ToME: the Tales of Maj'Eyal

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 Post subject: Alchemist+ (beta)
PostPosted: Thu Dec 20, 2012 11:08 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5747
Its a class addon to make Alchemist a bit more interesting.

Changes Spell/Infusions, Fire Alchemy and golem's Molten Skin.
Add Water Alchemy and Energy Alchemy.

Water Alchemy
Liquify: Generally used for liquifying difficult ingredients, this trick can be used in combat to do %0.2f acid damage.
If you have Acid Infusion active, the damage increase will apply to this spell and it can blind as well.
The damage will increase with your Spellpower.
Poison Bomb: Throw a flask of poison with a small alchemist bomb attached. On impact the bomb will cause the poison to vaporise, creating a poisonous cloud of radius 2 for 5 turns.
Creatures inside this cloud will be poisoned for %d turns, doing %0.2f poison damage and reducing their damage by 10%%.
The damage will increase with your Spellpower.
Crystalization: An extension of a spell normally used to keep potions in a non-volatile state.
This spell chills all nearby enemies for %0.2f cold damage and possibly freezing them.
If you have Frost Infusion active, the damage increase will apply to this spell and enemies will be frozen for %d turns.
The damage and duration will increase with your Spellpower.
Potioncraft: Allows you to create special potions from ingredients you collect on your travels.
Should you manage to complete 5 of these potions, you can gain entry into the Guild of Alchemists.
Ingredients can be viewed from the game menu. Recipies can be viewed in your journal.

Energy Alchemy
Mana Charge: Increases mana regeneration by +%0.1f
Quicken Inscriptions: Removes all inscription saturations and reduces the cooldown of your inscriptions by %d turns.
Glowing Orb: Charge an alchemist gem and throw it, it will explode with a radius of %d that illuminates the area.
This light is strong enough to blind for %d turns. It also deals %0.2f lightning damage.
If you have Lightning Infusion active, the damage increase will apply to this spell and enemies might also be dazed.
The damage will increase with your Spellpower.
Inscription Mastery: Increases the power and duration of your inscriptions (any type) by %d%%.

Infusions no longer cause a net reduction in damage dealt, they work like weapon damage % conversions. -Does this in V1 without the addon, but I'll leave my description tweak in.

Smoke Bomb: Has gfx, is cheaper, spreads a bit and blinds anyone standing in it.

Body of Fire and Golem's Molten Skin are altered by what Infusion you have active.
Golem's Molten Skin should be more npc friendly.

Heabalism
Remedy: Increases poison and disease resistance by %d%%
Healing Salve: Apply a magical salve to yourself (or an ally), healing for %d life.
Also cures any poisons or diseases, and closes any wounds or cuts.
Requires one alchemist gem to make this magical instant healing effect.
If applied to your golem, it has a hasting effect instead.
The healing will increase with the highest between you Spellpower and Mindpower.
Quickness Potion: Prepare and ingest a home(dungeon)made concoction for a quick boost to your agility.
Increases your movement speed by %d%% and your evasion chance by %d%% for 10 turns.
This effect will leave you weakened for 5 turns after it expires.
The bonus will increase with the Cunning stat.
Frenzy Potion: Prepare and ingest a home(dungeon)made concoction for a quick boost to your aggressiveness.
Increases your global speed by %d%% and your critical chance by %d%% for 10 turns.
This effect will leave you slowed for 5 turns after it expires.
The bonus will increase with the Cunning stat.

I've also split Staff Combat into a magical category and a technique category.

Staff Magic
Channel Staff: Channel raw mana through your staff, projecting a bolt of your staff's damage type doing %d%% staff damage.
The bolt will only hurt hostile targets and pass safely through friendly ones.
This attack always has a 100%% chance to hit and ignores target armour.
Staff Warding: Charge your staff in preparation for creating damage wards.
Grants you the ability to use Ward at level +%d and increases your max wards by +%d.
Staff Blast: Channel raw mana through your staff, projecting a burst of your staff's damage type doing %d%% staff damage.
The shape of this burst will change depending on the staff's damage type.
Runestaff: Imbue a staff with a rune, using it as an extra inscription slot.
You can only imbue items once, and it is permanent.
Should the staff already have an activatable effect, the rune effect will be used at the same time as the original.

