Finally made some decent progress with a Rampage build. Enough to find out that Vengeful Slam is broken:
Code:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /data/damage_types.lua:146: attempt to perform arithmetic on local 'dam' (a nil value)
stack traceback:
/data/damage_types.lua:146: in function 'defaultProjector'
/data/damage_types.lua:667: in function 'projector'
/data/talents/cursed/rampage.lua:93: in function 'damtype'
/engine/interface/ActorProject.lua:218: in function 'project'
/data/talents/cursed/rampage.lua:90: in function </data/talents/cursed/rampage.lua:76>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:279 useTalent
At /engine/interface/PlayerHotkeys.lua:170
At /engine/interface/PlayerHotkeys.lua:162 activateHotkey
At /mod/class/Game.lua:2108 f
At /mod/class/Game.lua:1675 fct
At /engine/interface/PlayerHotkeys.lua:317
At /engine/KeyBind.lua:230
Pretty sure it's because 'damage' is not defined anywhere in the action function, but you use it in the projector:
Code:
DamageType:get(DamageType.PHYSICAL).projector(self, target2.x, target2.y, DamageType.PHYSICAL, damage)
If I'm not totally off the mark, this one is the physical burst and 'damage' should probably be replaced with t.getBurstDamage(self, t) .
Incidentally, 'talent' is spelled incorrectly in both the on_pre_use and action messages.
I wouldn't normally put this much effort into something I'm not working on myself, but I don't really know what I want to work on at the moment, so I guess you got lucky with the timing on this one
So, a couple more thoughts on the Rampage balance. With Rage Furnace you can gain at most 10 hate per turn. To do so you would have take 200 damage in one turn, because it's maxed at 5% of the damage taken. If you are at 50% hate it would take five turns of taking 200 damage each turn to generate enough hate to trigger rampage (I know one of the Rampage talents increases your resting Hate level, but you should be able to be using your talents, meaning you are probably not going to enter a battle with even that much Hate. For example sake, though, we'll say 50% is the average). It might take fewer, as there is still some of the base Hate gain from taking damage, but I'm not sure how much that generates. Regardless, if Rage Furnace cannot generate enough Hate on its own to trigger Rampage, then it it is trivial at best. Ideally it should generate enough hate that you can use a talent or two and still be able to trigger a Rampage with some consistency. As is, you are almost certainly going to trigger a Rampage (or Misery) from your life dropping before the damage you take generates enough Hate to trigger Rampage.
Since you have to hoard your Hate up to try to trigger a Rampage (I don't really consider triggering it by letting your life drop a viable option; it's too risky. If Rampage/Misery also gave some dieat for a few turns it might be more practical) I would suggest changing the Rage Furnace effect to generate Hate from basic attacks (instead of or in addition to taking damage). Then after entering combat you can bump a for a few turns and if anything is still alive you can start popping those talents after the Rampage triggers. Once those talents work
