Deathknight v1.8 - Hybrid Necrotic Melee

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Mercane
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Re: Deathknight v0.2 - Hybrid Necrotic Melee

#16 Post by Mercane »

Update on the lua errors. This is what I get when dropping Dark Tide on enemies, mostly groups, possibly sometimes solo enemies (again, not 100% consistent, just frequent).

This occasionally comes up during bump attacking. I stood still for a bit to test, though, and it's either from getting hit, or from... I'm not sure. Ambient stuff. Predates Icebound Fortitude, so possibly wraiths.

Razakai
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Re: Deathknight v0.2 - Hybrid Necrotic Melee

#17 Post by Razakai »

Figured it out. The cold portion of Grim Harvest is broken, as the talent count isn't being set correctly. It used to remove debuffs instead, so I must have forgot to retest it after changing the functionality. I'm planning on a release tonight to fix a few bugs, tweak Call of the Grave and add the Soulburn talent so I'll fold it into that.

Mercane
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Re: Deathknight v0.2 - Hybrid Necrotic Melee

#18 Post by Mercane »

Looking forward to it, then! And thank you for looking into that. I'll probably grab that patch and start over; I'm awfully curious as to what Soulburn will entail (burning souls, presumably, but still).

Frumple
Sher'Tul Godslayer
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Re: Deathknight v0.2 - Hybrid Necrotic Melee

#19 Post by Frumple »

Ghoul changes sounds pretty neat, heh.

Another lil'bug report: Due apparently to how dark simulacrum replaces itself, it doesn't seem to actually have a cooldown. After the talent it steals goes away, it comes back ready and rarin' to go, despite having somewhere between 7 and 12 turns (depending on when the cooldown is intended to start) it should be cooling down.

Razakai
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Re: Deathknight v0.2 - Hybrid Necrotic Melee

#20 Post by Razakai »

http://te4.org/node/5360

v0.3
- Deathknight is now available on Steam
- Spirit Feed's values have been slightly adjusted, and it's maximum effect is now capped at 5 Souls
- Grim Harvest's cold damage trigger now functions correctly
- Soulburn has been added as the 4th Soulforge talent. This consumes souls to massively reduce the cooldown and increase the speed and spellpower of your next spell
- New icons for the Soul tree have been added
- Call of the Grave and Soul Reaper have received a small range increase
- Dark Simulacrum now correctly goes on cooldown when used
- The Ghouls summoned by Call of the Grave no longer have racials or their default abilities. They instead spawn equipped with weapons and armor, the associated weapon talents and Ghoulish Leap. Soulforge: Call of the Grave now increases their global speed by 40% instead of boosting power or accuracy

---

Note that ghouls will be revisited later. There's still a few more tweaks to go that weren't ready for this release, but this ought to improve their scaling later.

Frumple
Sher'Tul Godslayer
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Re: Deathknight v0.3 - Hybrid Necrotic Melee

#21 Post by Frumple »

They're definitely punching significantly harder now, and seem a fair bit more overall useful. Actual damage, somewhat tankier (better armor, heh, though losing the ghoul racial passive hurts a little, too), no retch shenanigans. Matching up pretty comfortably with chaff 's' stuff -- skeleton warriors, armored skeletons, etc., if that was the goal. Still having targeting issues (they like to come out targeting the player instead of something else, heh), but it kinda' looks like trimming their actives down to the leap has improved that a bit. They were already really good, though, between their native beefiness and corpse explosion.

'Nother minor might-be-a-bug: Night's Edge will cheerfully target friendlies. Barely matters considering how expendable your minions are and how tanky you are, but wasn't sure if it's intended behavior or not.

Also, thought: Soulforging dark simulacrum to give the talent borrowed to any ghouls summoned while the effect is up? Presumably three soul cost, one per ghoul, heh.

CD.Wonder
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Re: Deathknight v0.3 - Hybrid Necrotic Melee

#22 Post by CD.Wonder »

there is a small bug in the skill Necrotic Strike.
you say it does damage between darkness and cold but the code says it does DamageType.NECROTIC_STRIKE and in fact it does the same as your weapon damage type.
i checked your damage_types.lua and there is a new damage type SHADOWFROST of darkness and cold.....
when i fix the DamageType.NECROTIC_STRIKE to DamageType.SHADOWFROST, it works as the description says. :shock:
it's a wonderful addon and i'm looking forward to the full and stable version!

