Advanced Alchemist (additional or replacement class)

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Doctornull
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Advanced Alchemist (additional or replacement class)

#1 Post by Doctornull »

The idea is to make an Alchemist which starts simple, but grows as you unlock things, so it's good for n00bs but also not boring for advanced players.

Explosive Admixtures - bombs deal Physical damage by default, otherwise not much difference.
Golemancy - same as before
Advanced Golemancy - same as before

Fire Alchemy fire tree, starts unlocked.
- Flame Infusion: bombs deal fire burn, talent level grants +% Fire damage
- Smoke Bomb
- Firestorm
- Body of Fire

Acid Alchemy acid tree, starts unlocked.
- Acid Infusion (sustain): bombs deal acid blind, talent level grants +% Acid damage.
- Seething Repair (passive): your acid bombs grant your Golem regeneration for 3 turns.
- Corrosion (active): cone of acid behaves like a friendly-fire Acid Rune, reducing the accuracy & defense of foes.
- Aqua Vitae (expensive sustain): grants you acid resist, poison and disease % immunity, and increased healing factor. When you are struck in melee, your opponent suffers acid disarm damage.

Frost Alchemy cold tree, starts unlocked.
- Frost Infusion (sustain): bombs deal ice damage, talent level grants +% Cold damage.
- Ice Armor (passive): ice bombs grant your Golem bonus armor and bonus cold damage
- Freeze Bomb (active): small area bomb inflicts Slow condition.
- Frozen Shield (expensive sustain): grants you 20-100% Stun immunity, and attempts to block incoming melee & missile damage (roll Spellcraft vs. incoming Accuracy, can succeed up to 1-3 times per global turn).

War Alchemy - direct attacks, locked, all of these are ally-friendly
- Heat
- Ice Spear: single-target bolt can iceblock or slow
- Thunderclap (active, cone: sound pulse deals physical + lightning damage and confuses foes for 3-7 turns)
- Searing Acid: ranged single-target Acid attack can remove beneficial conditions & sustains (magic + mind)


Venom Alchemy - poison tree, level 10+, locked (invisible until you side with the Assassin Lord)
- Toxic Infusion: bombs deal Nature damage and may inflict poison; more poison options and better chance to poison with talent level.
- Poison Mastery: +% poison immunity for you, and +% resist nature for you & your golem.
- Organic Golem: your bombs coat your Golem with an organic compound which grants it +% resist all, it inflicts Insidious Poison with melee attacks for 3 turns, and you grant it +1-5 Stamina regeneration.
- Aqua Mortis: expensive sustain; your bombs impose -% poison immunity on foes; you convert all incoming Blight, Acid, Darkness and Arcane damage into Nature damage.


Energy Alchemy lightning tree, level 10+, locked (invisible until you kill Urkis)
- Lightning Infusion (sustain): daze, +% lightning
- Dynamic Recharge (passive): your golem gains +1-5 lite radius, and your bombs have a 20%-75% chance to reduce by 1 the cooldown of each of your golem's talents
- Energize (active): long CD; costs 5 gems and zero Mana; you and your Golem gain Life, Mana and Stamina regeneration for 10 turns. At level 3, cure one negative condition on your Golem; at level 5, also cure one condition on yourself.
- Living Lightning (expensive sustain): you gain +1-5 lite radius, shoot 1 free lightning bolt each round at a foe within range 1-3, and gain 'energy' every time you take damage, up to +1 free turn max per global turn. This mechanic will interrupt mass attack salvos of doom from a gang of attackers, but not allow sustained risk-free abuse, and will reward Heroism Infusions and the like with linear returns.

After some testing, I'd suggest a conversion rate of (damage/max_life) * 2 * energy_to_act, and I'd suggest awarding energy after every attack rather than on_act.


Geomantic Alchemy physical tree, level 10+, locked (invisible until you unlock Spell / Stone)
- Forceful Infusion (sustain): your regular bombs can knock back foes, and deal +10-50% extra damage to pinned foes. (This is cool because your Golem can pin.)
- Reinforced Construct (passive): while you sustain Forceful Infusion, your golem gains +3-15% resist all.
- Earthen Grasp (active): summon an immobile earthen arm which grapples (and pins) one adjacent enemy each round.
- Geomantic Conversion (expensive sustain): convert 20-50% of incoming damage into Mana. This is like Disruption Shield except it's safe (never explodes) and only works on Physical, Fire, Cold and Acid damage.




