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Groove_Salad-GroovySkills-1.0.1 icon

GroovySkills

Whoa, another skills mod?

Date uploaded 3 years ago
Version 1.0.1
Download link Groove_Salad-GroovySkills-1.0.1.zip
Downloads 27030
Dependency string Groove_Salad-GroovySkills-1.0.1

This mod requires the following mods to function

bbepis-BepInExPack-5.4.9 icon
bbepis-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 5.4.9
tristanmcpherson-R2API-3.0.44 icon
tristanmcpherson-R2API

A modding API for Risk of Rain 2

Preferred version: 3.0.44

README

Overview

Impressively average skills mod - 10 new skills for survivors, allies, and enemies are currently implemented.

Skills

Phase Orbs

Aiming to fill a dedicated AoE role in Commando's kit, this alternate special heavily scales power and proc potential with the number of nearby enemies. It also provides a small mobility option.

Concussion Grenades

Probably like the 10th alternate primary for Engineer, this skill tries to maintain the clunkiness and delay of his original Bouncing Grenades while providing an immediate trigger-response. Each grenade has a chance to stun, allowing Engineer to lock down high priority threats while his allies focus other enemies.

Channeled Nano-Inferno

A fire-themed secondary for Artificer that can charge up significantly faster than her other options, as well as hold an extra stock. To compensate it has lower damage and shorter range, hopefully leading to a more agressive and fast-paced playstyle.

ST78 Helix Energy-Conductor

This complex alternate primary for Captain gives the player multiple methods of attack in a more extreme implementation than his default. Its goal is to provide enough variety to engage the player while Captain's other skills might be on long cooldowns.

EMP Charge

An alternate secondary for Captain themed after his alternate utility, this skill offers a large AoE shock on a longer cooldown. You might find its ability to apply self force more useful however...

Brutal Lacerations

Intended to support Acrid's hybrid nature, this alternate primary focuses on speed. Scramble from enemy to enemy, rapidly scoring hits on foes and comboing with your other skills.

Petal Storm

A new primary for REX to complete his plant-themed kit, this skill removes your access to reliable healing. Rewarding if handled correctly, your primary will become a more integral part of your damage output.

Void Barrage

This new secondary for Void Reavers enforces their place as a threat to even the strongest endgame builds. The ability to temporarily nullify your proc items will likely leave you in an unfortunate situation.

Terrain Distortion

This special skill for Void Reavers offers them the ability to alter familiar environments, creating unique challenges for the player. While initially underwhelming, the effects can be deceivingly dangerous when allowed to persist.

Rocket Blast

Pushing them farther towards a crowd control role, this new secondary for Gunner Drones gives them an option to engage tight groups of lesser enemies as well as larger threats. The stun inflicted by this attack is a powerful asset to their team, and might encourage the player to purchase them more frequently.

Contact

I made a discord server for my mods: https://discord.gg/pF9PdAVgeG (another modding server aaaaaaaaa) You can also contact me on Discord @Groove_Salad#7700 to share any feedback you have on the mod or to let me know about any issues you may come across

Changelog

1.0.1

  • Added config option to nerf ST78 Helix Energy-Conductor (for use with other mods that nerf Captain's default primary)
  • Updated mod references
  • Added AI logic to some unused skills, for people who may want to mess around with them

1.0.0

  • New skill variant for Acrid: Brutal Lacerations
  • New skill variant for REX: Petal Storm
  • New skill for Void Reavers: Void Barrage
  • New skill for Void Reavers: Terrain Distortion
  • New skill for Gunner Drones: Rocket Blast
  • New Ancient Scepter upgrade for Phase Orbs
  • Autosprint support
  • Minor config improvements, you may want to consider resetting it
  • Updated Phase Orbs icon
  • Concussion Grenades are now sticky (Note: Concussion Grenade's general limit to grounded enemies made them far too reliant on Thermal Harpoons, this should serve to encourage loadout variety)
  • Concussion Grenades fire frequency 1.4 seconds -> 1.5 seconds
  • Updated Channeled Nano-Inferno vfx
  • Fixed bugged Channeled Nano-Inferno sfx, updated sfx
  • Channeled Nano-Inferno minimum charge duration 0.3 seconds -> 0.25 seconds
  • Channeled Nano-Inferno charge duration 0.9 seconds -> 1 second
  • Channeled Nano-Inferno cast duration 0.3 seconds -> 0.4 seconds
  • Channeled Nano-Inferno overlap attack hitbox updated (it was so stupid before lol)
  • Updated orbital laser hidden realms logic, should now interact better with other mods
  • Orbital laser targeting now ignores enemies (Note: essentially a nerf, limits its usecases without reducing the numbers)
  • Might be some other stuff I forgot about this time

0.5.1

  • Fixed orbital laser not being able to crit
  • Fixed orbital laser skill replacement having a blank name and description
  • Orbital laser now applies a self-slow while active
  • Updated orbital laser vfx
  • Fixed issue with Mando Gaming that caused Concussion Grenades to become sticky
  • Concussion Grenades fire frequency 1.5 seconds -> 1.4 seconds
  • Concussion Grenades explosion delay after impact 1.5 seconds -> 1.2 seconds +/- 0.1 seconds random offset
  • Concussion Grenades speed loss on impact 80% -> 60%
  • Updated Concussion Grenade sfx
  • Casting Channeled Nano-Inferno duration 0.2 seconds -> 0.3 seconds
  • Updated Channeled Nano-Inferno vfx, let me know if these are an improvement
  • Updated Channeled Nano-Inferno hitbox
  • Channeled Nano-Inferno detonation radius 10m -> 8m
  • Fixed Phase Orb projectiles being duplicated for clients (I think)
  • Fixed Phase Orb projectiles playing an unrelated sound on impact

0.5.0

  • Early release: might be kind of rough but I wanted to get it out there

Stats for Nerds

A compilation of information regarding each skill that some might find useful, I will try to keep it as accurate as possible.

