Gladiator v 1.4.5

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nsrr
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Gladiator v 1.4.5

#1 Post by nsrr »

Adds the Gladiator, a Warrior subclass. Get it here or on the Steam workshop.
"In the darker regions of Maj'Eyal men and women are kept captive and used for blood sport. Rumors tell of fist fighters in dank complexes, but the most common are arena Gladiators, men and women whose lives are owned by and expended at they the pleasure of wealthy aristocrats.",
"Some earn their freedom after years of victory in battle, while others manage to escape the confines of their cells. Having survived countless, untold trials in the pits of the arena, Gladiators are masters of melee combat.",
"Expert wielders of all sorts of weapon, they know many techniques for Axes, Swords, Maces, and even more exotic weapons. Their weapon familiarity allows them to wield one-handed weapons in their off-hand and to swap weapons quickly.",
"Their most important stats are: Strength and Dexterity",
Gladiators have these standard class trees:

Technique/Combat Techniques - at 1.3
Technique/Dual-Weapon Training - Locked at 1.1
Technique/Two-hand Assault - Locked at 1.1
Technique/Shield Offense - Locked at 1.1
Technique/War Cries - Locked at 1.3
Technique/Battle Tactics - Locked at 1.3

And these standard generics:

Technique/Combat Training - at 1.3
Technique/Conditioning - at 1.3
Cunning/Survival - Locked at 1.3

Many all new talents, all at 1.3 mastery, which require Strength unless specified otherwise:
Technique/Arms Handling(Requires Dexterity)
1) Deft Actions:
You handle your weapons with the greatest of ease. Activate to instantly swap weapon sets.
Successful melee hits will reduce the cool down by one, once per tun. Hits against enemies suffering from a Stun, Sunder or Wound will have a 15%% chance per effect to reduce the cooldown by one additional turn, once per turn. The cooldown of Deft Actions can be reduced at most twice in one turn.
Switching weapons so quickly catches your enemies off guard. All enemies within radius %d will have a chance to be dazed for %d turns each time you use Deft Actions.

2)Battle Fervor:(Passive)
The thrill of the fight releases a surge of adrenaline.
You will gain %0.1f life regeneration and %0.1f stamina regeneration for 6 turns when you use Deft Actions. Using Deft Actions again before this effect expires will renew the duration to 6 (less 1 per stack), and life and stamina regeneration will stack up to 3 times.
At raw talent level 3 and above you will also have a %d%% chance to reduce the cooldown of up to two random Expertise talents by one turn.

3)Honed Reflexes:(Passive)
Your reflexes are finely honed. You will gain %d defense and a %d%% chance to evade attacks for 3 turns when you use Deft Actions.
At raw talent level 3 and above you will gain %d%% physical crit chance for 6 turns as well. Critical chance can stack up to 3 times and the duration will be refreshed to 6 (less 1 per stack) each time it is renewed.

4)Combat Vigor:(Activated, 12 turn cooldown, no cost, instant)
You only become more invigorated as the battle rages on. Each time you use Deft Actions you will gain one stack of Combat Vigor for 8 turns.
Combat Vigor can stack up to five times and using Deft Actions again will renew the duration to 8, less 1 per stack.
You may activate this talent to remove one detrimental effect ( up to %d ), and restore %0.1f life and %0.1f stamina, per stack.
Activating this talent will remove all stacks of Battle Fervor, Honed Reflexes, and Combat Vigor.

Expertise/Combat
1) Tactical Strike:
Make a tactical strike against your enemy for %d%% weapon damage. If the blow lands you use the distraction to gain the advantage over your foe.
While dual-wielding you will gain %d%% movement speed and %d accuracy for 3 turns.
While wielding a two-handed weapon you will gain %d%% attack speed and %d physical power for 3 turns.
While wearing a shield you will set up a free block and gain flat damage reduction equal to %d%% of your block value (currently: %d) and %d%% armor hardiness for 3 turns.

2)Combat Instinct:(Sustain)
Fighting comes so naturally it is like an instinct for you.
While sustained, each melee attack will have a %d%% chance to reduce the cooldown of one random Expertise talent by one turn.
Attacks against foes suffering from a Stun, Sunder or Wound will have a secondary chance to trigger cooldown reduction equal to %d%% for each effect on the enemy.
If the attack is a critical strike the cooldown will instead decrease by two.

3)Dervish:
Quickly whirl around, striking everyone in a radius of one for %d%% weapon damage.
If you are dual-wielding you will strike first with your mainhand and then again with your offhand.
If you are wearing a shield you will set up a free block, as well.
If you are wielding a two-handed weapon you will strike in a radius of two instead.

4)Triumph:(Passive)
Your ability to vanquish your foes increases as you wear them down.
When you strike an impaired enemy you will sunder its fighting spirit for 2 turns, reducing its physical damage resistance by %d%% and physical save by %d for each Stun, Sunder or Wound affecting it.
Targets afflicted wtih Sunder Spirit will also have their resistance to Stuns, Pins, and Bleeds reduced by %d%% .

