Alchemist Style Wyrmic Test Addon (Complete)

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HousePet
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Alchemist Style Wyrmic Test Addon (Complete)

#1 Post by HousePet »

This is for experimenting with and Alchemist Infusion style Wyrmic design.
NB: You can have more than one aspect active at once.
I haven't coded the Wyrm aspect modification to the talents yet.
Only three categories coded.
Also, the numbers are all over the place.

Drake Melee
Drake Claw: Active. Basic weapon attack.
Drake Hide: Passive. Grants stun/knockback resist and increased life.
Drake Bite: Active. Grapple attack. Weapon damage on initial attack. Duration scales with level.
Skydive: Active. Blindside like attack. Range scales with level.

Drake Ranged
Drake Spit: Active. Ranged attack that only hit a small radius.
Drake Roar: Active. Nova attack that confuses.
Wyrmic Guile: Passive. Grants blind/confusion resist and lowers you minimum equilibrium.
Drake Breath: Active. Blows enemies away from you in a cone.

Sand
Sand Drake Aspect: Sustain. Adds these effects to base talents.
Claw: Partial conversion to physical damage and slows.
Bite: Any creature killed when affected by Bite will be swallowed, restoring equilibrium and life.
Skydive: Pins target.
Spit: Radius 1 slowing mud.
Roar: Terrain rearrange.
Breath: Physical damage.
Passively increases physical resistance.

Burrow: Passively adds physical save.

Earth Bite: Active. The earth reaches up and grabs enemies, doing physical damage and pinning.
Passively adds physical damage to melee hits.

Sand Wyrm Aspect: Sustain. Adds these effects to base talents.
Claw: Hits adjacent creatures.
Bite: Does bleeding damage.
Skydive: Radius Pin.
Spit: Adds physical damage.
Roar: Adds physical damage.
Breath: Blinds.
Passively increases physical damage.

Storm
Storm Drake Aspect: Sustain. Adds these effects to base talents.
Claw: Partial conversion to lightning damage and has increased accuracy.
Bite: Lowers stun resist.
Skydive: Electrocutes the target.
Spit: Lightning Beam.
Roar: Static Field like effect.
Breath: Lightning damage.
Passively increases lightning resistance.

Lightning Speed: Passively increases defence.

Tornado: Passively adds lightning damage to melee hits.

Storm Wyrm Aspect: Sustain. Adds these effects to base talents.
Claw: Attacks faster.
Bite: Does lightning damage.
Skydive: Lightning Storm.
Spit: Blinds.
Roar: Disables sustains.
Breath: Dazes.
Passively increases lightning damage.
Last edited by HousePet on Tue Jul 15, 2014 2:53 am, edited 3 times in total.
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HousePet
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Re: Alchemist Style Wyrmic Test Addon

#2 Post by HousePet »

Corrected Lightning Speed and Bite/Swallow.
Added in Wyrm aspect effects.
Added in Drake Spit.

So what do people think of this method of Wyrmicking?
Last edited by HousePet on Tue Jul 15, 2014 2:53 am, edited 1 time in total.
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astreoth
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Re: Alchemist Style Wyrmic Test Addon

#3 Post by astreoth »

okay played it a bit in the first version and now here's some feedback.

the improvement to accuracy trainings mastery definitely helped the classes accuracy issues so like that.

but with the boosting sustains being the first trees in the aspects now you have a much harder early game so the class felt a lot weaker now didn't go far enough with it to tell for sure if it gets stronger later but it was definitely way weaker early on.

the first talent boosting sustains are pretty much one point wonders as they only give very small amounts of elemental resists after the first point, that by itself isn't bad but by tying the classes thematic resistance gain to this talent alone seriously gimps the passive part of the class in desirability, max value, and tendancy to acquire in significant numbers.

and with the prismatic effect getting all the sustains will have it'd be pretty pointless to try and up any specific element so the wyrm sustains will probably be one point wonders too.

and with the classes main ability's powering up from sustains that can easily be treated as one point wonders (especially considering 150 is the high end of willpower for the class) the class looks like it could get completely insane late game

so overall the class has a very weak early game with a likely ludicrous late game with a bunch of statuses on every talent so yeah I don't really think this will work out too well.

HousePet
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Re: Alchemist Style Wyrmic Test Addon

#4 Post by HousePet »

Well yeah they are all one point wonders, all the numbers are placeholders with minimum scaling...
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HousePet
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Re: Alchemist Style Wyrmic Test Addon

#5 Post by HousePet »

Added the rest of the ranged category talents.

Anyone interested in me continuing this?
Last edited by HousePet on Tue Jul 15, 2014 2:53 am, edited 1 time in total.
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dayna297
Low Yeek
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Re: Alchemist Style Wyrmic Test Addon

#6 Post by dayna297 »

I am interested. But can I ask why the installation isn't set up like the rest of the addons?

HousePet
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Re: Alchemist Style Wyrmic Test Addon

#7 Post by HousePet »

This is quicker.
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Suslik
Spiderkin
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Re: Alchemist Style Wyrmic Test Addon

#8 Post by Suslik »

Aww freaking real life! Cannot test right now, sorry hp. Will be back at my place in 2 days, will definitely test this.

HousePet
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Re: Alchemist Style Wyrmic Test Addon

#9 Post by HousePet »

Here are my design notes for the other three aspects.

