ToME: the Tales of Maj'Eyal

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 Post subject: Zephyr Class [1.0.2]
PostPosted: Sat Oct 14, 2017 7:25 pm 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 257
me when playing archer: "god i hate the mark mechanic"
me when playing temporal warden: "god i hate maintaining 2 weapon sets"
me when playing skirmisher: "god why does this class exist"
me when playing any of the above: "GOD I HATE PROJECTILE SPEED"

Image
if only there was a better way!

introducing the Zephyr, a class only slightly based off of a dumb throwaway NPC

notable features include fixing sustainbug for feather wind, blur sight, and tempest; reducing chain lightning's mana cost; having 4 new talent categories; having really high Defense; and involving the usual level of tactics for playing an archer, which is to say, none at all.

USER TESTIMONIES
"this is like arcane blade for idiots" - Micbran
"i probably don't even know what a geometric series is" - tasonir
"i respect your attempt to make chain lightning good, but respect literally nothing else about this" - ster if he was still alive
"you know that gimp has tools other than the sparkle filter right" - bpat
"what's sustainbug" - Shibari
"Looking for a mate but I'm ALWAYS down for a quick yiff." - Clara
"at least it doesn't have sniper or aegis" - minmay
"this isn't balanced for normal" - Sheila
"a bug has me stuck in nightmare" - flamewolf393
"I know you love me but I'm not real" - Duvessa



despite all that, this isn't a joke class, so if you find a bug or a balance issue do let me know about it. (any claims that this class is actually stronger than classes that have both stone wall and aegis will be mocked, though)


Last edited by minmay on Tue Feb 13, 2018 12:28 am, edited 2 times in total.

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 Post subject: Re: Zephyr Class [1.0.0]
PostPosted: Sat Oct 14, 2017 8:41 pm 
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Thalore

Joined: Mon Feb 13, 2017 4:43 pm
Posts: 142
Some feedback (first impressions):

- Energize is strong. You get Energize and Thunderstorm and you just gain 2.5 mana per turn per nearby enemy (up to 6). Chain Lightning now also basically has a negative manacost.

- One slightly annoying thing is that you cannot choose which spell is cast on arrow hit, so if you want to do reliable damage this way, you basically have to level both.

- So many sustains. So much mana needed to sustain. So little mana. :(
(Yes, choosing your sustains is part of the class. But it still is like standing in a candy shop with almost no money.)

- Also, lighting damage egos are a cause to celebrate.

- Finally, you should probably add the increased ammo reload to the description of Air Archer


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 Post subject: Re: Zephyr Class [1.0.0]
PostPosted: Sat Oct 14, 2017 10:21 pm 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
Posts: 1148
Location: Yeehaw, pardner
it really is like arcane blade for idiots

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A little bit of a starters guide written by yours truly here.


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 Post subject: Re: Zephyr Class [1.0.0]
PostPosted: Sun Oct 15, 2017 2:32 pm 
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Wyrmic

Joined: Tue Mar 08, 2016 3:55 pm
Posts: 241
Really would be nice to make Air Archer spell procs toggle-able.


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 Post subject: Re: Zephyr Class [1.0.0]
PostPosted: Sun Oct 15, 2017 4:59 pm 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 257
believe it or not, there's a very real reason that they aren't


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 Post subject: Re: Zephyr Class [1.0.0]
PostPosted: Mon Oct 23, 2017 4:47 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 696
might be an addon interaction, but my arrows seem to have 120% magic and no dex input.

Lots of fun tho. super mindless with just enough attention to enjoy


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 Post subject: Re: Zephyr Class [1.0.0]
PostPosted: Mon Oct 23, 2017 5:40 pm 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 257
Disable Mage Knight. That addon turns all str and dex modifiers into mag modifiers, regardless of class.


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 Post subject: Re: Zephyr Class [1.0.0]
PostPosted: Mon Oct 23, 2017 5:51 pm 
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Thalore

Joined: Tue Jan 03, 2017 7:12 pm
Posts: 170
minmay wrote:
Disable Mage Knight. That addon turns all str and dex modifiers into mag modifiers, regardless of class.


Confirmed, I've been running into this myself.