Expertise/Maces
1)Blunt Force:(Passive)
You are skilled with maces and your strikes with them set your foes reeling.
When you strike an enemy with a mace you have a %d%% chance to stun them for 3 turns.
2)Smash:(Active/Passive)
Smash your foe with your a mighty blow from your mace(s) dealing %d%% weapon damage and attempting to stun them.
The force of the blow is so strong it will knockback nearby enemies, up to %d tiles, and daze them for %d turns.
If you are dual wielding maces you will strike first with your main hand and then twice with your off hand.
If you are wielding a two-handed mace the knockback distance, stun and daze duaration are increased.
If you are wearing a shield you will preform a shield bash for %d%% shield damage and set up a free block.
Passively, any strike with a mace against an enemy who is stunned or dazed will reduce their armor by %d for 3 turns, stacking up to %d times.

3)Hardy:(Sustain)
Wielding maces has toughened you. Whenever you take damage greater than 10%% of your maximum life it will be reduced by %d%% of the average base damage of your equipped mace(s), currently %d .
Each time this talent reduces damage it will drain 1 stamina. You may sustain this talent without a mace equipped, however the effect will not occur.

4)Cranium Crunch:
Slam your mace(s) forcefully into your foe's head (or equivalent sensory-processing center), dealing %d%% weapon damage.
If the blow connects it will also remove one beneficial effect or sustain for each Stun, Sunder, or Wound affecting it.

Expertise/Axes

1)Hewn Limbs:(Passive)
You are skilled with axes and cut your foes down limb by limb.
When you strike an enemy with an axe you have a %d%% chance to either Cripple them (reducing attack, spell and mind speed by %d%%) or Disable them (reducing movement speed by %d%% and accuracy by %d) for 3 turns.

2)Savage Strikes:(Active/Passive)
Lash out wildly with your axe(s), striking up to 3 times for %d%% weapon damage. After choosing the first target you will take targets randomly within a range of one. You may strike the same target multiple times.
If you are dual-wielding you will strike first with your mainhand and then again with your offhand.
If you are wearing a shield you will set up a free block, as well.
If you are wielding a two-handed weapon you will strike in a range of two instead.
Passively, while equipped with at least one axe you will have a chance at the begining of each turn to make one free attack with all weapons for %d%% damage against any enemy within range who is suffering from a Stun, Sunder or Wound.
The chance is equal to 15%% plus 4%% for each effect on the target.

*NOTE* This talent moves you around targets similarly to Blink Blade, however, due to the short range, it is not very effective in crowded corridors and you sometimes fail to find an open tile to move to. If this happens the talent will post a note to your log and the action will return nil, taking no turn energy and not triggering cooldown.*/NOTE*

3)Cleaving Blows:(Sustain)
Swing your axe(s) in wide acrs, striking nearby enemies.
While sustained your melee attacks will deal %d%% weapon damage to all foes around your target once per turn. Each cleaving blow will drain 1 stamina per target struck, and will not occur if there are no enemies adjacent to your target or if the effect would leave you with 1 stamina or less.
You may sustain this talent without an Axe equipped, however the cleave effect will not occur.

4)Suffer:
Strike a mighty blow against your enemy with your equipped axe(s), dealing %d%% weapon damage.
If the the blow connects it will extend the target's suffering, increasing the duration of all Stuns, Sunders and Wounds by %d turns per effect, to a maximum of 10 turns.

Expertise/Swords
1) Razor's Edge:(Passive)
You keep your swords finely honed and your strikes with them slice through flesh and armor.
When you strike an enemy with a sword you have a %d%% chance to make them bleed for an additional %d%% of the attack damage each turn for 4 turns.
If your enemy is immune to bleeding you will instead slash at the straps and bindings of their armor, reducing armor hardiness by %d%% (but not lower than zero) for 4 turns.

2)Lunge:(Active/Passive)
Lunge toward the target location.
If the target is an enemy, you will attack with your equipped sword(s) and maim the target for %d turns, reducing global speed by 5%% and all damage by %d%% for each Stun, Sunder or Wound affecting them.
The normal range is 7, increased by 2 if you are dual-wielding and decreased by 2 if you are wielding a two-handed weapon.
If you are wearing a shield, you will also set up a free block when you reach the target location.
Passively, your precision with swords allows you to exploit your foes' wounds.
Critical strikes against bleeding targets will cause them to bleed out, dealing %d%% of the total damage over time instantly as Physical damage.
Targets who have bled out will become immune to most new bleeds for 8 tunrs afterwards.

3)Dexterous Strikes: (Sustain)
You handle your swords with greatest of skill and use them to exploit any Stuns, Sunders or Wounds affecting your foes.
While sustained your melee attacks will have a %d%% chance per effect to grant a quick strike attack, dealing %d%% weapon damage per effect. You can quick strike at most once per turn and each quick strike will drain 4 stamina. The effect will not occur if you have less than 5 stamina.
You may sustain this talent without a sword equipped, however quick strikes will not occur.

4)Deep Wound:
Launch an all-out assault against your enemy with your equipped sword(s), dealing %d%% weapon damage.
If the attack hits, the target will be afflicted with a Deep Wound for 5 turns, reducing healing factor by 40%% and causing them to bleed for 5%% of the damage dealt by the attack each turn.
Bleeding damage will be multiplied by the total number of Stuns, Sunders and Wounds affecting the target when struck.
The attack is so powerful it will ignore bleed resistance.

