ToME: the Tales of Maj'Eyal

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 Post subject: Addon Class: Phantoms
PostPosted: Sat Sep 13, 2014 4:47 pm 
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Archmage

Joined: Wed Jan 15, 2014 12:56 pm
Posts: 335
Location: Somewhere, probably.
v1.0: Into the Dark
http://te4.org/games/addons/tome/phantom

Geists are back, with three new trees, and a new name!

Vile Tactics
Vile Aim: Aim for the enemy's eyes, doing damage and having a chance to blind.
Shadowsense: See through the shadows, making stealth a bit easier to use!
Shadow Net: Throw out a net of shadows, doing damage and slowing.
Unveil: Some think they are the masters of the dark. Show them who's boss! Reveals enemies in the AoE, doing double damage to them in the process.

Dark Veil
Enveil: Hide in the shadows.
Veiled Strikes: Shadowstrike!(Due to some problems, it teaches you shadowstrike at your current Veiled Strike level, but the tooltip still works..I think.)
Twist the Veil: Tiny range phase door that turns you entirely invisible for one turn, and resets the cooldown on Enveil.
Veiled Threats: Unseen Actions 2.0

Shadowkin
Shadow Alliance: Standing near your shadows gives a boost to your stealth power.
Dark Exchange: Your mana fuels your mental strength, and your hatred fuels your magical might.
Unseen Heckler: Mock your foes from the shadows!
Shroud of Shadows: Embrace the darkness, gaining increased powers at the cost of draining away your mana.


Since this is the first release, there's going to be some problems.

-Damage numbers will need eventual tweaking.
-Possible lua errors(Haven't done extensive testing yet, but nothing seems to immediately break. Addon comparability is currently untested, though).
-Afformentioned Veiled Strikes shortcut. The two should match up at 1.0 mastery, but higher then that and I have no clue. Not sure how to set the mastery for it higer. Sorry!


So, download the addon and let me know what you think! Any concerns, suggestions, and the like are greatly appreciated! And of course, thanks to Zaive, Forger101, Grayswandir, and everyone on the IRC and forums who have helped me get this far. You guys are really way more awesome then I even begin to deserve, and this wouldn't have gotten nearly as far if it wasn't for you!


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PostPosted: Sat Sep 13, 2014 6:00 pm 
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Archmage

Joined: Wed Jan 15, 2014 12:56 pm
Posts: 335
Location: Somewhere, probably.
Fixed for v1.1


Last edited by NemesisZeru on Sat Sep 13, 2014 7:10 pm, edited 1 time in total.

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PostPosted: Sat Sep 13, 2014 7:09 pm 
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Archmage

Joined: Wed Jan 15, 2014 12:56 pm
Posts: 335
Location: Somewhere, probably.
v1.1 ~ Shifting Shadows

http://te4.org/node/4283

Bug fixes
-Fixed the icon problem(hopefully!)
-Fixed Twist the Veil referring to Stealth. Now properly refers to Enveil.
-Fixed Shadow Alliance showing a percent as a flat number.

Balance changes
-Phantoms now have the Dark Sustenance tree! It was in birth.lua, but I misspelled Sustenance, so it didn't appear until now. Sorry!
-Removed Celestial/Hymns. Was just there to buff darkness damage, and wasn't really thematic. With Dark Sustenance, has no reason to be on Phantoms anymore.
-Dark Exchange now has no sustain cost, to make the numbers gained more accurate.(Hopefully the sustain costing 0 mana/0 hate doesn't break anything!)


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PostPosted: Sun Sep 14, 2014 1:08 am 
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Archmage

Joined: Wed Jan 15, 2014 12:56 pm
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Location: Somewhere, probably.
Fixed in v1.2, hopefully.


Last edited by NemesisZeru on Sun Sep 14, 2014 5:09 am, edited 1 time in total.

