Spellsword (formerly Addon reworking Arcane Blade Class)
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Re: Spellsword (formerly Addon reworking Arcane Blade Class)
Hi,
The latest version I have released is version 24. I haven't had a chance to even sit down and start coding V25 yet.
I have not been involved in the class pack release (although they are free to use and modify the Spellsword addon code). I'm suspecting there are some necessary hooks DG is going to need to add and a fair bit of code re-writing to make it compatible, because the Spellsword code does several non-standard things. The stances being one of them.
So unfortunately, the answer to your question is no where at the moment.
My version 25 will hopefully be out this weekend when I (hopefully) have some free time to do coding. I'll probably be borrowing some of Daftigod's icons for that release since I like them better than my own.
The latest version I have released is version 24. I haven't had a chance to even sit down and start coding V25 yet.
I have not been involved in the class pack release (although they are free to use and modify the Spellsword addon code). I'm suspecting there are some necessary hooks DG is going to need to add and a fair bit of code re-writing to make it compatible, because the Spellsword code does several non-standard things. The stances being one of them.
So unfortunately, the answer to your question is no where at the moment.
My version 25 will hopefully be out this weekend when I (hopefully) have some free time to do coding. I'll probably be borrowing some of Daftigod's icons for that release since I like them better than my own.
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
sorry about that, i put the wrong version of spellsword in the class pack desc. i'm pretty sure i know what happened with the bug that Misiu is talking about, and it's not present in your version of the addon. my bad sir!
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
Version 25 is now out. Thanks to Daftigod for new talent icons. I have stolen them shamelessly.
This is mostly a balancing pass. Many numbers were tweaked and a few talents have new features.
Change log:
Changed all unique class trees to 1.3 multiplier, while reducing innate values to preserve the same effectiveness. Unique generic trees increased to 1.2 multiplier, again number tweaked to keep the same effectiveness. Below are listed talents whose numbers were changed beyond just making the same results for a 1.3/1.2 multiplier.
Elemental stances talent changed so that skill multiplier has an actual effect (as opposed to just adding 1 per raw talent level).
I had forgotten that the talents go from 1 to 6, because I included +1 from the base talent, then up to 5 more from Elemental stance.
Now they effectively go from 1 to 7.5.
Earth stance received further reductions to scale from 5,40 to 4,32 for armor.
Fire stance critical scaling changed to 2,15 instead of 2,20. This means at 100 spellpower it caps out at 20 crit or so. At 70 it should be around 15%.
Mark of fire now is 24 (up from 20) cooldown at 50 (up from 25) mana (but with the 1.3 multiplier reaches duration 6 turns at 5/5).
Healing water I realized I never coded it allow to crit. I'm thinking I like that fact that it doesn't crit, since the talent actually keep would keep over heal around for extra turns. So instead, I'm leaving the stats the same, for a roughly 15% improvement with the 1.3 skill multiplier.
Its still not as good as the Sun Paladin's Healing Light or the Archmage's Arcane Restoration in health per cooldown, without even considering spell crit. About 50 less health per heal vs Arcane Restoration at 5/5.
Drain Water of Life damage scaling changed to (1.4,2.1) from 1.2,2.1. At 5/5, increases damage by 220%. Its the same scaling as Death Dance's AoE damage.
Inferno cleave has been changed to have a deep wounds style effect, except with fire flavor. Same duration and heal reduction as Bleeding Edge, but alot less damage. It no longer blinds.
Aura of Fire now has a chance scaling with talent points and spell power to trigger the removal of 1 negative effect. At 5/5 (with 1.3 multiplier) and 100 spellpower has about 66% chance. Around 50 spell power is about 38% chance.
Earthen shield will now only recharge its hit point pool if it has not absorbed any damage in the previous turn.
Tornado Strike critical chance buff scaling changed from 1,25 to 2,15 (overall reduction) and provides blind fighting for the duration of the buff.
Mana focus base regen buffed slightly to be closer to Arcane Feed. 0.15 per talent point at 1.2 multiplier. 0.75 at 5/5.
