Druid Class v1.5.2

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ajfluffy
Thalore
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Re: Druid Class v1.3

#151 Post by ajfluffy »

Splash damage on death I say!

HousePet
Perspiring Physicist
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Re: Druid Class v1.3

#152 Post by HousePet »

Plants don't tend to explode in winter.
They tend not to do anything.
Song of Winter can make plants start asleep! :P
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Crim, The Red Thunder
Sher'Tul Godslayer
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Re: Druid Class v1.3

#153 Post by Crim, The Red Thunder »

HousePet wrote:Plants don't tend to explode in winter.
They tend not to do anything.
Song of Winter can make plants start asleep! :P
I call shenanigans!!!! EXPLODING TREES!!!!!

However, plants would not. Only trees.

Edit: Perhaps, instead, we could just have plants wither in winter. Make winter exclusive with plants. One or the other, but not both. Again, that fits for winter.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

HousePet
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Re: Druid Class v1.4

#154 Post by HousePet »

Updated:
New VFX for Whirlpool, Typhoon, Earthshaker, Fissure and Aurora.
Minor bug fixes.
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Sradac
Sher'Tul
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Re: Druid Class v1.4

#155 Post by Sradac »

I cant summon plants! :(

Any time I try to summon me some poison vines I get this:

Code: Select all

[PARTY] New member, add after	poison ivy	Turtle Powah
Adding entity	12905	after	1663
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:151: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/GameTargeting.lua:114: /engine/interface/ActorTalents.lua:151: /data-druid/talents/talents.lua:112: attempt to index a nil value
stack traceback:
	/data-druid/talents/talents.lua:112: in function 'setupSummon'
	/data-druid/talents/gifts/woodland.lua:130: in function </data-druid/talents/gifts/woodland.lua:79>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:146: in function </engine/interface/ActorTalents.lua:134>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/GameTargeting.lua:114 fct
	At /engine/interface/GameTargeting.lua:120 targetMode
	At /engine/interface/GameTargeting.lua:183 
	At /engine/KeyBind.lua:224
I am one sad turtle right now. No little plant friends to keep this turtle company

HousePet
Perspiring Physicist
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Re: Druid Class v1.4

#156 Post by HousePet »

Minor patch uploaded.
My feedback meter decays into coding. Give me feedback and I make mods.

jenx
Sher'Tul Godslayer
Posts: 2263
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Re: Druid Class v1.4

#157 Post by jenx »

I"ve been testing this a bit in the arena, to level up quickly. I can't see how you could do enough damage to make the class winnable.

Am I missing something?
MADNESS rocks

HousePet
Perspiring Physicist
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Re: Druid Class v1.4

#158 Post by HousePet »

Burst damage is a bit low, its more of a quickly erode enemies away class.
Are you leaning more toward casting, summoning or melee?
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String
Cornac
Posts: 39
Joined: Tue Sep 20, 2011 2:01 pm

Re: Druid Class v1.4

#159 Post by String »

Do all the druid staff passives boost channel staff? Also, is the staff combat that the alchemist escort offers different than the one that you start with as druid?

HousePet
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Re: Druid Class v1.4

#160 Post by HousePet »

The extra physical and nature damage won't extend to staff bolts.

The escorts give you a different category.
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String
Cornac
Posts: 39
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Re: Druid Class v1.4

#161 Post by String »

Does unlocking antimagic with a cat point have the same penalty as being a zigur follower (no arcane powered junk)?

Crim, The Red Thunder
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Re: Druid Class v1.4

#162 Post by Crim, The Red Thunder »

Not the last time I checked, but it will still interfere with runes, spells, etc.

Additionally, IIRC, antimagic equipment (not the tree) interferes with spellpower in some way, unless he changed that.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

HousePet
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Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Druid Class v1.4

#163 Post by HousePet »

Crim, The Red Thunder wrote:Not the last time I checked, but it will still interfere with runes, spells, etc.

Additionally, IIRC, antimagic equipment (not the tree) interferes with spellpower in some way, unless he changed that.
Wrong and wrong!

The Antimagic category doesn't interfere with magic/arcane abilities at all. It is completely separate from the being a Zigur follower state.
Druids get a modified version of the antimagic disruption debuff when they equip an arcane disrupting item, which doesn't reduce spellpower and the fail chance doesn't affect nature spells. Also they get reduced equilibrium fail chance from them. This is to compensate for the lack of the Zigur follower bonuses on arcane disrupting artifacts.
My feedback meter decays into coding. Give me feedback and I make mods.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Druid Class v1.4

#164 Post by Crim, The Red Thunder »

I thought those were special artifacts only, and most don't offer anything? I wasn't aware you'd changed that, I do apologize. And I thought anything antimagic (be it equipment or the tree) disrupted spells/runes, zigur follower was only preventing arcane equipment.

Druid just got a lot more useful with teleport runes. Gotta head back to this class.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Druid Class v1.4

#165 Post by HousePet »

Arcane Disrupting equipment will still interfere with those runes. :P
My feedback meter decays into coding. Give me feedback and I make mods.

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