---

So it starts out with a similar number of trees as now, but that number increases as you unlock stuff, and it's easy to focus on one element -- but you'll always have Physical bombs to fall back on if your favorite element is resisted. So that's a nice plus for beginners, there's even fewer ways to screw yourself out of being effective by accident.

Thoughts?
Last edited by Doctornull on Thu Feb 20, 2014 5:40 pm, edited 4 times in total.
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The Revanchist
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Re: Advanced Alchemist (additional or replacement class)

#2 Post by The Revanchist »

I think this would be a welcome addition.

Incidentally, is this class-variant supposed to remind me of Wyrmics? Or is that just me?

jotwebe
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Re: Advanced Alchemist (additional or replacement class)

#3 Post by jotwebe »

Nice.

Suggestions:

Acid Alchemy:
2) Caustic Golem: analogue to the weapon ego, grants golem +hp/round, golem gets corroding "Spew Acid" bolt (or cone?)
3) How about Dissolving Acid with a kill-under-X%-health effect, smallish area?
4) Aquae Vitae:
a) make it less than 100% poison/disease immunity, so it's still worthwhile for Ghouls, but 100% reachable with a ring of the treant or somesuch;
b) add some cutting immunity

Electrical Alchemy:
3) Or Lightning Strike Style - timed effect: when in defensive posture, get a counterattack chance with daze, when not, get a knockback effect when your staff hits
4) make it straight magical and physical effects

Solar Alchemy
3) How about instead Solar Golem: Golem gains new healing eye laser attack that heals allies (and itself), golem gets blindness and fear immunity
4) Have Inner Light only remove magical and mental effects (but maybe higher chance) for more contrast with Panacea, add 50%-ish blindness and fear immunity; maybe have it be stronger (better effect removal chance, more regen), at lower health

Toxic Alchemy
Unlock the tree when you side with the Assassin Lord so it remains an option even after the first time.
2) Poison Mastery: only poison immunity seems a bit weak sauce, needs spice... maybe have some poison remain on the ground for 1-2 rounds similar to Wild Fire's Burning Wake?
4) Distillate of Adversity: timed effect, your and your golem's poison damage now cause any of the negative status effects you suffer under at the time of activation, smallish chance of removing one every time you inflict an effect with this


And also another tree:

Blighted Alchemy - blight tree, level 10+, locked (invisible until you have the Anti-Antimagic cheevo), costs vim instead of (or in addition to) mana
- Blight Infusion: bombs deal blight damage and may inflict diseases, cost vim, enough that spamming them exclusively should cause problems
- Create Life: pops an allied grave worm and does a bit of damage from every disease in LOS, grave worms die off naturally in a dozen turns or so, should grant no xp or vim if killed
- Flesh Golem: build your golem from pulsing flesh instead of... whatever normal golems are made of! It gets a global speed bonus! (or something else)
- Elixir of Perfection: activated, instant use, removes one physical and mental negative effect and gives a strong heal, but creates a "Blight Elixir" timed effect of type "other" that lasts longer than the Elixir timeout, using Elixir again while under that effect should make it do something bad - reduced saves, max health, resistances
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Doctornull
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Re: Advanced Alchemist (additional or replacement class)

#4 Post by Doctornull »

@ jotwebe - great suggestions, thanks!
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jotwebe
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Re: Advanced Alchemist (additional or replacement class)

#5 Post by jotwebe »

Thanks.

Concerning War Alchemy, if you do it like that, it does have the same problem with making some elements awkward as the Infusions tree has now. Maybe instead

-Hostile Transmutation:
Elemental DoT (fire, acid, blight, cold, light) or weaker instant effect (physical & lightning). Could have the latter two as DoT as well, just seems a bit weird for those. But maybe better to keep it simple. Basically if you use if with fire, it's the old Heat.
-Defensive Ground:
activated, makes a circle which does damage of the bomb type to enemies standing in it. Uses a slotted gem and provides that gem's effect - for allies if beneficial, to enemies if not.
-Elemental Retaliation:
sustained, gain retaliation damage of the bomb type (also for golem). Deactivation spikes for increased damage and will inflict associated status effects for a few rounds
-Rapid Redeployment:
instant, resets CDs on all infusion (tier 1) skills and, with number depending on TL, on other spells. (random)
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Doctornull
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Re: Advanced Alchemist (additional or replacement class)

#6 Post by Doctornull »

jotwebe wrote:Concerning War Alchemy, if you do it like that, it does have the same problem with making some elements awkward as the Infusions tree has now.
My intention is to have War Alchemy stand in a different place from the current Infusions tree. Specifically:
- War Alchemy is optional, while Infusions are required.
- Each talent in War Alchemy will be useful even if you're not buffing that element. In contrast, the sustains in Infusions are all useless except the one on which you focus.
- War Alchemy gives you some flexibility specifically when confronting foes who resist your usual element.