Martial Magic buffed slightly. With 1.2 multiplier, lasts 4,5,6,7,8 turns.
Still not very happy with Martial mastery tree. Suggestions welcome on it.
This is mostly a balancing pass. Many numbers were tweaked and a few talents have new features.
Change log:
Changed all unique class trees to 1.3 multiplier, while reducing innate values to preserve the same effectiveness. Unique generic trees increased to 1.2 multiplier, again number tweaked to keep the same effectiveness. Below are listed talents whose numbers were changed beyond just making the same results for a 1.3/1.2 multiplier.
Elemental stances talent changed so that skill multiplier has an actual effect (as opposed to just adding 1 per raw talent level).
I had forgotten that the talents go from 1 to 6, because I included +1 from the base talent, then up to 5 more from Elemental stance.
Now they effectively go from 1 to 7.5.
Earth stance received further reductions to scale from 5,40 to 4,32 for armor.
Fire stance critical scaling changed to 2,15 instead of 2,20. This means at 100 spellpower it caps out at 20 crit or so. At 70 it should be around 15%.
Mark of fire now is 24 (up from 20) cooldown at 50 (up from 25) mana (but with the 1.3 multiplier reaches duration 6 turns at 5/5).
Healing water I realized I never coded it allow to crit. I'm thinking I like that fact that it doesn't crit, since the talent actually keep would keep over heal around for extra turns. So instead, I'm leaving the stats the same, for a roughly 15% improvement with the 1.3 skill multiplier.
Its still not as good as the Sun Paladin's Healing Light or the Archmage's Arcane Restoration in health per cooldown, without even considering spell crit. About 50 less health per heal vs Arcane Restoration at 5/5.
Drain Water of Life damage scaling changed to (1.4,2.1) from 1.2,2.1. At 5/5, increases damage by 220%. Its the same scaling as Death Dance's AoE damage.
Inferno cleave has been changed to have a deep wounds style effect, except with fire flavor. Same duration and heal reduction as Bleeding Edge, but alot less damage. It no longer blinds.
Aura of Fire now has a chance scaling with talent points and spell power to trigger the removal of 1 negative effect. At 5/5 (with 1.3 multiplier) and 100 spellpower has about 66% chance. Around 50 spell power is about 38% chance.
Earthen shield will now only recharge its hit point pool if it has not absorbed any damage in the previous turn.
Tornado Strike critical chance buff scaling changed from 1,25 to 2,15 (overall reduction) and provides blind fighting for the duration of the buff.
Mana focus base regen buffed slightly to be closer to Arcane Feed. 0.15 per talent point at 1.2 multiplier. 0.75 at 5/5.
Martial Magic buffed slightly. With 1.2 multiplier, lasts 4,5,6,7,8 turns.
Still not very happy with Martial mastery tree. Suggestions welcome on it.
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
Spellsword v26 is out. Should be compatible with v25 characters.
Mostly a simple bug fix. I apparently hadn't tested Inferno Cleave as well as I should have. It had some lua errors which have been fixed now.
In addition Mana focus info box now reports its effects properly.
Mostly a simple bug fix. I apparently hadn't tested Inferno Cleave as well as I should have. It had some lua errors which have been fixed now.
In addition Mana focus info box now reports its effects properly.
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
I've been running several Cornac Spellswords through the early game on normal rogue-like settings and liked to share my thoughts.
By early 20s, Aura of fire at 5/5 typically has around a 25-30% chance to remove debuff. Earthen Shield is regularly coming down in intensive fighting situations. I feel these are now in a good place.
The class is still capable of dealing with all the T1 and T2 dungeons and Urkis, plus their sub-dungeon events (graves, damp cave, time travel) with different drops. Deaths tend to be to the usual death sources, rares or a rooms full of mages in the Crypt.
I like where martial magic is. Even at 1 point, the class was able to clear out sequential Oozing horrors in a row in Nur Lake underground. Mostly by keeping the magic sustains up and allowing escape options after hitting 0 mana.
I'm considering some changes to the Martial Mastery advanced generic tree, to make it more dexterity/accuracy focused.