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 Post subject: Re: Zephyr Class [1.0.0]
PostPosted: Thu Nov 02, 2017 3:07 pm 
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Yeek

Joined: Mon Dec 24, 2012 5:26 pm
Posts: 14
I really wanted to try a Zephyr/Storm Knight hybrid as an Adventurer, but the Zephyr talents don't seem to show up (for me, at least) for an Adventurer. Oh, well, it was worth a try.


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 Post subject: Re: Zephyr Class [1.0.0]
PostPosted: Thu Nov 02, 2017 3:21 pm 
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Thalore

Joined: Mon Feb 13, 2017 4:43 pm
Posts: 142
Use Slightly More Adventurous, that works for me.

The reason why they don't show up is that they have the not_on_random_boss flag, similar to Skirmisher.


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 Post subject: Re: Zephyr Class [1.0.0]
PostPosted: Tue Jan 16, 2018 6:35 pm 
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Higher

Joined: Fri Jan 18, 2013 9:37 pm
Posts: 52
Really liking the class. All I have to do is spam SHOOT, sometimes shoot all in line and sometimes AoE nuke that refreshes my quiver. And it deals quite a lot of damage with my 128/128 quiver. Right now rocking 10 sustains, 110 defense, 900 hp and 400 mana.

Storm Infusion seems to be pretty weak, 20 armor pen is not so much and maybe it's good if it actually DRAINS mana and gives it back to you but didn't test it.

At first I thought Wild Power to be completely op 5/5/5/5 ASAP!!!111, but actually I'm using only Defense and Devastation. This puts me at 45% fatigue with items and more than that would decrease my survivability by a lot. Also Wild Power and Constitution seem to be the weakest of the four. I got enough accuracy from Dex and increasing it more gives me only around 6% proc chance for spells, so not really worth it.

Overall a pretty fun and powerful class. Managed to find both the tier 4 lightning robe and Storm's Fury in prides. Robe is probably not the best in slot but will still wear it :)

Also, 2 times during my playthrough I got a very weird lua error one-liner:

Lua Error: /engine/utils.lua:2089: bad argument

It happens randomly when fighting, shows up every turn adfterwards, and I have to kill the game in task manager to get my save back.

Also, Feather Wind might be bugged as it increases my Stun Resist by at least 100% and gives no pin resist.


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 Post subject: Re: Zephyr Class [1.0.0]
PostPosted: Wed Jan 17, 2018 10:37 pm 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 257
kemott11 wrote:
Lua Error: /engine/utils.lua:2089: bad argument
Obviously I can't be sure without a stack trace, but I think the only place this could happen due to this addon is if Air Archer triggers when either the source actor or target actor are missing an x or y position. I can't think of a way to get that situation to occur without dev mode, but I added a check to prevent it anyway.
kemott11 wrote:
Also, Feather Wind might be bugged as it increases my Stun Resist by at least 100% and gives no pin resist.
Fixed, thanks.


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 Post subject: Re: Zephyr Class [1.0.1]
PostPosted: Tue Feb 13, 2018 12:09 am 
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Joined: Tue Mar 15, 2016 5:20 pm
Posts: 3
Very nice class. Seems to be on OP side on insane at least after midgame.
Right now I am steamrolling prides. I encounter a weird bug. It happens when a zephyr is stepping on some trap (lightning?)
========================
[LOG] A bolt of lightning fires onto Tesla!
Lua Error: /hooks/zephyr-class/load.lua:19: attempt to call method 'knowTalent' (a nil value)
At [C]:-1 knowTalent
At /hooks/zephyr-class/load.lua:19
At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
At /data/damage_types.lua:472 defaultProjector
At /data/damage_types.lua:775 projector
At /engine/interface/ActorProject.lua:219 project
At /data/general/traps/elemental.lua:38 triggered
At /engine/Trap.lua:142 trigger
At /mod/class/Trap.lua:302 trigger
At /engine/Trap.lua:156 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/Actor.lua:230 move
At /mod/class/Actor.lua:1317 move
At /mod/class/Player.lua:310 move
At /engine/interface/PlayerRun.lua:136 runStep
At /mod/class/Player.lua:399 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1386
========================


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 Post subject: Re: Zephyr Class [1.0.2]
PostPosted: Tue Feb 13, 2018 12:29 am 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 257
Fixed, thanks.


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