Staff Combat
Staff Mastery: Increases Physical Power by %d and adds %0.2f physical damage when hitting with staves.
Damage bonus will increase with Physical Power.
Blunt Thrust: Hit a target for %d%% melee damage and stun it for %d turns.
Stun duration will improve with talent level.
At level 5 this attack can not miss.
Defensive Posture: Adopt a defensive posture, increasing your defense and armour by %d.
Effect scales with your Dexterity.
Staffwhirl: Spin around, extending your weapon and damaging all targets around you for %d%% weapon damage.
Followed by a quick slam on your primary target for an extra %d%% weapon damage.

Alchemists won't get Staff Combat in the final version, its there to be previewed.

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Last edited by HousePet on Thu Jan 17, 2013 1:24 am, edited 5 times in total.

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 Post subject: Re: Alchemist+ (beta)
PostPosted: Thu Dec 20, 2012 11:04 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
can we get descriptions on the new talents, and what was changed on the old ones?


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 Post subject: Re: Alchemist+ (beta)
PostPosted: Thu Dec 20, 2012 11:29 pm 
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Wyrmic

Joined: Mon Sep 26, 2011 1:49 pm
Posts: 243
This mod is a good idea. Alchemists are currently boring, and definitely need more abilities. I like some of the ideas in this mod, and maybe more can be added. I can try to help with this mod. Hopefully it makes it into the game.

My thoughts:

-Liquefy is good, and appropriately themed. I like how it is affected by acid infusion.
-I like the idea for infusions changing the damage type of molten skin.
-Healing Salve needs more healing power, right now it doesn't look like a good ability. Its essentially a weak heal and waters of life. Reducing damage from bleeding/poison/disease by a constant amount and healing more would be more interesting. And maybe have a different effect for the golem?
-Crystalization is appropriately themed but it is too weak. It would probably be a good idea to only make the ability apply when frost infusion is up.
-Potioncraft sounds like a bad idea. Maybe a potion boiling ability would be cooler?

-Mana charge is weak and uninteresting. More interesting would be mana regen for each % of mana missing. A capstone ability would also be good, maybe make manasurge runes also reduce spell cost when you are surging mana?
-Quicken inscriptions is also way too weak. Reducing duration of runic saturation is really weak on its own, and 5 generic points for reducing rune cooldowns by 1 isn't good at all. Perhaps give a chance when a rune is activated to reduce rune cooldown, and remove infusion saturation when you max the talent?
-I love the idea of glowing orb though.
-50% power increase of runic inscriptions could be really good, but I want something more interesting.

Keep up the good work! And descriptions of what each talent does (copy pasted from the mod) would be nice.


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 Post subject: Re: Alchemist+ (beta)
PostPosted: Fri Dec 21, 2012 1:32 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5747
Was in a rush last night; added more details.

Healing Salve will likely be rewritten for more versatility.

The damage on Liquify seems slightly too high and Crystalize too low.

Mana Change: I'm thinking of adding a mana_rating bonus to it. That would allow Alchemists to get higher mana without using willpower. Would make the talent quite interesting for Adventurers too.

Inscription Mastery increases the strength/duration/whatever of all non artifact inscriptions.
It also appears to be reducing the cooldowns.
Because of that, I'm thinking of changing Quicken Inscriptions to be an active that wipes saturations and reduces cooldown on cooling down inscriptions instead.

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 Post subject: Re: Alchemist+ (beta)
PostPosted: Fri Dec 21, 2012 2:47 am 
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Wyrmic

Joined: Mon Sep 26, 2011 1:49 pm
Posts: 243
HousePet wrote:

The damage on Liquify seems slightly too high and Crystalize too low.


Maybe raise the mana cost on Liquify to compensate? Also, crystalize is a melee range talent, consider that getting melee range is a big drawback for a spellcaster, thats why alchemists don't generally use the last staff talent.

HousePet wrote:
Mana Change: I'm thinking of adding a mana_rating bonus to it. That would allow Alchemists to get higher mana without using willpower. Would make the talent quite interesting for Adventurers too.


Alchemists don't need much mana though as they currently are designed to get the most out of their damaging talents. Consider how powerful gem bomb is. Might be interesting for adventurers but unless the core alchemist talents are changed around the talent doesn't look that useful.