Phase Orbs

  • 9 second cooldown
  • Charges for 0.6 seconds and fires all 3 projectiles at the end
  • Provides a small hop on activation and antigravity throughout the charge duration similar to Huntress' glaive
  • Applies self force in the opposite direction of firing
  • Self force and projectile speed are both increased by charging the skill, this means you can cancel it early with your secondary to reduce them
  • Each of the 3 projectiles shoots an orb attack at enemies within 15m every second for 50% damage, this orb can bounce once and has a proc co of 1.0
  • Each projectile has a lifetime of 3 seconds
  • Each projectile exlodes on death for 100% damage in a 3m radius

Concussion Grenades

  • No cooldown
  • Fires 2 grenades every 1.5 seconds that explode 1.2 (+/- a random offset of 0.1 max) seconds after impact for 300% damage each in a 5m radius, 1.0 proc co
  • The left grenade fires immediately, and the right grenade fires after 0.3 seconds
  • The skill can be interrupted by your other skills after 0.6 seconds
  • Each grenade has a 30% chance to stun (this is affected by luck)
  • Grenades will stick to enemies and terrain

Channeled Nano-Inferno

  • 5 second cooldown
  • Can hold 2 stocks at base but only one will recharge at a time
  • Charges up for a minimum of 0.25 and a maximum of 1 seconds
  • Charge affects projectile damage and speed, the projectile will deal 200% - 600% damage based on charge
  • The projectile pierces through enemies dealing its damage and igniting enemies, then explodes on contact with the world or after 1 second dealing that damage and igniting again in an 8m radius
  • Each attack has a 1.0 proc co
  • Casting the projectile takes 0.4 seconds

ST78 Helix Energy-Conductor

  • No cooldown
  • Holding down the key will charge up an ion blast for the first 1 second, during this time the skill is Agile
  • Releasing the key during this time will fire the ion blast dealing 450% damage with a 1.0 proc co and piercing though enemies
  • The ion blast has a max range of 150m and default bullet falloff
  • Charging up the ion blast rather than releasing it immediately will only increase the force applied by it, from a minimum of 750 force to a max of 2750 (charging is intentionally not very useful due to the mechanics of the skill)
  • The ion blast will fire as soon as the key is released, but you cannot fire it again for another 0.8 seconds
  • If you hold the key for longer than 1 second, you will cancel charging the ion blast and instead begin calling for an orbital laser
  • At this point the skill will cancel sprint, and attempting to re-sprint will cancel the laser
  • A 50% slow is applied to the player while calling for the laser, this reduces movement speed by ~33% due to how slows are calculated in ror2
  • 0.8 seconds after entering the orbital laser state, the laser will become active
  • The laser will track your cursor as effectively as it can, and will spawn a blast at its estimated point of impact every 0.15 seconds
  • Each blast has a 3m radius and deals 180% damage with a 0.75 proc co, the frequency that blasts are spawned at is increased by attack speed
  • If you happen to be in a hidden realm, the orbital laser will fail to appear

EMP Charge

  • 20 second cooldown
  • Hold to aim the projectile, releasing or sprinting will throw it
  • The projectile explodes on impact, dealing 300% damage with a 1.0 proc co and shocking all characters in an 11m radius for 5 seconds
  • Applies very heavy force to everything it hits
  • The explosion cannot shock the player as they are immune
  • The explosion will deal 1/2 damage to the player (150% damage), this is due to underlying self-damage mechanics in ror2

Brutal Lacerations

  • No cooldown
  • Each flurry of attacks lasts 1 second
  • Visually slashes 6 times, and hits 9-10 times
  • Each hit will deal 70% damage with a 0.8 proc co
  • Each visual slash will cancel sprint
  • After finishing the flurry, you are sent into a cooldown state for 0.8 seconds
  • The cooldown can be interrupted by some of your other skills

Petal Storm

  • No cooldown
  • Fires one petal every 0.25 seconds, each petal deals 190% damage and has a 1.0 proc co
  • Petals infinitely pierce enemies and are destroyed when contacting terrain
  • Each petal fired increases spread bloom
  • Spread bloom gained is divided by your attack speed
  • If firing at max spread bloom, firing the shot will cost 5% of your current health
  • Spread bloom will also increase the spread of the projectiles

Void Barrage

  • 12 second cooldown
  • Only used when targets are within 80m, and requires aim confirmation
  • 0.4 second entry duration, then fires 9 projectiles evenly spaced out within a 1 second duration
  • Each projectile deals 10% damage and has a 1.0 proc co
  • Each projectile refreshes a debuff on hit, lasting 4 seconds
  • While under the effects of the debuff, all rng rolls will result in the unfavorable outcome (this is similar to negative luck, but more extreme)

Terrain Distortion

  • 45 second cooldown
  • Only used when targets are within 150m
  • Searches for enemies within 200m when activated
  • Cycles through located enemies until 6 distortion projectiles have been placed
  • Projectiles are offset from the locations of the targets they are directed at
  • Projectiles will last until their owner's death, at which point they will be destroyed
  • Projectiles are on the same layer as the world

Rocket Blast

  • 6 second cooldown
  • Only used when targets are within 30m, and requires aim confirmation
  • Projectile explodes for 300% damage in an 8m radius, with linear falloff
  • Projectile stuns for 1 seconds
  • Firing the projectile takes 0.5 seconds