Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
in a regular party, i think this mod is fine as is. the summoner has to actively work to keep the incarnate alive from enemy attacks. on tactician your incarnate won't last that long in combat if you only put power and farsight infusion on it. fortify, frost armor, living on the edge, and other support skills are still useful and sometimes necessary to keep the incarnate alive.
i have not reached late game yet in my playthrough so i may still make changes. but at this time, i think it is fine how it is.
the mod's purpose is just to buff the incarnate's base stats. i won't be screwing with what the infusions do or the effects of the infusions. if you want more infusions i'm pretty sure there are other mods for that.
as for totems i think they are fine how they are currently. you spend 2 AP for a totem that can attack immediately after the summoner's turn. this means its 2 AP for that attack and the totem can also attack for the rest of its duration. therefore i think the totem is fine how it is. 2 AP for some damage, and i believe that totems should be one shotted by enemy attacks so i won't be changing their health or damage.
However, I wanted to wish you good luck in future mods. ¡Practice makes perfect! Looking forward for more mods from you :P