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Revised Hardcore Mod


beancounter

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Is anyone interested in a revised Hardcore Mod? The original Mod by Talchia does a good job at boosting HP and melee combat, but the NPC's are still really vulnerable to Force Powers. So, I was thinking of giving the NPC's a saving throw bonus. Maybe a AC boost too. Plus extra damage with ranged weapons(blasters). And last but not least I was thinking of boosting the number of attacks some of the NPC's would get. Think how much harder it would be if Darth Bandon or Malak had an extra two attacks a round. Or the SandPeople Holy Warriors received an extra two attacks per round. Ouch.

 

The mod would be pretty simple to put together, but I am curious if anyone wants it or if they think the current Hardcore Mod is "hardcore" enough.

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Err...I'm interested, but I think your hardcore mod might be too hardcore :D

 

What about making the attribute jumps more progressive?

 

Maybe instead of

Level 8+:
Jedi: Wisdom +6, Dexterity +6, Strength +6, Forcepoints +25, Hitpoints +50 
Droid: Dexterity +6, Hitpoints +50       
Beast/Creature: Strength +6, Hitpoints +50
Other Classes: Dexterity +6, Strength +6, Hitpoints +50

Level 12+:
Jedi: Wisdom +10, Dexterity +10, Strength +10, Forcepoints +50, Hitpoints +100 
Droid: Dexterity +10, Hitpoints +100        
Beast/Creature: Strength +10, Hitpoints +100
Other Classes: Dexterity +10, Strength +10, Hitpoints +100

Level 16+:
Jedi: Wisdom +20, Dexterity +20, Strength +20, Forcepoints +100, Hitpoints +200 
Droid: Dexterity +20, Hitpoints +200        
Beast/Creature: Strength +20, Hitpoints +200
Other Classes: Dexterity +20, Strength +20, Hitpoints +200

 

It could be


Level 6+:
Jedi: Wisdom +2, Dexterity +2, Strength +2, Forcepoints +5, Hitpoints +10 
Droid: Dexterity +2, Hitpoints +10 
Beast/Creature: Strength +2, Hitpoints +10 
Other Classes: Dexterity +2, Strength +2, Hitpoints +10 

Level 8+:
Jedi: Wisdom +5, Dexterity +5, Strength +5, Forcepoints +10, Hitpoints +20
Droid: Dexterity +5, Hitpoints +20
Beast/Creature: Strength +5, Hitpoints +20
Other Classes: Dexterity +5, Strength +5, Hitpoints +20

Level 10+:
Jedi: Wisdom +8, Dexterity +8, Strength +8, Forcepoints +20, Hitpoints +40
Droid: Dexterity +8, Hitpoints +40
Beast/Creature: Strength +8, Hitpoints +40
Other Classes: Dexterity +8, Strength +8, Hitpoints +40

Level 12+:
Jedi: Wisdom +11, Dexterity +11, Strength +11, Forcepoints +40, Hitpoints +80
Droid: Dexterity +11, Hitpoints +80
Beast/Creature: Strength +11, Hitpoints +80
Other Classes: Dexterity +11, Strength +11, Hitpoints +80

Level 14+:
Jedi: Wisdom +14, Dexterity +14, Strength +14, Forcepoints +60, Hitpoints +120
Droid: Dexterity +14, Hitpoints +120
Beast/Creature: Strength +14, Hitpoints +120
Other Classes: Dexterity +14, Strength +14, Hitpoints +120

Level 16+:
Jedi: Wisdom +17, Dexterity +18, Strength +18, Forcepoints +80, Hitpoints +160
Droid: Dexterity +18, Hitpoints +160
Beast/Creature: Strength +18, Hitpoints +160
Other Classes: Dexterity +18, Strength +18, Hitpoints +160

Level 18+:
Jedi: Wisdom +20, Dexterity +20, Strength +20, Forcepoints +100, Hitpoints +200 
Droid: Dexterity +20, Hitpoints +200        
Beast/Creature: Strength +20, Hitpoints +200
Other Classes: Dexterity +20, Strength +20, Hitpoints +200

 

Just a thought

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Originally posted by tk102

Hey beancounter, take a look if there's anything you can do to the AI of the opponents... I bet you could have a field day in that area.

