you put the instructions on how to do that in the OP?] I could get you through Chen quite quickly with my Proc-Tank Momiji/Cirno.. Except not right now, not got that much free time.
I don't use Hamachi because it has serious IP connectivity issues, and I've had this happen to me as well as several of my friends, so we moved to Tunngle which is much more stable, but a bit more complex. Once you learn it, it's way easier though. At least imo. That said, I don't actually use Tunngle for playing multiplayer with LoM. I just host using TCP/IP as lan. Then give whoever's joining my external IP. My ports are all forwarded for D2 since I used to host games all the time. Easy modo. :V
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: highzealot on March 09, 2014, 12:02:36 AM
Was there always so many rings and amulets that gave points to skills? Was doing act 5 normal and the majority of rings and amulets gave skills and sold for 50 yen.

Also, it feels like it's too easy to get a gigantic army of blazing wheels. By the end of normal, I could summon 15. I have become the boss I hated so much.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on March 09, 2014, 12:11:35 AM
Was there always so many rings and amulets that gave points to skills? Was doing act 5 normal and the majority of rings and amulets gave skills and sold for 50 yen.

No, those are new, and I think that's the idea, to give access to skills a class may not otherwise have. It gives you more freedom, especially in mono-element trees that are not Warlocks. A Shou would be screwed as soon as they came across a lightling immunity, for example.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on March 09, 2014, 09:38:02 AM
Spearzons getting screwed over by lightning immunes was the whole point :V.

I think I'll start with removing the really fps-breaking procs from the affixes. Next would be some proc chance reductions across the board. I need to sit down and really evaluate the growth of every skill in the game. With my post about a build to play Nue, it's apparent that you can get away with just one point in most melee attack skills and just let the character stats do the rest. Balance is hard, give me some time.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on March 09, 2014, 12:17:25 PM
Spearzons :V
<3 Zeusess

I think I'll start with removing the really fps-breaking procs from the affixes. Next would be some proc chance reductions across the board. I need to sit down and really evaluate the growth of every skill in the game. With my post about a build to play Nue, it's apparent that you can get away with just one point in most melee attack skills and just let the character stats do the rest. Balance is hard, give me some time.
Sounds good. I'm simply trying to be as informative as I can with my posts, but also trying not to nag about things being broken. (If I am, just yell at me to stahp.) Just the scale at which they can be broken to shine some light as to just how bad they can be, so you would know more about where to start. Though.. I guess it wouldn't matter since you have all the numbers and could easily just.. create stuff on the fly.

That said, As I've said before, when it comes to balance, every skill should be viable at something. Irrelevant if it's support, damage, buff, whatever. Some things will be better than others, and that's ok. They'd basically be the same skill otherwise, that's undeniable. I simply wish for everything to have a purpose. A build you can center around using a skill, and/or multiple skills. One single skill doesn't make a build, but it can be part of one.

My Marisa's a tank build based on Master Spark. Sure, it's based on one attack skill, but I should need many other skills for this build to function. MP regen, perhaps heavy-tier armor-based spells or passive skills (evasion for example) since I'm stationary while using it. Perhaps I need something like Cirno's core skill from items to give me enough Strength to wear other items while putting all my points into MP. Master Spark doesn't make that build alone, and it shouldn't be only viable in that kind of build either. You could use it for throwing a lot of DPS into something that is immune to your main attack. It's good for something strong against everything but magical damage. Every skill in the game should be useful by itself in multiple aspects.

- Spark might get the most out of a build centered around making it a super powerful mob attack. That doesn't mean it should suck (or be too powerful) out of the box, but it definitely shouldn't fall behind at late game either.
- Sakuya's knives could be a medium damage attack that only hits one monster, but exceptionally fast. 1v1 / Bossing skill, right there. Useful against champs or bosses. Not so good against fast-moving anythings, so it's not without weakness.
- Reimu's Fantasy Seal is a good example of something that could be centered around a close-range Miko. Remilia's melee rush + HP leech, Fantasy Seal for mob damage, and evasion at a high tier for avoiding attacks while being surrounded.

I know all about skill builds, and quite a bit about balancing. I've personally watched games I played from the beginning go from unbalanced to complete garbage in weeks from one change alone. Some took off and became great. I've seen what works and what doesn't. I know for a fact that if even one skill isn't viable at anything, it'll never be used, and that's a waste of time, effort, and creates confusion, disappointment, and stress for both you and the players. Not fun. :(
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Dorakyura on March 09, 2014, 01:48:01 PM
Just found a ring, can't die anymore
please fix

(http://i.imgur.com/rgXc1RW.jpg)
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on March 09, 2014, 05:15:17 PM
Just found a ring, can't die anymore
please fix

(http://i.imgur.com/rgXc1RW.jpg)

And then you see the mana cost. Although that is a LOT of resists on it too. My Lv 126 Kensei dosen't even have the mana pool to cast that yet. [Although I do think it may be the ONLY way to defeat certain fights. Like Shizuhara in MoF] That and my Kensei has to exit and re-enter wolf form to do anything while using it.

Speaking of rings, I've found a couple of GREEN things that are weird. Note these are not the same green as the sets, they are darker.

The first is Francine's Kiss, a Green Jewel. It gives a lot of bonus EXP, as well as sone bonus attributes.

The other was 'Infinity Ring' which gave -100% Mana and -100% HP. Yeah.

Edit: Nevermind, managed to cast it. STILL died in IN to the explodeing bunnies. [But did manage to get the Tewi and Mokou charms to drop]
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on March 09, 2014, 09:55:27 PM
The other was 'Infinity Ring' which gave -100% Mana and -100% HP. Yeah.
I got some of them too. Also this:
Hardmode unlocked! (http://i.imgur.com/jcp5AyV.jpg)  :V I'm going to try playing like this with a new 1cc character later

STILL died in IN to the exploding bunnies.
Yeah... that's sort of why I don't get very far in IN on Mokou without dying a horribly painful death. Even though I already have
- 4698 life (Getting this much was a mean feat, 583 Lives)
- 1640 mana (with 1 single point into Bombs, no item adds to it. Rather impressive)
- 75 all resist (85 cold)
- 8.4K core defense (Which broke godly numbers when I had both Missing Purple Power and Hooting in the Night buffed on myself at the same time)
- damage reduced by 8% (plan to make this much higher with new equips)
- damage reduced by 1821 while Phoenix's Tail is up (with it's 17,780 HP Regen on top of that.)
- 40 Rage (and it's 80 HP Regen that comes with it)
- 129% faster hit recovery (Boy does this come in handy, let me tell you)
- 1489% Magic find (And this, mind you, is why my stats are so curiously low compared to what they could be. Obv, I'm wearing the NEET Outfit)

My Phoenix's Tail is level 45 if you're curious, lasts longer than CD. (15.6 vs 14.5 CD) so uptime theoretically 100% assuming I have the 1175 mana of my mana pool to cast it. Mana burn op lol. If I can't even do Phantasm IN with a massive defensive build, then how am I expected to survive it on anyone else?
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on March 09, 2014, 10:07:28 PM
I got some of them too. Also this:Yeah... that's sort of why I don't get very far in IN on Mokou without dying a horribly painful death. Even though I already have
- 4698 life (Getting this much was a mean feat, 583 Lives)
- 1640 mana (with 1 single point into Bombs, no item adds to it. Rather impressive)
- 75 all resist (85 cold)
- 8.4K core defense (Which broke godly numbers when I had both Missing Purple Power and Hooting in the Night buffed on myself at the same time)
- damage reduced by 8% (plan to make this much higher with new equips)
- damage reduced by 1821 while Phoenix's Tail is up (with it's 17,780 HP Regen on top of that.)
- 40 Rage (and it's 80 HP Regen that comes with it)
- 129% faster hit recovery (Boy does this come in handy, let me tell you)
- 1489% Magic find (And this, mind you, is why my stats are so curiously low compared to what they could be. Obv, I'm wearing the NEET Outfit)

My Phoenix's Tail is level 45 if you're curious, lasts longer than CD. (15.6 vs 14.5 CD) so uptime theoretically 100% assuming I have the 1175 mana of my mana pool to cast it. Mana burn op lol. If I can't even do Phantasm IN with a massive defensive build, then how am I expected to survive it on anyone else?

I think I'm a bit more tanky. Even with ~200 lives I manage to have 6.8K HP now. But I'm a Kensei. Also I have like 7,000 base defense before the Missing Power proc [Although a lot of this comes from a Cirno skill], and I can cast +88% Resist All on myself.

Defense dosen't do anything to spells however, which the rabbit explosions are.

I guess you need to explode all the ones around you then get your corpse again :V
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Dorakyura on March 09, 2014, 11:08:51 PM
Mana is not the issue to cast it :), I have 2391 Mana (139 bombs)
Man you have a lot of hp, 329 Lives but only 3508 HP :(

What I wonder is, "Butterfly Dream Pill" (+attack and movementspeed, on a second weapon with "E I Ri N") does increase my Graze by 100%, with that active I have 731. Though I have no idea what graze increases anyway, I still have horrible defense (4201 with my yellow chest, but I have another chest that give 768% item find, with that I have only 2030 :V, but who needs armor when you cannot be killed)

I found a weird blue item, it's called "Mirror World Deck"
what is that  ???
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on March 09, 2014, 11:16:35 PM
I think I'm a bit more tanky. Even with ~200 lives I manage to have 6.8K HP now. But I'm a Kensei. Also I have like 7,000 base defense before the Missing Power proc [Although a lot of this comes from a Cirno skill], and I can cast +88% Resist All on myself.

Defense doesn't do anything to spells however, which the rabbit explosions are.

I guess you need to explode all the ones around you then get your corpse again :V
Yeah, Mokou's a Fairy, so she only gets the same life as a normal sorc did in vanilla.. meaning that is a LOT of life for a sorc, though my MP suffers dramatically. Wasn't it like 3 mana per point but 1 hp per point? Some ratio like that. I need to gain more resist all, but I'm not sure of all the skills I can get on items to buff my maximum resists without resorting to high-tier runes. The only one I know of offhand is Letty, whom gives max cold, and that really doesn't help when the rabbits all do massive amounts of every other element. Do you have a suggestion of skill that gives max resist? I have enough all resist, just need to raise my maximum.

And.. if I die, I lose Open Universe for my MP regen, a metric ton of skill points, my ability to have Phoenix's Tail up 100%, a majority of my poison damage, drops my defense to a mere 533, and I get -70 all resist (exception of +20 cold)
There's.. no way I'm getting my body back like that. They would oneshot me.

I have no idea what graze increases anyway
It mainly increases accuracy and gives some core defense. Some characters use it as a 'main' stat to get a slight damage increase. (or, supposed to be) I know Sakuya gets this.

