Cool! Watched some of the stream, but my internet is slow so it cuts out a lot for me frown Satisfying to see my mod played from another perspective though. Glad lucky charm seems to be working out, hopefully not giving you too much good stuff early on though. Also note that enemies receive extra loot from the buffs, so it's not just loot from lucky charm you're seeing. I meant to add some kind of visual cue to show when lucky charm has activated on a target.

As far as combos, masochistic melody and creative burden can be good together. Resonance, Feedback, Swindle, Rhyme, Inspiration of Pain, and Creative Burden can be comboed in many different ways offensively or for spreading around buffs. Song of Living Nightmare + Soundwave + feedback can be a good combo. Lullaby and Dream Scream is an obvious one, and also lullaby and song of living nightmares (which causes madness to sleeping targets).


So it turns out a rudimentary status resist system wasn't too hard to implement. What do people think of this: armor only completely blocks hard CC like stun and knockdown, frozen, fear, chicken, sleeping, charm, etc. Most other statuses can be applied through armor, but your chance to resist is determined by:

your % of your current armor of the relevant type + 1% * your constitution + 3% * your perserverance.

So someone with 50% magic armor, 15 constitution, and 3 perseverance would have a 50+15+9=74% chance to resist burning. Does this make sense and sound like it helps with some problems? Armor is still very useful, but not completely binary. Haven't really tested it thoroughly, but my initial impressions is there's a whole new layer of decision making by evaluating status application chance, and that combat has a much smoother flow from healthy to debuffed characters.

Keeping strong CC fully resisted by armor means armor still holds its purpose of making the start of combat not just a CC-fest. And armor remains the most important factor for resistance, but a high con and perseverance tank character could reach high resist chances even without armor (70% chance with 40 Con and 10 perseverance, for example, though that may be too high from stats alone). Most characters will have a fairly low chance to resist without armor though.

I'm not a huge fan of trying to balance with RNG, but this system is nice because the power swings from RNG rolls will tend to be less dramatic than in the first game (especially with my nerfed stun and knockdown effects). Also the RNG is more interactive than the first game, since armor is the primary factor, and resist chances overall will be very low without it.