
Spellsword (formerly Addon reworking Arcane Blade Class)
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- Cornac
- Posts: 35
- Joined: Mon Oct 08, 2012 1:55 am
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
It clarified a lot of things actually. Thanks
gonna stock up on green/blue/purple named weapons with ice themes now (using lifetide)

Re: Spellsword (formerly Addon reworking Arcane Blade Class)
Wow, I quite like the looks of this, and your in-depth responses are very encouraging as well. I'm hopeful we see an update to 1.0.1 soon, as well I don't usually use class addons I'll be sure to give this one a whirl then.
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
You'll want to make sure it has Cold, not just Ice. Due to the nature of how I coded it a weapon providing just +ice damage will not have any additional cold abilities added. If the weapon does +ice damage and some other base cold ability (like +% cold damage or cold resist), then it will get other cold effects.dreadpatch wrote:It clarified a lot of things actually. Thanksgonna stock up on green/blue/purple named weapons with ice themes now (using lifetide)
Basically there's a hard coded list of the basic damage types (I.e. fire, cold, acid, lightning, physical, light, dark, blight, arcane, nature, temporal), which if it shows up a damage boost or on hit or whatever, it'll make additional abilities related to that element. More complicated damage types, like Ice or Gravity, do not. I couldn't find a quick and elegant way for the code to figure out what damage types will resist Ice or Gravity or any given new complicated damage type, so I just went with the basics.
To be honest in my playtests I've tend to just level up to 10 or 11 while saving some gold, and go to Last Hope to buy a tier 2 or 3 (steel or Dwarven-steel type stuff) weapon with the flavor I'm looking for, and have at least 1 point in Weapon Bond. I try to get to 5/5 Weapon Bond between levels 15-20.
I'm taking a break from coding it at the moment. Its in a state I'm reasonably happy with playability and balance wise. It needs more internal code clean-up, but don't really have the time for it at the moment. I'll try to get a 1.0.1 update out this weekend, but not sure when I'll get around to serious conversion to using more hooks and the like. And I'm checking the forums every few days in case people do have questions. Anyways, I hope you have fun with it when you get around to trying it.Amphouse wrote:Wow, I quite like the looks of this, and your in-depth responses are very encouraging as well. I'm hopeful we see an update to 1.0.1 soon, as well I don't usually use class addons I'll be sure to give this one a whirl then.
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- Cornac
- Posts: 35
- Joined: Mon Oct 08, 2012 1:55 am
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
Yikes. Who knew Ice and cold were 2 different things? Hehe. Thanks for the heads upHirumakai wrote:You'll want to make sure it has Cold, not just Ice. Due to the nature of how I coded it a weapon providing just +ice damage will not have any additional cold abilities added. If the weapon does +ice damage and some other base cold ability (like +% cold damage or cold resist), then it will get other cold effects.dreadpatch wrote:It clarified a lot of things actually. Thanksgonna stock up on green/blue/purple named weapons with ice themes now (using lifetide)
Basically there's a hard coded list of the basic damage types (I.e. fire, cold, acid, lightning, physical, light, dark, blight, arcane, nature, temporal), which if it shows up a damage boost or on hit or whatever, it'll make additional abilities related to that element. More complicated damage types, like Ice or Gravity, do not. I couldn't find a quick and elegant way for the code to figure out what damage types will resist Ice or Gravity or any given new complicated damage type, so I just went with the basics.
To be honest in my playtests I've tend to just level up to 10 or 11 while saving some gold, and go to Last Hope to buy a tier 2 or 3 (steel or Dwarven-steel type stuff) weapon with the flavor I'm looking for, and have at least 1 point in Weapon Bond. I try to get to 5/5 Weapon Bond between levels 15-20.

Re: Spellsword (formerly Addon reworking Arcane Blade Class)
What shield egos did you code for?
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
Could you updated this to work correctly with the new Bone-Shield?
It's a fairly simply copy-paste from the new base files, but sadly my game won't validate unless it's officially updated.
It's a fairly simply copy-paste from the new base files, but sadly my game won't validate unless it's officially updated.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
I'd love to see this get updated someday. How was your "weekend"? 