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PostPosted: Sun Sep 14, 2014 5:09 am 
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Archmage

Joined: Wed Jan 15, 2014 12:56 pm
Posts: 335
Location: Somewhere, probably.
v1.2 ~ A Refined Darkness

http://te4.org/node/4285

Bugfixes
-Fixed Veiled Strikes. Vile Aim, Unveil and Shadow Net all now crit.
-Twist the Veil works as intended.

Balance Changes
-Shadow Net's slow duration has been reduced a bit, but can now ccrit.
-Twist the Veil now works similar to Hide in Plain Sight, allowing turning you invisible for one turn. and putting you into stealth.


If all goes well, this should be the last of the basic fixes! If anyone has some balance thoughts/conscerns/etc, feel free to post them here! Oh, and the usual "Hey, this is broke, try to get it fixed, you lazy bum!" :P


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PostPosted: Sun Sep 14, 2014 11:36 pm 
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Archmage

Joined: Wed Jan 15, 2014 12:56 pm
Posts: 335
Location: Somewhere, probably.
v1.3 ~ A Deeper Dark/ v1.35 ~ Capitalization is important

Minor(Except not really) changes
-Veiled Strikes is now Veiled Strike. The plural was weird.
(v1.35 ~ Capitalization is important)-changed combat.lua to Combat.lua, hopefully fixing the Veiled Strike problems once and for all.

Bug fixes
-Vile Aim now properly takes a turn.
-Unveil now properly takes a turn.

Balance changes
-Cunning/Dark Veil buffed from 1.0 mastery to 1.3(The shadowstrike/veiled strike bug forced me to keep it at 1.0 to sync the numbers. Not anymore!)
-Cursed/Gloom nerfed from 1.3 mastery to 1.2
-Cursed/Shadows nerfed from 1.3 mastery to 1.2
-Cursed/Cursed Aura added(locked) at 1.2 mastery. Hopefully this means that if you unlock Cursed Aura via the event, it'll unlock with 1.2 mastery.

Experimental changes(Looking for feedback on these!)
-Vile Aim reverted back to range 3, to match Veiled Strike's range. I'm not 100% sure on this, admittedly.
-Mana regen buffed from 0.5 to 2.5
-Mana rating nerfed from 5 to 4.

I was going to make this a minor patch, but things sort of...escalated

Originally, I had just forgotten to fix Dark Veil's mastery(as well as some small mastery tweaks), but then I decided to try some experimental changes..and Zaive pointed out a little bug that I hadn't noticed! For future reference, false, not "false". x3

I want Phantoms to be at least a little starved for mana, so gonna try lowering their mana gains, while buffing mana regen. It'll be harder to maintain 0 mana for Dark Exchange, but running out won't be nearly as punishing.


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PostPosted: Mon Sep 15, 2014 3:26 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
should shadow net pin instead of slow? When I think of a net I think of something being restrained in place, not simply slowed down. If pin is deemed too powerful, maybe rename it shackles of shadow or shadow chains or something?


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PostPosted: Mon Sep 15, 2014 6:11 pm 
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Archmage

Joined: Wed Jan 15, 2014 12:56 pm
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Location: Somewhere, probably.
Sradac wrote:
should shadow net pin instead of slow? When I think of a net I think of something being restrained in place, not simply slowed down. If pin is deemed too powerful, maybe rename it shackles of shadow or shadow chains or something?


(My first feedback in the topic! So excited. x3)

Good question! I rationalized it as being tangled up and unable to move as quickly due to the net, admittedly. A pin could work, but with how high crit Shadow Nets can go for(I had it crit for 16 turns of slow at 5/5 before I nerfed the duration. No clue how high it crits for now), I'd want to be careful about it.

One of my recent ideas was that it getting a critical with it would add an extra status effect(originally a small stun) as opposed to a longer duration, but a pin could work, too! I'm not really sure how to code that up, but it's something I'll keep in mind. :D


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PostPosted: Mon Sep 15, 2014 10:37 pm 
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Wayist

Joined: Wed Jan 02, 2013 5:23 am
Posts: 20
Are this class's attack skills classed as spells or mind powers for the purposes of spell or mental crit and triggering effects/prodigies? They're not flagged as either in the spell descriptions.