Expertise/Exotic(High Level, Locked, Requires Strength and Dexterity)

1)Exotic Arms:(Passive)
You are skilled even in the use of Exotic weapons.
When you strike an enemy with a trident or whip you have a %d%% chance to apply a Pinning or Slowing Wound to the target, respectively.
Equpping a whip will grant the Lash skill, allowing you to strike an enemy up to 5 tiles away with your whip(s).
Equipping a trident will grant the Thrust skill, allowing you to strike up to 3 tiles in a beam with your trident.
*Note*While I apparently forgot to add it to the description, investment also lowers the cool down of Lash and Thrust by 1 turn per level (cooldown is 6 turns each by default, meaning it can be reduced to 1).*/Note*

2)To the Throat:(Passive, but grants two actives.)
Strike your foe(s) with your whip(s) or trident, aiming for the throat and dealing %d%% weapon damage.
Learning this talent will grant you two versions of this attack, one for each weapon type, granted when equipped.
With a whip you will strike a target up to 5 tiles away. With a trident you will strike in a range 3 beam.
If the attack hits it will attempt to silence the target(s) for 4 turns.
If the target is immune to silence you will instead inflict Breathless, reducing silence immunity by 50%% for 6 turns.
Passively, strikes with whips and tridents against foes suffering from any Stun, Sunder or Wound will Wither the target for 4 turns, inflicting %0.1f negative life regeneration per effect.

3)Prime Physique:(Sustain)
The intense training required to properly wield whips and tridents greatly improves your condition.
While sustained your Constitution will be increased by %d%% of your combined Strength and Dexterity and you will have a %d%% chance to completely negate damage.
You do not require a whip or trident to sustain this talent or gain its benefits.

4)Exotic Technique:(Passive but grants two actives)
You are a master wielder of whips and tridents.
Learning this talent will grant you two techniques, one for each weapon type, granted when equipped. Each will deal %d%% weapon damage. Additonal points will reduce cooldown.
With a whip you will strike a target up to 10 tiles away, pull it to your side and inflict a stranglehold, pinning, silencing and damaging the target for 6 turns.
With a trident you will strike an adjacent enemy and vault over them, landing up to 5 tiles away and leaving your target pinned and bleeding for 6 turns.
And one new Generic tree:
Technique/Gladiator
1)Arms Expertise:(Passive)
You are a weapons expert, and experienced in shield tactics. Your expertise allows you to wield one-handed weapons in either hand with ease.
Each level in this talent will grant one level in Riposte, improving your ability to make counterattacks when blocking.
While dual wielding, your movement speed will increase by %d%% .
While wielding a two-handed weapon your attack speed will increase by %d%% .
At raw talent level 5 you will also gain %d%% physical crit chance while dual-wielding, critical strikes will Sunder your foe's Body or Mind while wielding a two-handed weapon (reducing either Str, Dex and Con or Mag, Wil and Cun by 20%%, respectively).
While wearing a shield a successful melee attack will have a %d%% chance to trigger a shield bash for %d%% damage and set up a free block, at most once per turn.

2)Frenzy:(Sustain)
Battle invigorates you and besting your opponents makes your pulse race faster. You gain %d%% attack speed and physical crit chance and %d%% critical damage multiplier . While sustained, each melee attack against an enemy suffering from a Stun, Sunder or Wound will restore 0.5%% of your maximum health and stamina, increased by 0.25%% for each effect.

3)Battlescarred:(Passive)
You have been hardened by battle. Your resistance to physical damage is increased by %d%% and you gain + %d to all Saves and %d%% Disarm Immunity.

4)Comeback:
When you find yourself waning in battle you call upon your last reserves of stamina, granting a surge of power and pushing your body past its normal limits.
Reduce your remaining stamina to 1 to free yourself from any movement impairing effects, increase your movement speed by %d%% for 2 turns and health regeneration by %d, stamina regeneration by %d, and only die when reaching - %d life for 5 turns.
You must have at least 5 stamina to activate this talent and it can only be activated when below %d%% life.
Needs a bit of tuning (feedback is most welcome, as always!), but I really like how the class plays.

While I had originally envisioned a warrior who would specialize in at least two weapon types and swap frequently between, during development it just naturally worked out that swapping between 1h/Shield, Two-hand, and Dual Wield while focusing one one weapon type is also viable. I would go as far as to say that it may be best to focus on one type during the early game and expand later, when you really want to start stacking up debuffs, but everyone has their own play style, so do what feels fun for you.

The weapon swapping mechanic was originally going to be triggered automatically when using a talent that required a weapon type that was equipped in your off set, but this became problematic for a number of reasons. For one, if you are focusing on only a single weapon type this would make the whole Arms Handling tree useless, and Tactical Strike alone gives plenty of reason to warrant switching between a two-handed and one-handed version of the same weapon type. Second, for obvious reasons the switch had to occur before you take your target... but then the attack could be canceled and all of the swap effects would be triggered for free without setting the cooldown. This resulted in the change to an active swap ability which is instant to use and has its cooldown reduced by attacking, so you can't just swap back and forth to trigger the buffs without doing some fighting, too.

A couple notes on the class:
While Eye of the Tiger may seem like a good prodigy choice, I just want to point out that the effect from Physical crits only affects talents in trees which begin with "Technique/" (meaning none of the Expertise talents). Just keep that in mind.


Enjoy!

v1.4.4
---
???

v1.4.5
---
[General]
Replaced Dual Techniques with Duelist.
Replaced Shield Defense with Shield Offense.
Add a hastily-tossed-together class icon.

