Marvel Mods

X-Men Legends I & II => Mod Releases and Conversions => Boosters => Topic started by: Jack of All Trades on November 04, 2008, 05:48PM

Title: Deadpool Booster v1.2 (updated 11/16/2008)
Post by: Jack of All Trades on November 04, 2008, 05:48PM
Here it is.  It's not Finalized yet but I need me some playtesters.

I have included 2 versions of Deadpool the 1st is an updated version of the original.

Deadpool Update :deadpool:

Original Version:

New Skills
-Battle Cry ----------> Power from Ultimate Alliance
-Teleport Flurry -----> Based on Nightcrawler's Teleport Frenzy
-Cloaking Device -----> Based on Cable's Cloaking Device
-Healing Factor ------> Sabretooth's Regeneration Overdrive

Updated Skills
-Dual Shot------------> increased level requirements 14 and decreased maximum skills 16
-Wise Crack-----------> reclassified from Boost to Debuff
-Teleport-------------> changed level requirements and decreased maximum skills to 5. Carry Allies now happens at 3 ranks
-Regeneration---------> added Mental Resistance to reflect comic book continuity
-Stealth--------------> added butterfly kick and teleport flurry, basic punches and kicks to this passive
-Weapon Mastery-------> added butterfly kick, dual shot, and nitrogen blast to this passive. Changed text from Sword/ Gun to Sword/Artillery
-Telport Flurry-------> reduced to 5 attacks because since stealth now affects this skill it does more damage than Nightcralwer's version.  Deadpool's teleport belt should never outdo Nightcralwer's X-Gene.

The original version is significantly overpowered do to the fact that Stealth provides a ginormous bonus to ALL MELEE powers.  I feel this version is truer to what the original would have been like if there hadn't been so many bugs.  However this game was shipped off early and I believe that if they had bug fixed this like I did they would have changed deadpool significantly because he is significantly overpowered this way.

Balanced Version

Differences from Original
Teleport Flurry------->Bumped it back up to 6 attacks at max in this version because with all of the boosts It will actually do the same damage as nightcrawler with a smaller chance of critical hits.
Combat Mastery-------->Replaced Weapon Mastery with Combat Mastery.  It now boosts both Melee & Weapon Powers
Stealth--------------->No longer boosts Melee Powers at %130.  Now it boosts basic punches and kicks at 260%.

If there is enough Demand
-Icons----------------> All of Deadpool's new powers recycle his other icons.
Yet to Come
-Skins----------------> I could import some of his Marvel Ultimate Alliance Skins

Download here--------->  Deadpool :deadpool:
(http://www.mediafire.com/?azq4dtmxbmw%5B/url)

Personally I prefer my balanced version.  His damage is right in line with wolverine.  He's just a little bit stronger but that is the way the numbers worked out.  I think its okay since he is a special character though. It's nowhere near as overpowered as the original version.

Do you have any ideas?
Does my Booster Suck?
Want a power tweaked?
Want to make a skin for me?
Have you found a bug?
Did I forget to mention you for something?

Credits
-NoDoubtJr---> I included a slightly modified version of his Cloaking Device Power.
-Sesaru1984--> I included a heavily modified version of his Teleport Flurry Power, which is was a slightly modified version of Nightcrawler's power.  I scripted my own version but his had bugs that I knew how to fix, and mine had bugs that his version fixed.

Special Thanks
-DarthCyclopsRLZ---> He helped me get started and continues to critique my scripts.
-NoDoubtJr.--------> NodoubtJr. helped me find all of the tutorials I needed and pointed me the right direction for fixing Teleport Flurry.