I found a weird blue item, it's called "Mirror World Deck"
what is that  ???
I've got a couple of those too. Not sure what they are, but since they have the key sound, I'm assuming it's possibly for the Pandemonium events. I don't expect anything but an amusing and snarky reply from Pesco about this while proceeding to not actually answer. He does tend to like us finding out stuff for ourselves, but ain't like I haven't been wrong before. We'll see.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on March 09, 2014, 11:20:35 PM
There's.. no way I'm getting my body back like that. They would oneshot me.

That's why you kill everything around and die to the resultant deathsplosions. You can't be killed getting your body if everything around it died.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on March 10, 2014, 02:06:15 AM
Mirror World Deck, Blurry Photo and DenLiner Ticket are keys for the Pandemonium side areas that you can clear for the keys to Ten Desires.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Yookie on April 03, 2014, 12:11:51 PM
So, set-items. The EoSD and PCB ones drop really often but I have yet to see one from the other games. Are their rates that low or am I just doing something wrong?

Also, is the attackspeed-cap still intact? It was at 3.5 attacks per second in the original and with an Eirin-Miko you do get quite a lot via drug abuse.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on April 03, 2014, 12:14:33 PM
The cap on speeds is still there as it's an engine limitation.

Set item drop rates may be something I'm doing wrong, not you.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on April 04, 2014, 03:42:07 AM
So.. I decided to pick this up again today after not having much else to do. My complete and utter crap luck with RNG in other games for the past week or so didn't help.

On the topic of drops in side areas, I think you should lower the batshit amount of stuff dropped in Imperishable Night. Not that it isn't appreciated, but I had to literally wait until the timer expired on potions to disappear to find anything I wanted that was blue or better.. You don't have to increase the quality of anything or change the drops, just.. the amount of potions. My god. The potions. I know it's not only potions, it's all drops overall there, but my opinion stands. Kill it with fire. ..ok maybe don't kill it with fire.. Just burn it a bit so it knows to back off. :V I feel the same way about Danmaku Archers, too. I do realize D2 has a limit on the number of item names you can see when pressing alt, but is the only way to get around this really just lowering the amount of items dropped? That seems kind of counter-productive.

1. I probably spent 7 or 8 times rerolling IN after dying as soon as I went inside using Sakuya of all characters, so it does seem like the second hardest side area I've done.  (she kills most things in 1-4 attacks, barring Physical Immune)
2. ..something about dying a lot. Then me vs Wriggle happened and I died more than the previous amount just from her. Was doing so good, nearly got to Mystia, but a swarm of enemies in the doorway rushed me before I had a chance to notice.. GFG RQ. ;~;
3. Dem rabbit explosions. Maybe leave the several layer highly-damaging elemental novas on the longer ranged / slower moving enemies.. rather than the faster in-your-damn-face-when-you-kill-me enemies. It's only punishing in comparison to the other side areas. Not fun.
4. I hate that I can't see through some walls.. makes it impossible to even see if those damn things are in front of your face before it's too late. aghh. (I don't expect any possible changes whatsoever to this, though)
5. Hardest side area I've played is PoFV cuz dem infinite spam-spawning minions on some enemies. You gotta do somethin about that. I don't mind the summoning, but jesus. From 1 enemy to 0fps and a full screen of baddies in less than a second? ffffff..

I'm.. sure I had something else to go on, but after re-reading this post, I realize I've already posted about a lot of this before, and re-writing this made me forget everything that I was thinking about. I'm too tired to care, so I'll leave it at that.

Edit : Switched stuff around cuz it sounded stupid the way I had it.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on April 04, 2014, 12:22:31 PM
Only one kind of potion will drop in IN from now on: Eirin's Shady Drugs?. These potions will have random effects on you, maybe permanent, maybe temporary, maybe I won't even know myself.



It's all Bgrmystr2's fault :V
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on April 04, 2014, 03:36:09 PM
Only one kind of potion will drop in IN from now on: Eirin's Shady Drugs?. These potions will have random effects on you, maybe permanent, maybe temporary, maybe I won't even know myself.
Hahahahaha It's a bit late for April Fools. :V Though, I appreciate your acknowledgement.
It's all Bgrmystr2's fault :V
"I proudly take this blame. I did this. Come at me bros."

Those templates are still forbidden. xD shhhhh
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Dorakyura on April 07, 2014, 12:26:45 PM
Where was the IM entrance? I can't find it.

I've beaten TH6,7,9 (I'm sure I killed all bosses, I hate Reimu btw) and 10, can't find IM and I have to search for SA. I know where to find UFO, though. Is there more available?
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on April 07, 2014, 01:25:03 PM
You mean IN, right. It's literally opposite UFO.

There's also MoF, although good luck getting past Shizuhara,
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Dorakyura on April 07, 2014, 03:41:37 PM
Imperishable Might  :D

thanks, I didn't check Act 3 yet.

I did MoF (in first region of Act 2), only hard part was Momiji with her Physical Immune dogs and rabies damage (literal 500 damage per second)
But you can 1v1 momiji and move on.

Will try IN and UFO later, have to take a break from dying to (Dark Souls 2 Spoiler)
the Ancient Dragon Boss, fucking firebreath
so I can move on to NG+
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on April 07, 2014, 11:21:12 PM
._. how did tyou get past Shizuhara and her army of spine shooters?
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Dorakyura on April 08, 2014, 07:46:29 AM
._. how did tyou get past Shizuhara and her army of spine shooters?
because this :)
Just found a ring, can't die anymore
please fix

(http://i.imgur.com/rgXc1RW.jpg)

though I still die when getting poisoned or stunlocked or both
and it needs 1k mana to cast. Manaburn will suck you dry :) but still, it's pretty OP, I don't care about exploding shanghais anymore :)
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Yookie on April 08, 2014, 11:19:18 AM
Pesco mentioned it somewhere earlier in this thread but Eirin-Miko (+Remi for attack rating and lifesteal) is really kinda strong once you get some good equipment.
Especially if you have the Remilia set-gloves and just spawn your own minions out of the enemies'. :V
The only weakness would be the inability to access proper elemental damage since every weapon skill outside of your own is unusable with bows so you're stuck with almost only physical damage, but that can be mitigated with a "Pain Flow" proc and Misfortune stacking.

But something else:
(http://i.imgur.com/34xL2XT.jpg)

I don't get a Badass Aura with the ring. :<
I also have a polished Gungnir that has a neat visual effect if I get hit so I assume the Tourniquet does something as well but I have yet to find out.
(I won't delve deeper into the matter that is "Amra's Waifu". :V)

I've finally gathered enough Misfortune to break Yuyu's physical immunity on Phantasm. wow
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on April 08, 2014, 11:32:24 AM
I can't even remember what effect it does. Most of them do nothing though.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on April 08, 2014, 02:40:56 PM
So out of a complete lack of reasoning to why I did this.. I made Alice. I've only gotten to 24, but Alice skills + Boots of Travel = Skelemancer + Enigma. (the basic idea anyway) Good stuff. Shoe sacrifice though.. ehhh D;

Shanghai seems pretty powerful at level 10, and does quite a bit of damage to bosses even on /players 8. 136 Dolls stat may have something to do with it, though.
Hourai on the other hand is pretty lackluster at best, level 9, has slightly less hitpoints and defense, which.. I dunno. I'm tempted to ask for less defense than they have now but similar hitpoints to Shanghai. They are both skeletons, after all.

The other thing on Hourai is the magic attack does very little to no damage whatsoever. it would take probably 15-20 poison Hourai hitting something to equal one strike of Shanghai. If that. The others, I can't really tell, but even with every element on the field, they tickled it while my little archer girl did all the damage. That and the fact that Shanghai does even more damage than she does. There's a bit of a problem here.

One thing I'd like to ask is that.. why are they still skeletons?
If I may, has anyone asked for the summons to be the knights from Act 4 (http://classic.battle.net/diablo2exp/monsters/act4-undeadhorror.shtml) like they are in PCB? You shouldn't need the melee/mage fusion though. Not sure your thoughts on that one, but I dun wanna make too much work for you. :derp:

On topic thoughts :
Why not have the effect of Tal Rasha's set in Vanilla D2 for the Level 1 Badass Aura ring? Throw the ring on, does nothing but makes you look awesome. Seems legit. :V
http://diablo2.diablowiki.net/images/7/73/Tal_Rasha%27s_Wrappings.jpg (http://diablo2.diablowiki.net/images/7/73/Tal_Rasha%27s_Wrappings.jpg)
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on April 08, 2014, 02:48:28 PM
because this :)
though I still die when getting poisoned or stunlocked or both
and it needs 1k mana to cast. Manaburn will suck you dry :) but still, it's pretty OP, I don't care about exploding shanghais anymore :)

But-but-but I still died using Qi of Oni!
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on April 08, 2014, 03:04:02 PM
One thing I'd like to ask is that.. why are they still skeletons?
If I may, has anyone asked for the summons to be the knights from Act 4 (http://classic.battle.net/diablo2exp/monsters/act4-undeadhorror.shtml) like they are in PCB? You shouldn't need the melee/mage fusion though. Not sure your thoughts on that one, but I dun wanna make too much work for you. :derp:

I tried and they turned up with no heads or arms.

No hotlinking pls.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on April 09, 2014, 03:56:07 PM
I tried and they turned up with no heads or arms.
:ohdear: um..  Hmm..
Have you tried using the "reanimate as *monster*" function? I'm not quite sure how that one works, but I was thinking that you could mad science something that explodes the body and then casts 100% to reanimate. Don't know if the reanimate function includes the black-ish color palette or whatnot. Just tryin to help :<

No hotlinking pls.
Fair enough. Is there a reason for this? ;o other images get posted all the time.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on April 09, 2014, 04:04:44 PM
Reanimates are a thing you can do to a monster once it dies. Summons just appear out of the air so I can't cause them to exist from the go as reanimates.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Amraphenson on April 09, 2014, 05:26:19 PM
Spider Waifu is best waifu.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Dorakyura on April 14, 2014, 09:29:20 AM
But-but-but I still died using Qi of Oni!

So you say it is not overpowered? :ohdear: Better not nerf it then  :V.
I'm not sure how much it really does since I have 65% Blockchance (Chen Claw Mastery) and something% dodge change (LVL 25 Nitori skill on another ring). Though I never see my hp bar move, while it is still active (except when I'm poisoned)
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on April 14, 2014, 09:43:07 AM
I never said it wasn't OP if you get it on a fairy or something that actually has a mana pool large enough to cast it. But I play a Kensei. And the movespeed downside is pretty big on that class.