 

That is one of the first things I ever fooled around with. I hate the Bioware AI. However, the biggest problem with changing the AI is that a lot of the default compiled NPC scripts already run a fully compiled k_ai_master.

 

 

For instance, take the Dark Jedi that you encounter on the planet Tatoine( I did a lot of testing with that group). Their dialog calls a script called k_ptat_sithattk. This script makes the Dark Jedi hostile and then makes a determine combat round check. This throws a big wrench into the process because the script k_ptat_sithattk will set some actions for the NPC and then your custom k_ai_master will add other actions. This causes all sorts of problems, like having the NPC cast breach repeatedly or try to turn on a force field repeatedly.

 

However, once you change the script k_ptat_sithattk to just change the Dark Jedi hostile and NOT make a determine combat round check everything works fine. So in order to change the AI you would have to go through every module and find all of the problem scripts and change them. It is not that hard to find a script that is calling k_ai_master, pretty much any compiled script over 20K lines is a suspect.

 

I will say though that having a NPC repeated use Breach and reapply a force field is a major pain. I think I will revisit this in a little bit. :D

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Originally posted by Achilles

Err...I'm interested, but I think your hardcore mod might be too hardcore :D

 

What about making the attribute jumps more progressive?

 

Maybe instead of

Level 8+:
Jedi: Wisdom +6, Dexterity +6, Strength +6, Forcepoints +25, Hitpoints +50 
Droid: Dexterity +6, Hitpoints +50       
Beast/Creature: Strength +6, Hitpoints +50
Other Classes: Dexterity +6, Strength +6, Hitpoints +50

Level 12+:
Jedi: Wisdom +10, Dexterity +10, Strength +10, Forcepoints +50, Hitpoints +100 
Droid: Dexterity +10, Hitpoints +100        
Beast/Creature: Strength +10, Hitpoints +100
Other Classes: Dexterity +10, Strength +10, Hitpoints +100

Level 16+:
Jedi: Wisdom +20, Dexterity +20, Strength +20, Forcepoints +100, Hitpoints +200 
Droid: Dexterity +20, Hitpoints +200        
Beast/Creature: Strength +20, Hitpoints +200
Other Classes: Dexterity +20, Strength +20, Hitpoints +200

 

It could be


Level 6+:
Jedi: Wisdom +2, Dexterity +2, Strength +2, Forcepoints +5, Hitpoints +10 
Droid: Dexterity +2, Hitpoints +10 
Beast/Creature: Strength +2, Hitpoints +10 
Other Classes: Dexterity +2, Strength +2, Hitpoints +10 

Level 8+:
Jedi: Wisdom +5, Dexterity +5, Strength +5, Forcepoints +10, Hitpoints +20
Droid: Dexterity +5, Hitpoints +20
Beast/Creature: Strength +5, Hitpoints +20
Other Classes: Dexterity +5, Strength +5, Hitpoints +20

Level 10+:
Jedi: Wisdom +8, Dexterity +8, Strength +8, Forcepoints +20, Hitpoints +40
Droid: Dexterity +8, Hitpoints +40
Beast/Creature: Strength +8, Hitpoints +40
Other Classes: Dexterity +8, Strength +8, Hitpoints +40

Level 12+:
Jedi: Wisdom +11, Dexterity +11, Strength +11, Forcepoints +40, Hitpoints +80
Droid: Dexterity +11, Hitpoints +80
Beast/Creature: Strength +11, Hitpoints +80
Other Classes: Dexterity +11, Strength +11, Hitpoints +80

Level 14+:
Jedi: Wisdom +14, Dexterity +14, Strength +14, Forcepoints +60, Hitpoints +120
Droid: Dexterity +14, Hitpoints +120
Beast/Creature: Strength +14, Hitpoints +120
Other Classes: Dexterity +14, Strength +14, Hitpoints +120

