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The problem with vanilla dark souls is that defense often double-dips, gaining twice the benefit against incoming damage if it is done in two types. I really like this actually, intentional or not.ġ: The reason for this is because I changed the ratio of damage split in weapons with split damage. Also noticed, pretty much all covenant rings don't work if you're not in the covenant- as you stated earlier. Is this a product (or anomaly) of the alterations you made to armor values, poise etc? If not, its kind of a neat change because it makes the black knights pretty damn hard to kill if you're not always going for criticals- which is what smarter people do but i like to push the boundaries.ģ. However i have not tested this on more than 1 character. I was also dual wielding, but shifting things around and it seemed to be repeatable with a variety of weapons. Noticed when i was in the Kiln (same character), that my 1handed attacks were "pinging" off the black knights- just as they would if you lacked the proper stat requirements. However, im curious to see what the upwards of +15 investment in a high-stat quality build can do later on.Ģ.
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I made a character that uses a Lightning Gargoyle Tailaxe and it hits at a whopping 669 AR. Lighting weapons are really strong, mostly in a good way. However, i do have a couple more questions/observations- which if you could enlighten me about, i'd be very grateful.ġ. Other than that, i dont have anything else going- so there are no conflicts to my knowledge.
#Dark souls remastered cheat table add magic mod
Got a perma Gravelord mod to work as well, for added challenge. Been playing with your mod for a few days now and its really revitalized the experience for me. Thanks for your quick and thorough response. I should probably also make a FAQ until then. If/when I ever get back to Dark Souls and modding it, I'll probably spruce up the description page(it's a mess, imo), include some better documentation, and see if I can try fixing the white seance ring exploit(which may not be possible without editing the game's actual raw code.) However, if anyone else wants to tinker with the mod and re-release their own version, I'm a-okay with that too. I wanted to make the cat covenant ring desirable and thematically appropriate, but didn't want to turn the covenant into a "grind and dump" faction. The cat covenant and dragon covenant come to mind, and so I adjusted their later-rank rewards to emphasize staying loyal to them. There are some covenants already in the vanilla game that have consequences for leaving(consequences that actually matter at least), but others did not. It's been a long while since I've worked on the mod, but I believe the cat covenant ring changes might've been intentional. I think I might add it to an earlier vendor's list, albeit at an increased price to keep it balanced - you wanna skip stuff early, you have to work for it, sort of thing. It's something I believe is fine for use in NG+(which this mod is primarily catered towards anyways, but it can be played also as an "easier" version of the game.) As a compromise, I might alter the master key to being available a little earlier as, by the time you can buy it, it's largely useless until NG+. It's the closest thing to an in-game cheat code, allowing a player to skip through much of the early game and get some very easy and awesome gear. The reason I got rid of the master key as a starter item is because it's gamebreakingly good. As far as I know, it's not realistic for them to be made compatible without some sort of patcher that can merge mods, but none exist to my knowledge. Any mod that asks to overwrite or replace files modified by this one will be incompatible.