[Arms Expertise]
No break point at talent level 5, all TL 5 effects merged down to base.
No longer grants points in Riposte.
Shield attack chance and damage scale on talent level instead of Shield Expertise level.


[Frenzy]
Cosmetically renamed: Battle Frenzy.

[Lunge]
Cosmetically renamed: Swift Lunge.

[Savage Strikes]
Fixed up the action field. Now functions properly in all cases (main hand only, offhand only, both hands, two-handed, one hand plus shield, two-hand plus shield.

v1.4.3
---

[General]
Corrected a few talent descriptions which still reflected the old debuff interaction. These talents will now correctly state that they only interact with Stuns, Sunders and Wounds.

Fixed a few typos in talent descriptions.

[Comeback]
Added a base, non-scaling value to the die_at granted.

[Deep Wound]
The base damage of the bleed caused by this talent is now correctly only 5% of the damage dealt, rather than 25%.
This talent will now always inflict at least a 5% per turn bleed, even when the target is not suffering from any Stuns, Sunders or Wounds.
This talent will now ignore bleeding resistance, as stated, when used with two swords, or a sword in the off-hand only.
The Deep Wound effect inflicted by this talent will now properly set the actor as the source of the bleeding damage.


v.1.4.2
---

Whip talents that are granted upon equipping a whip (Lash, To the Throat[Whip], and Exotic Technique[Whip]) will no longer grant multiple talent levels when dual-wielding whips.
Note: this change is purely cosmetic. These talents pull all values from the passive talents in the Expertise/Exotic tree which grant them and do not scale to their own talent level in any way.

[Adventurer]Added a check to Lash and Thrust that should prevent them from possibly being used with your main-hand weapon while telekinetically wielding a Whip or Trident.


--
v 1.4.1

Combat Vigor, Honed Reflexes and Battle Fervor now display their number of stacks of their buff icons.

--
v 1.4.0

Cleave now drains 0.5 stamina per target hit, reduced from 1 per target.

Fixed a bug with Frenzy that could cause you to permanently lose critical multiplier (and never gain any from the sustain).

Whips and Tridents now apply new 'wound' subtype effects that slow and pin, respectively.

All talents that triggered on Stuns, Sunders and Wounds will now trigger only on Stuns, Sunders and Wounds.
This does not affect the number of effects you have available for stacking from Gladiator talents, but it does reduce the number of effects you could potentially stack from weapon ego procs.

Slightly reduced the regeneration and healing/stam restoration of Battle Fervor and Frenzy, respectively.

Re-tuned Arms Handling:

Battle Fervor: cooldown reduction chance has been merged into the ability starting at level 1 and the maximum chance has been increased.

Honed Reflexes: Crit chance has been merged into the ability starting at level 1 and the maximum Evasion chance has been increased.

Combat Vigor:
This has been reworked into an activated ability/stacking buff. It can be used instantly, has a 12 turn cooldown, and has no resource cost.

You will gain one stack of Combat Vigor each time you use Deft Actions and it can stack up to 5 times. The duration will be renewed to 8, less 1 per stack.
When you activate the talent it will remove one detrimental effect, per stack, up to (raw talent level) effects.
It will also restore 0.5% of your maximum life and stamina, per raw talent level, per stack. (12.5% at level 5 with 5 stacks)
When you activate this talent it will remove all stacks of Combat Vigor, Honed Reflexes and Battle Fervor.

--
v 1.3.1

Fixed a bug with the updated Battlescarred.

--
v 1.3.0

Re-tuned Arms Handling tree:
Deft Actions now has it's cool down reduced to 10 at raw talent level 4, and to 9 at raw level 5 or above.

Battle Fervor will now have an initial duration of 8 turns and stack up to 5 times. Regeneration values have been reduced.

Honed Reflexes will now grant evasion for 4 turns, and, starting at talent level 3, critical chance for 8 turns.
As with Battle Fervor, critical chance will now stack up to 5 times and the values have been reduced.

Combat Vigor will now heal 33% of your missing life when you use Deft Actions starting at raw talent level 3; this will increase to 50% at raw talent level 5.

Other Changes:

Hardy will now trigger on damage >= 5% of you max life, rather than 10% . Reduction value increased slightly.

Battlescarred will now properly update for changes to Constitution.


--
v 1.2.0

Re-tuned several talents.

Smash:
Instead of knocking back and dazing the target, Smash will now stun the primary target and and knock back and daze nearby (radius 2, or 3 with a greatmaul) enemies.
Knock back distance and stun/daze duration increase with talent level and/or when using a greatmaul.
When wearing a shield you will still do a shield attack and set up a free block, as before.
When wielding two maces you will attack first with your main hand and /twice/ with your offhand.

Hardy:
Hardy will now drain 1 stamina each time it procs, but only reduces damage that is greater than 10% of your maximum life. The reduction value now scales to the damage of your equipped mace(s).

Cleaving Blows:
Cleaving Blows will now drain 1 stamina per target hit by the cleave and will not proc if there are no enemies adjacent to your primary target.

Dexterous Strikes:
Dexterous Strikes no longer grants passive crit chance and accuracy while sustained, only the quick strike proc chance.

Tactical Strike:
Tactical Strikes (effect) will now increase physical power as well as attack speed, and the attack speed was reduced.
Tactical Cover (effect) will now increase armor hardiness as well as grant flat damage reduction, and the flat reduction has been reduced.

