ToME: the Tales of Maj'Eyal

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 Post subject: White Monk v 1.4.1
PostPosted: Sun Nov 27, 2016 6:38 pm 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 485
Location: Middle of Nowhere
Adds the White Monk, a Warrior subclass.

Get it here: http://te4.org/games/addons/tome/whitemonk or on the Steam Workshop.

"In remote, desert regions of Maj'Eyal men and women live in peaceful seclusion. They study ancient arts of healing and kinesthetics, practicing to unify their mind, body, and spirit.
The White Monk is an adept student of the ancient arts, having been trained by their masters for years. They have honed their bodies into weapons and can use their intense willpower to rend their foes, fend off attacks, or mend their bodies.
They are unarmed fighters who rely on mobility to avoid injury and bursts of damage to quickly defeat their foes. "

Primary stats are Dex and Wil.

Standard talents
Class:
Technique/Combat Techniques
Technique/Tireless Combatant
Technique/Combat Veteran(locked)
Cunning/Tactical(locked)

Generics:
Technique/Mobility (locked)
Technique/Conditioning
Technique/Survival


Unique Talents:
Quote:
Technique/Rending (Wil)
Air Render: Ranged, single-target melee attack. Afflicts targets with Sapped Energy, reducing movement speed. Targets with 3 or more stacks of Sapped Energy have a chance to be pinned when hit by Air Render.

Earth Render: Beam melee attack. Short cool down, knock back and applies 2 stacks of Sapped Energy. Targets afflicted by Sapped Energy will also be afflicted with Rent Armor, reducing their hardiness by X% for 2 turns, to a minimum of 0.

Aura Blast: Small cone melee attack, chance to reduce physical resistance of targets hit.
Targets afflicted by Sapped Energy will be hit a second time, for 1/3 the damage of the initial strike per stack of the effect.

Far Fist: Small ball ranged melee attack. Targets will become Set Up, increasing your chance to land crit on them and recuding their saves.
Targets afflicted by Sapped Energy will be hit a second time, for 1/3 the damage of the initial strike per stack of the effect.

Technique/Mending (Wil)
Lifefont:(passive) Recover N health each time you move. When your life drops below 50%, you gain X%
movement speed and Y% healing modifier for 2 turns. Healing scales with Wil.

Chakra: Removes [1-3] physical status ailments from all targets in radius one, enemies and allies alike.
Heal X each turn for a number of turns equal to the number of effects removed, up to 8 turns.
Heal X for each effect beyond 8 instantly.

Revive:(sustain, instant, long fixed cooldown) When you recieve damage that would be fatal, it is negated, ending the sustain.
Your life is set to one, and all further damage on the same turn is completely prevented.
At level 3, also triggers Lifefont, ignoring and setting its cooldown.
At level 5, also triggers Chakra at no cost, acting as though 8 extra effects were removed, and ignoring and setting its cooldown.

Holy Sign: Removes X benefical magical effects or sustains from target enemy, or detrimental magical
effects from the user.

Technique/Martial Arts(Dex)
Guided Hands:(passive) Unarmed Mastery. Changes glove dam mod to 60% Dex, 60% Wil.

Spin Fist: Attack all adjacent targets for X% damage. All targets hit have a chance to be dazed.

Sure Blows:(sustain) Each time you land a melee critical strike there is an X% chance to make a second, similar attack on the same target up to Y times per turn. Passively increases APR and physical resistance penetration while the sustain is active.

Pummel: (short-term buff) For the next [1-5] turns, each unarmed attack you make will trigger
two follow-up attacks for [20-35]% damage each. This can only occur once per target, per turn.

Technique/Black Belt(Dex)(locked, high level)
Secret Fist: Using a secret technique, you make a series of quick, percise blows to your targets
pressure points. The target will take 40% unarmed damage each turn for the next 4 turns, stacking
each turn, such that on the final turn the target will take 160% damage. The wracking pain also causes
the target's talents to have a [20-75]% failure rate for the duration. If the final hit leaves the target with less
than 20% life, you will attempt to instantly defeat them. If they resist the instant kill, they will
instead take an additonal hit for 200% damage.

Blink Counter:(short-term buff) for the next [2-6] turns, your defense is increased by Y and whenever
you avoid a melee blow you will strike the attacker for [150-230]% damage, knock them back Z tiles,
and attempt to stun them.