HousePet wrote:
Because of that, I'm thinking of changing Quicken Inscriptions to be an active that wipes saturations and reduces cooldown on cooling down inscriptions instead.


Good idea.

Good luck on this mod. It has some great ideas for alchemists to make them more interesting.


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 Post subject: Re: Alchemist+ (beta)
PostPosted: Fri Dec 21, 2012 9:29 pm 
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Sher'Tul Godslayer

Joined: Mon Mar 14, 2011 10:32 am
Posts: 1709
Location: Canada
Would it work to rework/add to the trees, making acid, ice, and lightning alchemy trees to add to the existing fire alchemy one?

I really like the idea of having the infusions alter more than just thrown bombs, and that looks like a good way of doing it, also good idea for changing the infusions to a % damage conversion instead of a replacement.

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Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)


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 Post subject: Re: Alchemist+ (beta)
PostPosted: Sat Dec 22, 2012 12:04 am 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
Sounds good lukep, maybe also have the top talent from each of those trees only usable with that infusion on? Top level lightning one needs the lightning infusion to focus its powers, if you have a different one active it either wont work at all, or will work but at an extremely reduced effectiveness for example.


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 Post subject: Re: Alchemist+ (beta)
PostPosted: Sat Dec 22, 2012 1:09 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5747
lukep wrote:
Would it work to rework/add to the trees, making acid, ice, and lightning alchemy trees to add to the existing fire alchemy one?

I thought about it, but was worried that it would just end up like Archmage instead of alchemy themed. So I opted for one alternated for the two alchemies already there.
Also, the Infusions give you a lot of scope for doing acid/lightning/frost already. Extending the options of other element spells too far would clash with the conversion ability of Infusions.

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 Post subject: Re: Alchemist+ (beta)
PostPosted: Sat Dec 22, 2012 6:08 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5747
Just wrote the code for alchemists to make their own elixirs.
I need a lie down now...

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 Post subject: Re: Alchemist+ (beta)
PostPosted: Sun Dec 23, 2012 8:47 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5747
Updated with a few tweaks, Potioncraft completed and icons.

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 Post subject: Re: Alchemist+ (beta)
PostPosted: Sun Dec 23, 2012 6:09 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
some feedback on energy alchemy.

While they are all cool, beyond glowing orb they all seem kind of useless or out of place.

Alchemists are probably the class that is least inscription-dependent for me since you have the golem for survivability, and also the least mana-intensive class making the first talent also kind of not needed.

My idea is to convert it into a more advanced staff combat tree, since they manipulate magic through items and not magic itself.

Keep glowing orb because its good, maybe have the first one do a cone-shaped attack based on your channel staff strength with a moderate cooldown, turn the second into a ball or beam, and have the 4th one channel a shield from your staff. To not make it a super powerful shield, maybe have it absorb only damage from the element your staff is attuned to, similar to how mindslayer shields only protect against certain energy types? At raw talent level 5 you can project said shield unto friendly targets making it possible to shield your golem (Or escorts!)

That'd make bolbums that much more useful


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 Post subject: Re: Alchemist+ (beta)
PostPosted: Sun Dec 23, 2012 8:30 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
glowing orb does not light up the dungeon


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 Post subject: Re: Alchemist+ (beta)
PostPosted: Sun Dec 23, 2012 8:40 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
glowing orb uses alchemist gems, however it does not get the bonus from the gem


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 Post subject: Re: Alchemist+ (beta)
PostPosted: Sun Dec 23, 2012 8:45 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
glowing orb uses the alchemist gem on talent selection, not use.

If you select it, then cancel before choosing the target area, it still consumes a gem.


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 Post subject: Re: Alchemist+ (beta)
PostPosted: Mon Dec 24, 2012 1:32 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5747
Quadruple post?
Really?
:P

Edit: Okay I'll tweak things so that Glowing Orb and Healing Salve will not use a gem if cancelled.
Not sure why Glowing Orb isn't lighting up the dungeon, as it is the same as Illuminate. Possibly there is magical darkness, I'll adjust it to potentially break magical darkness.
And it wasn't supposed to use the gem effect.

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