Re: Spellsword (formerly Addon reworking Arcane Blade Class)
Can you also slide in an update to make shield combat stats display?
this change is within object.lua
"
elseif attr == "SHIELD" then
local c = self.special_combat
if c and (game.player:knowTalentType("technique/shield-offense") or game.player:knowTalentType("technique/shield-defense") or game.player:attr("show_shield_combat")) then
return c.dam.." dam, "..c.block.." block"
else
return c.block.." block"
end
"
Would need to include the talent for earth magic that is specific to spellswords.
this change is within object.lua
"
elseif attr == "SHIELD" then
local c = self.special_combat
if c and (game.player:knowTalentType("technique/shield-offense") or game.player:knowTalentType("technique/shield-defense") or game.player:attr("show_shield_combat")) then
return c.dam.." dam, "..c.block.." block"
else
return c.block.." block"
end
"
Would need to include the talent for earth magic that is specific to spellswords.
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
So yeah, I've been off distracted by real life.
This weekend I stopped by the forums and saw Tome has pushed out to version 1.0.4, and that StarKeep had kindly pushed out an unofficial patch. (Thank you StarKeep!).
Feeling like a total bum when there are people interested enough in the class to push out patches for me, I decided to take a look at the code, and update fully to 1.0.4 (if only to make it play nicer with well designed addons - which this isn't one since I don't use callbacks like I should).
Anyways, version 32 should have its functions match those of 1.0.4, except where modified for the Spellsword class, as opposed to being 4 versions out of date.
No major changes to behavior of the class. A few minor display texts modified. Yes, learning the Earth Strike skill will cause Shields to display combat stats like damage.
Anyways, no guarantees I'll be paying much attention to this in the future - I'm being kept fairly busy these days. However, people are free to modify, steal, or otherwise update as they want the Spellsword code.
This weekend I stopped by the forums and saw Tome has pushed out to version 1.0.4, and that StarKeep had kindly pushed out an unofficial patch. (Thank you StarKeep!).
Feeling like a total bum when there are people interested enough in the class to push out patches for me, I decided to take a look at the code, and update fully to 1.0.4 (if only to make it play nicer with well designed addons - which this isn't one since I don't use callbacks like I should).
Anyways, version 32 should have its functions match those of 1.0.4, except where modified for the Spellsword class, as opposed to being 4 versions out of date.
No major changes to behavior of the class. A few minor display texts modified. Yes, learning the Earth Strike skill will cause Shields to display combat stats like damage.
Anyways, no guarantees I'll be paying much attention to this in the future - I'm being kept fairly busy these days. However, people are free to modify, steal, or otherwise update as they want the Spellsword code.
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
Ooo, looks nice. Thanks!
Would you mind fixing the first post in the thread to point to the new addon name?
http://te4.org/games/addons/tome/spellsword
rather than "arcane-blade-rework"
Would you mind fixing the first post in the thread to point to the new addon name?
http://te4.org/games/addons/tome/spellsword
rather than "arcane-blade-rework"
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- Archmage
- Posts: 393
- Joined: Thu Dec 12, 2013 7:28 pm
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
Is this class compatible with anything later than 1.0.4? I'm guessing no, as saves aren't compatible before then.
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
After a year away, I've come back an updated the Spellsword, compatible with version 1.2.3.
I tried to clean up the code to make it easier to maintain, making more liberal use of superloads, hooks and callbacks.
This may mean I have broken previously working talents. I did a brief check, but there's bound to be some corner cases I missed.
Changes:
Weapon Bond has been removed. It was a long, complicated talent for creating artifact weapons which was some what difficult to balance, and probably hard to keep up to date as the game changes.
I've replaced it with a different passive, Master of Weapons, which improves the effects of weapon accuracy effects. Roughly +50% at 1 point and around +250% (total of 3.5 multiplier to the base weapon accuracy effects) at 5 points. It also provides base accuracy (about 60% as much as Combat Accuracy). So for a sword which provides 0.4% critical multiplier per accuracy over defense, a 20 accuracy difference would provide a 8% critical multiplier normally, at 5/5 would provide about 28% instead. The cap is also increased by the same amount. Normally it caps at 25% (at 62 accuracy more than defense), and would cap at 87.5% (for a net +62.5% critical multiplier).
Combat Grip got renamed to Master Stance for thematic naming reasons.
Master Deflection now at high skill point values (higher than normally achievable in the normal campaign) the cooldown will increase to prevent the skill from having a 100% up time.
I'll probably have to do some play through and see if things need number tweaking in the current game environment, but otherwise the class should be playable as is.
Sorry for the wait.
I tried to clean up the code to make it easier to maintain, making more liberal use of superloads, hooks and callbacks.
This may mean I have broken previously working talents. I did a brief check, but there's bound to be some corner cases I missed.
Changes:
Weapon Bond has been removed. It was a long, complicated talent for creating artifact weapons which was some what difficult to balance, and probably hard to keep up to date as the game changes.
I've replaced it with a different passive, Master of Weapons, which improves the effects of weapon accuracy effects. Roughly +50% at 1 point and around +250% (total of 3.5 multiplier to the base weapon accuracy effects) at 5 points. It also provides base accuracy (about 60% as much as Combat Accuracy). So for a sword which provides 0.4% critical multiplier per accuracy over defense, a 20 accuracy difference would provide a 8% critical multiplier normally, at 5/5 would provide about 28% instead. The cap is also increased by the same amount. Normally it caps at 25% (at 62 accuracy more than defense), and would cap at 87.5% (for a net +62.5% critical multiplier).
Combat Grip got renamed to Master Stance for thematic naming reasons.
Master Deflection now at high skill point values (higher than normally achievable in the normal campaign) the cooldown will increase to prevent the skill from having a 100% up time.
I'll probably have to do some play through and see if things need number tweaking in the current game environment, but otherwise the class should be playable as is.
Sorry for the wait.
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
I just want to say welcome back to the guy who's made the best addon class I've ever seen.
and thanks for making the class work again (this statement was made before testing) I've missed it.
and thanks for making the class work again (this statement was made before testing) I've missed it.
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- Higher
- Posts: 79
- Joined: Wed Mar 12, 2014 10:30 am
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
Master of Weapons with a staff is insane. The 2.5 proc damage/accuracy applies to the spell combat proc and this class has access to a ton of accuracy. With the lightning stance for accuracy and another damage proc (and, conveniently, the best AoE) my spell combat procs were actually hitting for 500-600 at level 15, when the tooltip said about 100.
Staff already seems like the best weapon for this class by a pretty big margin because of the accuracy bonus, but master of weapons makes it no question at all.
Staff already seems like the best weapon for this class by a pretty big margin because of the accuracy bonus, but master of weapons makes it no question at all.