In part, it's also to give Heat a place to live, since the Lost Alchemist escort uses Heat so therefore Heat has to exist as a thing, but I guess I could just replace Heat and stick a different talent in the Lost Alchemist...
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malboro_urchin
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Re: Advanced Alchemist (additional or replacement class)

#7 Post by malboro_urchin »

Is this available for download yet? If it's still a WIP, I'm very much looking forward to it! The current incarnation of alchemist bores me, and I'm fascinated by your addition of element-specific trees with interesting, intuitive unlock conditions that dovetail very nicely with Maj'Eyal's current unlocks!
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.

Doctornull
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Re: Advanced Alchemist (additional or replacement class)

#8 Post by Doctornull »

malboro_urchin wrote:Is this available for download yet? If it's still a WIP, I'm very much looking forward to it! The current incarnation of alchemist bores me, and I'm fascinated by your addition of element-specific trees with interesting, intuitive unlock conditions that dovetail very nicely with Maj'Eyal's current unlocks!
Thanks!

It's in my queue of things to do.

DarkGod once mentioned maybe implementing it, but maybe he was just pulling my leg... ;) ... if he doesn't do it, then I will eventually get around to doing it. Probably.


(If you're bored of the Alchemist, give the Archmage a try. It's a very fun caster class with lots of build options.)
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malboro_urchin
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Re: Advanced Alchemist (additional or replacement class)

#9 Post by malboro_urchin »

Doctornull wrote:
malboro_urchin wrote:Is this available for download yet? If it's still a WIP, I'm very much looking forward to it! The current incarnation of alchemist bores me, and I'm fascinated by your addition of element-specific trees with interesting, intuitive unlock conditions that dovetail very nicely with Maj'Eyal's current unlocks!
Thanks!

It's in my queue of things to do.

DarkGod once mentioned maybe implementing it, but maybe he was just pulling my leg... ;) ... if he doesn't do it, then I will eventually get around to doing it. Probably.


(If you're bored of the Alchemist, give the Archmage a try. It's a very fun caster class with lots of build options.)
I've played quite a few Archmages, and I do love the build diversity. The rocky start is something I find somewhat annoying; I don't like feeling forced into a tribeam setup to be effectual; at least Alchemists get their staff bolts while their bombs cool down, and of course alchies get their golem onii-chan/buddy/combat-assistance-pet.

I love the diversity that you've worked into the various elemental trees. If I knew any lua (or coding at all, for that matter [it's a WIP, I'm starting with C# for now]), I'd jump in and help.
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.

HousePet
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Re: Advanced Alchemist (additional or replacement class)

#10 Post by HousePet »

I've been thinking that Transmuter would be a good name for this class. :)
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darkgod
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Re: Advanced Alchemist (additional or replacement class)

#11 Post by darkgod »

I will :)
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malboro_urchin
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Re: Advanced Alchemist (additional or replacement class)

#12 Post by malboro_urchin »

darkgod wrote:I will :)
<3!

This is one of the few games where I can say that I love both the game and the whole community to bits!
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.

Baldu
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Re: Advanced Alchemist (additional or replacement class)

#13 Post by Baldu »

Hello, I would like to make a super simple modification to the alchemist class. I find it is almost right but just need 1 more class skill line to have fun buttons to press at all times. After experimenting with adventurers, I found that just adding the necromancer nightfall class skill line seemed just right.

So, is there someone with the time and skill to make such a tiny addon that just adds the nightfall class skill line to alchemist? If not, is there a super simple addon guide that can teach a complete computer retard like me to do that?

Baldu
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Re: Advanced Alchemist (additional or replacement class)

#14 Post by Baldu »

So I tried to make a small addon just adding the necromancer nightfall skills to alchemist and it's super tiny but when trying new game it just hangs there. Anyone can check it for whats wrong?
Attachments
tome-alch+.teaa.zip
(1.87 KiB) Downloaded 262 times

HousePet
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Re: Advanced Alchemist (additional or replacement class)

#15 Post by HousePet »

Firstly, I think an admin should split this thread.

Secondly, check the log file.
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