Parry would become a % chance to evade, reaching 100 at 5/5 in the talent and around 70 accuracy, for a single turn, with old style riposte or counter attacks with a % chance after each miss for that 1 turn. It would be a 0 cost, instant activate ability. This would have synergy with several of the movement skills the Spellsword has, allowing them to get into the middle of pack, AoE and get out.
Combat Grip would have the same disarm immunity, but have the % chance to disarm based on talent points and accuracy, rather than just talent points. Max chance to proc a disarm would be around 20% or so with 100 accuracy.
Weapon stances I'm thinking of scrapping and replacing with something like a weapon bond. The idea being I put a counter on any weapon used, which tracks kills with it. After a number of kills, the weapon would get some kind of permanent increase, probably + damage and + accuracy, perhaps attack speed. The number of kills required between increases would increase (like, 1,10,100, or 1,2,4,8), with number of kills dependent on talent points: (math.min(10/talent_level,2))^(increases)
The maximum would be capped at some value, probably similar to psionic reshaping. Although I could in principle do some fun stuff with unenchanted weapons as well. Use a white weapon long enough it becomes a "legendary" artifact with the character's name.
By early 20s, Aura of fire at 5/5 typically has around a 25-30% chance to remove debuff. Earthen Shield is regularly coming down in intensive fighting situations. I feel these are now in a good place.
The class is still capable of dealing with all the T1 and T2 dungeons and Urkis, plus their sub-dungeon events (graves, damp cave, time travel) with different drops. Deaths tend to be to the usual death sources, rares or a rooms full of mages in the Crypt.
I like where martial magic is. Even at 1 point, the class was able to clear out sequential Oozing horrors in a row in Nur Lake underground. Mostly by keeping the magic sustains up and allowing escape options after hitting 0 mana.
I'm considering some changes to the Martial Mastery advanced generic tree, to make it more dexterity/accuracy focused.
Parry would become a % chance to evade, reaching 100 at 5/5 in the talent and around 70 accuracy, for a single turn, with old style riposte or counter attacks with a % chance after each miss for that 1 turn. It would be a 0 cost, instant activate ability. This would have synergy with several of the movement skills the Spellsword has, allowing them to get into the middle of pack, AoE and get out.
Combat Grip would have the same disarm immunity, but have the % chance to disarm based on talent points and accuracy, rather than just talent points. Max chance to proc a disarm would be around 20% or so with 100 accuracy.
Weapon stances I'm thinking of scrapping and replacing with something like a weapon bond. The idea being I put a counter on any weapon used, which tracks kills with it. After a number of kills, the weapon would get some kind of permanent increase, probably + damage and + accuracy, perhaps attack speed. The number of kills required between increases would increase (like, 1,10,100, or 1,2,4,8), with number of kills dependent on talent points: (math.min(10/talent_level,2))^(increases)
The maximum would be capped at some value, probably similar to psionic reshaping. Although I could in principle do some fun stuff with unenchanted weapons as well. Use a white weapon long enough it becomes a "legendary" artifact with the character's name.
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
Spellsword v27 is out.
This is a mostly a rework of the Martial Mastery Tree.
I wasn't happy with the Weapon Stance talent (which had provided 3 new stances), and have replaced it with Weapon Bond.
Weapon Bond is a passive, which keeps track of kills you've made with any given weapon.
Already enchanted (greens, blues, artifacts, etc) will slowly gain base damage and accuracy.
At 1 point, it requires 1 kill, then 10 kills, then 100 kills, etc to receive a +2 bonus each time.
At 5/5 points, it requires 1 kill, then 2 kills, then 4 kills, etc to receive a +2 bonus each time.
At 5/5, 2047 kills is effectively a +20 bonus to damage and +20 bonus to accuracy, not unlike a late game reshaping effect. On the other hand, getting that bonus means you have to kill a fair bit with it. And it has to be killing blows. No casting spells and having your staff gain bonuses for example.
