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ToME: the Tales of Maj'Eyal • View topic - [1.6.7] Bristlebarb - Thorn class

ToME: the Tales of Maj'Eyal

Everything about ToME
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PostPosted: Sun Apr 05, 2020 10:41 pm 
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Uruivellas

Joined: Wed Jan 22, 2014 1:46 pm
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Hello all. This addon introduce the Bristlebarb, a very passive class.
You can download the addon here : https://te4.org/games/addons/tome/bristlebarb

Description
This addon adds the Bristlebarb as a playable class.
Bristlebarbs hate everyone with a passion, but refuse to lower themselves to the levels of other by fighting.
Their scorn alone empower them as they cover themselves in spikes and trudge their own path, in blood.

Bristlebarbs use no weapons but are covered in a living bramble that they can control.

They use a special resource : thorns.
Higher thorn count give them bonus damage.
Lower thorn count slow them down but increase their armor, as their thorn become dead wood.
Extremely low thorn will prevent all movement.
Thorns default to 50% on rest and increase in the presence of worthy enemies (rare rank and above).

5 unique class trees (1 locked) :
Scorn : A manifestation of their hate for the outside world
Flow of the thorn : You move like a vine, nothing stopping you from growing wherever you want.
One with the thorn : More and more, your body changes and adapt.
Mutation : your thorns started simple, what are they becoming now ?
Wrath of the thorn : harness your hate to guide your thorns in devastating attacks.

Bristlebarbs can not appear on NPC.

Disclaimer
Please report any bugs you find and I will endeavor to fix them ;)
At this point the talents are finished but have not yet been balanced, as I still need to run through a couple game and see where we stand.
Any input is helpful and appreciated.

If possible, please take discussions and bugs report to the forum thread.

Credits
http://game-icons.net/ for all the talent and effect icons.

https://opengameart.org/content/painter ... ons-part-2 for the class icon and a couple others.

In advance, whoever tries this out and gives me feedback so I can continue to improve it !

Changelog

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PostPosted: Mon Apr 06, 2020 1:05 am 
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Sher'Tul Godslayer

Joined: Sat May 15, 2010 9:17 pm
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PostPosted: Mon Apr 06, 2020 5:57 am 
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Uruivellas

Joined: Wed Jan 22, 2014 1:46 pm
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:oops: didn't think about environmental damage apparently, gotta work on that fast.

And didn't think of sand shredder at all.... gonna figure something out here too.

Heavy Armor Training is because you most likely want to equip heavy armor until you remove the slots as it's tankier.
LAT does not work if you have no armor, so i never considered making it give bonus.

Accuracy and thick skin are pretty important, i don't see why we'd skip combat training. No classes go full 0 in combat training, thick skin is good and the class has no built-in acc.

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PostPosted: Mon Apr 06, 2020 6:28 am 
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Uruivellas

Joined: Wed Jan 22, 2014 1:46 pm
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OK, sand shredder fixed (thorn fists grants you the power to shred sand walls in ritch hive).
And environmental damage interaction with body of thorns fixed.

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PostPosted: Mon Apr 06, 2020 12:53 pm 
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Sher'Tul Godslayer

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PostPosted: Mon Apr 06, 2020 1:42 pm 
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Uruivellas

Joined: Wed Jan 22, 2014 1:46 pm
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i thought about some quest related stuff like lumberjack and co to flesh out the "lore/feel" of the class yeah, but it isn't in the cards for now ^^

i can't think of a class that will not go to Last Hope and spend 50 gold to get thick skin. Not starting with combat training is only relevant in Infinite Dungeon where you need a potion to learn the tree. By adding a tree that "replaces" combat training i would either add more tankiness since people would then go buy it anyway, or would have to prevent learning it somehow and then i would have made a tree to replace a tree that serves its purpose well (imo).

Bristlebarb could use a dedicated generic tree but i was uninspired so far and it would not replace combat training anyway.

I wouldn't say the point in HAT is "wasted". If you create a bristlebarb, you'll see you have 5 generics (3 free, 1 in HAT, 1 in racial) If you create an archmage you'll see you have 3 generics (1 free, 1 in racial, 1 in phase door).
Even after the HAT point becoming useless, you have 1 more gen point than Archmage !

I'll make a note to tell the player somewhere that they shouldn't invest in either armor mastery to prevent waste of points though.

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PostPosted: Mon Apr 06, 2020 2:57 pm 
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Wyrmic

Joined: Mon Feb 13, 2017 4:43 pm
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First impression after a brief testing session:
Congratulations, you have made the best user of the Adept prodigy I've seen to date.
Thorn Drag gains range 3. Three-Pronged Point turns into a net damage bonus.
You gain 30 additional maximum thorns.
And you get some more miscellaneous stat boosts from higher One with the Thorn levels. Not that many though, as most stats seem to be capped.