Withering Strike: Strike your enemy with a blow that becomes stronger as your life fades. The attack
will deal 100% damage, plus [2.3-4.8]% for each percent of missing life you have.
Cooldown reduced with level.

Reflex:(passive) Remaining flexible allows you to react to enemy blows, enhacing your defences
while wearing leather or lighter armor. Whenever you take damage greater than 8% of your maximum life,
your resistance to all damage increases by [3-7]% and a [3-8%] chance to ignore incoming critical damage for 5 turns,
stacking up to 3 times.

Technique/Fending(Wil)
Aura of Protection:(instant, no cost, sustained, 8 turn CD) You have mastered a technique for channeling your will into a protective aura. All damage taken is reduced by [10-30]%, at a cost of 1 stamina per turn and 1%[with 0 fatigue] of your maximum stamina for each [0.5-4]% of your maximum health worth of damage deflected. The effect will not occur if your current Stamina is lower than the cost of the damage reduction. Note that the Stamina cost is increased by your Fatigue.

Respite:(passive) Avoiding enemy attacks grants a brief moment of reprieve, allowing you to recover [3-12] Stamina each time you are missed by a melee or archery attack.

Warded Mind:(passive, [20-12] turn CD) You have trained relentlessly to unify mind, body, and spirit. Your will and conditioning protect you from the mental assaults of your foes. When afflicted with a harmful mental effect, your mind save is increased by [40-120] for 5 turns. This effect has a cooldown.

Focused Guard:(active) Deactive your Aura of Protection to redirect your focused will into a ward that will fend off up to [5-12] attacks over the next 4 turns, completely negating the damage. Each deflected attack will drain 10% of your current Stamina.
All of the class's unique trees also grant bonuses for each point invested into them. Rending grants 2.5 physical power per point, Mending grants 2.5% healing modifier, Martial Arts grants 2 flat damage reduction, Black Belt grants 2% critical power, and Fending reduces the duration of negative effects by 2%.

Question, comments, feedback, complaints, and all, welcome as always!
Unless you are some kind of lawyer, in which case, I don't own any of the ideas that may be related to the franchise you represent, I am making no profit off from this endeavor, I have no idea what FF or FFT stand for, and a square is a quadrilateral with all right angles and sides of equal length. :P

Enjoy!

---


Change log:

v 1.0.0
Release

v.1.0.1
[General]
Changed particle for Focused Guard.
Changed icons for Rending and Mending categories.
Changed particle for Earth Render floor effect.
Corrected range calculation for Air Render, Aura Blast and Far Fist.

[Air Render]
Will now bypass hostile actors as well as friendly.

[Earth Render]
Reduced bleeding damage early scaling.

[Revive]
The Resolve buff which prevents damage when Revive triggers now lasts for the remainder of the triggering turn and one full turn afterward.

v1.1.0
[General]
Changed the particle for Earth Render floor effect.
Added particles to Rending attacks.

[Air Render]
Now has 0 cooldown, costs 3 stamina, and deals 100% damage. Targets hit will be afflicted with Sapped Energy, reducing move speed by X%, for 2 turns, stacking up to 4 times. Target's with at least 2 stacks of the effect will have a chance to be pinned when hit by Air Render.

[Earth Render]
Knockback reduced to 2 tiles.
Targets afflicted by Sapped Energy will also be afflicted with Rent Armor, reducing armor hardiness by X%, to a minimum of 0%, for 2 turns. Effect scales with Willpower.

[Aura Blast]
Scales to a maximum radius of 4. Reduced cooldown.
Targets afflicted by Sapped Energy will also take a second strike, dealing 1/3 the damage of the initial strike for each stack of the effect on the target.

[Far Fist]
Radius now scales to 2. Reduced cooldown.
No longer causes Slow. Now causes Set Up, increasing your chance to land a crit on affected targets, and reducing the target's saves.
Targets afflicted by Sapped Energy will also take a second strike, dealing 1/3 the damage of the initial strike for each stack of the effect on the target.

[Blink Counter]
Now instant use. Increased damage, damage scales, reduced cool down.

[Withering Strike]
Significantly increased damage.