That and I still somehow died while supposedly 'invulnerable'.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Dorakyura on April 14, 2014, 09:53:58 AM
I never said it wasn't OP if you get it on a fairy or something that actually has a mana pool large enough to cast it. But I play a Kensei. And the movespeed downside is pretty big on that class.

That and I still somehow died while supposedly 'invulnerable'.

well, as I said, Poisen can kill you :), as Chen the 40% Movement Speed slow is nothing, I have max movement speed thanks to Eirin's Drug (E I RI N Runeword 4tw) anyway :V
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Lucifer666 on April 21, 2014, 06:55:16 AM
Yo...new guy here...registered just to say...

Thank You Pesco and Co...this is one of the better mods out there...

Okay now...I have to say i am surprised you didn't ask Onyx to host your mod on Phrozen Keep,also how come you did not ask Selt Samuel for a D2SE version of your mod,D2SE is very simple and would make it very Uses Friendly...If you don't know what that is I'll provide a link...

Now...Playing 1.02 on 1.13c...Made a mass of Chars and was testing them on Normal...Sanae OneShots ALL of em...
Some Bugs I found
Cows in First City and in the Wilderness are named An Evil Force,Cows like in Cows not HellBovines...didn't check beyond that...
Karakasa gives bonus dmg ONLY with points in Graze,as a Two hander it really should also give bonus dmg from Power too,and up it's speed at least for 10% Base so that it is actually viable to use...
Two Handers should get Double the Stat Bonus One Handers get so that you actually don't lose out on Stats just cuz you don't use a Shield...
Two Handed weapons should get a Passive bonus to Dodge/Avoid/Evade since you lose out on Defence and Blocking and basically anything that swings your way will hit you...like in Eastern Sun Mod for 1.10...
Human Miko's Freezing Arrow should also get a Dmg% Bonus from it's Stat,not just Freeze Lenght increase...

Had some others,nothing game breaking,but can't remmember now...since i mostly play Assassin(Hunter) and Amazon (Miko) these are the first...will be coming here for a while to let you know what i found...also as I don't know jack about Touhou maybe you could really consider adding some more descriptions to the doc since it took me a while to figure out the basic stuff...and there is probably an entire bunch of people playing your mod and who also have no idea what they are actually doing...

Thanks again for a wonderfull mod and i hope you improve on it further...
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on April 21, 2014, 12:40:27 PM
I've dropped mentions of my mod at PK on both the forums and irc. My mod is too niche for most D2 players and was really just intended for people that know Touhou in some capacity. While it is complete in terms of the main modding goals, there's still a lot of stuff that still needs fixing or cleaning up. Increased exposure is nice but I don't have as much time for working on this as I did before. Thanks for the feedback and it will always be here for me to refer back to when I find the time to work on the mod some more.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Lucifer666 on April 21, 2014, 01:02:43 PM
Fair Enough...

will drop by to give feedback once i get to know the mod better...

How about the Two handed D/A/E Passive??? would give more playing options than One Hander + Shield...

Edit: Kansei appears like he got nothing equipped when you put a Wakizashi in Shield Slot...I think blocking works even thou visually he got no shield...

Edit 2: Merc Mercury Sea got the same problem Vanilla Cold Merc had with the Range of her Cold Arrow,mainly Fire Merc is taking monsters out off screen while Cold Mercs MS only reaches half a screen...
Also noticed that most of your new shield replacements appear to be invisible once equipped by char,by that i mean Char appears like he got no Shield,i can see them just fine in my inventory...

Edit 3: Any tips on Runewords with Proc Chances???for Mercs if possible??? Also i would like to ask for anybody to explain to me which gear pieces are for which Touhou Char as i don't know that and it would help out if I knew what should i be crafting for my chars...

Made 6 Chars of each Class,each specializing in one tree and using two other for support,in support trees i mainly got 1 point wonders...most of them cruise with no problems but man,Assassins Magic Resist Penalty and Druids Fire penalty HURT a LOT...makes for a challenging gameplay thou...
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on May 05, 2014, 06:23:10 AM
Edit 2: Merc Mercury Sea got the same problem Vanilla Cold Merc had with the Range of her Cold Arrow,mainly Fire Merc is taking monsters out off screen while Cold Mercs MS only reaches half a screen...
I dunno if the range of cold arrow is intentionally shorter, but it wouldn't matter considering they're both long enough range and should be used when your character is a melee type. Plus, cold freezes so it's godly useful even lategame. The act 1 merc can't tank anything, though, poor thing.

Also noticed that most of your new shield replacements appear to be invisible once equipped by char,by that i mean Char appears like he got no Shield,i can see them just fine in my inventory...
I think this one's intentional. My Remilia has no shield when she equips her set item, but does when wearing other shields. I'm tempted to think some shields being invisible are intentional, at least in some way.

Edit 3: Any tips on Runewords with Proc Chances???for Mercs if possible???
Can't really say much about runewords since I haven't done a single one. I tried once before I knew they weren't able to be used on the class-specific items on the character the rune word belonged to. (IE, can't use Marisa rune word on broom) I haven't been looking for builds that do this, but imagine I may have to soon since going as a single tree as that character is a very very difficult road lategame, and requires a lot of specific support from items.

Also i would like to ask for anybody to explain to me which gear pieces are for which Touhou Char as i don't know that and it would help out if I knew what should i be crafting for my chars...
This one made me laugh. I'm guessing you haven't read the documentation at all. It goes into depth about quite a lot of details you wouldn't expect. I know this because I was in your shoes once and was told the same thing. If you still have questions (and you probably will), then you can come back, since the documentation explains much better than I do sometimes, and other times... I can't make heads or tails of it.

Made 6 Chars of each Class,each specializing in one tree and using two other for support,in support trees i mainly got 1 point wonders...most of them cruise with no problems but man,Assassins Magic Resist Penalty and Druids Fire penalty HURT a LOT...makes for a challenging gameplay thou...
Seems like you haven't discovered the wtfbbq of sockets yet. Class socketable items come with a plethora of skills for your whole class, 0 to 64 for each class and then one or two random magical affix.. which CAN roll one of the classes but obscenely rarely. I have a 69 Intelligence stat and +2 light radius on a level 49 Hakurei Sealing Ofuda to prove my case with. They come with % resists and + stats sometimes, these are the ones you want to put into your items. They make resistances for story mode somewhat redundant since I have +300 to +500 on some of mine, but side areas and other such end-game areas will wreck your face even with 85% resistance to that element. I would know. I've been there.

Jewels aren't as useful as those in my opinion for socketing into items, but they do add sockets using cube recipes based on the tier of the item. Again you can find that in the documentation. I've used a rune for inability to be frozen, but don't see much of anything jewels bring to the table. They have indestructible should you want that on some item.. but indestructible isn't really useful endgame anyway.


Personally, I think jewels would be better if they had up to +10 to 15 or so of skill instead of up to +24 stats they give. I feel they'd be too powerful any higher than 15. Simply because they're currently +stat instead of +skill, they're really not all that powerful as they're cracked up to be. I'd like them to be viable for late game builds which players throw several points into their main character skill. It would give equal and/or more than the class-specific items for one skill but no others, and have three magical affixes instead of two. You're trading ALL class skill bonuses for a much larger bonus for only one. It opens more doors, gives more decisions, and makes jewels more viable late gam- wait, Pesco are you listening? Where are you going! Don't leave me!.. ;~;

- Also, I realize that derp, I find a lot of potions in Imperishable Night? Where Eirin goddamn Yagokoro is? The medical genius pharmacist? Oh why do I find so many potions there? REASONS UNKNOWN. :derp:
- Having 'treasure' appear more often in UFO is pretty lulzy considering.
- I don't know / understand if there's any significance to fragments and Peices added to SA, but I'm ok with it. Is there a reason for this, or just because?
- Why is it that I still find Remilia's, Sakuya's, and other character's sets inside of PCB? I think your drop table for sets is.. a bit broken at the moment.
- I was tempted to suggest something with what you did to Remilia's set bonus for the reanimation of the SDM cast, but realize this is still reanimation, and not summon on whim.. Sorry Alice, I tried :ohdear:

Edit'd because Engrish and.. something else that I can't remember the word for. That thing.
Edit 2 : CLARITY that's what it was. Edit'd for clarity. Yeah. Ok I'm good now.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Lucifer666 on May 05, 2014, 08:03:25 AM
I read the documentation...you obviously did not understand what i asked...

i meant for somebody to explain which gear is of what Touhou Char...like for example Nekomata Claw is for Chen,Dowsing Rod is for Nazrin and so on...I didn't figure out half the stuff of that,who does the Pendulum goes to,or Snake Trident is it for Nue or Meiling...

Also any Auras On Equip on Runewords???Or are they all just Skills and Stats of other Chars???
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Dorakyura on May 05, 2014, 09:53:39 AM
i meant for somebody to explain which gear is of what Touhou Char...like for example Nekomata Claw is for Chen,Dowsing Rod is for Nazrin and so on...I didn't figure out half the stuff of that,who does the Pendulum goes to, or Snake Trident is it for Nue or Meiling...

Well, you have to know Touhou to know which item are associated to which Charakter. Pendulum is a Nazrin item, Snake Trident is Nue.
Wasn't there a list of items somewhere? I can't check the touhou wiki page for LoM right now, I remember Pesco did something like that.

For the Rune Words: Only skills, though some skills are actual auras that you can activate when you have the runeword equipped.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on May 05, 2014, 10:13:42 AM
Seems like you haven't discovered the wtfbbq of sockets yet. Class socketable items come with a plethora of skills for your whole class, 0 to 64 for each class and then one or two random magical affix.. which CAN roll one of the classes but obscenely rarely. I have a 69 Intelligence stat and +2 light radius on a level 49 Hakurei Sealing Ofuda to prove my case with. They come with % resists and + stats sometimes, these are the ones you want to put into your items. They make resistances for story mode somewhat redundant since I have +300 to +500 on some of mine, but side areas and other such end-game areas will wreck your face even with 85% resistance to that element. I would know. I've been there.

Although it's worth noting that Normal Act 2 is a nightmare for Hermits because they usually cannot get a decent amount of fire resist by that point, and Rin is one of the hardest bosses in the entire game [After maybe Tenshi with her Volcano that spawns directly under you and hitstuns you ad infinitm for a OHKO] even without the -100 weakness.

I read the documentation...you obviously did not understand what i asked...

i meant for somebody to explain which gear is of what Touhou Char...like for example Nekomata Claw is for Chen,Dowsing Rod is for Nazrin and so on...I didn't figure out half the stuff of that,who does the Pendulum goes to,or Snake Trident is it for Nue or Meiling...

Also any Auras On Equip on Runewords???Or are they all just Skills and Stats of other Chars???

You can figure out who it's for by sticking it in the cube and unlocking the '+X to Y stat' parts of the item. 9 times out of 10 the highest modifier will be what that item is designed to be for that character's core stat.

