ToME: the Tales of Maj'Eyal

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 Post subject: Acid Trees for Archmage
PostPosted: Sat Aug 13, 2016 10:17 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 696
Available here, this addon adds the Acid and the Vitriol tree for the Archmage class.
Acid archmages focus on debuffs and AoE damage.

Acid
Harness the power of acid to weaken your enemies.

Acid Splash (Arcane Combat permitted)
You launch a ball of volatile acid. If it strikes a target, it deals %0.2f acid damage to them and then %0.2f acid damage in a radius of %d.
It will not harm you.
The damage will increase with your Spellpower.

Searing Pain
You strike in such a way that your foes are left reeling with pain.
Each time you deal damage above %d%% of your target’s maximum life, you afflict them with the Weakened debuff, reducing their damage dealt by %d%% for three turns.

Dissolution Cascade
You release several waves of acid, melting hordes of lesser foes. Each is a cone with radius %d, and deals %0.2f acid damage.
You conjure two cones, or three at talent level 5 or above.
The damage will increase with your Spellpower.

Dissolve Weakness
Acid strips strength from your foes, and weakness from yourself.
Each time you deal acid damage above %d%% of your target’s maximum life, you reduce the duration of one detrimental effect upon you by %d.

Vitriol (I took a lot of inspiration from Exalted; where vitriol is a catalyst for transformation and change. Or, once was.)
Harness the power of vitriol to burn away weakness.

Torrent of Vitriol (I was specifically asked to make quad beam a possible thing. I aim to please. Arcane Combat permitted.)
Release a blast of acid, creating a beam doing %0.1f Acid damage with a chance to disarm.
The damage increases with your Spellpower.

Catalyze
Acid strips strength from your foes, and weakness from yourself.
Each time you deal acid damage above %d%% of your target’s maximum life, you increase the duration of one detrimental effect upon them by %d.

Burning Geyser
Causes an eruption of acid from the ground in a single spot, dealing %0.1f acid damage to the target.
Corrosive vapours will linger in a radius 2 around it, dealing %0.1f acid damage each turn for %d turns.
The damage dealt will increase with your Spellpower. This spell will not harm the caster.

Ultimate Catalyst
You have mastered the power of acid and its uses, increasing all your acid damage by %d%% and ignoring %d%% acid resistance of your targets.
In addition, dealing at least %d%% of a target's health with acid damage will cause the Catalysed debuff, reducing their resistances by %d%% for three turns. This stacks up to five times.

Users of Arcanum will furthermore find another eight talents hidden away in various places. (They'll also note that the Elemental category works with acid, hopefully.):

Theionic Cloak
Form a cloak of enahcnted acid around you, dealing %0.2f acid and %0.2f arcane damage to foes that strike you in melee, and granting %d%% resistance to all damage.
These bonuses will increase with your Spellpower, and acid and arcane damage bonuses.

Devolution Cascade
You release several waves of acid infused with arcane power, rendering foes down to a weaker form. Each is a cone with radius %d, and deals %0.2f acid and %0.2f arcane damage.
Foes struck have their two highest stats reduced by %d for three turns. Applications after the first renew the duration and enhance the penalty by one.
You conjure two cones, or three at talent level 5 or above.
The damage and stat reduction will increase with your Spellpower.

Withersplash
You launch a ball of volatile acid. If it strikes a target, it deals %0.2f blight and %0.2f acid damage to them and then %0.2f blight and %0.2f acid damage in a radius of %d.
Those affected must also make a physical save or lose %0.1f%% of their current health. (%0.1f%% if the target is Elite or Rare, %0.1f%% if the target is a Unique or Boss, and %0.1f%% if they are an Elite Boss.). This life drain is irresistable.
The damage will increase with your Spellpower.

Perfected Form
Your expertise with corruption allows you to burn away the frailties of your mortal form.
You receive a %d bonus to your Strength, Dexterity and Constitution. Also, your resistance caps are increased by %d.
The effects increase with your spellpower.

Brimstone (Using this on a crowd spams the log SO HARD wow.)
You launch a ball of volatile brimstone.
It will pass through targets, dealing %0.2f fire and %0.2f acid damage to any target struck, and splashing an additional %0.2f fire and %0.2f acid damage in a radius of %d.
This talent will leave a Burning Wake.
The damage will increase with your Spellpower.