[Pummel]
Now instant use. Reduced cool down to 10. Duration scales up to 5.
Reduced stamina cost. Pummel procs can now crit (it was actually broken before, and they could crit anyway).

[Measured Blows]
Slightly increased crit chance and power, slightly reduced attack speed penalty.

[Lifefont]
Slightly reduced healing on move and heal mod scaling.

v1.1.1
[General]
Fixed damage modifiers for gloves.

v1.2.0
[General]
The Sapped Energy effect can now be saved against. It will check the actor's Accuracy versus the target's Physical Save, with at least a 5% chance and at most a 95% chance to be applied.

Survival is now unlocked at birth.

Scaling on many talents adjusted so that stat scaling is also based on talent level.

Several talents have had their cool down reduced.

[Lifefont]
Healing modifier boost now only last as long as the movement speed buff, and the base amount healed each time you move is doubled when the buff is active.

[Revive]
Reworked and extensively tested mechanic, should now work 100% of the time.

[Air Render]
NPCs now have a cool down of 3 for this talent.
Chance to apply pin now requires 3 stacks of Sapped Energy.
Cost increased to 4, from 3.

[Earth Render]
No longer creates the bleeding area effect.
Now applies 2 stacks of Sapped Energy to targets hit.
Cool down reduced to 3, from 4.

[Measured Blows]
Now also increases your APR and physical resistance penetration while the sustain is active.

[Focused Guard]
Maximum number of deflected hits increased.
Now drains 10% of current stamina per hit, rather than 4% of maximum.

[Black Belt]
Reflex has been moved to the last slot, and Blink Counter and Withering Strike have moved to slot two and three.

----
??
----

v1.4.1
----
Unlocked Combat Training at 1.3 mastery. White Monks now start with one point in combat accuracy.

Guided Fist no longer grants accuracy.

Nimble Defender no longer grants defense and armor hardiness when wearing light armor. Instead, projectiles targeting the actor are passively slowed when wearing light armor.

Agile Combatant (talent) no longer reduces fatigue.


Last edited by nsrr on Sat Apr 22, 2017 9:01 pm, edited 13 times in total.

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 Post subject: Re: White Monk v 1.0.0
PostPosted: Sun Nov 27, 2016 6:58 pm 
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Wayist

Joined: Wed Feb 23, 2011 12:37 am
Posts: 29
I am a huge fan of unarmed/monk style characters in all RPGs. I almost always at least try them in any game I play so I will certainly be trying this, will post feedback as I play. (Not even downloaded the addon but the revive not working, could it be you have damage over time or multi part damaging attacks that are ticking over before you can act and killing you? Ie have you tried making it so that "for the next 100% of a turn you take no damage?"(or would that be too OP?) I am not a coder so don't shoot me down too badly please)


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 Post subject: Re: White Monk v 1.0.0
PostPosted: Sun Nov 27, 2016 7:43 pm 
Offline
Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 485
Location: Middle of Nowhere
scul wrote:
I am a huge fan of unarmed/monk style characters in all RPGs. I almost always at least try them in any game I play so I will certainly be trying this, will post feedback as I play. (Not even downloaded the addon but the revive not working, could it be you have damage over time or multi part damaging attacks that are ticking over before you can act and killing you? Ie have you tried making it so that "for the next 100% of a turn you take no damage?"(or would that be too OP?) I am not a coder so don't shoot me down too badly please)


Basically, when Revive triggers it slaps on a buff called Resolve, which reduces all incoming damage by 100%. The code for Resolve is basically a wholesale copy of the Defensive Roll buff from Acrobatics (which reduces all damage on the triggering turn by a set percentage). Revive triggers from any damaging hit that would drop your life below 0 (or your die_at rating), so it shouldn't matter if an attack has multiple damage types. The effect should be applied immediately after the damaging tick, and all further damage that turn should be reduced. I say should, and clearly something in there is not working right, but I'm not sure where. I think it may have to do with AoE/floor effects, but that's mostly a guess. I guess I could give Resolve a duration of two, instead, and then if the Monk still manages to die, I will know that damage is somehow getting through after their life is set to one and the before the buff is applied.