However, the most interesting feature is if you are using a plain white unenchanted weapon (or shield or gloves - I think) it will turn it into an Artifact weapon. It will gain stats in the same way as an enchanted weapon. But in addition, it can significantly stronger benefits as you kill unique bosses (in code terms rank 4 and greater). It will gain APR and crit chance after 1 boss kill (and updating any time a boss is killed). The magnitude of the benefit is dependant on how many enemies in total are killed. At 4 bosses it starts adding crit damage multiplier and physical penetration. At 16 bosses it improves attack speed. At 64 bosses it adds a stat bonus. At 256 bosses it adds global speed. Over 1000 bosses will add resist all. Good luck finding 1000 bosses.
Combat Grip was improved so disarm chance is based on Accuracy, and scales up to about 25% at around 100 accuracy and 5/5.
Parry became Master Parry, and is now an instant cast, 1 turn (effectively 2) evasion effect, which has a chance to counter attack against anyone who misses the user. So if 8 enemies attack you, you could counter up to 8 times if they all miss. It is possible to reach 100% evasion and counter rate at very high accuracy. Has a 10 turn cooldown.
Let me know what you think.
This is a mostly a rework of the Martial Mastery Tree.
I wasn't happy with the Weapon Stance talent (which had provided 3 new stances), and have replaced it with Weapon Bond.
Weapon Bond is a passive, which keeps track of kills you've made with any given weapon.
Already enchanted (greens, blues, artifacts, etc) will slowly gain base damage and accuracy.
At 1 point, it requires 1 kill, then 10 kills, then 100 kills, etc to receive a +2 bonus each time.
At 5/5 points, it requires 1 kill, then 2 kills, then 4 kills, etc to receive a +2 bonus each time.
At 5/5, 2047 kills is effectively a +20 bonus to damage and +20 bonus to accuracy, not unlike a late game reshaping effect. On the other hand, getting that bonus means you have to kill a fair bit with it. And it has to be killing blows. No casting spells and having your staff gain bonuses for example.
However, the most interesting feature is if you are using a plain white unenchanted weapon (or shield or gloves - I think) it will turn it into an Artifact weapon. It will gain stats in the same way as an enchanted weapon. But in addition, it can significantly stronger benefits as you kill unique bosses (in code terms rank 4 and greater). It will gain APR and crit chance after 1 boss kill (and updating any time a boss is killed). The magnitude of the benefit is dependant on how many enemies in total are killed. At 4 bosses it starts adding crit damage multiplier and physical penetration. At 16 bosses it improves attack speed. At 64 bosses it adds a stat bonus. At 256 bosses it adds global speed. Over 1000 bosses will add resist all. Good luck finding 1000 bosses.

Combat Grip was improved so disarm chance is based on Accuracy, and scales up to about 25% at around 100 accuracy and 5/5.
Parry became Master Parry, and is now an instant cast, 1 turn (effectively 2) evasion effect, which has a chance to counter attack against anyone who misses the user. So if 8 enemies attack you, you could counter up to 8 times if they all miss. It is possible to reach 100% evasion and counter rate at very high accuracy. Has a 10 turn cooldown.
Let me know what you think.
Last edited by Hirumakai on Wed Jan 16, 2013 2:58 pm, edited 1 time in total.
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
sounds interesting, I like the idea of becoming better with a specific weapon the more you use it.
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
Awesome idea, but what is allowed here? For example, does it count if the monster is killed by a Spellsword Combat spell? Or if the weapon has a talent-on-hit spell and the monster is killed by that? Or damage when the wearer is hit, provided by the weapon? I'm guessing it only counts for the weapon that deals the killing blow, if you are dual-wielding.Hirumakai wrote:And it has to be killing blows. No casting spells and having your staff gain bonuses for example.
Call me a perfectionist, but I'd like every kill to count, so I need to know which egos to avoid.

Re: Spellsword (formerly Addon reworking Arcane Blade Class)
Basically if it dies within an attackTargetWith function call. So the primary target of a Spellsword Combat proc will count as a kill for the weapon (as its called within the attackTargetWith function). However, extra AoE targets won't count if they die from it. The bonus AoE damage from Fire/Air/Earth/Water strike won't count as a kill because its caused after attackTargetWith has returned.
