Doomed/Darkness Tweaks
Posted: Sat Feb 03, 2018 8:41 am
This addon was meant to alter the cursed/Darkness tree so that it's less... wretched, and add a locked tree: cursed/Inner Darkness, that gives some bits of utility and at least one reason to care about darkness damage to the class. It has since become a Doomed rework.
These are my alterations to the cursed/Darkness tree:
Creeping Darkness--does a little more damage, has a shorter cooldown, spreads a little further, lasts a little longer, inherits the blind from Dark Torrent and the pin from Dark Tendrils when the appropriate talent reaches effective talent lvl 4, and deals an insultingly small amount of mind damage when you learn Madness.
Dark Vision--mostly the same, but the maximum vision reaches out to seven so that you can ping things with Agony/Feed(life) at max range through your darkness. The movement speed buff was bumped up.
Dark Torrent--range left alone, chance to leave behind creeping dark and darkness increased.
Dark Tendrils--the exact way that Dark Tendrils moves in the original code was.. odd, and I didn't see a good way to make the talent move any more quickly, so I replaced it with a cone shaped ability that pulls enemies that are more than four tiles away to about four tiles away, and enemies that are fewer than four tiles away in to melee range. Then it pins them and deals damage, much like the old ability. The range, damage, and pin strength should scale with talent level.
EDIT V1.0.1: Dark Tendrils now function like vanilla Dark Tendrils, except faster--much faster, at high talent levels--and got a duration increase so that they can actually hunt down enemies that try to escape, instead of just petering out if they struggle.
EDIT V1.0.3: Creeping Darkness has had it's radius locked at 3, and the number of seeds of darkness, scaled to fill a percentage of the aoe. I removed the Madness effect as well. Dark Tendrils now has an additional tendril at talent level 6 or higher.
and these are my new Talents:
cursed/Inner Darkness:
Veil Walk -- very short range teleport whose range increases with talent levels. Lets you switch with enemies.
Grudge -- gives you health and hate, but inflicts a mental debuff that ultimately deals more damage than it provides, while causing you to seep darkness out of all of your orifices.
Dark Blood -- Dark Blood creates an imaginary pool, in which the damage you take is stored, and then portioned out to you each turn. If it overflows, it stops siphoning away damage to deal to you later. It doesn't decrease the total damage dealt at all, only stretches it out. The pool gets bigger and the rate at which you are dealt damage gets smaller the more talent points you put in.
Heartless -- a sustained ability that gives you a flat amount of darkness damage on top of all the damage you deal, some blind and disease resist, and causes enemies you kill while the sustain is in effect to leave a seed of creeping darkness behind.
EDIT V1.0.3: The Inner Darkness tree has been rearranged to the following order: Grudge, Step(now Veil Walk), Heartless, Dark Blood, based on the way people were investing points into it in the vault. In addition, Veil Walk is now instant if you step into the darkness, and inflicts the veil-touched debuff on enemies that you switch with. The veil-touched debuff is similar to Noctophobia from HousePet's afflicted rework, with the numbers tweaked. It cuts mind save, fear immunity, and dark resist.
This is my first addon, so please--tear it apart! Thank you.
Version 1.0.1--Dark Tendrils now function like vanilla Dark Tendrils, except faster--much faster, at high talent levels--and a duration increase to enable them to actually hunt down enemies that try to escape, instead of just petering out if they struggle.
Version 1.0.2--Grudge was breaking when it bled darkness on the ground, now it does that without breaking.
Version 1.0.3--Creeping Darkness has had its radius decreased, and the number of dark pools set to fill a percentage of the area based on talent level and mindpower, and no longer synergizes with Madness. Dark Tendrils now gives you a second tendril at raw talent level 5. The Inner Darkness tree has been rearranged to the following order: Grudge, Step(now Veil Walk), Heartless, Dark Blood, based on the way people were investing points into it in the vault. In addition, Veil Walk is now instant if you step into the darkness, and inflicts the veil-touched debuff on enemies that you switch with. The veil-touched debuff is similar to Noctophobia from HousePet's afflicted rework, with the numbers tweaked. It cuts mind save, fear immunity, and dark resist. The Fears tree now comes unlocked, and has been altered to be like the version of Fears in HousePet's afflicted rework, with Master of Fear renamed to Tyrant so that the icons load correctly. The fear effects themselves I have altered based on complaints I got off of the forums (damaging fears were unable to crit) and things I noticed myself in the code (several of the fears were locked such that they could not inflict brainlock??)
Version 1.0.4--Fears have been fixed so that you can no longer inflict them on allies, which should remove the sandworm bug entirely, but just in case, heighten fear will now also reset talents that somehow manage to get far into the negatives, hopefully resolving the effect naturally. Gestures have also been altered so as to require empty hands (how can you gesture with your hands full of gemstone?) and significantly buffed to the point of potentially being broken, in the hopes of being any sort of alternative to psiblades. I'll probably have to tune them back in a later version, and I might add range the way kemott11 suggested, but right now I want to see if it's even possible for an empty-hand-based bump damage tree to stand up to psiblades.
Version 1.0.5--Gestures have been made a little less ridiculous, and fears would just... not do anything, silently, a lot of the time. That shouldn't happen anymore. Also, my thumb grew back, and I can type again. Please tear this release apart!