Note the only 'Core Tree' with it's own weapon is Yorihime. Reimu, Meiling, Minoriko, Mystia, Patchouli and Hina do not have a weapon.

Still; I'll make a list; note, between sockets and the fact that these items also give stats to other trees at random [Although the ones not locked out by the main specialization are more common, and core tree equips more often have + to all of the stats]

Also note that most [All?] classes will have no choice about at least one slot. For example, the only glove option for Mikos is the Sleeves [Other than basic]. This is most jarring with the Hunter who only gets one option for their main armor, which tends to give the largest bonuses.

Of course, you can easily use the equipment which gives the largest boosts to other characters, especially when you don't have other options. A Commander Outfit can quite easily give bonuses to, say, Unknown as well as Dowsing.

Miko-
Makai Scroll - Byakuren
Qiang - Shou
Simbilan - Remilia
Wind Gohei - Sanae
Lunarian Bow - Eirin

Detahced Sleeves - Reimu
Pariah Boots - Byakuren
Tiger Skin - Shou
Bloody Parasoul - Remilia
Galaxy Dress - Eirin
Miko Outfit - Sanae
Ying-Yang Orb - Reimu
Nurse Cap - Eirin

Fairy:
Oarfish Shawl - Iku
Hourai Sword - Mokou
Witch's Broom - Marisa
Melancholic Doll - Medicine
Silver Trident - Letty

Crescent Hat - Patchouli
Oarfish Hat - Iku
Immortal Boots - Mokou
Poison Dress - Medicine
Witch's Hat - Marisa
Winter Cape - Letty
Spellbook - Patchouli
Pheonix Fist - Mokou

Hunter:
Mochi Pounder - Tewi
Karakasa - Kogasa
Nekomata Claw - Chen
Dowsing Rod - Nazrin
Snake Trident - Nue

Gateguard Boots - Meiling
Rabbit's Foot - Tewi
Zettai Ryouikki - Nue
Tsukomogami Geta - Kogasa
Cat Paws - Chen
Commander Outfit - Nazrin
Dragon Cap - Meiling
Pendulum - Nazrin

Warlock:
Ghost Fan - Yuyuko
Grimoire - Alice
Corpse Shovel - Rin
Reaper Scythe - Komachi
Kursari-Gama - Yamame

Curse Dress - Hina
Ghost Hat - Yuyuko
Butterfly Fan - Yuyuko
Puppeteer Gloves - Alice
Furnace Gloves - Rin
Shinigami Sandals - Komachi
Spider Dress - Yamame
Curse Boots - Hina

Kensei
Katana - Youmu
Watermelon Sword - Cirno
Dao - Momiji
Lunarian Sword - Yorihime
Wand Sword - Flandre
Celestial Sword - Tenshi

Wakisashi - Youmu
Ice Wings - Cirno
Tengu Sheild - Momiji
Lunarian Boots - Yorihime
Lunarian Gloves - Yorihime
Crystal Wings - Flandre
Peach Hat - Tenshi
Keystone - Tenshi

Brawler
Guide Ring - Ichirin
Sake Gourd - Suika
Anchor - Murasa
Oni Fist - Yuugi
Throwing Knife - Sakuya

Sparrow Cap - Mystia
Sparrow Boots - Mystia
Nun Hood - Ichirin
Oni Chains - Suika
Sailor Outfit - Murasa
Sake Dish - Yuugi
Oni Geta - Yuugi
Maid Outfit - Sakuya

Hermit
Flower Parasoul - Yuuka
Autumn Leaf - Shizuhara
Kappa Pistol - Nitori
Tengu Fan - Aya
Control Rod - Utusho

Fruit Hat - Minoriko
Harvest Gloves - Minoriko
Flower Dress - Yuuka
Sunflower - Yuuka
Autumn Boots - Shizuhara
Kappa Suit - Nitori
Tokin - Aya
Solar Cape - Utusho
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Lucifer666 on May 05, 2014, 03:16:34 PM
Thank you very much for information...that should be in the mods Doc for those of us who don't know jack about touhou...I have been unlocking items to see but sometimes other stats are higher than the Chars main stat,guess thats randomness...

how come you all think Rin is one of the hardest??? I was surprised by HER new abilities but not killed the first time i run into her,granted it was Eirin-Sanae Miko who got to her first so i knew for what to prepare the others,my Alice also got no problems with disposing of Rin...none still got to Tenshi thou since Sanae one shots all of my chars,my Alice was the closest to kill Sanae out of all who got to her for now...for now Sanae is the only Boss that actually killed any of my Chars,and the bosses in special dungeons since i had to see what is what in this mod so i got into some special areas a little bit to much early so was powned by my ignorance...

Also what skill is that that Patchoully uses,i noticed with different Chars she was shooting additional bolt aside the poison one i saw also Cold Bolt and Fire bolt,maybe she can even shoot out a Charged Bolt???

Also Pesco,the Unique Druid(Hermit) boots can be equipped by any Class,intentional???
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on May 05, 2014, 03:27:43 PM
I'm sure those boots are for Hermits only. Maybe something wasn't set properly.

Patchoulli shoots her 5 element sign philosopher's stone. If it hits you you die. If it doesn't hit you, you almost die, most of the time.

The characters that you're not having a hard time against Rin with are characters that don't need to get close to her. Act1 fire merc could cheese through every boss because of the way the original Game of Life attack worked.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: highzealot on May 05, 2014, 03:49:08 PM
I hope nobody minds if I post this here but I've started a playthrough on YouTube using some sort of Eirin-Sanae build. Playlist (https://www.youtube.com/playlist?list=ELLs766iqhiFI)
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on May 05, 2014, 05:06:14 PM
Thank you very much for information...that should be in the mods Doc for those of us who don't know jack about touhou...I have been unlocking items to see but sometimes other stats are higher than the Chars main stat,guess thats randomness...

how come you all think Rin is one of the hardest??? I was surprised by HER new abilities but not killed the first time i run into her,granted it was Eirin-Sanae Miko who got to her first so i knew for what to prepare the others,my Alice also got no problems with disposing of Rin...none still got to Tenshi thou since Sanae one shots all of my chars,my Alice was the closest to kill Sanae out of all who got to her for now...for now Sanae is the only Boss that actually killed any of my Chars,and the bosses in special dungeons since i had to see what is what in this mod so i got into some special areas a little bit to much early so was powned by my ignorance...

Also what skill is that that Patchoully uses,i noticed with different Chars she was shooting additional bolt aside the poison one i saw also Cold Bolt and Fire bolt,maybe she can even shoot out a Charged Bolt???

Also Pesco,the Unique Druid(Hermit) boots can be equipped by any Class,intentional???

Rin is fast, teleports, pretty durable and spams mobs which can cause Fire Novas when struck and have a chance of dealing very high fire damage. They are nightmares for melee builds and for Hermits on Normal who start with -100 Fire resist and probobly do not have the items to fix this yet.

Sanae is the other of the 'Big three' annoying/cheap bosses in the main game. The other being Tenshi. We're not counting the optional area bosses/mobs. Worst part about the special areas? To get the real rewards you have to clear them on Hell mode. Things will oneshot you on Hell. Especially the ranged mobs or the 'Explodes on death' mobs.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Lucifer666 on May 06, 2014, 10:36:36 AM
Killed Rin with Kogasa and Youmu for now out of melle bulds for now,as long as Fire Res is around 60 i have no probs on Normal,as i notice the recipes are allowing easy access to Res...

Is there ever going to be recipe to reduce Item Level Req Penalty you get for Crafting???And i didn't understand does crafting +Skill on Items comes with Item Level Req Penalty???
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on May 06, 2014, 10:56:42 AM
Killed Rin with Kogasa and Youmu for now out of melle bulds for now,as long as Fire Res is around 60 i have no probs on Normal,as i notice the recipes are allowing easy access to Res...

Is there ever going to be recipe to reduce Item Level Req Penalty you get for Crafting???And i didn't understand does crafting +Skill on Items comes with Item Level Req Penalty???

Because a skill buff is a pretty big thing so it's a counterbalance.

I never get the stuff to get Fire Res on Act 1 Normal ~_~
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on May 06, 2014, 11:59:03 AM
The simple elemental damage/res recipes are legit OP. All you need is just the base item and then you're set for until you find the item in the next tier.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Dorakyura on May 07, 2014, 01:40:19 PM
Code: [Select]
Event: "Marisa stole the precious thing Rush"
Date: just an idea :V

What to do:
7/8 Players, within 2 hours, get as far as possible using a unique starting class.
With 8 players, one class can have 2 players.

Players:
Miko -
Fairy -
Hunter -
Kensei -
Warlock Dingsi -
Brawler -
Hermit -

Also: TeamSpeak

What do you think?  :derp:
Is it even possible to get to Act 5 within 2 hours?
We could make it with the power of friendship right?
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on May 07, 2014, 01:59:19 PM
We tend to spend too long not having a plan and it's a hassle to set up hosting.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Lucifer666 on May 07, 2014, 02:17:57 PM
Pesco

The skill Grudge Bow(Nue final skill) does not have a mana cost in skilldesc and no visible bonuses per level...what does it get per level???Also it seems to me that it is hitting more than once the same enemy...

Started writing explanations of skills that people unfamiliar with Touhou can understand,with hidden properties like for example Yorihime Auras give % max Res based on Slvl...Red Cloak,Blue Cloak gives %DR based on Slvl and so on...Roc Sign i just wrote Dragon Talon for example...when i finish would you be interested for me to post here that list???
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Dorakyura on May 07, 2014, 02:21:10 PM
We tend to spend too long not having a plan and it's a hassle to set up hosting.

I can host without proxy or hamachi and shit :)
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on May 07, 2014, 03:26:08 PM
Started writing explanations of skills that people unfamiliar with Touhou can understand,with hidden properties like for example Yorihime Auras give % max Res based on Slvl...Red Cloak,Blue Cloak gives %DR based on Slvl and so on...Roc Sign i just wrote Dragon Talon for example...when i finish would you be interested for me to post here that list???

You're welcome to do so. There will be a magical day when I also get round to updating the info on the wiki. It should also be noted that the skills you gave examples for are simply renamed skills from the vanilla game. Naturally they do the same things and scale the same way as before.

The skill Grudge Bow(Nue final skill) does not have a mana cost in skilldesc and no visible bonuses per level...what does it get per level???Also it seems to me that it is hitting more than once the same enemy...