Fire
Fire Drake Aspect: Sustain. Adds these effects to base talents.
Claw: Partial conversion to fire damage and has increased armour penetration.
Bite: Disarms.
Skydive: Sunders armour.
Spit: Radius 1 flames on the ground.
Roar: LOS blocking smoke.
Breath: Fire damage.
Block: Can Block fire damage.
Also give passive fire resistance.

Trail of Destruction: Active. Trailing flames. Passively increases spell save.

Dancing Flames: Active. Spreads burning/flames. Passively adds extra fire damage to weapon hits.

Fire Wyrm Aspect: Sustain. Adds these effects to base talents.
Claw: Sunders armour.
Bite: Does burning damage.
Skydive: Radius Flames.
Spit: Ignite enemies.
Roar: Blinds nearby creatures.
Breath: Ignites.
Block: Burns adjacent enemies.
Also give passive fire damage boost.

Cold
Cold Drake Aspect: Sustain. Adds these effects to base talents.
Claw: Partial conversion to cold damage and does extra damage to frozen enemies.
Bite: Slows.
Skydive: Iceblock pierce
Spit: Inflicts frozen feet.
Roar: Shatter effect.
Breath: Cold damage.
Block: Can Block cold damage.
Also give passive cold resistance.

Ice Wall: Passively increases armour.

Cold Wash: Active. Reduces enemies stun/freeze resistance and dispels buffs. Passively adds extra cold damage to weapon hits.

Cold Wyrm Aspect: Sustain. Adds these effects to base talents.
Claw: Iceblock piercing.
Bite: Does cold damage.
Skydive: Starts an ice storm.
Spit: Extra cold damage.
Roar: Shatters do radius 1 cold damage.
Breath: Freezes.
Block: Cold damage and Slows melee attackers.
Also give passive cold damage boost.


Acid
Acid Drake Aspect: Sustain. Adds these effects to base talents.
Claw: Partial conversion to acid damage with increase crit chance.
Bite: Corrodes Armour.
Skydive: Small acid cloud.
Spit: radius 1 acid.
Roar: Cures debuffs.
Breath: Acid damage.
Block: Can Block acid damage.
Also give passive acid resistance.

Slime Field: Active: Creates a zone where you move faster and enemies move slower. Passively increases mental saves.

Acid Rain: Active. Dissolves weapons and shields from enemies. Passively adds extra acid damage to weapon hits.

Acid Wyrm Aspect: Sustain. Adds these effects to base talents.
Claw: Blinds.
Bite: Does acid damage.
Skydive: Big acid cloud.
Spit: Disarms.
Roar: Cures more debuffs?.
Breath: Corrodes armour.
Block: Acid damage and blinds melee attackers.
Also give passive acid damage boost.

I've added Block to the list of talents that get extra effects from the different Aspect sustains. (haven't coded yet)

I might have some fun and design a poison/antimagic aspect.
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Suslik
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Re: Alchemist Style Wyrmic Test Addon

#10 Post by Suslik »

Tested. I already said I love the overall idea of multiple sustains augmenting a basic tree. Unfortunately I find the implementation too raw for now - to a degree I cannot even say if I like it or not. A must have thing would be adding additional effects to basic skill tree descriptions when you turn the sustains on and putting any kind of placeholder icons to the skills(too confusing to navigate in them atm).

I also definitely dislike absense of breaths and have no idea how to fit them well into this concept.

HousePet
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Re: Alchemist Style Wyrmic Test Addon

#11 Post by HousePet »

What absence of breaths?
Its in the ranged category.

So, should I work on making the existing aspect work better, or add the missing aspects?
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Suslik
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Re: Alchemist Style Wyrmic Test Addon

#12 Post by Suslik »

I think we are still missing a very vital part of being a wyrmic - ability to spam breaths. Maybe it's just my taste but having only 1 powerful breath talent kinda loses the impression of being a multi-hued wyrm.

Probably working on some breath charge/spam and air resource mechanics from neighbouring thread is the next step in development because I think overall direction is right but class feels not dragon-ey enough compared to previous wyrmic.

I also have hard time understanding why aspect trees have 2 separate sustains for wyrm and drake aspects. Maybe add some utility passive ability instead or make one of the sustains active buff instead?

Besides, working on skill description having actual text of all active augmentations on this skill with numbers should help a lot.

And the last point I'd love to see is your actual gradual transformation to a dragon(i mean even changing the doll temporary/permanently).

HousePet
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Re: Alchemist Style Wyrmic Test Addon

#13 Post by HousePet »

Spamming breaths is only a vital part of being a Wyrmic because that is all you can do with the existing Wyrmic class.
Being a Wyrmic is about being like a Dragon. And other than multi hued wyrms, spamming breaths is not what they do.
Dragons are not just mouths with big lung capacity attached, they are also huge, and have nasty claws and wings.
Who needs to spam breaths when you have other fun options as well?

Each aspect has two sustains so that specialising on 1-2 aspects or going multihued are separate build options.
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HousePet
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Re: Alchemist Style Wyrmic Test Addon

#14 Post by HousePet »

Halved the cooldown on the general talents.
Added a stamina cost to the general talents.
Updated the descriptions on the general talents.
Last edited by HousePet on Tue Jul 15, 2014 2:53 am, edited 1 time in total.
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HousePet
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Re: Alchemist Style Wyrmic Test Addon (Complete)

#15 Post by HousePet »

Added proper scaling to everything.
Added icons.

This test of concept addon is complete now.
Attachments
tome-alchewyrmic.rar
(91.22 KiB) Downloaded 177 times
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