ToME: the Tales of Maj'Eyal

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 Post subject: Empyreal class
PostPosted: Wed Apr 24, 2013 12:07 am 
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Thalore

Joined: Sat Feb 23, 2013 7:53 pm
Posts: 150
Download: http://te4.org/games/addons/tome/empyreal

The Empyreal is a Celestial mage who uses both positive and negative energy, and is by no means an Anorithil. The class revolves around mobility and manipulation of the battlefield,

Sample skills:

Solar Orb (Celestial/Sol)
Fire out an orb of light that deals light damage and then returns, dealing the same amount of damage again and reducing the cooldown by half when it reaches you. The damage will increase with your spellpower.
While the mechanics appear similar, this works a lot different than the solipsist skill: the projectile actually moves slow enough that you can bend its path as it returns (though the solipsist one doesn't turn anyway). With enough skill and the right stats/talents, you can evade them long enough that the to juggle two orbs at once, having each reduce each other's cooldown.

Galactic Pulse (Celestial/Cosmic)
Sends out a spiral of cosmic energy in a line. Targets in or adjacent to the path take dark damage and are pulled toward the center. Generates 1 negative energy per enemy hit
With an abnormally slow projectile speed, this lets you easily set up targets to hit them with Solar or Lunar Orb

Mirror Wall (Celestial/Reflection)
Creates a wall for several turns, reflecting all projectiles that hit it and blocking sight.
With mirror wall and diffraction pulse, you have the option of making trick shots with your own projectiles, and reflecting your enemies' back at them. Especially useful with Astral Path as it allows you to teleport around corners.

Celestial Acceleration (Celestial/Energies)
Increases your movement speed per point of positive energy and your casting speed per percent of negative energy, up to a maximum
The bonuses granted by this can add up to a lot over a long fight, and with Polarization and Magnetic Inversion, you can keep the energy you need most up all the time.

I would love to hear any feedback on balance, talent suggestions, anything at all.


Last edited by Umbrall on Sun Jan 12, 2014 7:23 am, edited 17 times in total.

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PostPosted: Wed Apr 24, 2013 1:43 am 
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Wayist

Joined: Sat Apr 06, 2013 12:29 pm
Posts: 21
i just downloaded this add on. i like it, i love the skills and the orb spells. i love how the light ball works like a boomerang, and the increased projectile speed sustain, it sinergyes excelent. the klass is very creative, it has huge potencial, and the playstyle is uniqe and fun. i would love that you finish the class :) cheers


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PostPosted: Wed Apr 24, 2013 3:14 am 
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Sher'Tul Godslayer

Joined: Mon Mar 14, 2011 10:32 am
Posts: 1709
Location: Canada
I'm currently taking a look through the third version (1.0.1 from 03:23 on Apr. 24th), and here's what I've noticed:

- The download also includes another .teaa file inside of it. No big deal, but it should be removed before a final version.
- Looking at invertpairs (in hooks for damage types), I'm not sure if some of the interactions would work like you would want. For example, most of the special darkness damage type currently remove all of their special effects, commenting out those entries would still swap the damage, but not affect the special effects. (note: I'm not very sure about this one)
- They have +8 to their stats on birth, while all other classes (except Adventurers) have +9.
- Astral Path being a beam makes it funny? (haven't tested, but it looks like it will drag you step by step)
- Galactic Pulse has a radius of 2, I expected 1 from the description.
- Galactic Pulse only has chance to pull in, not certain, mention that in the description?
- When is the 30 negative energy used in Supernova? (before or after calculating radius?)
- It looks like Celestial Acceleration can be targeted by talents that remove buffs (eg. Corrupted Negation). There should be a flag to fix that, somewhere.
- For Polarization, having on_learn/on_unlearn effects running off of effective talent level instead of raw is very dangerous. (Amulets of Mastery and category points can mess it up)
- Reflection spells look amazing.
- Light Speed is very, very powerful.
- Several of the talents you have use self:combatTalentSpellDamage(t, 80, XXX) to calculate damage, making them scale much more slowly with spellpower than other spells, and be much more powerful at low spellpower. (~225% increase from 0 spellpower to 100 spellpower, instead of ~400-700% for most other spells, damage should be equal at 100 spellpower)

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


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PostPosted: Wed Apr 24, 2013 6:09 pm 
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Archmage

Joined: Tue Nov 11, 2003 10:54 am
Posts: 379
Location: Wroclaw/Poland
Hey,
The class looks very nice. I hope to see many updates for it. I just got to lev 8, the 2 main nukes are very interesting and unique.

Hope to see more :)
cheers.


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PostPosted: Wed Apr 24, 2013 8:57 pm 
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Thalore

Joined: Sat Feb 23, 2013 7:53 pm
Posts: 150
lukep wrote:
- The download also includes another .teaa file inside of it. No big deal, but it should be removed before a final version.

That was just part of rushing to get out a fixed version.
lukep wrote:
- Looking at invertpairs (in hooks for damage types), I'm not sure if some of the interactions would work like you would want. For example, most of the special darkness damage type currently remove all of their special effects, commenting out those entries would still swap the damage, but not affect the special effects. (note: I'm not very sure about this one)

Intended
lukep wrote:
- They have +8 to their stats on birth, while all other classes (except Adventurers) have +9.

Fixed.
lukep wrote:
- Astral Path being a beam makes it funny? (haven't tested, but it looks like it will drag you step by step)

Doesn't trigger til the projectile is done. The beam is just for the indicator. I'd suggest testing them first.
lukep wrote:
- Galactic Pulse has a radius of 2, I expected 1 from the description.
- Galactic Pulse only has chance to pull in, not certain, mention that in the description?

