34Witches wrote:
Nice addon!
I really like the class' fighting style and the mechanic of giving different effects for using each weapon type!
Just a couple of things I've noticed (talents' effects not matching descriptions -- not sure if bugs or just mistakes in the descriptions):
The bleeding from Deep Wound seems to do a lot more damage than the description says it does -- for example, after hitting an enemy for 132 damage with 2 detrimental effects on them (Sundered Spirit and Bleeding), the Deep Wound did 66 damage per turn, when according to the description it should have done 132*0.05*2 = 13.2 damage per turn. Looks like it's doing 5 times more damage than it's supposed to do (which is what it looks like, having taken a quick look at the code -- looks like the damage is being divided by 4 instead of 20).
Also, some of the talents that work with detrimental effects say they look at stuns, sunders and wounds, while some say they look at pins and slows as well. However, the talents that say they look at pins and slows don't actually seem to -- for example, Deep Wound doesn't do any damage over time when used on an enemy with only Slow on them. All of the talents seem to be using the same function (debuffCount) to count debuffs, which only counts stuns, sunders and wounds.
Alright, I have an update ready already! These were some quick fixes (my favorite kind

).
Good catch on the bleeding damage being dealt by Deep Wound!
When I coded it I was working under the (mistaken) notion that the 'Deep Wound' effect's 'power' parameter was the
total damage to be dealt. So I divided the difference in life from before and after the attack by 4 to find 25% of the damage dealt, assuming that was going to be divided again by the duration of the effect (25%/5 = 5%). Which was absolutely incorrect! The power is, in fact, the damage dealt
each turn, so I should have been dividing by 20 at the get-go, just as you said.
This is the trouble with being a one-man developer/coder/bug-tester operation

On top of testing everything in dev mode during development, I actually played through the entire Embers campaign with a Sword/Mace/Shield build, and still never caught this!
Worse still, I failed to notice the power calculation for the Deep Wound effect was not adding in the base bleed damage, and therefore would result in a
zero damage bleed if the target was not suffering from any debuffs. This has also been corrected. Using Deep Wound on a target with no debuffs will cause a bleed for 5% each turn, while using it on a target suffering from one debuff will cause a 10% bleed, and so on.
What's more, I noticed while I was editing Deep Wound that only the main-hand-only version of the attack was actually ignoring bleeding resistance, as the talent states, while the dual-sword and off-sword versions were still checking resistance.
For what should have been a pretty straight-forward talent, I sure made a mess of it, huh?
Thank you, once again, 34withces!
I noticed some other... odd... stuff while I was digging around. For instance, if the damage done by either version of Exotic Technique is less than 12, it sets the power for the damage-over-time calculation to 12. I have absolutely no memory of adding this check, or what I might have imagined the reason for it would be. It's... it's really weirding me out
Considering how much of this add on was coded in the wee hours of the morning, when I had no right to be doing anything besides sleeping, I can't really say that I'm completely surprised, but I am slightly concerned about what else I might find. I will go through everything more carefully when I have time, but I am currently wrapped up in a Dark Priest overhaul, so for now I will go ahead and post an update to correct the issues noted by 34Witches.
Which brings me to...
v1.4.3Corrected 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.
[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.
... And, of course, the ToME server is doing its nightly reset, so I can't actually upload the new version at this moment. I would stay up and wait, but I'm never sure how long it's going to take, and I desperately need sleep. Look for the update tomorrow!