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PostPosted: Mon Sep 15, 2014 10:48 pm 
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Archmage

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Posts: 335
Location: Somewhere, probably.
Kanos wrote:
Are this class's attack skills classed as spells or mind powers for the purposes of spell or mental crit and triggering effects/prodigies? They're not flagged as either in the spell descriptions.


They're set as mind crits currently...which is sort of obtuse, honestly. I was thinking it'd be more of a cleverness thing as opposed to raw magical power, hence the mind crits.

It'll be properly noted in the descriptions in v1.4. Sorry for the confusion!


Plans for v1.4

-Code Phantom talents to use the higher of spell or mind crit(I know some talent does something like this, but having trouble remembering which..)
-Unseen Heckler gets a new description(done!)


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PostPosted: Tue Sep 16, 2014 12:03 am 
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Archmage

Joined: Wed Jan 15, 2014 12:56 pm
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Location: Somewhere, probably.
v1.4 A Minor Darkening

http://te4.org/node/4292

Tooltip fixes

-Unseen Heckler has a more fitting tooltip
-Vile Aim, Shadow Net and Unseen Heckler now properly note that they use mind crit. Trying to combine crit types is apparently super hard to do, sadly.
-Changed text spacing on Shadowsense and Unveil. They were sort of wonky before.


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PostPosted: Tue Sep 16, 2014 2:08 am 
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Archmage

Joined: Mon May 24, 2010 1:33 pm
Posts: 310
I'd imagine, to use the higher crit all you'd have to do is compare self:combatSpellCrit and self:combatMindCrit (Combat.lua line 1610 & 1617) in an if-then-else statement.

Also, I'm worried about dark exchange. It was working just fine BEFORE I had the Combat.lua superload actually working, and since there was code in said Combat.lua to make its effect work it might be doing double what it's supposed to now? Might want to give it a once over.

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PostPosted: Tue Sep 16, 2014 3:50 am 
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Archmage

Joined: Wed Jan 15, 2014 12:56 pm
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Location: Somewhere, probably.
Zaive wrote:
I'd imagine, to use the higher crit all you'd have to do is compare self:combatSpellCrit and self:combatMindCrit (Combat.lua line 1610 & 1617) in an if-then-else statement.

Also, I'm worried about dark exchange. It was working just fine BEFORE I had the Combat.lua superload actually working, and since there was code in said Combat.lua to make its effect work it might be doing double what it's supposed to now? Might want to give it a once over.


I asked around on the IRC, and the people I asked indicated that it'd be reaaally tricky to do. Although that might have been in reference to the combined crit thing.

Edit: Jeez, I'm dumb. Didn't we touch up Dark Exchange? Maybe we made it work without the actual code in combat.lua, thus having it do it twice? I'm a bit unsure as to what it could be. Anyone else having problem with Dark Exchange?


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PostPosted: Tue Sep 16, 2014 4:01 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6005
Nah, its easy to do a pick your best crit roll.

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PostPosted: Tue Sep 16, 2014 4:10 am 
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Archmage

Joined: Wed Jan 15, 2014 12:56 pm
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Location: Somewhere, probably.
Oh? Alright, I'll look into it.

Anyways, with 5/5 Dark Exchange, I get...11 Spellpower, when the tooltip says I should be getting 37 at my current Hate. Diminishing returns is a bitch, I guess. Math seems to add up fine(Aura explained the power formula tier thing to me), so that seems fine.

I'll look into the pick your best crit roll for v1.5. I send a message to Jotwebe to see if he'd be free to help me spice up the Phantom icons(They're rather basic and plain, and I'd love to be able to make them...fit more)! v1.5 won't be for a while, though. I sort of want Phantoms to just sorta...sit for a while. See how they stand. I feel like I've been rushing out a ton of patches the last few days, so I want to give you guys a breather. :3


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