Witherbore
Fire a powerful beam of utter dissolution and stone-shattering force, digging out any walls in its path up to %d.
The beam also affect any creatures in its path, dealing %0.2f physical and %0.2f acid damage to all, as well as causing those affected to make a physical save or lose %0.1f%% of their current health. (%0.1f%% if the target is Elite or Rare, %0.1f%% if the target is a Unique or Boss, and %0.1f%% if they are an Elite Boss.). This life drain is irresistable.
Some creatures will be instantly slain. This has a %d%% chance of happening, halved for rare foes. (Bosses and some other creatures are immune.)
The damage will increase with your Spellpower.

Burning Prison
Condenses acid on a target, freezing it for %d turns and damaging it for %0.2f cold and %0.2f acid damage, half immediately and the rest over the duration.
While the damage continues, you pierce through iceblocks.
The damage will increase with your Spellpower.

Acid Rain
Conjures a furious, green lightning storm with a radius of 6 that follows you as long as this spell is active.
Each turn, an acid splash will hit up to %d of your foes for 1 to %0.2f acid and %0.2f lightning damage, and half that in a radius of 2.
This powerful spell will drain %0.2f mana with each hit. Tempest provides a chance to daze.
The damage will increase with your Spellpower.

1.0.1
-Fixed elemental shield erroring on use.

1.0.2
-Changed weight to make it actually work reliably with arcanum.
-Fixed a typo.


Last edited by astralInferno on Fri Dec 30, 2016 7:48 pm, edited 2 times in total.

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PostPosted: Sun Aug 14, 2016 12:41 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5747
:mrgreen:

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My feedback meter decays into coding. Give me feedback and I make mods.


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PostPosted: Mon Aug 15, 2016 4:43 am 
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Archmage

Joined: Sun Jul 13, 2014 4:09 pm
Posts: 367
Not sure I follow the where the Arcanum talents are landing (but been a bit since I've been in that addon. I should check it back out :D)

But more elements are neat. Some of the descriptions could probably use a bit of variety, but it looks entertaining.

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ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.


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PostPosted: Mon Aug 15, 2016 3:19 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 696
I specifically didn't say where in arcanum those talents are, but it should be fairly obvious when you remember how arcanum works with that kinda thing. I think.
(Six of them are right there in the talent categories when you open the right class. xD)

I do note that I ended up with a Lot of X health effects...


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PostPosted: Tue Aug 16, 2016 2:36 am 
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Thalore

Joined: Wed Nov 14, 2012 2:24 am
Posts: 132
Had a Lua error when using Arcanum's Elemental shield:
Code:
[C]: in function 'error'
   /engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /data-archmageacid/effects.lua:119: attempt to index global 'Particles' (a nil value)
stack traceback:
   /data-archmageacid/effects.lua:119: in function 'activate'
   /engine/interface/ActorTemporaryEffects.lua:147: in function 'setEffect'
   /data-arcanum/talents/spells/elem.lua:78: in function </data-arcanum/talents/spells/elem.lua:77>
   [C]: in function 'xpcall'
   /engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
   At [C]:-1
   At [C]:-1 error
   At /engine/interface/ActorTalents.lua:279 useTalent
   At /engine/interface/PlayerHotkeys.lua:170
   At /engine/interface/PlayerHotkeys.lua:162 activateHotkey
   At /mod/class/Game.lua:2106 f
   At /mod/class/Game.lua:1669 fct
   At /engine/interface/PlayerHotkeys.lua:317
   At /engine/KeyBind.lua:230


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PostPosted: Tue Aug 16, 2016 3:57 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 696
gaah. That's the kind of issue that would have been fixed with the most basic of playtesting.
Fixed now, or at least works for me. (Elemental shield is tested and works. Elemental Battery doesn't, but that's not my fault.)

1.0.1
-Fixed elemental shield erroring on use.


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PostPosted: Fri Dec 30, 2016 7:47 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 696
1.0.2
-Changed weight to make it actually work reliably with arcanum.
-Fixed a typo.


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