It was intended to be 1. Fixed now

lukep wrote:
- When is the 30 negative energy used in Supernova? (before or after calculating radius?)

After

lukep wrote:
- It looks like Celestial Acceleration can be targeted by talents that remove buffs (eg. Corrupted Negation). There should be a flag to fix that, somewhere.

Fixed.
lukep wrote:
- For Polarization, having on_learn/on_unlearn effects running off of effective talent level instead of raw is very dangerous. (Amulets of Mastery and category points can mess it up)

Fixed.
lukep wrote:
- Reflection spells look amazing.

Thanks, the third unfinished one's going to be changed very likely though btw. It could be rather exploitable, though I do want a duplication spell.
lukep wrote:
- Light Speed is very, very powerful.

Any ideas of what I can do to help balance it? I'd prefer to keep it as simple as possible.
lukep wrote:
- Several of the talents you have use self:combatTalentSpellDamage(t, 80, XXX) to calculate damage, making them scale much more slowly with spellpower than other spells, and be much more powerful at low spellpower. (~225% increase from 0 spellpower to 100 spellpower, instead of ~400-700% for most other spells, damage should be equal at 100 spellpower)

Yeah I couldn't find where that was defined so I tried to base it off existing values. Yeah the two aoes have too low a lower bound. I fixed lucent pulse and supernova.


Last edited by Umbrall on Fri May 31, 2013 12:34 am, edited 1 time in total.

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PostPosted: Thu Apr 25, 2013 2:48 am 
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Sher'Tul Godslayer

Joined: Mon Mar 14, 2011 10:32 am
Posts: 1709
Location: Canada
Umbrall wrote:
Any ideas of what I can do to help balance [Light Speed]? I'd prefer to keep it as simple as possible.

It's pretty tough to balance giving extra energy to the player (even more so for NPCs), but here's a few ideas:
- give a moderate strength debuff on things (spellpower? damage?) for 1 or more turns.
- make it a sustain that gives energy on activation, has some sort of penalty when active, and removes energy on deactivation.
- lower its magnitude and combine it with a (casting/movement/attack) speed buff.
None of these are as simple as it currently is, unfortunately.

Umbrall wrote:
Yeah I couldn't find where [combatTalentSpellDamage] was defined so I tried to base it off existing values. Yeah the two aoes have too low a lower bound. I fixed lucent pulse and supernova.
It is in mod/class/interface/Combat.lua (or the git page).

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


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PostPosted: Sun May 05, 2013 12:07 am 
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Thalore

Joined: Sat Feb 23, 2013 7:53 pm
Posts: 150
Uploaded a new version

Beta 0.0.2

Brief changelog
Added Plasma Bolt as the tier 4 energies skill. This fires out a bolt of energy dealing light and dark damage and slowing enemies. The amount of each damage dealt, the costs, and the type of slows depend on the amount of positive and negative energy you have.
Mirror Self is functional
The tier 3 reflection skill (now Spatial Prism) is non-functional in this version. Mirror Self temporarily does not require you to level it.
Lightspeed nerfed
Numerous damages rebalanced
Various bugfixes
A few new icons


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PostPosted: Sun May 05, 2013 2:31 am 
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Joined: Sat Apr 13, 2013 8:54 pm
Posts: 3
Unfortunately my friend, since downloading your newest version (uploaded at 2013-05-04 20:05 EST), when I create a new character I begin with points already invested in Plasma Bolt, and when I mouse over the skill, I am presented with an error. This persists even when I have no other add-ons running, and regardless of my race.


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PostPosted: Sun May 05, 2013 3:26 am 
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Thalore

Joined: Sat Feb 23, 2013 7:53 pm
Posts: 150
Please download again, that's not the latest.

I know what the error you're having is, but there is no reason it should occur. That means that you're missing the talent description superload.


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PostPosted: Tue May 07, 2013 2:13 am 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
Gotten an Empyreal to about level 15 and thusfar the class is a blast. So far the biggest challenge like with any celestial is the fight against the naga boss, its pretty much dependent on how lucky you are with which dungeon you are teleported to.

Even for this being an unfinished beta, its surprisingly complete and playable. I really havent run into any bugs or anything lacking beyond the 3rd reflection talent not working. Even with the first 2 talents you can do some really cool stuff. Not even just bouncing your own spells around, but throwing a corruptors Soul Rot or Blood Grasp right back into their own face is very satisfying :twisted:

Hope development continues, its about time someone made a new celestial that was both unique and fun to play. Now if we can just get Grayswandir to come back and update the Gardener!


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PostPosted: Tue May 14, 2013 12:14 am 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
any updates? this class is too cool to let it slip into obscurity


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PostPosted: Tue May 14, 2013 3:01 am 
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Thalore

Joined: Sat Feb 23, 2013 7:53 pm
Posts: 150
I'll post a small update wednesday.


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PostPosted: Thu May 16, 2013 8:23 pm 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 356
You still updating it?


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PostPosted: Thu May 16, 2013 11:40 pm 
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Thalore

Joined: Sat Feb 23, 2013 7:53 pm
Posts: 150
Yeah I planned to get that third skill going but I can't find the problem with it and I don't currently have any ideas for a replacement. I've been mostly working on something else at the moment.


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PostPosted: Fri May 17, 2013 12:43 am 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 356
if possible could you lower the cooldown on supernova or make it decrease in cooldown as you invest in it?


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