11/16/2008
-Finally found a bug in Leap of Faith, however it didn't fix it.  I'm beginning to believe that Leap of Faith references an AI function that deadpool is not capable of.  I ended up removing the power entirely to prevent people from wasting precious skill points on it.  I think 16 skills should be enough.  I am considering giving him Nightcrawler's Teleport Attack with a free point automatically invested to eliminate the no ep cost bug. I throw this in if there are enough requests for it.
Title: Re: Deadpool Booster vBeta (Playtesters Wanted)
Post by: Jack of All Trades on November 05, 2008, 02:08PM
There is a new version.  I fixed the weapon mastery and stealth to include other applicable moves.
Title: Re: Deadpool Booster vBeta (Playtesters Wanted)
Post by: DarthCyclopsRLZ on November 05, 2008, 06:59PM
Woah, woah, woah.

Stealth's damage bonus is supposed to affect *regular* melee attacks.  Not powers. A 150% bonus to teleport flurry is insane, lol.

And regarding Regen, you might wanna bump it up to 7.5% or something. Nice number, eh.
Title: Re: Deadpool Booster vBeta (Playtesters Wanted)
Post by: Jack of All Trades on November 05, 2008, 10:19PM
Actually, Stealth says all melee attacks.  I personally playtested deadpool's basic attacks and all of his original powers with stealth, weapon mastery, and then stealh + weapon mastery. The original Stealth actually only affected rupturing jab and blade cyclone.  Most of his pre-mod powers are pretty mediocre at level 99.  With both passives at 9 ranks rupturing jab does about 1100 damage its pretty powerful and blade cyclone does about 500 damage.

I didn't want to undo this for my mod because I want people to actually play it.  Stealth actually only adds 130% damage.  If it were only meant for basic attacks it would be underpowered compared to gambit, bishop, jean, sunfire, storm, which add 260% to basic attacks.

I agree it's a overpowered but deadpool is all ready overpowered.  If I don't include the new powers in the passives then there will be no point to play them.  I AM however thinking about reducing Teleport Flurry from 6 attacks to 5.  To be honest I didn't have time to playtest the powers after messing with new passives.

Do you happen to know how to throw his punches and kicks to stealth?

*Note I forgot to include the new powerstyle file.  It's fixed now.*
Title: Re: Deadpool Booster vBeta (Playtesters Wanted)
Post by: DarthCyclopsRLZ on November 06, 2008, 04:45AM
            affecter {
            attribute = powerup_scope ;
               scope {
               scope_attack = punch ;
               }

               scope {
               scope_attack = kick ;
               }

            }


Insert the code in the ps file's powerup entries if you wanna fix buffs like Energy Fury.  Put it in the talent file's powerup entries for passive skills.
Title: Re: Deadpool Booster vBeta (Playtesters Wanted)
Post by: Jack of All Trades on November 06, 2008, 10:09AM
Will I be able to add this to Stealth without replacing what it is all ready set up to do?  I tried adding a melee version of energy combat to deadpool's stealth with disastrous results.
Title: Re: Deadpool Booster vBeta (Playtesters Wanted)
Post by: DarthCyclopsRLZ on November 06, 2008, 11:09AM
Got some time to kill between classes this afternoon.  Will look it up.

Define 'disastrous'.  Way too high dmg?
Title: Re: Deadpool Booster vBeta (Playtesters Wanted)
Post by: Jack of All Trades on November 06, 2008, 11:49AM
Oh yeah.   2000+ damage at rank 9. It messed up the ranking system on the power.  It was ugly.

BTW I couldn't get your business to work.
Title: Re: Deadpool Booster vBeta (Playtesters Wanted)
Post by: DarthCyclopsRLZ on November 06, 2008, 12:25PM
Quote from: Jack of All Trades on November 06, 2008, 11:49AM
Oh yeah.   2000+ damage at rank 9. It messed up the ranking system on the power.  It was ugly.

All skills or only Rupturing Jab?  Take a look at Jab's ps entry.  The handler borrowed from Nightcrawler messes things up.

Also seems to be something off with Cyclone. Nodes might be a viable solution.

Quote from: Jack of All Trades
BTW I couldn't get your business to work.