Level 16+:
Jedi: Wisdom +17, Dexterity +18, Strength +18, Forcepoints +80, Hitpoints +160
Droid: Dexterity +18, Hitpoints +160
Beast/Creature: Strength +18, Hitpoints +160
Other Classes: Dexterity +18, Strength +18, Hitpoints +160

Level 18+:
Jedi: Wisdom +20, Dexterity +20, Strength +20, Forcepoints +100, Hitpoints +200 
Droid: Dexterity +20, Hitpoints +200        
Beast/Creature: Strength +20, Hitpoints +200
Other Classes: Dexterity +20, Strength +20, Hitpoints +200

 

Just a thought

 

Achilles, I like your idea of a more graduated scale. But how about the saving throw bonus? Here is something to think on:

 

Once character reaches level 20 all of their force powers have a DC throw of at least 25, probably closer to 32 with ability bonuses. Since the average level of most of the NPC monsters is twelve, that gives them a saving throw bonus of +5. That means the only way a monster will resisit your force power is to roll a 20 on their saving throw. So no matter how strong you make the monster, unless you up their saving throws they are still a push over.

 

Lastly, I was thinking of giving out extra attacks based on the level of the monster. How about an additional attack for creatures at level 8 and another attack for creatures over 15?

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Originally posted by beancounter

Achilles, I like your idea of a more graduated scale. But how about the saving throw bonus? Here is something to think on:

 

Once character reaches level 20 all of their force powers have a DC throw of at least 25, probably closer to 32 with ability bonuses. Since the average level of most of the NPC monsters is twelve, that gives them a saving throw bonus of +5. That means the only way a monster will resisit your force power is to roll a 20 on their saving throw. So no matter how strong you make the monster, unless you up their saving throws they are still a push over.

 

Lastly, I was thinking of giving out extra attacks based on the level of the monster. How about an additional attack for creatures at level 8 and another attack for creatures over 15?

I don't know.

 

To me it all comes down to Malak. At the end of the day (or "at the end of the game":D) it's still just you against just him.

 

Giving him extra attacks and additional saving throws might not be such a bad thing if I want to play Soldier/Guardian every time. However when I play Scoundrel/Consular the playing field will be heavily tilted in his favor.

 

Star Forge Malak has a natural AC of 12. He also has +3 defense for Master Dueling. With the hardcore mod, he has 20 dex with puts his defense at 20 along with the 22 fortitude, 17 reflex, and 18 will.

 

Seems like an awful lot for my poor little LS Consular to go up against all by his lonesome with nothing but Force Wave to keep him safe :D

 

Truth be told, I really don't have that strong a working knowledge of RPG's. If you think that additional saving throws and bonus attacks aren't going to make the game impossible for non-guardians, I say go for it.

 

EDIT: Sorry just realized that his Defense would be closer to 34 than 15 (12 natural ac + 3 for master duel + 19 dexerity bonuses) and that his saving throws would be 38, 31, and 30 respectively (assuming that I'm doing my math correctly).

 

EDIT PT II: Just remembered:

Master Conditioning (+3 to all saving throws) - 41, 34, and 33 respectively

Master Speed (+4 to defense) - 38 Defense

Plus don't forget that he'll also have close to 550 max hit points...each time he recharges at a "filling station" :D

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Originally posted by Mono_Giganto

LoL, if you've got force wave you should be fine. :D Spamspamspam!!!! Drain works well too.... lol :D

Well, force wave does about 30 dmg at level 20, but if Malak makes a successful saving throw, the damage is halved, meaning that get 15 dmg out of those attacks. At 550 vitality points (probably more if you factor is a constitution modifier), I'd have to cast an awful lot of Force Wave to beat him.

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if you don't mind using ds powers, try using force plague. it reduces his defence, attack, and saving throws. not to mention that it gives you time to go drain all the jedi tubes since he runs 50% slower. :D

 

if you really want to make things interesting, make it so that malak is wearing the karakan gloves as well as the nerve amplifier belt. this makes him slightly better with saving throws and if you use a blaster (like i've done recently), it makes him much harder to hit. just a thought...

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