It gets more mana cost. And more damage that I forgot to set ever since I made the skill in version 0.43.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Yookie on May 07, 2014, 03:45:24 PM
Event: "Marisa stole the precious thing Rush"


I'd be in for that.
Is there something to prepare on my end for connecting when we get this going? Just so I can prepare in advance.
I'm also rather flexible in terms of time.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on May 09, 2014, 05:32:36 AM
I've been running a few charcters, mostly a Nue for a while now and even went as far as looting my other saves. Here are some my own notes for what I'm thinking of adjusting.

I'm really happy with the bonus fragment crafting recipes. They can give you good gear all the way through the game because the output item level is based on your character level. The jewel crafting recipes should be tweaked a bit. The generic jewel crafting recipe (5 gems of the same quality) feels about right with the level of stuff it produces. The pure jewel crafting recipe (5 gems of the same type, 1 of each quality) produces jewels that very powerful but usually too high level to use right away. I would lower the output power so you can get action out of it immediately.

The 3 difficulties of the game give a rough separation of early, mid and late game. Early game is negligible in terms of balance because anyone can simply rush through it. My Nue cleared it with only the 1 base point in Lives and less than 650 hp the whole time. Mid and late game are where I want the advantages of the different builds to be most apparent. There are considerations to make here from the player side and the game side. I'll start with the game's influence first. Enemies scale up in damage, hp, resistances and abilities. Of these 4 factors, resistances play the biggest part in the difference between a player killing a monster with weapons or spells. I'm thinking of giving enemies a buff in their resistances so that caster builds will have a weaker late game while melee builds are relatively unaffected.

I'd like to move the game towards giving casters a strong early and mid game, then tapering off as they get into late game. The player side of the caster vs melee balance involves skillpoints, attributes and items. A well designed caster build tree should have spells that are good in specific situations. They force a player to be careful with what skills to invest in. If from my point above, I have more mobs that carry immunities, a caster is forced to skill up a backup spell. You get 141 skillpoints in the game and that's enough to max 5 skills. This typically allows you to max a build's core character skill, 2 skills in that tree and 2 skills elsewhere in the class. I feel this is fine as is. It is possible to be running around with a maxed skill at level 26 but this should carry its own disadvantage. You only have 1 answer, which at this stage of the game could be fine, and you're limited by mana cost. So a caster's attributes distribution should revolve around having enough points for equipping gear and putting the rest into Bombs for sustainable mana. A maxed out spell has peaked its base damage and you can only get more from the character stats on equipment. Casters and melees share the same limitation of what equipment are available and the size of the affix bonus. The only melee advantage here is that they have weapons which can scale based on their attributes. The attribute based scaling for weapons still seems a little weak. At the moment all tiers of weapons scale the same. If I want melees to be ultra strong in late game, I'm considering to let the weapon scaling snowball up for the weapon tiers.

Post any feedback you guys have. I've been juggling some ideas about skill remakes as well. If you have something that could make a character build more viable or interesting, I'm always open to suggestions.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Yookie on May 09, 2014, 07:38:21 AM
Something that definitely doesn't need to be buffed is the Eirin tree.

It has clear weaknesses, is kinda meh in the midgame where procs start to fall off and you not yet get the really good weapons but just rolls over everything once you do get your stuff together as long as it is not immune to physical, which stops you dead in your tracks as the Miko trees don't really give you any meaningful usable elemental damage. (Can't use Shou's, Remilia's and Byakuren's melee skills with a bow)
The only thing to get around the problem with physically immune/resistant enemies is to get something that either procs or lets you cast Wound Sign "Pain Flow" and stack Misfortune. But once you do get that you're basically done.

I'd even go so far as to say that some scalings of Eirin need to be nerfed. (As much as it pains me to say that, as it is hilarious to run around being some kind of demi-god)
I'm on Lunatic/players8 with 40something% lifesteal (thanks to Remi's tree, which also supplies me with attackrating), enough manadrain for sustain so nothing is able to kill me unless it oneshots (what nothing can really do thanks to "Mysterious Song") and even Yuyuko's physical immunity in PCB gets broken by my Pain Flow.
Combined with the utility that Mercury Sea brings and the fact that you can spam everything with minions once you get Remi's set gloves the whole class feels kind of broken. Certainly strong lategame but way over the top.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Lucifer666 on May 09, 2014, 07:42:55 AM
Cold dmg should scale better,for Sorc 8 points in Snow for 1% increase is low,if you gonna increase Res of monsters then Sorcs and other Casters will ALL be forced to use Hina Runeword for lowering Res of monsters???I had more wrote down,but on another PC since i got no Net connection on that one,and my Flash Drive died yesterday so can't transfer it for now...

Maybe a Solution,remove the 1/5 penalty Curses have when breaking Immunity and the problem is solved,you could actually break any Immune with enough Skills of Lower Res(forgot now how you named it)...
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on May 09, 2014, 11:11:32 AM
Eirin's weapon has the highest base damage in the game. That's the only thing that should take a nerf for Eirin to be a bit more balanced.

The penalty for breaking immunities may be an engine limitation. I'll have to check but thanks for the reminder to factor that in when I tinker with the resistances.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on May 09, 2014, 11:37:52 AM
Hmm, well I've played quite a lot of the trees; so:

Miko:
I think the Reimu tree as a core tree needs it's damage skills a little stronger. They can be solid magic damage skills that can be taken by the other trees freely. Needles in particular. [It is magic damage, right?] The scaleings just feel too low on it, especially when you factor in that two of the classes can't even use the Orb well, a third has the Parasoul, and aside from that the only reliable source of Border is the gloves, which don't give that much.

I dislike just how slow the ammo of Javelins and similar weapons regenerates, it breaks the game's pace, but that might not be something that can be changed.

Hungry Tiger and Vajira feel overshadowed by Shou's elemental skills, especially as both have somewhat long animation times since it animates every blow and such.

Not played Eirin

While I've not leveled a Sanae too high to see her Tornado skill, Day the Sea split feels a bit too weak.

Kensei:
Yorihime's tree falls off hard lategame

Rabies Bite is too good. [Blame procs]

Not played a Youmu but I don't think it's that strong from looking at it, she dosen't have much to deal with mobs aside from one of her skills, which is kinda like Vajira and is kinda bad due to the animation time. [I guess it's better with procs however]

Tenshi's Sword of Unletting Soil is neither clear about what the hitbox is or that useful.

Cirno suffers from the falloff all cold users do, but that's the trade for the C.C. Except since Cirno is melee, the C.C isn't that much of an issue. Although her charge attack scales well.

Flandre I've not played too much.

Warlock:
Yamame tree feels too weak until it's final skill. And then it's a one-trick pony.

Yuyuko's ressurections are bugged in the AI and just wander around most of the time, and her final skill is completely useless, not dealing anywhere near enough damage to ever justify using it. The degen is a tickle.

Fairy:
I find it strange that you claim you want casters to be 'strong early and mid' when Marisa, Patchouli, Letty and Medicine are all awful really early. [Especially Medicine] Iku is alright and Mokou is pretty good.

I dislike the fairy classes in general, although Letty's scaleing is a little too low, especially on her cold on-hit aura. That's an incentive to go melee, it should scale better.

Druid:
Nitori's tree feels very... 'eeeeh'. The core tree feels almost useless unless paired with Shizuhara or Aya for the damage aura, although I've not had a Hermit where I've been in the position to level the passive resist boost much.

Hunter:
I've not had a high level hunter because a lot of the trees are basically just 'run up to people and smack them around', which is pretty dull. [Except Tewi which is 'run in rings around a trap'] Chen's tree feels underwhelming, and Meiling's is weak until the lv 30 skill, and doesn't even provide good support. Also Roc Kick is outright worse than Rainbow Palm, probobly shouldn't be.
Kogasa tree is solid, and Nue's is alright.

Brawler:
Same problem it feels as the Hunter. The trees feel pretty similar to play overall, except Ichirin and Suika [And the Suika tree feels really weird]. Mystia tree is full of skills you probobly won't level, especially with all the other ways you get of stat-boosting and pumping your skill levels. Also many of the classes really suffer from the combination of butchered mana regeneration and a very low mana pool. Like Ichirin.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Lucifer666 on May 09, 2014, 02:05:32 PM
Utsuho first Skill does not gain anything from it's main Stat...

Chen's Shikigami Sign Pentgram something does not gain anything from it's main Stat even thou it is listed there that it should receive additional Dmg,checked by being naked and then stacking Wicca with no visible change to dmg...

Alice melle Dolls show different Dmg on Skill Panel and when on Right Click for casting,i think it is showing one less level Dmg of them...and the Caster Dolls need a serious BUFF,they barely do any Dmg even on p/1...
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on May 09, 2014, 02:11:52 PM
Really? I had no issues with caster dolls from my Alice/Yuyuko build.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on May 09, 2014, 07:53:59 PM
I had a post. I was writing for over two hours, if not two and a half hours. ALJKFGAJKFAKHAGD FLIP TABLE RAGE QUIT :colonveeplusalpha:

Before I decide to re-write everything I just lost, I have one question I want to ask. Why are you making casters weak late-game?


I absolutely hate this website's lack of saving posts while you're writing them. I clicked preview and it logged me out automatically. Lost everything.

I cast mental evils upon the one who thought putting an auto-saver for text either wasn't needed or was a bad idea.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Lucifer666 on May 09, 2014, 08:41:04 PM
you should just type it in a simple txt file and then just paste it here,would save yourself from headache...I do that when i want to say a lot on random forums...
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on May 09, 2014, 08:52:41 PM
Funny you say that considering I'm always the one that tells others that when using outdated communication programs that don't save your stuff when something bad happens. Like emails. I'm not used to things not automatically saving my current progress. This is the only forum I know of that does not save your posts, and I've been on quite a lot, old and new. Every forum I've been to that didn't have auto-save has it now. Except this one. There's no reason for this forum to be outdated software.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Amraphenson on May 09, 2014, 11:57:42 PM
 Wrong thread to complain about that.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Lucifer666 on May 11, 2014, 07:51:19 AM
Pesco What happened to Death Sentry???that was my favorite Assassin Skill...
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Terrabreak on May 25, 2014, 08:17:48 AM
Someone else having problem with the last patch and Plugy? It just crashes everytime I select a character.
If I use the back-up patch again it works without problems but as soon as I replace it with the new one the crashes to no end.
:/

EDIT: It also randomly crashes while playing without Plugy (This never happened with the older patch either)