Generally, I wouldn't worry about it for common monsters. Even if you only count half as all kills, thats effectively only a +2 modifier you are missing out on. Bosses on the other hand, since there are so few, have a more pronounced effect, but only for the "Make your own artifact" version.
In testing I'm finding the offhand seems to get more kills than the main hand, which I think may be a side effect of the attackTarget function (which I believe calls attackTargetWith sequentially for all weapons and doesn't care if the target is dead for later weapons) and its getting the benefits even when the mainhand does the kill. But the mainhand doesn't get the benefit of offhand kills since the target isn't dead by the time the check is made.
I'm starting to think about numbers balancing. I'm also wondering if the artifact version is sensible and probably needs more tweaking.
I'm also considering if I should allow pre-enchanted weapons to keep up in "base damage" in terms of tiers.
I.e. I start with an ego iron weapon. At level 11, after a sufficient trigger (say killing a boss), its base tier stats are upgraded to steel. Then at level 21, after killing another boss, it upgrades stats to dwarven steel. Other effects would not receive such a bonus, just base damage of the weapon.
The idea being you can actually keep the same weapon for a long period. On the other hand, it does seem kind of contrary to the concept of a rogue-like in finding better random gear.
Generally, I wouldn't worry about it for common monsters. Even if you only count half as all kills, thats effectively only a +2 modifier you are missing out on. Bosses on the other hand, since there are so few, have a more pronounced effect, but only for the "Make your own artifact" version.
In testing I'm finding the offhand seems to get more kills than the main hand, which I think may be a side effect of the attackTarget function (which I believe calls attackTargetWith sequentially for all weapons and doesn't care if the target is dead for later weapons) and its getting the benefits even when the mainhand does the kill. But the mainhand doesn't get the benefit of offhand kills since the target isn't dead by the time the check is made.
I'm starting to think about numbers balancing. I'm also wondering if the artifact version is sensible and probably needs more tweaking.
I'm also considering if I should allow pre-enchanted weapons to keep up in "base damage" in terms of tiers.
I.e. I start with an ego iron weapon. At level 11, after a sufficient trigger (say killing a boss), its base tier stats are upgraded to steel. Then at level 21, after killing another boss, it upgrades stats to dwarven steel. Other effects would not receive such a bonus, just base damage of the weapon.
The idea being you can actually keep the same weapon for a long period. On the other hand, it does seem kind of contrary to the concept of a rogue-like in finding better random gear.
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
Maybe just let you feed it a higher tier item to upgrade? That seems like it's getting somewhat popular as a solution, and it sorta' works out, I guess?
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
Thats an interesting suggestion, but has a non-technique vibe to it. I think that makes sense for Nature powered talents and Arcane talents.Frumple wrote:Maybe just let you feed it a higher tier item to upgrade? That seems like it's getting somewhat popular as a solution, and it sorta' works out, I guess?
Closest thing I could make an argument for is smithing up a new weapon from the materials of the old, but its still feels thematically odd in the tree.
I'm personally partial to having it tied to boss kills. I.e. if you're in the right level range and you've just finished off a boss, do an upgrade (or maybe 50% or 33% of an upgrade, requiring multiple boss kills to get a full tier up) to the next tier.
There's also the question of balance. Are there any low tier artifacts, for example, that have issues with being tier 5 base material?
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
I... can't really think of any, off the top of my head. The only one I might still be interested in over later artifacts would be the crooked club, but even then probably not. The later artifacts tend to bring along a lot more than just extra damage, yeah.Hirumakai wrote:There's also the question of balance. Are there any low tier artifacts, for example, that have issues with being tier 5 base material?
E: Also, um. Should, like, shields get the weapon bond bonus, as well? Far from exactly necessary, but considering these guys do get a couple of shield bash attacks...
E2: Also, considering, should elites and rares count for more than just normal critters? x1.5 or x2 for elites, x3 or x4 for rares? Something like that.
Anyway, minor bug, I think. Earthen shield doesn't regen on turns you take damage, even if the shield itself doesn't absorb any of that damage. This is very observable with shield runes or bone armor. E: Either that or the shields are preventing the earthen shield pool from decreasing. Hard to tell.
