PAMod 1.1
Released 13 Jan. 2009

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               Installation                
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Step 1: Install the 1.16 Fan Patch

Step 2: Go to your Immortal Throne\Database folder, and back up the database.arz file that is already there.

Step 3: Extract the database.arz file in this archive, and place it in your Immortal Throne\Database folder.



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              Uninstallation                
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Step 1: Locate your original (backed-up) database.arz file.

Step 2: Put it back in the Immortal Throne\Database file and overwrite the one that's already there.



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                   About
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(taken from the PA thread)

One of the many disadvantages of Ironlore going under is that TQ never quite got all the patching it deserves. While it's stable and largely free of bugs, there are a lot of abilities that never quite worked right. Either they were bugged, or they just so severely under-performed that they just never saw any real use by anyone.

To that end, I've cobbled together a mod. While the fan patch fixes bugs, I'm tackling balance... sort of. My goal isn't to reinvent Titan Quest, or change the game in any particularly significant way. It's just to take abilities that aren't worth using, and make them worth using.

Here is a list of the changes I've made in the mod. It's fully compatible with the 1.16 fan patch. 


STORM

    * Freezing Blast: Cooldown time increased from 8s to 12s, damage resistance completely removed, added frost burn damage.
    * Energy Shield: Given the same damage resistance as Heat Shield.
    * Summon Wisp: Major improvements to the stun duration on the Wisp's Thunderclap skill. The wisp gets that skill with 5 points.
    * Storm Nimbus: Increased the cold and lightning damage values to bring this skill in line with other damage-boosting auras. The tooltip doesn't say it, but the cold damage has a 70% chance of proccing with each hit, and the lightning damage has a 30% chance.
    * Heart of Frost: Now has a frost burn damage buff.

      I was having a hard time reconciling the damage reduction penalty on Freezing Blast with other crowd control skills, like Mandrake + Throwing Knives, Distort Reality + Temporal Rift, etc. I've decided that adding a bit more cooldown and a good deal of damage was a good way to bring this skill in line with some others. It's still not as powerful, but it doesn't take as many points, either.


EARTH

    * Wildfire: Damage increased from 16-25/65-85 to 32-50/130-170.
    * Ring of Flame: Damage increased from 3/38 to 6/76
    * Soften Metal: Damage value increased 100%, damage reduction debuff (to mobs) changed to total 1% per-point in total damage reduction to the player from all sources.
    * Conflagration: Radius increased from 3.0 to 3.5, burn damage increased from 11/48 over 3 seconds to 33/144 over 3 seconds.
    * Flame Surge: Range increased from 8.0 to 16.0.
    * Barrage: Burn damage increased.
    * Earth Enchantment: 5-8 burn damage over 1-3 seconds (really, WTF?) changed to +6/50% burn damage.

      These changes are just to bring some under-performing abilities into line with others. Ring of Flame and Soften Metal were woefully inferior to similar abilities in Storm and Spirit. This is because those abilities debuff resistances, stun, deal extra elemental damage, etc. So instead of adding a bunch of extra modifiers, I thought it better to just make these abilities better at what they already do: fire damage and armor debuffing.

      The Wildfire change is because this ability is one of those things that no one invests in. The damage is just trivial. Truth be told, even doubling its damage probably won't make it any good in the later stages of the game, but it'll at least make it worth a second look, and maybe some use beyond the first half of normal mode. It also benefits from Earth Enchantment, so for a melee build that's using the Core Dweller, it should put out respectable damage.

      Conflagration is improved because right now, the damage is laughable, even in normal mode.

      Flame Surge's range is increased to bring it more in line with Ice Shard, and not make using it a constant near-death experience. Because of the spread, it's more difficult to hit at longer range, but at least it's possible, now. Think of it as TQ's take on a shotgun. Now, Flame Surge will do slightly higher impact damage, and slightly higher burn damage over a shorter period of time, plus the new Earth Enchantment will boost its burn damage further. This is to compensate for Ice Shard being slightly more spammable, with a slightly longer range, having a slow effect, and being able to score multiple hits on a single target at long range.


ROGUE

    * Open Wound: Bleed damage increased from 27/141 to 54/282.
    * Anatomy: +Bleed increased from 36/120% to 72/240%.
    * Toxin Distillation: +Poison damage increased from 12/144% to 18/216%, and +poison duration decreased from 10/76% to 5/38%.

      E.g. Toxin Distillation will go from +76% duration and +144% damage to +38% duration and +216% damage when maxed. So if you had an ability that did 100 damage over 10 seconds (base), that's 10 damage per second. The current Toxin Distillation would improve that to 24.4 damage per second for 17.6 seconds. You go from 100 damage to 429 damage; a 329%% increase in damage.

      With the new Toxin Distillation, you'll take that same ability and change it to 31.6 damage per second for 13.8 seconds. You go from 100 damage to 436 damage; a 336% increase in damage.

      The net effect is that your damage increase is the same, it just doesn't take as long to deliver the damage. This change is because, right now, poison does fine damage for the higher difficulty modes, but the problem is duration. It takes so bloody long to deliver that damage that it is in every conceivable way out-performed by other damage types (except bleeding).


HUNTING

    * Art of the Hunt: +Bleed damage increased from 15/48% to 30/96%.
    * Eviscerate: Bleed damage increased from 33/150 to 66/300.
    * Gouge: Bleed damage increased from 48/198 to 72/297.
    * Barbed Netting: Bleed duration increased from 3 to 8 seconds, damage increased from 45/135 to 120/360.

      As I've pointed out before, bleeding damage is just disgustingly underpowered. Making it competitive with other damage types would basically require a complete itemization overhaul, but I'm hoping that by increasing the potency of the bleed attacks and the damage multipliers available, bleeding abilities might actually be useful beyond normal/early epic. The intent isn't to make it a primary damage type, but to make it a helpful form of additional damage.


NATURE

    * Nature's Wrath: Damage increased by 50% and the chanc eto pass through enemies has been increased from 33% to 50%.
    * Overgrowth: Completely overhauled. Now provides a very potent +energy-per-second and +health-per-second buff and does so to a whole area when upgraded. Added a cooldown timer to the skill, and adjusted the Nymph's AI to buff whenever possible, and to target the strongest weakest closest ally in range.
    * Call of the Wild: Increased the wolves' anger multiplier from 0.75 to 1.0. They should be better at pulling aggro, now.

      The Nymph was a pet in search of a purpose. It wasn't a damage dealer, it wasn't a tank, it wasn't a support pet. It was just sort of there, and mediocre at everything. The changes keep the Nymph focused on a mix of damage dealing and buffing, but have made her better at both.


SPIRIT

    * Death Ward: Changed the per-point scaling. Previously started at 330 HP and capped at 540 HP. Now starts at 330 HP, and gains 100 HP per point, capping at 1030.


WARFARE

    * Nothing!


DEFENSE

    * Concussive Blow: Increased stun proc chance from 5% to 10%, and (approximately) doubled the stun duration buff.


DREAM

    * Nothing!


CAMERA

    * The camera can now zoom out 50% farther than before. Just bear in mind that this allows you to zoom out farther than normal, and doesn't change the way the game deals with LoD. That means that if you zoom all the way out, there's going to be more stuff on the screen, and it may cause your performance to suffer. If you keep the camera in the normal range, there is no performance loss at all.


POTIONS

    * Potions will now stack in groups of 100 rather than groups of 5.