Arms Expertise:
At raw talent level five you will now only have a chance to perform a shield bash if you are wearing a shield, instead of a guaranteed bash. The damage of the shield attack has also been reduced, however you will set up a free block whenever it procs.

Fixed a couple of descriptions that had the wrong values.

Normalized all weapon attacks (except Tactical Strike) to use weapon speed.
--
v 1.1.2

Changed the passive effect of Lunge from a callbackOnMeleeAttack to callbackOnCrit to avoid a bug which caused crits with other weapon types to (sometimes?) deal no damage.

--
v 1.1.1

Fixed the stamina check for the Hardy sustain so it no longer causes an error.

--
v 1.1.0:
Fixed crit chance granted by Frenzy.

Blunt Force and Razor's Edge have the same chance to apply their effects.

Buffs granted by many talents now scale about 50% by talent level and 50% by stats (either dexterity or constitution).
Scaling from stats was also given bonus weight, somewhat increasing potential power but creating an over-all slower build to that level.
Affected talents are: Battle Fervor, Honed Reflexes, Tactical Strike (associated buffs), Hardy, Dexterous Strikes, Arms Expertise, Frenzy, Battlescarred and Comeback.

Added Disarm immunity to Battlescarred.

Added accuracy to Tactical Movements (Tactical Strike dual-wield) buff.

Slightly retooled Tactical Strike. The damage was reduced and the strike will now always take one full turn. Stamina cost was reduced, the duration of buffs generated was reduced by one and the cool down was reduced by two.

Savage Strikes, Lunge and Smash each now have a base stamina cost of 12 and a 12 turn cooldown.

Hardy, Dexterous Strikes and Cleave will not proc if your Stamina is less than their cost.

Dexterous Strikes now costs 4 stamina when it procs.

Deft Actions has its base cooldown reduced by 2 (from 12 to 10) at raw talent level 5.

Buffed Comeback. (and buffed the beegeebus out of the die_at value)

--
v 1.0.0
Release.
Last edited by nsrr on Mon Jun 18, 2018 11:55 am, edited 20 times in total.

Jurriaan
Wyrmic
Posts: 227
Joined: Mon Mar 25, 2013 9:39 am

Re: WIP: Gladiator, A Warrior Subclass

#2 Post by Jurriaan »

If I think of Gladiators, I think of nets and tridents:

1) Swishing net
active, 20 stamina, cooldown 20/18/16/14/12
Swing your net around you
increase armor hardiness by 10/20/30/40/50% and defense by 10/20/30/40/50
Subtract 30%/25%/20%/15%/10% from 2h-weapon damage

2) Flying net
passive
your swishing net entangles projectiles and weapons alike
slow down projectiles up to 1/2/3/4/5 tiles away by 10/18/25/31/36% speed and reduce incoming critical damage by 20/30/38/45/50%.

3) Weighted net
active, 10/15/19/23/25 stamina, 1 weapon turn
Your net has weights at the end, which can stun and blind the enemy
attack an enemy in range 3,3,4,5,6 for 20/40/60/80/90% stun chance, 10/20/30/40/50% blind chance for 5/5/6/7/8 turns
Increase critical chance by 10%/15%/20%/25%/30% for 1/1/2/2/3 turns.

4) Smothering net
active, 40 stamina, 1 weapon turn
Use your net to haul enemies to the ground, slowing them down and setting them up for the kill
Throw your net to an enemy up to 2/2/3/4/4 squares away, throwing it to the ground and slowing it down (global speed) by 10/20/30/40/50%. At level 4, it becoumes a beam, at level 5 it becomes a cone.

I'm not sure if you'd need an item (net) for these talents - if so, there would probably have to be different nets with different properties.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: WIP: Gladiator, A Warrior Subclass

#3 Post by astralInferno »

Wow, you're getting super prolific!

Why do they get Shield Defense and not Offence? Shield Defense is the Bulwarks Fancy Thing that almost no-one else gets. (Berserker has it locked, is all.) Shield Offence, meanwhile, is given to four classes unlocked and to the Arcane Blade locked. Definitely something you should consider, but may or may not be an issue. (shrug)

You probably want Comeback to leave you with one stamina, else it might deactivate sustains (?).

I'm slightly worried about how many passives and sustains you have at the start of trees. You're getting some actives from Two Handed, but Shield Defense is a sustain first (and a damageless second), while your three base Expertise trees start with a Sustain and then a passive, so... the only Attacks you get before level eight are those from Two Handed Maiming and Rush.
(Once again, now I pay attention to tree choice... why is it Dual Weapon Training and not Techniques? Flurry is admittedly stronk.)

Maybe you like bump attacking more than me, and there are some super fun sustains here that I can't wait to try out, but you could really use some early actives.

It bothers me slightly that Dervish doesn't have an effect for dual-wielders, especially when the name seems to fit them best. Maybe it could attack a second time with the offhand? You might be fine as is, if you've planned the damage values for it, but it reads as unfair. (If nothing else, put 'Dual Wielders will attack with both weapons' in the tooltip to make it seem fair)

Battlescarred seems slightly awkward, in that it's often really easy to get other resistances. Maybe make it work like the Arcane prodigy; so you use 66& of physical resistance, and 34% of the original? Ideally only have it do so if that would be better? tl;dr this shouldn't lower your resistances.