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
*Looks at code*Frumple wrote: Anyway, minor bug, I think. Earthen shield doesn't regen on turns you take damage, even if the shield itself doesn't absorb any of that damage. This is very observable with shield runes or bone armor. E: Either that or the shields are preventing the earthen shield pool from decreasing. Hard to tell.
Why did I ever think that would work? Yes, you are correct, any value of damage, including 0, is preventing Earthen shield from regenerating. I just need to only flag when damage is > 0.
Looking at my code, I had intended for both shields and gloves to be considered - but apparently I forgot their combat stats aren't under o.combat, but rather o.special_combat or o.wielder.combat.
Unfortunately, the attackTargetWith function call doesn't get passed the object, just its combat stats. So to find which object to improve, I compare combat stats with the combat stats of the items in the MAINHAND, OFFHAND, and HANDS inventory slots. If they match, I assume its the weapon being used. But apparently I was comparing o.combat in each case, which isn't true for shields and gloves.
Again, elites and rares being worth 1 or 2 normal enemies isn't going to really do much for you in the long run. Because of the "soft cap" nature of the scaling I'm using, it just isn't going to matter much.
What I could do is let Elites and Rares scale the weapon in the same way bosses do. Considering many rares are more dangerous than some bosses, it may not be a bad idea. I'll have to probably tweak some thresholds, but its not a bad idea.
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
Spellsword v28 is out.
A few bug fixes and more tweaks to the Martial mastery tree.
Earthen Shield was not regenerating when other effects were preventing damage. Effectively even "0" damage getting through to it would prevent regeneration of its hit points pool. I've now fixed that by requiring damage absorbed to be > 0 to prevent regeneration for that turn.
Weapon bond has been tweaked. Its still +2 damage/+2 accuracy per improvement. However killing Elites and Rares (Rank 3 and greater) now will slowly improve the base stats to your current material tier - based on character level.
Level 0-9 Iron
Level 10-19 Steel
Level 20-29 Dwarven Steel
Level 30-39 Stralite
Level 40-50 Voratun
So even if your weapon is enchanted, it will raise APR, crit chance, and "base" damage to appropriate values. If those values are already higher, it won't do anything. The +2 damage/+2 accuracy is on top of those base stats still.
So if you're level 50 wielding a balanced iron greatsword, have 5/5 in Weapon bond, and you've killed 2047 enemies, it base damage will rise each time you kill an elite or higher, up to 66 (voratun tier max damage) + 20 (10 improvements worth of enemies), its APR will be increased to 4 and physical crit chance to 5% . Its accuracy should be 20 + whatever the balance bonus accuracy was.
The skill also works for Shields, assuming you use shield bashes to kill stuff. Block will be improved as well as damage. Mostly for flavor, the talent does not work on Staves, Mindstars, ranged weapons, gloves, or gauntlets.
Lastly, the artifact creation part of the talent has been tweaked. New sets of effects are added at 1,2,4,8,16,32, and 64 boss kills. Where boss is defined to be rank 4 or greater. As far as I know there's about 70 rank 4 enemies and about 17 rank 5 NPCs in the game.
1 boss kill starts adding APR and crit chance (in addition to the base damage/accuracy improvements outlined above). Its 2 x weapon bond tier (thats how many times your accuracy/damage have improved, and is based off of all kills).
2 boss kills starts adding Crit multiplier and physical resist penetration.
Its 2 x weapon bond tier for 2-handers, 1 x weapon bond tier for 1-handers/offhand.
4 boss kills adds damage on hit. If you're somehow anti-magic, the bonus damage is manaburn. If you don't know any spells, its physical. If you know spells, its which ever damage type you've done the most of so far in the game, other than physical.
Damage is 4 x weapon bond tier for 2-handers, 2 x weapon bond tier for others.
8 boss kills adds bonus stats, roughly proportional to your base stat distribution.
