ToME: the Tales of Maj'Eyal

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 Post subject: Re: Werebeast class v1.1
PostPosted: Sat Apr 27, 2013 3:53 pm 
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Thalore

Joined: Thu Jan 17, 2013 2:49 pm
Posts: 190
I would say convert to physical plus bonus and add phys power. May be too powerful tho


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 Post subject: Re: Werebeast class v1.1
PostPosted: Sat Apr 27, 2013 6:46 pm 
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Wayist

Joined: Sat Apr 06, 2013 12:29 pm
Posts: 21
the poison spit is bugged, when i have used it, a error poped out


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 Post subject: Re: Werebeast class v1.1
PostPosted: Sun Apr 28, 2013 3:15 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
I was sure I had fixed that. :oops:

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 Post subject: Re: Werebeast class v1.1
PostPosted: Sun Apr 28, 2013 11:51 am 
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Joined: Sat Apr 27, 2013 5:32 am
Posts: 2
Dont mean to be rude but it seems like you just ignored our input on psiblades~


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 Post subject: Re: Werebeast class v1.1
PostPosted: Sun Apr 28, 2013 12:35 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
my todo list wrote:
Werebeast:
Fix poison spit
Buff psiclaws
fix maul pin syn
psiclaw gfx fix

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 Post subject: Re: Werebeast class v1.1
PostPosted: Sat May 04, 2013 4:12 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
Coding update now.

Wolf Aspect has been changed to Cunning requirements.
Psiclaws has had its potential damage bonus increased by 150%
It also grants increased physcrit and physical resist penetration.
Added an attack to Rushing Psiclaws.
Added evasion to Thin Air
Maul and Venomous Bite now check for the never_move flag instead of the pinned effect.
Woodcutters Bane applies slippery moss as well.
Corrected Venomous Spit (touch wood)
Added Feral Power to Wyrmics.

Any other suggestions or bugs?

I'm also going to add some artifacts.

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 Post subject: Re: Werebeast class v1.1
PostPosted: Fri May 10, 2013 2:22 am 
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Halfling

Joined: Mon Mar 05, 2012 10:35 pm
Posts: 118
The code you're using for the tricks of the trade prodigy isn't gonna work. You have the part that checks to see if the char doesn't have cunning/stealth and teaches it to them above the part that boosts wild-curse/silent-hunter. Because you're using elseif, the cunning/stealth case will always fire first, and silent-hunter won't ever get boosted.


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 Post subject: Re: Werebeast class v1.1
PostPosted: Fri May 10, 2013 10:15 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
Oops, well spotted.

Kinda creepy that you looked at that, but anyway. :lol:

Will update very shortly.

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 Post subject: Re: Werebeast class v1.1
PostPosted: Fri May 10, 2013 6:25 pm 
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Halfling

Joined: Mon Mar 05, 2012 10:35 pm
Posts: 118
HousePet wrote:
Oops, well spotted.

Kinda creepy that you looked at that, but anyway. :lol:

Will update very shortly.

Meh, I was trying to figure out what might be screwing with comparability, saw an edited prodigy and decided to look at it.


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 Post subject: Re: Werebeast class v1.2
PostPosted: Sat May 11, 2013 3:30 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
Updated:

Bug fixes, Talent buffs, 16 artifacts and shares the Feral Power category with Wyrmic.

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 Post subject: Re: Werebeast class v1.2
PostPosted: Sat May 11, 2013 11:07 am 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
Curious, why doesn't Regrowth provide a hate-bar upon being learnt in Adventurer?

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 Post subject: Re: Werebeast class v1.2
PostPosted: Sat May 11, 2013 6:25 pm 
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Thalore

Joined: Sun Apr 21, 2013 8:27 am
Posts: 131
Keep up the good work, I'm loving this addon!

I still think the claws are a bit too weak, but maybe I'm just not seeing them in the right light.

I did come across an interesting bug/exploit with my yeek on nightmare/roguelike. If you ignore the starting scenario and just jump out of the town, you will still have more than a hundred turns of near-indestructable rampage to help make those first few levels. Quite handy for getting up to speed with a yeek, but probably not what you intended...


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 Post subject: Re: Werebeast class v1.2
PostPosted: Sun May 12, 2013 2:41 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
You can always exploit things.

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 Post subject: Re: Werebeast class v1.2
PostPosted: Sun May 12, 2013 4:22 am 
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Cornac

Joined: Tue Sep 20, 2011 5:57 pm
Posts: 41
This is a really nifty class and I'm glad I took the time to try it, but psiclaws definitely need a little more help. By Ancient Elven Ruins I can't even bump for 150 still, even with crits. Granted, I still managed to beat both the master and the ambush despite my unbelievably bad damage output (thanks, wolf summons!) but they just don't feel very viable.

For reference, at 5/5 with 48 mindpower they're adding 31 damage per mindstar hit.


Good job though, I do love what you did with the class.


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 Post subject: Re: Werebeast class v1.2
PostPosted: Sun May 12, 2013 6:01 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
Get more strength! :P
Then you do more damage.

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