If it doesn't already, Combat Instinct should only proc on talents you know. seems obvious, you prolly already set it up that way.

Does Impending Defeat (Triumph) update itself when you add new effects to them? or will it only count how many effects are on them when you hit them? you can probably set this up with a callback.

I am really, really leery on Axe Throw. Removing items from your inventory is not a mechanic I'm hugely fond of, especially if it's the weapon you're using. The same applies to Bind. This might just be me, though.

Why is Smash better on a one handed mace (and shield) than dual wielding while Hardiness is better for dual wielding?

Looking forward to using Whip Crack and to spamming Lash constantly. Gonna multiclass with arcane blade it'll be sweeeet.

Radius 9 on Sonic Disruption is pretty hueg. May or may not okay.

All of this is, of course, pure guesswork! good luck and I look forward to trying it.

(An Expertise/Shield category wouldn't go amiss. A Sling, too, or perhaps a Ranged...)

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: WIP: Gladiator, A Warrior Subclass

#4 Post by nsrr »

Thanks for all the feedback!

First, when I say WIP on this one, I mean I have one talent coded :lol: . I spent quite a while on the talent planning before I even started setting up the addon files. So nothing is set in stone, or even wet cement, at this point. All Names and Numbers are Subject to Change 8)

Yeah, the net and trident image is kind of iconic, but what I really wanted was a class to use different types of melee weapons. Gladiator was just the best name/flavor I could come up with for that.

I intentionally left out Shield Offense and Dual Attacks. As I said, I want a class that focuses on using different melee weapons, emphasis on the weapons. Shield Offense is awesome, so much so that it outshines most (all?) other melee attack trees. I want this class to build out its available attacks from different weapon trees and set swapping. If the player has three awesome attacks, two with only 6 turn cooldowns, they aren't going to be using the other talents much. Basically the same logic for Dual Attacks, I want the AoE and multi-hits to be restricted mostly to Axes and 2hand/dual-wield versions of some talents. Aspects of both trees have been incorporated into dual-wiled and shield versions of various abilities.

Good call on Comeback, I hadn't thought of that. It should definitely not being dropping sustains. Leaving one stam before the regen kicks in should do it.

You're right about the lack of early actives, too. There is Tactical Strike as well as Rush and Stunning Blow, but those are it before level 8 and one is restricted to 2h. I will probably move things around a bit, either switching the 1st and 3rd talents or moving the active from the 3rd to the 1st and leaving the 3rd as just a passive.

Dervish as planned is just a ball AoE attack, similar to Whirlwind, so it would use both weapons if you are dual-wielding. Now that I think about it, though, setting it up that way might cause only one 'attack' per target, just using both weapons for damage. I will make it so that when you are dual-wielding you hit separately with first your main weapon and then your off weapon to make sure you're getting the extra chance for procs.

Battlescarred was planned to use the exact same mechanic as Aether Permeation, but it works a little differently than you described. It assigns two attributes to the player, one with a damage type and one with a percentage. When the combat engine makes a call to check resistance it first checks if you have these attributes. If you do, any other damage type will be changed to that type and the resistance used will be equal to the given percentage of that damage type's resistance. So it is literally comparing all damage (aside from Arcane) to 66% of your Arcane Resistance (as though the damage was Arcane) and ignoring the original damage type resistance completely.
You do raise a good point, though, it is a lot easier to get other damage resistances, particularly multiple types on a single piece, so this would have to grant a massive amount of Physical Resistance to be worthwhile. I don't think I will use that mechanic after all. I will have to reconsider this one.

Combat Instinct is planned to only cool down talents you know, yes.

The Impending Defeat effect from Triumph will check the values when it is applied and then recheck them each turn with a callbackOnActBase. It will merge, so if you hit multiple times the same turn it should be adjusted after each hit, but if you add an effect in another way (besides a melee attack, such as with an item) it will only be adjusted for on the next turn.

As for Axe Throw, the idea was to have a ranged attack that you could use to slap a strong debuff on a boss or rare before you swap to your other weapon set and engage them. Removing the item from the inventory seemed like it would make sense for this kind of an attack, but I understand the apprehension. When using an add on you are essentially playing at your own risk, but if I suddenly lost my main weapon an a high level character I probably wouldn't be in a hurry to try out that add on again. I know items can be removed and re-dropped reliably, but I will probably consider another mechanic for this and Bind.

Hardiness I wanted to scale to make up slightly for the lack of shield with dual-wield or 2-hand, but the numbers are kind of arbitrary. Smash I wanted to have different effects based on what you are wielding, but I wasn't totally sure what yet. I think it will be knockback 3 tiles for dual-wield (this keeps it in Trident range in case you want to follow up with a Thrust), 6 for 2h (gets the mob away but keeps it in lunge range) and with a shield it will Stun rather than Daze and set up a free block, but no knockback.

Sonic Disruption is kind of big, you're right, but I wanted it to be able to hit casters with silence at range. Maybe I will make it a separate, smaller radius for damage and keep the large area silence.

