Hi there, I'm trying to make a small, concise mod to buff the Scoundrel skills to be a bit more on par with other builds. Really just buffing the master skills, making the eye gouge skillbook buyable (think I've got that done already), flattening all the dagger-debuff skills to 3ap, slightly reducing the cooldown on Walk in Shadows so you can feasibly use it twice in a combat and a qol buff by making lacerate, and eye gouge not self-targetable (all done).
I really feel like the core mechanics of Coup De Grace and Shadow Step just aren't very useful most of the time. Shadow step just seems like a way to make up for having really low movement, which I'd think most rogues wouldn't have. Coup De Grace seems like it has one use case given the high ap requirement: cheese the last bit of health on a boss/really-high-hp-enemy, otherwise you're going to do wayyyy more damage using 9 of that 10 ap to backstab 3 times.
I'm thinking I'll set Coup De Grace to be a massive nuke on an enemy that has a status effect that thematically would make them vulnerable (Knocked Down, Stunned, Blind, Crippled, Weak, Slowed, Feared, not Frozen or Petrified though, wouldn't really make sense) - making Coup De Grace a skill about mercilessly striking at a helpless enemy (like going for vitals). Changes the gameplay pattern to something actually viable in most encounters.
I only have one problem with that, changing the conditional to be a check for status effects. I would think I could base it off the bully talent, but I can't find anywhere that the behaviour for bully is specified. The target conditions specified in ValueLists.txt seem to have the actual behaviour being set automagically (NonSelf, Enemy, LowHP is the only one that seems to be taking a parameter, but I don't see how it's being applied as a Vitality percentage). As well, I'm not sure if it's possible to have more than one conditional (ie. Helpless and NonSelf).
Shadow Step is a fair bit more complicated though... I think it'd be easy to buff it to just have more range, less cost, maybe less cooldown but that just allows the rogue to play pseudo-range. I'd like to make it a point blank area of effect where you backstab all enemies in the aoe with shadow versions of yourself, maybe applying bleed. I'm thinking I'd make the damage comparable to rain of arrows, a bit less on the initial hit, but more after the bleed ticks
I'm guessing it wouldn't be too bad to get the skill functional - but would it be possible to get the animation to just function as it does now, and instead of just going to one target, have the rogue appear behind everyone who gets hit? Or failing that; show a smoke cloud over the aoe after the rogue descends into the ground, then dissipate after everyone gets shanked?
Any advice or direction would be greatly appreciated!
Here are my current attempts with the changes (no idea how to debug them in the engine, and don't have access to saves with the skills unlocked currently)
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new entry "Target_Fatality"
type "SkillData"
data "SkillType" "Target"
data "Ability" "Rogue"
data "Element" "None"
data "Tier" "Master"
data "Requirement" "DaggerWeapon"
data "ActionPoints" "8"
data "Cooldown" "8"
data "CooldownReduction" "20"
data "ChargeDuration" "0"
data "Damage Multiplier" "500"
data "Damage Range" "10"
data "DamageType" "Piercing"
data "TargetRadius" "1"
data "AddWeaponRange" "Yes"
data "DeathType" "Explode"
data "CanTargetCharacters" "Yes"
data "CanTargetItems" "No"
data "CanTargetTerrain" "No"
data "Magic Cost" "0"
data "TargetConditions" "Helpless;NonSelf" **** (How to set helpless?)
data "UseCharacterStats" "yes"
data "UseWeaponDamage" "Yes"
data "Icon" "Skill_Rogue_Fatality"
data "DisplayName" "Target_Fatality_DisplayName"
data "DisplayNameRef" "Coup De Grace"
data "Description" "Target_Fatality_Description"
data "DescriptionRef" "Deal [2] damage to a helpless target."
data "StatsDescription" "Target_Fatality_StatsDescription"
data "StatsDescriptionRef" "Range: [1]"
data "StatsDescriptionParams" "TargetRadius;Damage"
data "FXScale" "100"
data "PrepareAnimationInit" "skill_fatality_start"
data "PrepareAnimationLoop" "skill_fatality_loop"
data "PrepareEffect" "FX_Skills_Rogue_Fatality_Prepare_DWSML_A"
data "CastAnimation" "skill_fatality_cast"
data "CastTextEvent" "cast"
data "CastEffect" "FX_Skills_Rogue_Fatality_Cast_DWSML_A"
data "Accuracy" "Accurate"
new entry "Target_Fatality_18"
type "SkillData"
using "Target_Fatality"
data "Level" "18"
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new entry "Target_ShadowStep"
type "SkillData"
data "SkillType" "Shout"
data "Ability" "Rogue"
data "Element" "None"
data "Tier" "Master"
data "Requirement" "DaggerWeapon"
data "ActionPoints" "8"
data "Cooldown" "8"
data "CooldownReduction" "20"
data "ChargeDuration" "0"
data "Damage Multiplier" "250"
data "DamageType" "Piercing"
data "SkillProperties" "AlwaysBackstab;Bleeding,120,3"
data "CanTargetCharacters" "Yes"
data "CanTargetItems" "No"
data "CanTargetTerrain" "No"
data "Magic Cost" "1"
data "TargetConditions" "Enemy"
data "UseCharacterStats" "Yes"
data "UseWeaponDamage" "Yes"
data "AreaRadius" "8"
data "Icon" "Skill_Rogue_ShadowStep"
data "DisplayName" "Target_ShadowStep_DisplayName"
data "DisplayNameRef" "Shadow Step"
data "Description" "Target_ShadowStep_Description"
data "DescriptionRef" "Step through the shadows and attack surrounding enemies from behind, dealing [2] weapon damage. Then go back to where you came from."
data "StatsDescription" "Target_ShadowStep_StatsDescription"
data "StatsDescriptionRef" "Range: [1]<br>Damage dealt depends on your weapon's damage rating."
data "StatsDescriptionParams" "TargetRadius;Damage"
data "FXScale" "100"
data "PrepareAnimationInit" "skill_shadowstrike_start" **** (Not sure how this will work out)
data "PrepareAnimationLoop" "skill_shadowstrike_loop"
data "PrepareEffect" "FX_Skills_Rogue_ShadowStrike_Prepare_A"
data "CastAnimation" "skill_shadowstrike_cast"
data "CastTextEvent" "cast"
data "CastEffect" "FX_Skills_Rogue_ShadowStrike_Cast_A"
data "TargetCastEffect" "FX_Skills_Rogue_ShadowStrike_Impact_Male_A"
new entry "Target_ShadowStep_16"
type "SkillData"
using "Target_ShadowStep"
data "Level" "16"