EDIT2: Holy moly... that guy up there sure didnt lie about the infinite potions, tried to play through SA and they were never ending. Also...SA mobs drops A LOT of fragments and pieces (power, grace, etc.) but they dont seem to drop any of the SA sets, maybe Im just unlucky but in EoSD the sets rained just like the potions do here :/
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Renotaki on June 08, 2014, 11:35:03 AM
Totally new to the game, barely beat act two on normal. like the mod, and just skimmed through the forum for the development process (skimmed anyway) and read the 1.0 + notes... don't really have much to say that hasn't been commented on already at the moment but hope to get more interesting things as I play more! ... and to not annoy everyone too bad
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on June 11, 2014, 03:48:33 PM
Every time a post is made here, I am obligated to play a bit of LoM.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Dorakyura on June 12, 2014, 10:07:09 AM
Because why not  :D
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Renotaki on June 13, 2014, 05:17:10 AM
So far, after playing with many different builds, I decided to go with Flandre primary build- surely this will change as I run into more powerful fire resistant enemies, but putting the full load of my points into QED and Flandre's base stat has let me wreck most things I run into with few hits... I'm only halfway through lunatic right now, however. I'm sure once enemies catch up to the skill level I maxed out early on (say, Phantasm and all that jazz) I won't have it so easy... a fully leveled QED with 21 points in Flandre's synergy stat was able to virtually three shot Marisa at the the end of Normal difficulty- and one Shot Act One Flandre with maxed Chaos and a good amount of socketed gear with blessed apples of Chaos-ness hehe I guess time will tell if the majority of my damage coming from fire alone with only a few elemental procs on my armor and attack boost from Flandre's base stat will be enough compensation to take down bigger fish...                                                                                                                                                                                                                                                                                                                         
I haven't tried too many of the special stages on the second level of dungeons yet, although I did have some horrifying experiences as a level 10 going up to the second level of the Underground tunnel to get horribly massacred by super Cirno and her army of ice creatures. once I was an adequate enough level I did try both Unidentified Fantastic Object and EOSD dungeons on normal difficulty- after clearing EOSD three times, I don't have anything special to show for it. Fantastic object on the other hand... of course had plenty of enemies who make it rain in loot and it is a massive dungeon. When I did sit down to truly clear the place and pick up virtually everything but magic items, it took hours. I understand it may serve as a loot level, but it was downright tiring to try to pick it all up~ x.x maxed out my gold real fast, luckily gold has a stronger purpose in this mod as opposed to vanilla so I'll definitely have a purpose for it ^^
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Terrabreak on June 14, 2014, 08:59:39 AM
Stuff

And then you run into something fire inmune and are forced to run :V
Isnt gold yen in the lategame only there to revive the suicidal mercs? That or maybe to stack it with Tewi last skill

Right now Im just trying my luck with the endless rings/amulets in UFO
Found 2 rings which gave me lvl 51 for Mystia aoe stun (10 secs)~
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Yookie on June 14, 2014, 09:57:01 AM
It's easy enough to reduce enemy resists. You just need to find something that procs the appropriate curse and then stack misfortune.

When you can run around with a Miko that is able to deal physical damage to Yuyuko then a fire-only Flan should work too. :V
Unless the curse against magic resists works vastly different.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on June 14, 2014, 12:13:24 PM
You need a lot to be able to break resists. If a mob has 120% resist, you need 101% reduction to bring it down to 99%. I feel it should be fair to give Hina a buff so that she can break resists more easily.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Terrabreak on June 14, 2014, 10:04:24 PM
Now that the procs on procs have been nerfed, I found the perfect way to lag my game into a crash

Be a Miko
Get remilia's set gloves (Chance to spam a fairy maid after killing an unit)
Go fight Yukari
Have an age of empires combat
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Renotaki on June 15, 2014, 04:45:34 AM
My plan B if all fire Flandre doesn't work is to get points in Tenshi's shockwave skill as a secondary, as I recall it is the only skill Tenshi has that is not also fire based :V and an age of empires esque battle sounds like a great idea! If only my computer wouldn't lag out if I tried.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Yookie on June 15, 2014, 08:40:24 AM
When I went to Yukari I summoned so much by killing the stuff Chen summons, who gets summoned by Ran who gets summoned by Yukari, that almost all of it just was no longer displayed. :V

I was basically standing there shooting my spread-shot with the piercing you get from the Remi set. There was too much going on to even properly target Yukari and it took an eternity the first time.
But yes, it was two fronts clashing with each other in RTS style fashion (minus the ability to actively control them) except that I was summoning minions inside the mountain of enemies.

The battle against her is basically just silly (justified, she's Yukari after all. And it's fun when it doesn't take forever to shoot her down because she decided to hang around way back)
and I don't know how other classes are able to even approach her.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on June 15, 2014, 09:02:24 AM
When I went to Yukari I summoned so much by killing the stuff Chen summons, who gets summoned by Ran who gets summoned by Yukari, that almost all of it just was no longer displayed. :V

I was basically standing there shooting my spread-shot with the piercing you get from the Remi set. There was too much going on to even properly target Yukari and it took an eternity the first time.
But yes, it was two fronts clashing with each other in RTS style fashion (minus the ability to actively control them) except that I was summoning minions inside the mountain of enemies.

The battle against her is basically just silly (justified, she's Yukari after all. And it's fun when it doesn't take forever to shoot her down because she decided to hang around way back)
and I don't know how other classes are able to even approach her.

Wait fighting Yukari dosen't outright kill your Diablo 2?
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Yookie on June 15, 2014, 11:03:30 AM
Fighting Yukari is like staring at an empty room for a minute and then suddenly there are a lot of corpses and loot.
Most of the time.
When I'm fast enough and get to her with a lot of minions already I can single her out and shoot her down with minor frame-drops.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Renotaki on June 16, 2014, 10:33:40 PM
The fact that Yukari has adds is great... because a maxed out forbidden fruit on Flandre (super corpse explosion) with a solid amount of chaos attached can be 1000% + of the corpses hp to everything within 10 yards... which makes more corpses to blow up. I hope alot of Chens show up :P pretty likely I won't be able to take the lag though
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Terrabreak on June 17, 2014, 10:24:37 PM
I havent tried Kensei flandre since the first time I played LoM
But Kensei Momoji is just foolish, rabid bite does so much damage I have to raise the /players level so the mobs dont die before spreading the poison :I
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Amraphenson on June 18, 2014, 12:53:38 AM
The game is balanced for /players 8 to begin with afaik. But things die fast in Diablo 2 to anything they're not immune to; that's just how the game is.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on June 18, 2014, 03:18:50 AM
Playing on anything less than /p8 makes you a dirty casual :V
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Renotaki on June 18, 2014, 05:41:01 AM
well, I'd like to try multi-player out, but i'ma bit hazy how to go about it. Perhaps there is more than one way to skin this cat? Also, sadly, my computer had a sort of heart attack and long story short I lost my level 96 Flandre. I do intend to re-level a new one, but of course I'd need a bit of time. How would I go about setting up multi-player after I get leveled up enough to not be a burden to the other players? ...Unless this is a command where you raise the power of the mobs to be equivalent to the amount of players you input in single player. If so, I should try it once I get a decent character again lol
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Yookie on June 18, 2014, 10:11:41 AM
/players8 is just a command that turns enemies as strong as if you were playing together with 7 other people. Works for 2, 3, ... as well.
It of course also increases experience gains and iirc drop rates.

It was once said that the mod does not work with Battle-net so for multiplayer the only option is to set up a LAN connection via Hamachi or similar programs. But I also remember reading here that that is a bit unstable.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Hawkpath1337 on July 07, 2014, 03:43:45 AM
Cubing is broken. I haven't even finished the first quest, and I just made a Nekomata Claw with 1-65 Lightning Damage on it.

And +80  Attack Rating.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on July 07, 2014, 05:31:02 AM
That's an insignificant amount by the time you get to the next act.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: PinkOnion on July 07, 2014, 06:23:27 AM
Just a minor item bug report here for you.
Patchouli's Set Boots and Shield have their item slots reversed.
E.g. I'm wearing the shoes as the shield and the shield as the shoes.

Is Royal Flare supposed to be so absurdly powerful? Once I obtained it in Normal, I one-shot everything except Diablo, and it only took two or three Royal Flares for all the Act Bosses in Lunatic, in Players 8. It's physical and sets off procs like crazy.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on July 07, 2014, 06:35:22 AM
Just a minor item bug report here for you.
Patchouli's Set Boots and Shield have their item slots reversed.
E.g. I'm wearing the shoes as the shield and the shield as the shoes.

Is Royal Flare supposed to be so absurdly powerful? Once I obtained it in Normal, I one-shot everything except Diablo, and it only took two or three Royal Flares for all the Act Bosses in Lunatic, in Players 8. It's physical and sets off procs like crazy.

Totes a feature of the set :V. Noted and will see to fixing it.

Royal Flare isn't physical according to the skill coding but it might be the missile that carries physical since i just copied immolation arrow and animation-swapped the arrow into a fireball.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on July 07, 2014, 07:30:51 PM
It was once said that the mod does not work with Battle-net so for multiplayer the only option is to set up a LAN connection via Hamachi or similar programs. But I also remember reading here that that is a bit unstable.
Technically, LoM does work on Open Battle.net, but it's very unstable, the game host may play fine, but anyone connected will crash very often. It's often enough that you spend more time re-opening the game than actually playing it. Most of the time you're busy logging back into Bnet and/or rebooting the game entirely because the character select crash. (even though the 2nd bug has nothing to do with the first) This is only my experience, though. I wouldn't recommend Bnet, but I would recommend TCP connection using things such as Hamachi or Tunngle. The former being very simple and needing less work than the latter, but the latter is also so much more stable and powerful. I've used both and recommend Tunngle over Hamachi. Keep in mind I've used Hamachi for around a decade, maybe more, and Tunngle for only a few years now. The way I see it, whatever works for your scenario is the best thing to use.

it might be the missile that carries physical since i just copied immolation arrow and animation-swapped the arrow into a fireball.
As far as I know, Immolation Arrow was a physical skill that had fire damage attached to it similar to how Lightning Fury works. It did your weapon damage to what you hit and then the skill's fire damage on top of that. Only the monster you hit with the skill was hit with physical damage, while the fire damage was done in the skill's area of effect. This physical effect causes it to proc effects in LoM, and creates too many effects for the game's render engine to handle, irrelevant how good your computer specs are.

I don't have a problem with obscene amounts of effects, but it seems to me like this skill in general can create a absolutely massive amount of lag and use a lot of the engine's resources. I don't know if you can refine the skill in order to function faster, or just use a different skill in order to make in function differently. Does Royal Flare have to have physical attached to it's skill? If not, you could use Fire Ball's base skill and animate a large area of fire instead of the reverse that you have now. I don't know what exactly you plan to do with it, but I feel there's so much potential with it that doesn't require the skill to be obscenely broken.