Version 1.0.6--Gestures got pumped back up, and now only requires one hand. Fears no longer break other mind effects, tormented no longer breaks if forced to last more than eight turns, and various talent descriptions have been made clearer.
These are my alterations to the cursed/Darkness tree:
Creeping Darkness--does a little more damage, has a shorter cooldown, spreads a little further, lasts a little longer, inherits the blind from Dark Torrent and the pin from Dark Tendrils when the appropriate talent reaches effective talent lvl 4, and deals an insultingly small amount of mind damage when you learn Madness.
Dark Vision--mostly the same, but the maximum vision reaches out to seven so that you can ping things with Agony/Feed(life) at max range through your darkness. The movement speed buff was bumped up.
Dark Torrent--range left alone, chance to leave behind creeping dark and darkness increased.
Dark Tendrils--the exact way that Dark Tendrils moves in the original code was.. odd, and I didn't see a good way to make the talent move any more quickly, so I replaced it with a cone shaped ability that pulls enemies that are more than four tiles away to about four tiles away, and enemies that are fewer than four tiles away in to melee range. Then it pins them and deals damage, much like the old ability. The range, damage, and pin strength should scale with talent level.
EDIT V1.0.1: Dark Tendrils now function like vanilla Dark Tendrils, except faster--much faster, at high talent levels--and got a duration increase so that they can actually hunt down enemies that try to escape, instead of just petering out if they struggle.
EDIT V1.0.3: Creeping Darkness has had it's radius locked at 3, and the number of seeds of darkness, scaled to fill a percentage of the aoe. I removed the Madness effect as well. Dark Tendrils now has an additional tendril at talent level 6 or higher.
and these are my new Talents:
cursed/Inner Darkness:
Veil Walk -- very short range teleport whose range increases with talent levels. Lets you switch with enemies.
Grudge -- gives you health and hate, but inflicts a mental debuff that ultimately deals more damage than it provides, while causing you to seep darkness out of all of your orifices.
Dark Blood -- Dark Blood creates an imaginary pool, in which the damage you take is stored, and then portioned out to you each turn. If it overflows, it stops siphoning away damage to deal to you later. It doesn't decrease the total damage dealt at all, only stretches it out. The pool gets bigger and the rate at which you are dealt damage gets smaller the more talent points you put in.
Heartless -- a sustained ability that gives you a flat amount of darkness damage on top of all the damage you deal, some blind and disease resist, and causes enemies you kill while the sustain is in effect to leave a seed of creeping darkness behind.
EDIT V1.0.3: The Inner Darkness tree has been rearranged to the following order: Grudge, Step(now Veil Walk), Heartless, Dark Blood, based on the way people were investing points into it in the vault. In addition, Veil Walk is now instant if you step into the darkness, and inflicts the veil-touched debuff on enemies that you switch with. The veil-touched debuff is similar to Noctophobia from HousePet's afflicted rework, with the numbers tweaked. It cuts mind save, fear immunity, and dark resist.
This is my first addon, so please--tear it apart! Thank you.
Version 1.0.1--Dark Tendrils now function like vanilla Dark Tendrils, except faster--much faster, at high talent levels--and a duration increase to enable them to actually hunt down enemies that try to escape, instead of just petering out if they struggle.
Version 1.0.2--Grudge was breaking when it bled darkness on the ground, now it does that without breaking.
Version 1.0.3--Creeping Darkness has had its radius decreased, and the number of dark pools set to fill a percentage of the area based on talent level and mindpower, and no longer synergizes with Madness. Dark Tendrils now gives you a second tendril at raw talent level 5. The Inner Darkness tree has been rearranged to the following order: Grudge, Step(now Veil Walk), Heartless, Dark Blood, based on the way people were investing points into it in the vault. In addition, Veil Walk is now instant if you step into the darkness, and inflicts the veil-touched debuff on enemies that you switch with. The veil-touched debuff is similar to Noctophobia from HousePet's afflicted rework, with the numbers tweaked. It cuts mind save, fear immunity, and dark resist. The Fears tree now comes unlocked, and has been altered to be like the version of Fears in HousePet's afflicted rework, with Master of Fear renamed to Tyrant so that the icons load correctly. The fear effects themselves I have altered based on complaints I got off of the forums (damaging fears were unable to crit) and things I noticed myself in the code (several of the fears were locked such that they could not inflict brainlock??)
Version 1.0.4--Fears have been fixed so that you can no longer inflict them on allies, which should remove the sandworm bug entirely, but just in case, heighten fear will now also reset talents that somehow manage to get far into the negatives, hopefully resolving the effect naturally. Gestures have also been altered so as to require empty hands (how can you gesture with your hands full of gemstone?) and significantly buffed to the point of potentially being broken, in the hopes of being any sort of alternative to psiblades. I'll probably have to tune them back in a later version, and I might add range the way kemott11 suggested, but right now I want to see if it's even possible for an empty-hand-based bump damage tree to stand up to psiblades.
Version 1.0.5--Gestures have been made a little less ridiculous, and fears would just... not do anything, silently, a lot of the time. That shouldn't happen anymore. Also, my thumb grew back, and I can type again. Please tear this release apart!
Version 1.0.6--Gestures got pumped back up, and now only requires one hand. Fears no longer break other mind effects, tormented no longer breaks if forced to last more than eight turns, and various talent descriptions have been made clearer.