ToME: the Tales of Maj'Eyal

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PostPosted: Wed Apr 06, 2016 5:47 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 692
Hehe. My viper got surefire too. :D


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PostPosted: Mon Mar 27, 2017 9:09 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 692
Finally updated for 1.5! I was prepared for rogue changes, but not for marksman...

1.0.2
-Added Cunning/Toxins from the assassins mod. Currently only for the viper; I'll be uploading a separate mod that adds it for rogues soon.
-Envenomed's effect rolled into Nature's Fangs, which is serpent 1
-Sudden Strike deals damage as a bleed, high mark chance, is serpent 2
-Fanged Rebuke unchanged, Serpent 3
-Quickcoil unchanged, Serpent 4
-Twin Shots now a headshot equivalent (marked foes only), Fangs 1
-New talent: Miasmic Shot. Applies a random unused poison on hit. If target is marked, instead applies poison in an AoE. Fangs 2.
-Hypnotic Glare buffed. Always does damage. Autosucceeds on daze and does bonus bleed against marked foes. Fangs 3.
-New talent: Venomous Brand. Proccing/using up a mark applies a mindpower-based nature nuke on the target. Fangs 4.
-Removed talents: Envenomed (rolled into Nature's Fangs), Piercing Fang (boring).
-Stone/Stoning poison effects altered - they no longer only apply to instakillable target, but the actual instakill part does.


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PostPosted: Mon Jan 29, 2018 6:32 pm 
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Low Yeek

Joined: Wed Apr 29, 2015 10:41 am
Posts: 6
So, tried the class out and loving it, currently trying to build it as an antimagic archer, however I found that the miasmic shot talent does not consume the mark at the moment, it just deals dmg with no special effects, hope it gets fixed soon.
So after a few more hours of play, I found that sometimes the miasmic shot triggers the consume mark effect and sometimes it doesn't. Also the hypnotic glare seems to apply the daze first and then the dmg, causing the skill to effectively both apply and remove the daze effect.


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PostPosted: Fri Apr 06, 2018 10:23 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 692
shade7480 wrote:
So, tried the class out and loving it, currently trying to build it as an antimagic archer, however I found that the miasmic shot talent does not consume the mark at the moment, it just deals dmg with no special effects, hope it gets fixed soon.
So after a few more hours of play, I found that sometimes the miasmic shot triggers the consume mark effect and sometimes it doesn't. Also the hypnotic glare seems to apply the daze first and then the dmg, causing the skill to effectively both apply and remove the daze effect.

Hey! Sorry for taking so long to reply, I'm not really doing any code work atm.

I've made a note of both these bugs for future reference, and looked into them a little.
As for Miasmic Shot; this talent currently fails entirely if the primary target is immune to poisons. I can't see any other reason it'd be not working - are you just shooting skeletons with it? :wink:
Hypnotic Glare SHOULD shoot first, but travel time might be messing this up. I'll see about making the travel speed much faster and maybe applying daze at the end of your turn.


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