Also, I have yet to find Meiling's [Mountain Breaker on Striking] on anything. Ever. I'd like to know if it's actually possible for this skill to spawn [on striking], or if it only spawns [when struck]. I've spend probably hundreds of hours on probably more than half a dozen characters looking for anything that even remotely hints at this skill having an [on striking] possibility.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Hawkpath1337 on July 09, 2014, 02:34:07 AM
That's an insignificant amount by the time you get to the next act.
The claw served me well throughout the whole of Act I. Act II, I haven't even gotten past the first group of enemies. Why? Because FUDGE BURNING ARCHERS, AAAAAAA! Act II was a nightmare in Vanilla LoD, and LoM it's even more of one. I've managed to get through it with a PatchyMokou Voile Fairy in a previous version, but I lost her because previous version. I'm trying to make an IkuMokou fairy now, because I fondly remember the combo I did with Mokou's last two skills. Sure, it resulted in me being in the middle of everything, but at least everything is constantly taking fire damage. Now add Thundercloud Stickleback to it.

Also worth noting I always play on Players8.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Kaitani on July 16, 2014, 09:18:26 AM
Someone else having problem with the last patch and Plugy? It just crashes everytime I select a character.

Using the latest patch and PlugY, game crashes every time I log a character in. The only way to get in the game is to create a new character, save&exit and the pick the character you want to play. Even with this, it's more or less 50/50 chance to not get the crash. Haven't had a single crash in-game yet though (Deep Freeze proccing like mad forced me to save&exit the game though, the lag!). I'm forced to use windowed mode because on full screen mode all I get starting the game is a tiny black box on the top left corner of the desktop. Could the problem be that I have a wide-screen monitor?
So, anyone have ideas to make switching between chars a bit less of a hassle? :)

Also, went and cleared Danmaku Archers in Phantasm. The place is missing those lovely lightning barrage ghosts, what's a ranged hazard place without them? :P
Was anyone else expecting some epic room of death entering the second level of that map (the Netherlands)?
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on July 16, 2014, 09:28:54 AM
The mod was designed based on 1.13c and not 1.13d. While the game can still be played, you run the risk of it crashing often.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Kaitani on July 16, 2014, 09:38:33 AM
I'm pretty sure I'm not using the latest patch, but can't find any info about the version other than the "1.13" at the starting screen.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on July 16, 2014, 09:41:30 AM
There should be a patch.txt in your game folder. It will list which version you have.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Kaitani on July 16, 2014, 09:50:21 AM
Oh there it was! It says I have the version 1.13c, so this shouldn't be the cause of my problems.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Hawkpath1337 on July 16, 2014, 10:00:42 AM
I am finding Letty Marisa combo incredibly effective. Lingering Cold is good for small groups of enemies, and for large groups I'll mash the right mouse button while mashing F1-3(might add F4 with Table Turning), resulting in an RIDICULOUS screen-clearing MESS. Stardust Reverie on F1, Undulation Ray on F2, and Shoot the Moon on F3 is just a total mess. Marisa's increased casting speed from dumping points into her Unique Stat skill causes OUTRAGEOUS speed, and it's just a mess!
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on July 16, 2014, 11:18:25 AM
Even with this, it's more or less 50/50 chance to not get the crash. Haven't had a single crash in-game yet though
The character select crash is something that's been discussed quite a bit before, and I went so far as to get logs of the crash just for it to have no actual source. No file, no line, nothing. Not even windows error log can source it. As far as I know, Pesco doesn't have any idea what causes this bug or why exactly it happens, and honestly neither do I. If you've got any ideas on it, speak your mind, because It's pretty much a dead end so far.

Also, the in-game crashes have stopped for me, but then again I haven't been playing the long hours every single day that I used to. I'm also using D2SE Mod Manager, but haven't experienced a single difference in gameplay from before using it. The char select crash happens just the same, and there's been no crashes mid game, though those are far and few between anyway. Also with the new update Pesco released, it may have been fixed, but that was a long time ago, and I don't have a date stamp on my last in-game crash. It's possible you may have started playing after the in-game crashes were fixed, and/or your computer hardware and software don't have the compatibility problems that others have.

Also, went and cleared Danmaku Archers in Phantasm. The place is missing those lovely lightning barrage ghosts, what's a ranged hazard place without them? :P
Ah, gloams. Thy mortal enemy. I don't think they were ever in Danmaku Archers because their lightning was near impossible to dodge based on how fast the skill moves vs your character on top of your reaction time. They also shot you from off-screen, so that's a thing too. Everything in Danmaku Archers has an attack that takes time to get to it's target. Some slow, some fast, but none are instant. I agree that Gloams would fit perfectly into the ranged category of Archers, but they wouldn't fit the Danmaku title.

Was anyone else expecting some epic room of death entering the second level of that map (the Netherlands)?
*raises hand* :V
Still waiting for something to be added there since I'm not sure if it was finished. (or if it'll ever be finished) I was expecting Yukari to show herself and was thoroughly disappointed. The older versions of the mod had a surprising mob that I don't think is in the current version. I'm also assuming it was some type of in-joke that I'm not aware of. I would say it almost feels notorious enough that Pesco left it unfinished on purpose just to mess with us, but if I did, then he would come back and say it was never true, but now that I've said it, it became true. But I didn't say that, so that never happened. Yeah.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on July 16, 2014, 11:22:53 AM
There is no cow level
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Hawkpath1337 on July 16, 2014, 05:56:30 PM
*raises hand* :V
Still waiting for something to be added there since I'm not sure if it was finished. (or if it'll ever be finished) I was expecting Yukari to show herself and was thoroughly disappointed. The older versions of the mod had a surprising mob that I don't think is in the current version. I'm also assuming it was some type of in-joke that I'm not aware of. I would say it almost feels notorious enough that Pesco left it unfinished on purpose just to mess with us, but if I did, then he would come back and say it was never true, but now that I've said it, it became true. But I didn't say that, so that never happened. Yeah.
Confuuusiiiiing.

I can't remember if Letty and Mokou lock eachother out, but it seems likely as I'm pretty sure that's just too much crowd control...
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Kaitani on July 16, 2014, 06:26:34 PM
Somewhat magickly LoM decided to start working on full screen, now I only get crashes logging on a character maybe 1 in 4 attempts. So that note in the first post that warns about using PlugY and windowed mode is definitely there for a reason.  :V
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on July 17, 2014, 02:42:26 AM
Confuuusiiiiing.
:D
I can't remember if Letty and Mokou lock eachother out, but it seems likely as I'm pretty sure that's just too much crowd control...
Letty Locks out Mokou and Marisa.
*wrong* See post below

Somewhat magickly LoM decided to start working on full screen, now I only get crashes logging on a character maybe 1 in 4 attempts. So that note in the first post that warns about using PlugY and windowed mode is definitely there for a reason.  :V
This is actually funny to me considering I've only ever had visual problems with LoM in fullscreen, never in windowed. Everyone I've played with who had issues with visual glitches had no problems in windowed as well. It's very strange. I'm presuming this has to do with Nvidia and Radeon drivers, and/or unsupported video cards. Diablo 2 is an old game and it uses dated visual software like Direct Draw, Direct 3D, and Glide. It was designed for 95, 98, ME, and NT4 SP5, but the downloadable from the battle.net site requires minimum of 2000 or XP. The two versions of the game, CD and website could possibly have something to do with the problems, as well as using the game with programs such as PlugY and D2SE Mod Manager. Newer OSes could also play a role too. Vista, 7, and 8 aren't supportive of older generation games, and the newer OS you have, the worse it becomes. There's so many variables with this mod and because so few people use it, I'm thinking we may never find out the source of any major unsolvable issues.

Edit'd because wrong.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: highzealot on July 17, 2014, 06:13:22 AM
Letty Locks out Mokou and Marisa.

Letty locks out Medicine and Mokou. Marisa is locked out by Iku and Mokou.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Bgrmystr2 on July 17, 2014, 08:19:13 AM
Letty locks out Medicine and Mokou. Marisa is locked out by Iku and Mokou.
What in the.. I went to SS the scroll you start with but you're right. How in the fuck did I miss that?

Moukou locks out Letty and Marisa. I thought it was reversible. Good catch. Fix'd original post.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Kaitani on July 19, 2014, 09:16:19 AM
Playing a Voile Fairy using Royal Flare in IN was like playing Fallout 3 armed with only a Fat Man: kill everything in one hit but blow it up too close and you're toast. :P Also, I'm not sure if it was Eirin or Kaguya that was spawning infinite amount of rabbits with infinite amount of loot, but the ground couldn't hold any more so I had to run past the boss. I couldn't really think of a way to beat that boss, so I guess well done? :D
Sadly, there's something in (EX-)Keine that causes the game to crash. It happened once on the "Stage 3" fight and again at EX-Keine. Or is one of her attacks eating all history of my presence in that place? :P I don't think I can take a third trip to that place, hopefully there isn't a lot I missed back there. Whose idea was it to fill it with 1 million rabbits anyway...
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Renotaki on July 24, 2014, 10:55:44 AM
I sure would hope it has millions of rabbits~ There is no cow level, but there is rabbit level.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on July 24, 2014, 11:35:42 AM
Yeah IN is filled with rabbits that explode in a massive radius when they die which oneshots even my incredibly tanky build.

IN is basically impossible for melee characters.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Kaitani on July 26, 2014, 05:29:29 PM
Quote
IN is basically impossible for melee characters.

I thought this was the case as well, until my Youmu kensei came across boots that gave 28 points to "Qi of Oni "Deep Fog Labyrinth"". The duration it gives is only one second shorter than the recharge, so you can more or less keep it up all the time. The problem, however, was that any and all poison damage still goes through it, and if your health is 1 any additional (poison) damage will kill you. Which gave me the idea of boosting my poison resistance as high as I could, which ended up being 88%. This actually made the poison nova explosion somewhat bearable, and I was able to face-tank the mobs in IN. :D
Still, no point going deeper in there until the game crashing Keine melee attack is fixed. Well, unless you can make sure she never hits you...
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on July 26, 2014, 05:57:11 PM
I thought this was the case as well, until my Youmu kensei came across boots that gave 28 points to "Qi of Oni "Deep Fog Labyrinth"". The duration it gives is only one second shorter than the recharge, so you can more or less keep it up all the time. The problem, however, was that any and all poison damage still goes through it, and if your health is 1 any additional (poison) damage will kill you. Which gave me the idea of boosting my poison resistance as high as I could, which ended up being 88%. This actually made the poison nova explosion somewhat bearable, and I was able to face-tank the mobs in IN. :D
Still, no point going deeper in there until the game crashing Keine melee attack is fixed. Well, unless you can make sure she never hits you...

Yeah when I try to use Qi of Oni it dosen't work.