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 Post subject: Re: White Monk v 1.0.0
PostPosted: Sun Nov 27, 2016 8:17 pm 
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Wayist

Joined: Wed Feb 23, 2011 12:37 am
Posts: 29
Found a bug I think with Air render, does not hit things if there is a hostile in the way. It is supposed to be able to bypass, but it turns the standard orange when you try to target something behind another hostile.

Edit: Measured blows in the martial arts line has a typo with "critical chacne" not being critical (see what I did there ;-) ) just putting this here in case these are things you fix, enjoying it so far!

Edit2: Rereading the talent it says it only bypasses friendly actors, makes sense, though it might be nice if it was able to be targetted so you could pin that dangerous unique behind the low level mob you need to clear. But I guess working as it is written


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 Post subject: Re: White Monk v 1.0.0
PostPosted: Sun Nov 27, 2016 10:52 pm 
Offline
Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 485
Location: Middle of Nowhere
scul wrote:
Found a bug I think with Air render, does not hit things if there is a hostile in the way. It is supposed to be able to bypass, but it turns the standard orange when you try to target something behind another hostile.

Edit: Measured blows in the martial arts line has a typo with "critical chacne" not being critical (see what I did there ;-) ) just putting this here in case these are things you fix, enjoying it so far!

Edit2: Rereading the talent it says it only bypasses friendly actors, makes sense, though it might be nice if it was able to be targetted so you could pin that dangerous unique behind the low level mob you need to clear. But I guess working as it is written

Thank you, I do greatly appreciate typo reports! I'm sure there are more than a few, as lot of this was late-night coding, but I try to keep everything neat.

As for 'Air Render', it actually was meant to bypass hostile actors as well, for exactly the reason you suggested. However, I couldn't get that targeting working and it was not something I wanted to get stuck on, so I left it the way it is... for now. I'm still looking into making it bypass hostiles, so look for that in a future update.

Thanks for the feedback!


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 Post subject: Re: White Monk v 1.0.0
PostPosted: Mon Nov 28, 2016 3:31 am 
Offline
Wayist

Joined: Wed Feb 23, 2011 12:37 am
Posts: 29
Not sure if this is a bug or not as I have seen it a few times (in the addons of others), but I think it is a bug. I have "Aura Blast" skill at talent level 3 (effective 3.9) and it says it should be a radius 3 cone and it is very much a radius 2 cone. Tested it with something straight on the X axis that was 3 away and the green preview was only radius 2 cone and it did not actually hit the thing that was 3 away even though the skill very clearly says the cone should be radius 3. Just a minor thing, enjoying it, have not put any points into revive so I think that means I cannot die yet ;-)... almost level 20, still quite fun!


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 Post subject: Re: White Monk v 1.0.0
PostPosted: Mon Nov 28, 2016 5:08 am 
Offline
Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 485
Location: Middle of Nowhere
scul wrote:
Not sure if this is a bug or not as I have seen it a few times (in the addons of others), but I think it is a bug. I have "Aura Blast" skill at talent level 3 (effective 3.9) and it says it should be a radius 3 cone and it is very much a radius 2 cone. Tested it with something straight on the X axis that was 3 away and the green preview was only radius 2 cone and it did not actually hit the thing that was 3 away even though the skill very clearly says the cone should be radius 3. Just a minor thing, enjoying it, have not put any points into revive so I think that means I cannot die yet ;-)... almost level 20, still quite fun!


Good catch, that's a bug. The talent scaling results in non-integer solutions for the range equation. It gets rounded off differently when handled by the projector and the level up dialog, it seems. Either way, I should have rounded off the number before it was returned, avoiding the issue. That's been fixed, as well as a few other things.

Also, the targeting on Air Render turned out to be an easy change. Something I thought I had tried before, but I think I had the check I was using for the targeting wrong. Anyway, it can now bypass both hostile and friendly targets :D

I also increased the duration of the buff that prevents damage when Revive triggers by one turn, so it should be safe to use.

Which brings me to...

v.1.0.1
[General]
Changed particle for Focused Guard.
Changed icons for Rending and Mending categories.
Changed particle for Earth Render floor effect.
Corrected range calculation for Air Render, Aura Blast and Far Fist.

[Air Render]
Will now bypass hostile actors as well as friendly.

[Earth Render]
Reduced bleeding damage early scaling.

[Revive]
The Resolve buff which prevents damage when Revive triggers now lasts for the remainder of the triggering turn and one full turn afterward.


