ToME: the Tales of Maj'Eyal

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 Post subject: Re: Werebeast class
PostPosted: Fri Apr 19, 2013 8:06 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5965
Looks good to me.

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 Post subject: Re: Werebeast class
PostPosted: Fri Apr 19, 2013 8:22 am 
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Graphical God

Joined: Wed Jan 05, 2011 8:05 am
Posts: 415
Location: Snowscape
Case closed!

Should I retain the filenames as close to the psiblades ones, i.e. "mindstar_psiclaw_right_01.png" and "mindstar_psiclaw_left_01.png", so you can use the psiblade code and replace "blade" with "claw"?

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 Post subject: Re: Werebeast class
PostPosted: Fri Apr 19, 2013 8:45 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5965
Sure, it doesn't really matter, but it could be less confusing overall. :)

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 Post subject: Re: Werebeast class
PostPosted: Mon Apr 22, 2013 8:00 pm 
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Graphical God

Joined: Wed Jan 05, 2011 8:05 am
Posts: 415
Location: Snowscape
Here comes the Psiclaws gfx Pack - with a slight delay, for which I am humbly apologizing :)
The directory structure is ready for addon integration (i.e. overload/data/... etc.).

Anyway, I haven't tested them ingame and will wait for the actual code from HousePet to finally tweak them if need be.

Cheers!


Attachments:
Psiclaws_gfx.zip [198.25 KiB]
Downloaded 97 times

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~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:
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 Post subject: Re: Werebeast class
PostPosted: Tue Apr 23, 2013 1:02 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5965
http://te4.org/games/addons/tome/werebeast-class/werebeast-class-v11

Updated: Now with Feral Power Bodywash!

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 Post subject: Re: Werebeast class v1.1
PostPosted: Wed Apr 24, 2013 1:20 am 
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Wayist

Joined: Sat Apr 06, 2013 12:29 pm
Posts: 21
just dl the add on. its insanly good, i love it. i love the style, the skills, just ammazing... and the staring area, just wow! great job. the best klass add that i have seen :D
but something is bothering me. i love the idea of psyclaws, i love how they look, but they are to weak :(. why should i use dual mindstars, when i can use swords axes maces with 60% more phisical dmg? its much more efficient, especialy with all this skills with %wpn dmg. my idea is, that you add +% phisical dmg to psyclaws, so that they will be much more viable and efficient, addition to the current effect. (didnt test psyclaws at high lvl, but i dont think that they would be nearly good as normal weapons, correct me if i am wrong)


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 Post subject: Re: Werebeast class v1.1
PostPosted: Wed Apr 24, 2013 3:28 am 
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Graphical God

Joined: Wed Jan 05, 2011 8:05 am
Posts: 415
Location: Snowscape
I hope you like the psiclaws gfx 8)
I have a request - I won't be able to test the images for all races/genders ingame for some time. So, if anyone encounters glaring issues (with positioning mainly, but not exclusively) with them - drop me a pm or post it here, so I can look into them.

Thanks and happy hunting, beasties!

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darkgod wrote:
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 Post subject: Re: Werebeast class v1.1
PostPosted: Wed Apr 24, 2013 3:52 pm 
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Halfling

Joined: Tue Oct 30, 2012 7:37 pm
Posts: 92
So, I played this when it first came out like back in b43 or so, then I kinda wandered off. Question though. Mindstars work with Wil and Cun, but the Wolf-Aspect tree (which gives us a mindstar based talent) scales with Str... Is there some reason that doesn't scale with Wil or Cun? As it is, I WANT to pull the point out of Rampage, and drop Str, run Wil, Cun, but I want pretty much that whole tree, so I have to pump Str as well. Thoughts?


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 Post subject: Re: Werebeast class v1.1
PostPosted: Thu Apr 25, 2013 2:49 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5965
It doesn't scale with strength, its scales with mindpower.
Strength is just used as the prereq stat.

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 Post subject: Re: Werebeast class v1.1
PostPosted: Thu Apr 25, 2013 11:54 am 
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Halfling

Joined: Sun Jan 09, 2011 1:09 am
Posts: 83
Location: Texas
random417 wrote:
So, I played this when it first came out like back in b43 or so, then I kinda wandered off. Question though. Mindstars work with Wil and Cun, but the Wolf-Aspect tree (which gives us a mindstar based talent) scales with Str... Is there some reason that doesn't scale with Wil or Cun? As it is, I WANT to pull the point out of Rampage, and drop Str, run Wil, Cun, but I want pretty much that whole tree, so I have to pump Str as well. Thoughts?

The question is actually why aren't the prerequisites mental when the talent effects are.


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 Post subject: Re: Werebeast class v1.1
PostPosted: Thu Apr 25, 2013 11:59 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5965
Its a curse, its not supposed to be nice. :P

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 Post subject: Re: Werebeast class v1.1
PostPosted: Sat Apr 27, 2013 12:19 am 
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Thalore

Joined: Mon Oct 24, 2011 8:05 pm
Posts: 151
random417 wrote:
So, I played this when it first came out like back in b43 or so, then I kinda wandered off. Question though. Mindstars work with Wil and Cun, but the Wolf-Aspect tree (which gives us a mindstar based talent) scales with Str... Is there some reason that doesn't scale with Wil or Cun? As it is, I WANT to pull the point out of Rampage, and drop Str, run Wil, Cun, but I want pretty much that whole tree, so I have to pump Str as well. Thoughts?




My impression of the class post 30 is that without the Rampage line, the whole auto-bump method is weak as hell.

if your going Wil/Cun, why not go tangle vine?


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 Post subject: Re: Werebeast class v1.1
PostPosted: Sat Apr 27, 2013 5:36 am 
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Joined: Sat Apr 27, 2013 5:32 am
Posts: 2
I like the idea but i really wish you change the wolf aspect as well, the psi claws are god awful useless late game compared to psiblades.


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 Post subject: Re: Werebeast class v1.1
PostPosted: Sat Apr 27, 2013 11:21 am 
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Thalore

Joined: Fri Mar 15, 2013 9:58 am
Posts: 152
thatguyjj wrote:
I like the idea but i really wish you change the wolf aspect as well, the psi claws are god awful useless late game compared to psiblades.

Have to agree with this - I get that you don't want to make psi claws just psiblades with a different graphic, but they need way more then a small, badly scaling flat damage bonus. At the very least they need the standard +physical power and +damage% that the other weapon masteries get. Some bleed would be thematic as well (although you already get that from scoundrel), or attack speed, or make each skill in the tree give a passive bonus to claws as ideas.


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 Post subject: Re: Werebeast class v1.1
PostPosted: Sat Apr 27, 2013 3:10 pm 
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Wayist

Joined: Sat Apr 06, 2013 12:29 pm
Posts: 21
Theyleon wrote:
thatguyjj wrote:
I like the idea but i really wish you change the wolf aspect as well, the psi claws are god awful useless late game compared to psiblades.

Have to agree with this - I get that you don't want to make psi claws just psiblades with a different graphic, but they need way more then a small, badly scaling flat damage bonus. At the very least they need the standard +physical power and +damage% that the other weapon masteries get. Some bleed would be thematic as well (although you already get that from scoundrel), or attack speed, or make each skill in the tree give a passive bonus to claws as ideas.


could agreed more. flat phisical bonus would be a start + bleeding would be the most logic think to do (2 bleeds yay)


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