Yeah, it's for passives and boosts dealing with regular melee attacks only.  The combined effects - which I'm not sure I approve of, lol - 
Title: Re: Deadpool Booster vBeta (Playtesters Wanted)
Post by: Jack of All Trades on November 06, 2008, 12:35PM
No, it messed rupturing jab, butterfly kick, and teleport flurry.

I couldn't get the ranking system to pan out either.

News on the cyclops front.  I'm almost done with his piercing passive.  I just folded it into Defensive Grid.  I changed the name to Ranged Tactical Grid.  I was thinking about Football formations.  Kind of like setting up an offensive line staying back and looking for receivers or in this case enemy weak points that cyclops can blast through.  I was going to make a separate passive but it only affects optic beam and fusion beam.  Since Defensive Grid and passives like that are underpowered anyway, I thought why not.

Now I'm thinking about Jean and Magneto's projectile deflection passives...
Title: Re: Deadpool Booster vBeta (Playtesters Wanted)
Post by: DarthCyclopsRLZ on November 06, 2008, 01:07PM
Friendly reminder: don't forget to add the piercing chance to the ps file.

EDIT: Well, what do you know.  The game treats melee powers and regular attacks the exact same way unless you specify a type of damage.

I see what the problem is.  The added damage to melee attacks counts as base damage for powers. Thus why it skyrockets.

Mmm.  Might be able to bypass it by adding, say, another type of damage to regular melee attacks.
Title: Re: Deadpool Booster vBeta (Playtesters Wanted)
Post by: DarthCyclopsRLZ on November 06, 2008, 01:59PM
Nope, bypassing damage ain't working.  Damage doesn't show, but it counts.

The only way to grant such a bonus to regular attacks would be to convert it into a boost and then throw in the NULLIFY attribute.

Gotta say, this is totally what they should've done with all those Energy/Elemental/Ice Combat passives, eh.
Title: Re: Deadpool Booster vBeta (Playtesters Wanted)
Post by: Jack of All Trades on November 06, 2008, 08:48PM
actually I should drop the scope node thing and go with damage type melee, it will still affect the powers but it should also affect his punches and kicks too.  I think the reason they made stealth only 130% instead of 260% is because it unlike Sunfire's Fire Combat it is supposed to boost his melee powers as well.
Title: Re: Deadpool Booster vBeta (Playtesters Wanted)
Post by: DarthCyclopsRLZ on November 07, 2008, 07:25AM
That's the thing.

The punch/kick restriction only works as it should for people who don't have any type of melee powers. The elemental passive bonus boosts the base damage even though it doesn't show on-screen; since these ranged characters don't have +%physical powers, you can't really tell and, more to the point, it doesn't have any effect on their ranged powers' damage output.  Totally different for tanks. 

130% still is way too high if it affects base damage.  Hell, a mere 25% is arguably too high.

All in all, there's no win here.  Regular attacks and power seemingly just can't be dealt with simultaneously. The only way I can think of is to create a buff with the nullify attribute. 
Title: Re: Deadpool Booster vBeta (Playtesters Wanted)
Post by: Jack of All Trades on November 07, 2008, 08:03AM
Are you taking into account that half of the characters in the game are able to do this.  Sunfire/Pyro for sure with that sword attack.  I have a feeling Gambit accomplishes this with his staff moves.  Bishop and sapping strike.  The only kids with the combat boost passive who don't have melee powers are storm and jean.
Title: Re: Deadpool Booster vBeta (Playtesters Wanted)
Post by: Jack of All Trades on November 07, 2008, 08:19AM
Actually I just playtested and gambit's staff move is the only one that isn't affected.
Title: Re: Deadpool Booster vBeta (Playtesters Wanted)
Post by: DarthCyclopsRLZ on November 07, 2008, 09:07AM
Interesting. Knew for Sunfire & Bishop, but wasn't certain for Gumbo.  Been a while since I playtested with him. Energy Fury didn't even bother with the kick/punch restrictinon, eh.  Good thing Gumbo's move aren't punch/kick attacks per se, then.