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 Post subject: Re: White Monk v 1.0.1
PostPosted: Mon Nov 28, 2016 10:53 pm 
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Wayist

Joined: Wed Feb 23, 2011 12:37 am
Posts: 29
Trying them out right now, I will report how things are going, these changes sound great. I am fairly naive when it comes to addons given I do not code and have not played with them too much. Does my old game update with the new changes or only if I make a new character?


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 Post subject: Re: White Monk v 1.0.1
PostPosted: Tue Nov 29, 2016 12:25 am 
Offline
Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 485
Location: Middle of Nowhere
scul wrote:
Trying them out right now, I will report how things are going, these changes sound great. I am fairly naive when it comes to addons given I do not code and have not played with them too much. Does my old game update with the new changes or only if I make a new character?


In this case, if the addon is up to date, these changes will take effect when you load your character No need to start a new one.

That isn't always the case, though. Addons can, potentially, have version changes that will not be compatible with characters created with an older version, and will require starting a new game for the changes to take effect. If I post an update of that nature at any point, you can be sure I will make a note of it. :)


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 Post subject: Re: White Monk v 1.0.1
PostPosted: Tue Nov 29, 2016 12:47 am 
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Wayist

Joined: Wed Feb 23, 2011 12:37 am
Posts: 29
perhaps just me but it would not auto download the update, closed out of everything, did not restart computer but shut down tome and anything that might be using any of the same files in memory. And it would pop up to say it was auto-downloading new whitemonk addon but it always ended with no success message. looked in the folder and it created a teaa.tmp file (which is indentical to the current addon version besides the name) but would not convert that to the proper addon, manually downloading it like I am installing a new addon worked (from within TOME game/addon browser). Sorry if none of this has anything to do with you, but in case it does just letting you know! Changes updated, testing now!


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 Post subject: Re: White Monk v 1.0.1
PostPosted: Tue Nov 29, 2016 1:08 am 
Offline
Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 485
Location: Middle of Nowhere
scul wrote:
perhaps just me but it would not auto download the update, closed out of everything, did not restart computer but shut down tome and anything that might be using any of the same files in memory. And it would pop up to say it was auto-downloading new whitemonk addon but it always ended with no success message. looked in the folder and it created a teaa.tmp file (which is indentical to the current addon version besides the name) but would not convert that to the proper addon, manually downloading it like I am installing a new addon worked (from within TOME game/addon browser). Sorry if none of this has anything to do with you, but in case it does just letting you know! Changes updated, testing now!


I can't say what might have happened. I play through Steam, and the only addons that auto-update properly for me are the ones I'm subscribed to on Steam. Addons not available on Steam I have to manually update by downloading the newest versions from te4.org.

I believe the stand-alone ToME launchers for various platforms (one of which I'm guessing you are using) will update addons downloaded from te4.org, but I can't say from experience how it works, or what might be wrong.


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 Post subject: Re: White Monk v 1.0.1
PostPosted: Tue Nov 29, 2016 2:50 am 
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Wayist

Joined: Wed Feb 23, 2011 12:37 am
Posts: 29
Yea I do use a stand alone launcher, it worked by manually doing it so no worries.

Update on one of my new favorite skills. "Aura Blast" seems to have the range working properly, it says 3 (which seems to be the max unless it scales higher and I am not seeing it yet since I am only level 22). But there is a typo I think because it says it weakens them for 16 turns by 6%. [->7%] at my current level. And I think those are switched, it is working properly, it is debuffing for 6 turns by 16% which I assume is how you want it to work, but skill facts are switched in text somehow. Very minor, all I have found so far, still enjoying it. Went antimagic, not sure if that will make things too easy, but I pump willpower and am Thalore, so it seems appropriate. I really like the stacking buff of AM shield, brawler resistance, and Aura of protection. Definitely like how you have it set up to be tied to how much you invest in each skill tree. Overall having fun!


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 Post subject: Re: White Monk v 1.0.1
PostPosted: Tue Nov 29, 2016 12:51 pm 
Offline
Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 485
Location: Middle of Nowhere
scul wrote:
Yea I do use a stand alone launcher, it worked by manually doing it so no worries.

