Starbound

Starbound

Stat Rebalance( Mega Brutal )
4 Komentar
Lo-op  [pembuat] 27 Jul @ 7:38am 
It would be possible, but it wouldn't work. The mod is designed around bare armor and low emphasis of tiers. To make every tier of armor stand out.

You can use FU, the vanilla armors are still fine, and I also found a few FU armor sets scales nicely like the Fang Shaman set, Sanguine set. There are some armors that are just better in a FU-only playthrough. In this case, the Battle Totem set is OP for 65 protection and little con.
KaanAvali 27 Jul @ 6:37am 
Would it be possible to make a version of the mood that doesn't include the stat re-balance? I love everything else the mod changes but that means I can't use it because I'm using frackin'
Lo-op  [pembuat] 26 Jul @ 7:23pm 
This a compatibility issue, one of the images above shows a tier-2 armor set's stats. The one you got had 2x attact power, 2x max energy multipliers to armor stat "bonuses".

And FU probably isn't made to account for negative numbers.

The "tank" you said was not vanilla.

"rebalanced the armors to clothing level, ie adding cons;"
KaanAvali 26 Jul @ 6:54pm 
So... uh...
What's the deal with armors being absolute garbage?
A tier two armor set gives me -40% damage and -60 energy... For 40 armor.
Meanwhile anything giving me more armor takes less damage away from me and less energy.

How does that make sense?

Example :
Operative Cap (Tier 2)
-10% damage
10 Armor
-21 energy
(This is qualified by FU as a "ranged hyper offensive" btw)

MEANWHILE

Battle Totem Mask (Tier 2)
-2.08 damage
20 Armor
-3 energy
(This is qualified as a "melee hyper tank")

Basically, every single tier of armor I can see takes more and more damage and energy away from me. Am I just NOT supposed to have energy past Tier 4??

Surely it's not a FU issue right? The armor stats make sense based on what is a tank or not, why do the rest of the stats not make any sense? Why does a tank get more damage than everything else?