Sensible solution is of course to remove Sunfire's & Bishop's uncessary moves, eh. Oh, and the Bobster doesn't have melee powers. But then again, his buffs are totally glitched. Not quite in the good sense for Ice Armor. Oh well.

EDIT: Anyway, here's one last thought:

While there's no way to handle both types of attacks with a single skill, you can bypass the sick damage output by nerfing all melee powers and putting harsher level restrictions on the passive.

Let's say you give him the 150% bonus to regular melee attacks. That's a 2.5 modifier.  Which means the powers' bonuses should be nerfed by '1 / modifier'.   That would be -60% here.

Not exactly an elegant solution, but it works.  It's just that the powers' dmg bonuses look kinda funny.
Title: Re: Deadpool Booster vBeta (Playtesters Wanted)
Post by: Jack of All Trades on November 07, 2008, 01:11PM
I figured out how I'm going to do it.  I'm going back to the original script for Stealth, which uses damagetype = dmg_blade.  The solution is so simple that I feel stupid for not thinking of it sooner.  I'll simple add an entry that adds damagetype = dmg_melee.  This of course throws butterfly kick back into the mix but since it does less damage than rupturing jab it doesn't really matter.

I'll have the stealth fix up tonight.  Once that's up and running I'll have a chance to playtest Gotcha aka leap of faith.  First I have to figure out how to get it to trigger with nightcrawler and see if it works with Deadpool.  As of right now I don't even know.

I'm still trying to think of a comical name for leap of faith.  I'm not satisfied with Gotcha.  If anybody has any ideas, I'm listening. 

Also I originally had different names for my powers.

Healing Factor was IT'S ALIVE!

Cloaking Device was Here Today Gone Tomorrow

Teleport Flurry was B.A.M.F.  Which stands for...

Opinions?
Title: Re: Deadpool Booster vBeta (Playtesters Wanted)
Post by: Jack of All Trades on November 07, 2008, 09:06PM
So the new version makes Stealth work like it was supposed to.  It boosts all of his Melee attacks.  Before it only boosted Blade Cyclone and Rupturing Jab.  Now it affects his basic punches and kicks, Butterfly Kick, and I threw in Teleport Flurry. 

The reason I chose to include his other powers even though boosting them is unbalanced is because it all ready boosts rupturing jab.  Rupturing Jab is his strongest move and when you apply stealth to these other melee attacks they don't do as much damage rupturing jab anyway.  Honestly, if rupturing jab is 5 times stronger than all of his other moves, why use his other moves?

I think this was the original problem with deadpool.  Now he has plenty of other options.

This version also fixes Teleport Flurry.  Now it funtions bug free.  Deadpool stops teleporting when there are no more enemies.  Since Teleport Flurry is affected by Stealth each attack can do more damage than Nightcrawler's version.  Because of this I felt compelled to reduce it from a total of 6 attacks to 5 at maximum level.  Deadpool should not outBAMF Nightcrawler.

Tonight I'm going to finally playtest Gotcha aka Leap of Faith.  It's all up to this.
Title: Re: Deadpool Booster vBeta (updated 11/07/2008)
Post by: DarthCyclopsRLZ on November 08, 2008, 05:32AM
Quote from: Jack of All Trades on November 07, 2008, 09:06PM
So the new version makes Stealth work like it was supposed to.  It boosts all of his Melee attacks.  Before it only boosted Blade Cyclone and Rupturing Jab.  Now it affects his basic punches and kicks, Butterfly Kick, and I threw in Teleport Flurry. 