Flexible Combat... does not cooperate. You just make weak physical attacks that do next to no damage and have no additional effects.
Both Superpower and Arcane Might work just fine.
Irresistible Sun might just be amazing on the class if you can figure out a way to deal the required damage.
Same goes for Corrupted Shell, since it maxes out your armor hardiness.
Eye of the Tiger just does not work on this class.

Spine Twirl's radius scales with talent level, but that level is almost not achievable outside of the Infinite Dungeon. (You need a category point and Adept to gain range 4.)
Funnily enough, with Adept, the last point in Scorn and Thorn is purely detrimental. It raises the damage a hit must do to trigger it, but does not decrease the thorn loss.

You have also managed to make tinkers not break, so congratulations. There is no retaining of any talents or stat bonuses given by tinkers.
However, the One with the Thorn talents should probably be flagged as no_unlearn_last, since they rob you of your inventory slots. You can accidentally put a point in there while leveling, take it out again and lose the slot (including any items currently inside) for good. I see no way this is actually going to happen on a playthrough, but still.

Bug Report: Something about Displacement Shield really freaks this class out.

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PostPosted: Mon Apr 06, 2020 3:24 pm 
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Uruivellas

Joined: Wed Jan 22, 2014 1:46 pm
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oh yeah, adept unlocks several breakpoint indeed ^^ i like mastery to mean something and thorn drag was specially tuned that even a little mastery from an amulet would grant that extra range, haha.
flexible combat will be bad since you have no gloves and no procs, yeah. and eye of the tiger huh... could reduce talents from survival :p
you're already at prodigy level ? was the early game that easy ? ;)

i tested tinkers and fanged collar to ensure nothing would break, well fanged collar breaks in the sense you don't have the updated head on the doll. but the rest works fine !

One with the thorn were supposed to be no_unlearn_last i... must have deleted that at some point by accident ? Since i was always in dev mode while playing i didn't notice.


displacement shield might interact badly with body of thorns i guess ? do you have a log/screen of the error ? will try to reproduce and push a fix.

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PostPosted: Mon Apr 06, 2020 3:35 pm 
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Wyrmic

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Concerning prodigies, Arena is very fast but I did some devmode testing as well.
That might have been the cause of the no_unlearn_last as well.

The error seems to be due to Three-Pronged Point, as it does not occur with it turned off.

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PostPosted: Mon Apr 06, 2020 4:20 pm 
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Wyrmic

Joined: Mon Feb 13, 2017 4:43 pm
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Okay, so I was testing adventurer builds with Bristlebarb components (as I tend to do - if I see an interesting class, it gets made into adventurers) and I discovered something.
If you pick tentacles, they work and trigger twice off of your normal attack - but they do thorn damage.
Combine this with a dash of Brawler and you get a class that is hitting enemies with eight thorn attacks as early as level 2 (maybe earlier if you play as a +MAG race.)

Update: even skills that only do tentacle attacks (Tendril Eruption) are affected. But the thorn damage they do still scales with your tentacle weapon mastery.

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PostPosted: Mon Apr 06, 2020 5:11 pm 
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Wyrmic

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Update: the Displacement Shield error also affects Mitosis.

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PostPosted: Mon Apr 06, 2020 7:22 pm 
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Uruivellas

Joined: Wed Jan 22, 2014 1:46 pm
Posts: 743
New update !

0.9.2 :
- properly disable NPC from being Bristlebarbs
- allow Bristlebarb categories on amulet of mastery/perfection
- fixed a bug when dealing thorn damage to a displacement shield (also fix mitosis apparently since i haven't been able to reproduce)
- fixed a bug with speed displaying for wrath of the thorn talents if a weapon was equipped

Please make sure you update as some of those fix will not apply on an existing save.

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PostPosted: Mon Apr 06, 2020 10:20 pm 
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Wyrmic

Joined: Fri Jan 10, 2014 4:09 pm
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Is there Thorn-resistance-penetration, or do you need to find sources of all-pen in order to deal with All resistance?


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PostPosted: Mon Apr 06, 2020 11:10 pm 
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Uruivellas

Joined: Wed Jan 22, 2014 1:46 pm
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you have one talent that reduce thorn res and otherwise you need all pen (or ethereal form/temporal form as prod)

thorn rot (from Blighted Bristle) can spellshock, also reducing all res by 20%

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PostPosted: Tue Apr 07, 2020 9:00 am 
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Wyrmic

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More random Bristlebarb discoveries:
Elemental Fury and Pendant of the Sun and Moons prevent Three-Pronged Point from working.
However, they split the damage up into multiple instances that each have a chance to trigger the other effects from Mutation, so Elemental Fury might actually be a better choice than Three-Pronged when it comes to applying debuffs.
Temporal Form is actually a good choice when it comes to resistance penetration not just because of the temporal conversion but also because it grants access to Anomaly Flawed Design, which reduces resistances (and can spellshock to reduce resistances even further.)

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