Formula is math.floor((base stat / 60) * weapon bond tier). Base stat is the one that is maxed out at 60, not the one with all your gear bonsues. Now that I think about it more, this probably should be doubled for 2-handers. Maybe for the next bug fix release
16 boss kills improves attack speed with the weapon.
Attack speed = 1.0 -( 0.02 * weapon bond tier)
32 boss kills adds global speed
2% x weapon bond tier for 2-handers, 1% x weapon bond tier for 1-handers/offhand
64 boss kills adds resist all.
2% x weapon bond tier for 2-handers, 1% x weapon bond tier for 1-handers/offhand.
The bonuses for boss kills 'tiers' are only updated when you kill a boss.
A few bug fixes and more tweaks to the Martial mastery tree.
Earthen Shield was not regenerating when other effects were preventing damage. Effectively even "0" damage getting through to it would prevent regeneration of its hit points pool. I've now fixed that by requiring damage absorbed to be > 0 to prevent regeneration for that turn.
Weapon bond has been tweaked. Its still +2 damage/+2 accuracy per improvement. However killing Elites and Rares (Rank 3 and greater) now will slowly improve the base stats to your current material tier - based on character level.
Level 0-9 Iron
Level 10-19 Steel
Level 20-29 Dwarven Steel
Level 30-39 Stralite
Level 40-50 Voratun
So even if your weapon is enchanted, it will raise APR, crit chance, and "base" damage to appropriate values. If those values are already higher, it won't do anything. The +2 damage/+2 accuracy is on top of those base stats still.
So if you're level 50 wielding a balanced iron greatsword, have 5/5 in Weapon bond, and you've killed 2047 enemies, it base damage will rise each time you kill an elite or higher, up to 66 (voratun tier max damage) + 20 (10 improvements worth of enemies), its APR will be increased to 4 and physical crit chance to 5% . Its accuracy should be 20 + whatever the balance bonus accuracy was.
The skill also works for Shields, assuming you use shield bashes to kill stuff. Block will be improved as well as damage. Mostly for flavor, the talent does not work on Staves, Mindstars, ranged weapons, gloves, or gauntlets.
Lastly, the artifact creation part of the talent has been tweaked. New sets of effects are added at 1,2,4,8,16,32, and 64 boss kills. Where boss is defined to be rank 4 or greater. As far as I know there's about 70 rank 4 enemies and about 17 rank 5 NPCs in the game.
1 boss kill starts adding APR and crit chance (in addition to the base damage/accuracy improvements outlined above). Its 2 x weapon bond tier (thats how many times your accuracy/damage have improved, and is based off of all kills).
2 boss kills starts adding Crit multiplier and physical resist penetration.
Its 2 x weapon bond tier for 2-handers, 1 x weapon bond tier for 1-handers/offhand.
4 boss kills adds damage on hit. If you're somehow anti-magic, the bonus damage is manaburn. If you don't know any spells, its physical. If you know spells, its which ever damage type you've done the most of so far in the game, other than physical.
Damage is 4 x weapon bond tier for 2-handers, 2 x weapon bond tier for others.
8 boss kills adds bonus stats, roughly proportional to your base stat distribution.
Formula is math.floor((base stat / 60) * weapon bond tier). Base stat is the one that is maxed out at 60, not the one with all your gear bonsues. Now that I think about it more, this probably should be doubled for 2-handers. Maybe for the next bug fix release
16 boss kills improves attack speed with the weapon.
Attack speed = 1.0 -( 0.02 * weapon bond tier)
32 boss kills adds global speed
2% x weapon bond tier for 2-handers, 1% x weapon bond tier for 1-handers/offhand
64 boss kills adds resist all.
2% x weapon bond tier for 2-handers, 1% x weapon bond tier for 1-handers/offhand.
The bonuses for boss kills 'tiers' are only updated when you kill a boss.
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- Low Yeek
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Re: Spellsword (formerly Addon reworking Arcane Blade Class)
after short playing, I found that spellsword combat's effect doesnt' work even skill tooltip shows that skill occure chance is 40 percent. but stance effects working correctly.
I'm playing v28. sorry for my bad english
I'm playing v28. sorry for my bad english