I think it's because it's incompatible with Wolf Form; you can't cast most spells when you enter it; and I can only assume entering the form disables Qi of Oni; since I just die to random things.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Kaitani on July 26, 2014, 06:59:41 PM
The aftercast system in Diablo 2 works across all skills that have it. Since Qi of Oni has a cooldown/aftercast of 30 seconds, you can't cast any skills that have aftercast for 30 seconds, even if they would only have one second of it. That's why Qi of Oni really works well with builds that don't rely on other skills with aftercast.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: jester147 on January 15, 2015, 05:14:24 PM
Hi there, gotta say that this is an awesome mod and I'm loving it.

Just asking, why are the "Touhou Games" dungeons absurdly hard? Even at /players 1 and Normal difficulty they're still tough even after finishing Act V.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Yookie on January 16, 2015, 04:24:59 AM
They are designed to be beaten after you've gotten some upgraded equipment and higher level.
Depending on your class you can go at the normal variants between around end Act IV or Act V.
Bow Miko for example can seriously cheese a lot of stuff once you get enough mana-drain and a reliable slow which makes those dungeons only a matter of patience
while melee classes have to invest in health and stuff to stay alive, you know what I mean.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on January 16, 2015, 09:40:32 AM
Well, melee classes for me chain so many on-hits that it lags and crashes the game in those dungeons because the on-hits can proc more on-hits in some cases [I think it's the Murasa skill]; and they roll about 37 times thanks to it checking every tick of Rabies Bite.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Dorakyura on January 16, 2015, 12:58:39 PM
Well, melee classes for me chain so many on-hits that it lags and crashes the game in those dungeons because the on-hits can proc more on-hits in some cases [I think it's the Murasa skill]; and they roll about 37 times thanks to it checking every tick of Rabies Bite.

That's why I limited all my items on procs that do not proc itself :)
Chen has 5 chances to proc spells, per hit, that is enough to crash the maximum of elements on the screen :D
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Yookie on January 16, 2015, 03:05:09 PM
Yeah, I have a couple of items that make a set with which I shoot a volley of arrows somewhere, the game freezes and once it unfreezes either the enemies are dead or I am. :V
It was really effective for a while but since I didn't get stuff that procs higher ranks the damage kinda stagnated and now it's just a gimmick.

But Human Miko with an Eirin-Remilia build and a Pain Flow proc on enough Misfortune to be able to physically attack Yuyuko on Phantasm honestly is kinda broken and I haven't played anything else so maybe my point of view is kinda skewed. :V
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: jester147 on January 16, 2015, 05:26:40 PM
Too bad that I already jumped to Lunatic, since the dungeons are very hard. EoSD is doable though. My character is Yuyuko-Alice Kasha Warlock.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on January 17, 2015, 11:10:24 AM
Too bad that I already jumped to Lunatic, since the dungeons are very hard. EoSD is doable though. My character is Yuyuko-Alice Kasha Warlock.

You only get the loot on Lunatic anyway. [And they're pretty hard even on normal]
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: cai_miao on October 02, 2015, 08:19:48 PM
This is not the only mod for Diablo 2 any longer...
In the far Orient there's a mod called "Touhou Diablo"
But it's only avaliable in Chinese :o

But I planned to introduce it in English maybe also in Japanese... as a mod maker's official agency.

It's first release (2015-02-25): http://tieba.baidu.com/p/3602865951
It's update release (2015-06-29): http://tieba.baidu.com/p/3858905128

(http://imgsrc.baidu.com/forum/pic/item/295010385343fbf20c4c21adb57eca8064388fed.jpg)
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: blkyue on October 18, 2015, 04:18:54 PM
@cai_miao very intesting let me know when you gt the english version done
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: jester147 on October 28, 2016, 11:31:53 AM
Can I necrobump? This thing needs more love too.

(http://i.imgur.com/nF1Y51T.png)
The massacre of Chens

But goddammit why it's so hard, so many magic immunes rendering my Yuyuko impotent, good thing I had an item that gave me other means to do damage. The dolls barely do any damage when they're slowed down like snails. Also telespams.

I did this using /players 1. Don't chew on me for this, I'm so curious about the dungeons.

Already cleared EoSD and PCB, special mention for Sakuya telespamming and slowing everyone down.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: dlamica on May 03, 2017, 02:18:57 PM
hope i found the right forms. but i ran into a lord of madiens v 1.02 of diablo 2 lod mod.

1,is this just single player or is it multiplayer with tcp/tp or has own server.
I saw that there was a bnet Sever in multiplayer above the tcp/ip. but it unable to connect.

is there a better doc on game. the doc that came with download was more of just a lure about the different classes. and other stuff.
the runes words does not tell u what they do.

2. why i cant learn what skill i want. so i am lvl 3 but there are still some lvl 1 skills i cannot learn. i used that card skill card. it only let me learn 1 out of the 12ish lvl 1 skill i have as a sorc umm Fairy.

how can i reset my skills and stats. i know u can do it once per difficulty thou den quest. but any other way.

3 is there any new map or dungeons within this mod.

 
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Gesh86 on May 03, 2017, 06:00:31 PM

2. why i cant learn what skill i want. so i am lvl 3 but there are still some lvl 1 skills i cannot learn. i used that card skill card. it only let me learn 1 out of the 12ish lvl 1 skill i have as a sorc umm Fairy.


Overall, any character can only grab 3 specializations and get the skills within those. The first one is a mandatory one, mentioned at character creation, e.g. Mystia for the Oni Brawler. You can choose the second specialization from the remaining 5, but what you pick will always have 2 specializations it is incompatible with, locking these out.

For example, Yuugi locks out Sakuya for Oni Brawlers. If you really want one specific girl to be in your build, be sure to pick her as the second specialization. Otherwise she may not be available for the third.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Dormio Ergo Sum on May 03, 2017, 08:59:56 PM
We used to play on our own private b.net server but it has since been taken down, given it's been 3 years or so.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on May 04, 2017, 01:14:10 AM
hope i found the right forms. but i ran into a lord of madiens v 1.02 of diablo 2 lod mod.

1,is this just single player or is it multiplayer with tcp/tp or has own server.
I saw that there was a bnet Sever in multiplayer above the tcp/ip. but it unable to connect.

is there a better doc on game. the doc that came with download was more of just a lure about the different classes. and other stuff.
the runes words does not tell u what they do.

2. why i cant learn what skill i want. so i am lvl 3 but there are still some lvl 1 skills i cannot learn. i used that card skill card. it only let me learn 1 out of the 12ish lvl 1 skill i have as a sorc umm Fairy.

how can i reset my skills and stats. i know u can do it once per difficulty thou den quest. but any other way.

3 is there any new map or dungeons within this mod.

1. Generally single player. You should still be able to do direct mutliplayer via tcp/ip as long as both sides have the game set up exactly the same way (same add-ons and settings).

IIRC the documentation was close to 60 pages. Even with trying to keep it as concise as possible, I don't wish it upon anyone wanting to get into a game to study an entire manual. Part of the fun is going in and learning how to play as you go.

2. Already explained but my answer is that it's a design choice that came from the other games and mods I drew ideas from. You will usually only need a few active skills in any particular build. Resets are best done via the system in-game. PlugY can let you reset too but I found it shortchanging on skillpoints so I deactivated that option altogether.

3. I believe almost all the side areas that are not quest related have been redone as new dungeons. Some are detailed in their variety and design, some are admittedly lazily thrown together. The mod is a pretty complete product and I simply no longer have the energy to polish it further.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: dlamica on May 04, 2017, 06:54:54 PM
Thank you for the info.

sorry but its gonna take me forever what all these new classes and there skill names. So i was looking at a few classes. Sorc "voliry fairty." will be my main. but the assassin might be a close 2nd to play with. i want to focus on using traps but what other skill tree should i follow with using traps as a main set of skills.

I think it was dousing had like the Magic find passive and was thinking about that..

Is there any cube recipes for resetting stats.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: jester147 on May 05, 2017, 05:10:36 AM
Is there any cube recipes for resetting stats.

Yes there is one, it results in New Game Token used for resetting stats.

The formula is Life, Graze, Power, and Bomb Item combined IIRC. They are gotten by transmuting five Piece items which is created by transmuting five Fragment items.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: dlamica on May 05, 2017, 09:07:27 PM
Yes there is one, it results in New Game Token used for resetting stats.

The formula is Life, Graze, Power, and Bomb Item combined IIRC. They are gotten by transmuting five Piece items which is created by transmuting five Fragment items.

are those fragments from bosses or just random drops.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on May 06, 2017, 12:56:58 AM
Fragments are random drops from everywhere. Pieces start appearing from Lunatic difficulty or any ilvl50 and up mob.

Didn't reply earlier because I legit forgot what cube recipes exist :V
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Renotaki on May 15, 2017, 03:52:49 AM
So, i was playing a Youmu build, and finally got the runes to make a Youmu runeword. I put the runes in the weapon and it did not make the runeword correctly. Is this intended? Is there anything I can do about this?



(http://i.imgur.com/wT1kvXu.jpg)
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Pesco on May 15, 2017, 04:00:20 AM
Looks correct but there were a whole bunch of runewords that didn't work. I think most people didn't bother with them because random rares turned out better in most cases.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: RAMMAR on August 22, 2018, 10:53:50 AM
Finally after I've finished (hardcore) normal version of Diablo 2 with out using this mod, I've tried to use it. And there are a lots of strange things, bugs and so on. First one is that exception crash (there were talk about that here) on loading from time to time, which is kind of annoying. Then the copy of the "Human village", what for it was made there? (Phantasmagoria of flower view) Is it to show that it happened every 60 years? There are a lot of places in which you didn't get any warning before you go there, that you are too "green" for them (mostly are those second/third level caves and so on), yes you can get the hint by reading their names, but still... The hell was fun and challenging place for level 18 Voile Fairy (till I died, I also played on hardcore, those bats are crazy), got some rares items (two of them was for my class and for level 31 and 36). Haven't got any info about those curses that are placed upon my char, one it seems is cut max life and bombs, one is like a strong poison (just take a lot of life in a short period of time, you just can die with out any monster near by) and one is just slowing you down, but all of them a looking as the same thing that appears above my char. Anyway, it is still fun to play...
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: nav' on August 30, 2018, 04:02:25 PM
I'm giving this mod a go now, still Act I. Looks like it's going to be plenty of fun. So many things to try and see, tons of potential entertainment value. Keine's sprite made me laugh.

I gave my Multishot merc an unique medium bow I found along the way and she's sometimes killing bosses and champs before I get a chance to cast! Obviously this is not going to last, but it's still amusing.
Title: Re: Reimu II: Lord of Maidens v1.02
Post by: Raikaria on August 31, 2018, 07:22:24 PM
Seeing people post here again reminded me of the mod and now I've installed Diablo 2 on my new PC [Last time I played this I was at uni. On a laptop].

Hopefully the PC is powerful enough to do endgame stuff that would cause it to crash on my laptop.