A couple more locked trees wouldn't go amiss and Expertise/Shields is definitely something I will consider. Slings is an interesting idea, as well. It would have to grant mastery to be worthwhile, and changing the dam mod from cunning to strength would certainly make it nicer (at that point it seems like why not use bows, but slings just fit better with the class, I think, plus you can use them with a shield). Then give a passive that makes Sling attacks apply a debuff (maybe Blind and throw that in the mix?), one active that can also apply the same debuff plus do something else detrimental based on the number of debuffs on the target, and one more active of some kind?
Shield Expertise I would make based around defense and moblity, with an added on-hit stun chance for the free shield bash from Arms Expert as the only way for Shields to add debuffs.
I will have to think about these some more and consider adding them with a patch after I get what I have planned worked out.

Again, thanks for all the feedback, and I will make updates here as I iron out the talents and get some more fixed numbers on the table.

Razakai
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Re: WIP: Gladiator, A Warrior Subclass

#5 Post by Razakai »

One obvious idea for ease-of-use would be for the various weapon talents to detect if you have the right sort equip in your offset, and automatically swap as per Warden. Have you ever played a GW2 Warrior? Those get bonuses and buffs each time they swap a weapon, although for them weapon swap is a cooldown. Having no manual swap, but gaining buffs each time you use a different weapon talent to force-swap could give you design space for a tree focused on that.

nsrr
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Re: WIP: Gladiator, A Warrior Subclass

#6 Post by nsrr »

Razakai wrote:One obvious idea for ease-of-use would be for the various weapon talents to detect if you have the right sort equip in your offset, and automatically swap as per Warden. Have you ever played a GW2 Warrior? Those get bonuses and buffs each time they swap a weapon, although for them weapon swap is a cooldown. Having no manual swap, but gaining buffs each time you use a different weapon talent to force-swap could give you design space for a tree focused on that.
That's a very good idea. I definitely want to incentivize swapping. I've already run into at least one problem with quick swap anyway. If you have the quick swap attribute then swapping weapons won't trigger a callbackOnAct, which I want to update weapon-type based bonuses. They update on the next action, which is Ok, but I think it could lead to bonuses stacking if you have very high speeds. I may remove quick swap but allow the weapon tree active talents to swap for free and add a tree that will be focused around granting you bonuses when you swap in such a way.

nsrr
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Re: WIP: Gladiator, A Warrior Subclass

#7 Post by nsrr »

After some consideration, I decided that things would work better without having quick swap on the class. However, as Razakai suggested, I have created a new class tree based around weapon swapping. The first talent grants you the ability to get a free swap if the weapon type needed for an attack is equipped in your off set. The rest grant bonuses when you do, to incentivize swapping often. This is what I came up with:

1)Deft Actions :
You handle your weapons with the greatest of ease. You will be able to use any Expertise talent that requires a specific weapon type even without that type currently in hand, so long as an appropriate weapon is equipped in your off set. When you use a talent in this manner you will instantly switch to your offset before acting. Switching weapons so quickly catches your enemies off-guard, reducing their reaction time. All enemies within radius (2-6) will have their global speed reduced by (4-12%) for (1-3) turns each time you switch weapons in such a manner.

2)Honed Reflexes:
You have highly trained reflexes. When you swap weapons by using an Expertise talent, you will gain a [12-33%] chace to evade attacks and [def 6-36] for 3 turns. At raw talent level 3 and above you will also gain (8-12%) physical crit chance for 3 turns.

3)Combat Vigor:
The thrill of the fight invigorates you. When you swap weapons by using an Expertise talent you gain (4.5-13.5) life and (1.2-3.6) stamina regeneration per turn for 3 turns. At raw talent level 3 and above you will have a (30-55%) chance to reduce the cool down of one Expertise talent on cool down by one turn.

4)Battle Fervor:
Your battle focus helps you shrug off harmful effects. When you swap weapons by using an Expertise talent you have a (35-75%) chance to remove one detrimental effect you are suffering from. At raw talent level 5 you will also heal for 25% of your missing life.[This is more effective at low life e.g. if you are at 20% life (80% missing) you will heal for 20% of your maximum life (1/4 of the missing 80%). At 60% life you would heal for 10% of your maximum life].

The talents that are affected are the activated talents from the Expertise/Weapon trees. I'm planning on using something like an 8 turn cool down for the first attack in each tree and a 12 turn cool down for the second attack. This is a little long, but if you are stacking debuffs and swapping weapons you should be reducing cool downs fairly often, and I recommend players invest in at least two weapon trees, giving them multiple attacks to use.

I also updated the O.P. with a few changes I've made, notably switching talents 2 and 3 for the Expertise/Weapon trees.
Technique/Gladiator is all coded and I have my functions for checking the number of debuffs and swapping weapon sets (I think) all set up. That being said, this probably won't be out for a while given the impending release of Embers of Rage, which I will almost certainly get lost in for a while :lol:

Anyhow, thoughts, suggestions, comments?

Chronosplit
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Re: WIP: Gladiator, A Warrior Subclass

#8 Post by Chronosplit »

I feel like Superiority should be a locked tree thematically as a lot of the tree feels like things Gladiators do. In tactics the Battle Call, Juggernaut, and Shattering Impact talents would find use in some builds. Plus it gives another place to put constitution in other than Conditioning.

nsrr
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Re: WIP: Gladiator, A Warrior Subclass

#9 Post by nsrr »

Chronosplit wrote:I feel like Superiority should be a locked tree thematically as a lot of the tree feels like things Gladiators do. In tactics the Battle Call, Juggernaut, and Shattering Impact talents would find use in some builds. Plus it gives another place to put constitution in other than Conditioning.
Thanks for the input!