Update on one of my new favorite skills. "Aura Blast" seems to have the range working properly, it says 3 (which seems to be the max unless it scales higher and I am not seeing it yet since I am only level 22). But there is a typo I think because it says it weakens them for 16 turns by 6%. [->7%] at my current level. And I think those are switched, it is working properly, it is debuffing for 6 turns by 16% which I assume is how you want it to work, but skill facts are switched in text somehow. Very minor, all I have found so far, still enjoying it. Went antimagic, not sure if that will make things too easy, but I pump willpower and am Thalore, so it seems appropriate. I really like the stacking buff of AM shield, brawler resistance, and Aura of protection. Definitely like how you have it set up to be tied to how much you invest in each skill tree. Overall having fun!


Glad to hear you're enjoying it :D

You're right about Aura Blast, I switched the values in the formatting of the description, but it is working as intended. I did intend for the range to hit 4 at level 5 of Aura Blast, and I'm not sure why the scaling I used isn't getting it there. I'll have to tweak the numbers again. I caught a couple other little bugs that I need to take care of, too. Should have all that patched out soon.

I intentionally designed the class to be light on generics, to give them the flexibility to pick up talent trees from escorts or zigur or such. Nice to see that seems to be working out as planned.

Oh, and you reminded me that I forgot to mention the passive bonuses in the original post. I should update that :)


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 Post subject: Re: White Monk v 1.0.1
PostPosted: Wed Nov 30, 2016 3:00 am 
Offline
Wayist

Joined: Wed Feb 23, 2011 12:37 am
Posts: 29
Still enjoying it. Am feeling I am a bit under-powered right now (level 28) but I still do not have blackbelt unlocked so having some of of that nice crit power and more crit rate (can start putting points into cunning now that the others are maxed) may make a difference. I am super tanky to all but the largest hits, have yet to hit revive, just takes me a while to kill anything. Though I am using spellhunt remnants (tier 5) and they are not the most offensive gloves except to things with large mana pools that I can auto manaclash with gloves. Once I unlock black belt I will report how it is feeling.

Also Air render now seems to have a much further range than indicated, not sure how far but I know I can hit things more than 2 spaces outside of the stated range, ie the range on it is 5 and I can hot things that are at least 7 or 8 away. Certainly not complaining ;-) but clearly there is something wonky going on.

Edit: Yea seems like it has infinite range
Edit2: And Pummel seems to not be working quite right, seems to be doing one hit for 100% damage, at least based on log


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 Post subject: Re: White Monk v 1.0.1
PostPosted: Wed Nov 30, 2016 5:25 am 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 485
Location: Middle of Nowhere
scul wrote:
Still enjoying it. Am feeling I am a bit under-powered right now (level 28) but I still do not have blackbelt unlocked so having some of of that nice crit power and more crit rate (can start putting points into cunning now that the others are maxed) may make a difference. I am super tanky to all but the largest hits, have yet to hit revive, just takes me a while to kill anything. Though I am using spellhunt remnants (tier 5) and they are not the most offensive gloves except to things with large mana pools that I can auto manaclash with gloves. Once I unlock black belt I will report how it is feeling.

Also Air render now seems to have a much further range than indicated, not sure how far but I know I can hit things more than 2 spaces outside of the stated range, ie the range on it is 5 and I can hot things that are at least 7 or 8 away. Certainly not complaining ;-) but clearly there is something wonky going on.

Edit: Yea seems like it has infinite range
Edit2: And Pummel seems to not be working quite right, seems to be doing one hit for 100% damage, at least based on log


Yup, I messed up the check on Air Render... somehow. I think this is the problem I ran into the first time I tried making it hit past any actor; not sure why I didn't think to check if it hit outside of range when I changed it back. I'll see if I can get it straightened out.

There's something weird going on with Pummel, but I'm not sure exactly what. It appears to me that one hit from Pummel shows in the log as "Pummel hits foo for XX physical damage" and the other hit shows up at the end of the attack which triggered the Pummel, "Player hits foo for W blee damage, Y bla damage, Z bloo damage, ... XX physical damage." After all of the hit's other procs. I'm not sure why it happens that way. It does make it look like an attack which triggers a Pummel will only fire procs twice, instead of three times, as I would assume. I need to do some really specific testing for it and check the log file to see exactly what's happening.

Thanks again for the feedback!


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