![]() ~ Gaoler: added missing Gaoler's Ear (dev's oversight) ~ Stone Offerings also guaranteed drop by slaying their own namesakes (so that you get them back when desecrating Sanctuaries) ~ Stone Offerings now 10% droppable by monsters: Merchant (moved from Armor Guardian to Saltless) Blacksmith (Armor Guardian, more fitting) Mage (Court Sorcerer) Cleric (Whisperman) Guide (Hanged Man) Alchemist (Wrathful Dead) Leader (White Knight) Sellsword (Drowned Soldier) ![]() ~ Fetal Brat & Spindlebeast 100% drop Crystal Sphere (which translates to about ~28% on an 80 drop rate) ~ Armor Guardian, Crypt Keeper, Alymancery Knight, Saltfin Creature, White Knight 60% drop Gray Pearl (which translates to about ~17% on an 80 drop rate) ~ Lietch 10% drop Charred Reliquary (previusly only dropped by 1 monster, now comparable to Frozen line of items) ~ Bedspider, Thing of Arms 10% drop Charred Locket (previously not droppable by anyone, now comparable to Frozen line of items) ~ Vacant Blades, Hornet Steel, Whisperlady, Cave Keeper, Clay Hybrid 10% drop Amber Idol, making it twice as many monsters that can drop it now (it was in exceedingly short supply, especially considering there's about ~50 items that require it compared to 9 for Silver Leaf and about ~20 each for Shimmering Pearl and Diamond Cluster) ~ Saltfin Creature 10% drop Drowned Tome (previously unobtainable more than once per playthrough) ~ Bound Arrox 10% drop Twisted Heart (previously unobtainable more than once per playthrough), and Enduring Skull 10% -> 30% (the only other monster dropping it at all was Armor Mite at 10%) ~ Wooden Targe and Heater Shield also no longer dropped(they pile up in your inventory, they are low tier, and purchasable everywhere from the get-go anyway). ~ Weapons no longer dropped by enemies (Midshipman's Dirk, Corsair's Backsword, Red Guillotine, Infantry Pollaxe, Soldier's Spear), encouraging you to transmute them like everything else In short, everything should feel more satisfying and rewarding now. Also, except for Blade of Envy, all 100K Salt transmutation costs reduced to 30K. Some classes/tiers swapped around, and upgrade materials revised (not everything is King's Orders and Drowned Tomes now). Fashion Salts™ is now a thing: chests become the "main piece" with most of the armor and/or specials, leaving you to swap around helms, gauntlets and boots much more to your liking (which only provide strike/slash resists and/or balance for heavies). ![]() Heavy Armor is now worth a damn, endurance is actually worthwhile. Shields are awesome now: 100% strike/slash resists across the board, with elemental defenses and scaling based on class/tier. Magic & Wisdom weapons are also less terrible overall. Big G's are still more powerful than anything, but their base dmg isn't as insane to begin with (still noticeably higher than their lesser counterparts, though). More on spreadhseet below, but the nitty-gritty is: everything scales much more smoothly, consistently and intuitively. ALL WEAPONS, ARMORS & SHIELDS COMPLETELY OVERHAULED. Can be acquired by Transmuting any Pistol with That Stench Most Foul's Tooth, a Diamond Cluster and 30,000 Salt.This Salt and Sanctuary mod makes sure everything scales much more smoothly, consistently and intuitively.Using an Extra Blunt weapon this way can be very useful for Dexterity builds, which don't have a lot of options for Strike damage weapons. The weapon's physical damage type is split between 50% Slash and 50% Strike damage, but equiping a main hand weapon that has an Extra Blades or Extra Blunt special property will change the offhand gun's damage split to 75%/25% or 25%/75%.Using a weapon buff, such as a Blessed Page, will buff both your main hand melee weapon and offhand gun, despite the gun not gaining the visual effect of the buff. ![]()
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