It may end up that they do.I haven't made any final decisions on the locked trees yet. Many of the warrior meta class locked trees would work well for this class. I definitely want Tactics in there because it is what I would most likely unlock if I didn't take Tridents or Whips. Superiority and Warcries would also work well. Bloodthirst I feel would be a bit over powered on this class, and I want most of their regen to come from swapping and debuffing enemies, so it will probably not be included. Would certainly be fun on an Adventurer, though, especially with Expertise/Swords.

nsrr
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Re: Gladiator v 1.0.0

#10 Post by nsrr »

I will get the O.P. properly updated tomorrow. There were many changes to talents from what I had planned, so I took down what was there until I have the time to update with the real talents and descriptions. I had to get this uploaded so I could get some closure and go to sleep :shock: (nearly 18 hour coding binge...)

Anywho, version 1.0.0 is up. Significant noteworthy changes: This add on does not add whips and tridents as regular drops. Gladiators do have a locked Expertise/Exotic tree, which requires both Strength and Dexterity, but acts as a two-in-one Expertise tree, granting talents and bonuses for both whips and tridents. This add on is also fully compatible with my Naloren add on, which does add whips and tridents, so I recommend that, if you are looking for more exotics in your ToME experience.


Oh, right, if you have any comments, suggestions, questions, etc, please let me know, as always.

Aaand... I can pretty much guarantee there will be a bug or two, especially considering my current level of sleep depravity, and considering the bugs I /did/ manage to catch, I can only imagine what I missed. Please report 'em so I can squish 'em.

Right. Sleep now. Enjoy!

nsrr
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Re: Gladiator v 1.0.0

#11 Post by nsrr »

Mostly in case I lose the paper I scribbled this down on, planned changes for 1.1.0:
1)Fix crit chance granted by Frenzy, it is 1/100th of what it should be (I can never keep straight which temp values use whole numbers and which use decimals).
2)Normalize Weapon passive proc chance (or at least make them closer to the same. axe can probably be a little lower because it applies two effects and it will check to see if one effect is already applied and select the other if it is)
3)Scale to stats. Mostly for buffs. Right now everything is scaling only to talent level, which is silly and I'm not really sure why I did that.
4)Reduce the life regen from Battle Fervor? Scaling to Con might be better.
5)Add accuracy to Tactical Movements (Tactical Strike: dual-wield) buff.
6)Normalize cost and cooldowns for Savage Strikes, Lunge and Smash.
7)Have Savage Strikes return nil or at least refund cost if your get tripped up.
8)Add a check to draining sustains so they don't proc if your Stamina is <= the cost.
9)Since Dex Strikes doesn't proc on every hit like Cleave the cost should probably be higher. I think 2 is good on Cleave, I have yet to play test Hardy, but I'm building toward it with a character who started out focused on swords.

nsrr
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Re: Gladiator v 1.1.0

#12 Post by nsrr »

v 1.1.0:
Fixed crit chance granted by Frenzy.

Blunt Force and Razor's Edge have the same chance to apply their effects.

Buffs granted by many talents now scale about 50% by talent level and 50% by stats (either dexterity or constitution). Scaling from stats was also given bonus weight, somewhat increasing potential power but creating an over-all slower build to that level.
Affected talents are: Battle Fervor, Honed Reflexes, Tactical Strike (associated buffs), Hardy, Dexterous Strikes, Arms Expertise, Frenzy, Battlescarred and Comeback.

Added accuracy to Tactical Movements (Tactical Strike dual-wield) buff.

Retooled Tactical Strike. The damage was reduced and the strike will now always take one full turn. Stamina cost was reduced, the duration of buffs generated was reduced by one and the cool down was reduced by two.

Savage Strikes, Lunge and Smash each now have a base stamina cost of 12 and a 12 turn cooldown.

Hardy, Dexterous Strikes and Cleave will not proc if your Stamina is less than their cost.

Dexterous Strikes now costs 4 stamina when it procs.

Deft Actions has its base cooldown reduced by 2 (from 12 to 10) at raw talent level 5.

Buffed Comeback. (and buffed the beegeebus out of the die_at value)

Most likely adjusted some other values I have forgotten about :/

nsrr
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Re: Gladiator v 1.1.1

#13 Post by nsrr »

That was an embarrassingly short amount of time before I ran into a LUA error...

--
v 1.1.1

Fixed the stamina check for the Hardy sustain so it no longer causes an error.

nsrr
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Re: Gladiator v 1.1.1

#14 Post by nsrr »

v 1.1.2

Changed the passive effect of Lunge from a callbackOnMeleeAttack to callbackOnCrit to avoid a bug which caused crits with other weapon types to deal no damage (possibly it was only against bleeding targets, but by the time I branched into maces everything was bleeding all the time anyway ;-p )

Edit:
Er... I'm almost certain this is fixed. Testing with a new character that has all the same talents as the character I was playing, everything seems to work fine. However the update didn't seem to fix the problem for the charter I had going... so either it's something I'm missing or that character is borked. Only play testing will tell, since everything seems to work fine in dev mode. If anyone notices anything screwy going on, please let me know.

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Re: Gladiator v 1.1.2

#15 Post by Dracos »

I think sometimes callback functions get saved in with a run. Had that problem with alchemist woes (Fixed it, but only showed on new runs)
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

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