I wanna know something.  Have you *tried* the skills with 250 strike?
Title: Re: Deadpool Booster vBeta (updated 11/07/2008)
Post by: Jack of All Trades on November 08, 2008, 11:38AM
Yeah I know it's really, really, high.  But have you tried rupturing jab with stealth, weapon mastery, and 250 strike without any mods at all?  It's always done an insane amount of damage. 

Here is the way I looked at it.  Since Rupturing Jab and Blade Cyclone were originally affected by stealth, a passive skill that is supposed to boost all of his melee attacks.  It stands to reason that Butterfly Kick & his Punches and Kicks were supposed to have been included as well.  I simply solved that problem and I threw Teleport Flurry into the mix or else it wouldn't be worth using compared to his other powers. 

Infact this has been the most commonly mentioned pre-mod flaw in the game.  That deadpool is a one trick pony with Rupturing Jab.  That he isn't worth using.  I realize that my solution is escalation but since Butterfly Kick and Teleport Flurry do less damage than rupturing jab (which I HAVE NOT increased) what difference does it make?

Now I'm not trying to balance the whole game.  If I were than I would fix Stealth, Energy Fury, Psychic Fury, Motion Amplifier, Teleport Frenzy, Ice Gloves, Flame Sword, and every other broken power in the game. 

If somebody takes the time to balance out every character in XML2 than I will be more than happy to fix Deadpool's Pre-Broken powers and include a nerfed version in that update.  Until then I'm keeping Deadpool at the all ready broken standard that XML2 has set forth.  I hope you understand that he was all ready broken, I just didn't fix him.

Hell, I've been considering fixing XML2 anyway.  If there were enough people to divide up fixing all of the character's I'd be interested.  We'd have to get NoDoubtjr to fix his psp conversions though.  I'm not fixing Deadpool without fixing Cable.  Those two are a team.

To be completely honest I considered folding Stealth and Weapon Mastery into a single passive called "Weapon Mastery & Stealth" to boost all of his powers using the scope_node method and creating an entirely new passive called "Hand to Hand Combat" that would give his basic Punch & Kick attacks the standard 260% combat bonus.  I'd have to change Butterfly Kick's damagetype from dmg_melee to dmg_blade to keep it from getting a double boost and give Teleport Flurry back it's 6th attack.

Note: This absolutely Nerfs Rupturing Jab. 

Honestly I would prefer the latter.  It accomplishes what I feel Stealth and Weapon Mastery should accomplish in a balanced gameplay XML2 world.  I may actually just release two versions of deadpool.

Does anybody have any opinions?
Title: Re: Deadpool Booster vBeta (updated 11/07/2008)
Post by: DarthCyclopsRLZ on November 08, 2008, 11:52AM
More of a fact than an opinion:

Try using this solution with, says, Colossus & Juggernaut.  You'd have to basically rewrite the whole ps file to mod the damage types.

Wolvie & Deadpool were just lucky to have so much default blade damage.

Quote from: Jack of All Trades
To be completely honest I considered folding Stealth and Weapon Mastery into a single passive called "Weapon Mastery & Stealth" to boost all of his powers using the scope_node method and creating an entirely new passive called "Hand to Hand Combat" that would give his basic Punch & Kick attacks the standard 260% combat bonus.

Once again, works fine for Deadpool.  Just not for other tanks. More or a situational/lucky fix than anything else.
Title: Re: Deadpool Booster vBeta (updated 11/07/2008)
Post by: Jack of All Trades on November 08, 2008, 12:30PM
That's not what I was asking.  I want to know if enough people would rather have me create a more balanced version of deadpool.

Which would people rather have my deadpool which is set to xml2's broken standards or a balanced version of my deadpool. 
Title: Re: Deadpool Booster vBeta (updated 11/07/2008)
Post by: DarthCyclopsRLZ on November 08, 2008, 12:49PM
My point is, the method you're using only works if you wanna power up Deadpool at every other - Wolvie excepted - pure tank's expense.
Title: Re: Deadpool Booster vBeta (updated 11/07/2008)
Post by: Jack of All Trades on November 08, 2008, 01:31PM
I understand your point but you aren't listening.  Deadpool is ALL READY broken.  Even without my mod rupturing jab still does about 3200 damage when fully maxed out with both passives.  With my mod it still does this much damage.  Even after my mod his other moves do less damage than this, cost more EP, and have longer animation times.

