Spellsword (formerly Addon reworking Arcane Blade Class)

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dreadpatch
Cornac
Posts: 35
Joined: Mon Oct 08, 2012 1:55 am

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#151 Post by dreadpatch »

It clarified a lot of things actually. Thanks :D gonna stock up on green/blue/purple named weapons with ice themes now (using lifetide)

Amphouse
Thalore
Posts: 186
Joined: Mon Feb 04, 2013 9:31 pm

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#152 Post by Amphouse »

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.

Hirumakai
Thalore
Posts: 192
Joined: Wed Aug 11, 2010 2:39 pm

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#153 Post by Hirumakai »

dreadpatch wrote:It clarified a lot of things actually. Thanks :D gonna stock up on green/blue/purple named weapons with ice themes now (using lifetide)
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.

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.
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.
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.

dreadpatch
Cornac
Posts: 35
Joined: Mon Oct 08, 2012 1:55 am

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#154 Post by dreadpatch »

Hirumakai wrote:
dreadpatch wrote:It clarified a lot of things actually. Thanks :D gonna stock up on green/blue/purple named weapons with ice themes now (using lifetide)
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.

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.
Yikes. Who knew Ice and cold were 2 different things? Hehe. Thanks for the heads up :)

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#155 Post by ajfluffy »

What shield egos did you code for?

StarKeep
Uruivellas
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Location: Turtlemire

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#156 Post by StarKeep »

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.
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Amphouse
Thalore
Posts: 186
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Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#157 Post by Amphouse »

I'd love to see this get updated someday. How was your "weekend"? :)

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#158 Post by ajfluffy »

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.

Hirumakai
Thalore
Posts: 192
Joined: Wed Aug 11, 2010 2:39 pm

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#159 Post by Hirumakai »

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.

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#160 Post by ajfluffy »

Welcome back :)

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
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Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#161 Post by Doctornull »

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"
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#162 Post by malboro_urchin »

Is this class compatible with anything later than 1.0.4? I'm guessing no, as saves aren't compatible before then.
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Hirumakai
Thalore
Posts: 192
Joined: Wed Aug 11, 2010 2:39 pm

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#163 Post by Hirumakai »

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.

astreoth
Wyrmic
Posts: 213
Joined: Sat Oct 12, 2013 4:45 pm

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#164 Post by astreoth »

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.

marshmallowpeep
Higher
Posts: 79
Joined: Wed Mar 12, 2014 10:30 am

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

#165 Post by marshmallowpeep »

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.

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