Give me a break here.  Deadpool isn't my creation.  I didn't do anything to break him.  I just included the other applicable powers in an all ready broken passive.  I will repeat myself again.  They still do less damage than his previously broken power.  Deadpool has ALWAYS made other melee characters useless it was just that he repeated one move over and over again when he did it. 
Title: Re: Deadpool Booster vBeta (updated 11/07/2008)
Post by: DarthCyclopsRLZ on November 08, 2008, 02:06PM
I'm not saying you broke it.  I'm wondering why you're not fixing Rupturing Jab.  You're taking the time to boost everything else.  Why not nerf the broken skill instead?  Or just remove stealth altogether and replace it with critical strike? 
Title: Re: Deadpool Booster vBeta (updated 11/07/2008)
Post by: Jack of All Trades on November 08, 2008, 02:43PM
The reason I haven't fixed it because absolutely none of the other updates attempt to fix anything that's broken.  Look at the Jean Booster.  It doesn't fix Psychic Fury.  Look at some of the custom characters.  Angel has a radial melee and a boost that I was able to one shot kill Grizzly for with for 9000 damage.  Psylocke's blade and whip do about the same amount of damage as rupturing jab.

The community hasn't bug fixed their characters because they don't want to.  I actually made a post about Angel's Strength that was totally ignored.  I really like him as a bonus character too but there is just no way I'm going to use him because he's way too strong. 

I am about to playtest a stealth fixed version of deadpool and I'll post along side the standard.  Honestly, along side bishop, ironman, and even sunfire my deadpool isn't that broken.

So yes I'm going to include a fixed deadpool and I'm going to include the current state of X-Men Legends 2 Deadpool.
Title: Re: Deadpool Booster v1.0 (updated 11/08/2008)
Post by: Jack of All Trades on November 08, 2008, 06:31PM
Alternate version is up now.
Title: Re: Deadpool Booster v1.1 (updated 11/10/2008)
Post by: Jack of All Trades on November 10, 2008, 08:56AM
I updated battle cry today.  I used Professor X's Telepathic Link as a precedent for the damage boost value.  Now it's a little more honest.
Title: Re: Deadpool Booster v1.2 (updated 11/16/2008)
Post by: Jack of All Trades on November 16, 2008, 07:33PM
A new version.  I eliminated Gotcha aka Leap of Faith.  I found my mistake but it didn't make the power work, so I gave up and removed it to prevent people from spending points on it.  If you have spent points, I suggest investing the 10,000 techbits to reskill him and then install the update.

On a side note.  I can fix the no EP cost bug by giving him Teleport Attack with a point automatically invested in it.  Does anybody think I should do this?
Title: Re: Deadpool Booster v1.2 (updated 11/16/2008)
Post by: OblivionSmurf83 on May 28, 2010, 05:46AM
Hi Jack of All Trades,

I just tried this mod, and I thought I'd use this opportunity to congratulate you on a fantastic mod! I used the original version, which really addresses one of Deadpool's key problems in the unmodded game - Rupturing Jab is so good there's often no need to use any other power. Thank you for making it tempting to pick some other ones on occasion!

Will you be releasing any other updates to this mod? I would love some new skins for Deadpool, particularly some civilian clothing, but naturally that's only if you're still working on the mod!

Congratulations once again, and thank you for the mod.
Title: Re: Deadpool Booster v1.2 (updated 11/16/2008)
Post by: nodoubt_jr on May 28, 2010, 04:06PM
Jack of All Trades hasnt signed on since March 15, 2009 so most likely he wont be updating this.