Razakai
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Re: Deathknight v0.3 - Hybrid Necrotic Melee

#23 Post by Razakai »

Oops, Necrotic Strike used to work a little differently, forgot to switch it's damage type to the new dark/cold split. Night's Edge also shouldn't be hitting friendlies, so I'll fix those tonight.

Ghouls will get some more love soon. They should actually get the old Ghoul damage cap racial, but there's an odd bug that prevents you from assigning it outside of giving them all racials, so I'm going to give them a flat hp boost+damage cap as part of their baseline stats. Soulforge will also let them use 2h weapons/massive armor that have guaranteed egos too, but the code to do that is tricky without being messy and duplicating their summoning. I'll also give them (and the other summons) some good Blighted Summoning talents.

Question for anyone using them - what are the Shackled Soul wraiths like? I'm thinking their damage might be too low, as I panicked a little during testing with their old values when I got 5 of them active at once and they could instakill bosses. Maybe they're still useful now though, I do see people using the talent a fair bit.

Frumple
Sher'Tul Godslayer
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Re: Deathknight v0.3 - Hybrid Necrotic Melee

#24 Post by Frumple »

They're there, heh. Under certain circumstances,* they even do a pretty hefty amount of damage, and it doesn't exactly hurt to have another body on the field, regardless of how much or little damage they do or how much damage they can take (one intercepted bolt spell is one intercepted bolt spell, heh). They're definitely mostly useless in small numbers, though.

I think if I were going to scale them up to any degree, it'd just be to let them inherit the player's +%damage and resistance penetration, like most summons/minions do. Maybe give a low scale tying their magic to the player's -- not too much, because it's not that rare to have 6+ on the screen, and with that many ranged attacks even mosquito bites add up -- or something along those lines. Maybe do something neat like having their attacks have a chance to do something -- maybe soul rend (probably at a significantly reduced activation rate -- 5% or somethin'), maybe give a debuff that turns the enemy into a will o' wisp on death. Perhaps accelerate ennervate on the target, and/or push it beyond the normal cap. That actually sounds fairly thematically appropriate, now that I think about it. Could also just have them straight up inherit your dread tree levels (probably tlevel capped by Shackle Soul's). Buncha' stuff you could do to spice things up, aheh.

If I had to compare as-is, I'd probably put them about on par with the passive effective of mindslayer auras, most of the time -- generally less damage, but again, arrowcatcher. Better when there's enough bodies on the field to actually get a lot of them out, kinda' like being surrounded when you've got the aura sustained.

*Mostly when there ends up being, y'know, around a dozen on the screen at once. Which actually happens fairly often, between them popping off soul fragments and encountering packs/enemy summoners/etc.

Razakai
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Re: Deathknight v0.3 - Hybrid Necrotic Melee

#25 Post by Razakai »

If I remember my code right, currently they a) don't inherit anything and b) have a very low scaling on their attack, 70. In comparision, the standard Archmage beam is about 230. This was because of the situation you mentioned, where you can get a dozen of them active and they just melt anything nearby.

Current plan is that they'll receive quite a significant damage increase as well as inheriting some of your stats, but the amount you can actually have active will be capped. Makes them more consistently useful in situations where you're just generating a couple at a time from Soul Fragments etc. I quite like the Enervate idea - might let their attacks stack a secondary, weaker Enervate on enemies.

Might tweak Vampiric Embrace a little too. At the moment it's literally a clone of Vampiric Gift in terms of scaling with a similarly hefty mana cost, so will see about reducing the cost while making it a little more consistent.

Razakai
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Re: Deathknight v0.3 - Hybrid Necrotic Melee

#26 Post by Razakai »

http://te4.org/node/5365

v0.4
- Necrotic Strike now correctly deals split cold and darkness damage.
- The cost of Soulforge: Call of the Grave has been increased to 3. Instead of increasing the speed of the ghouls, it instead summons elite ghouls who use ego equipment and are far more powerful in combat.
- Night's Edge no longer targets friendlies.
- Shackled Soul's wraiths are now capped at a maximum of 4. Wraiths now inherit your damage bonus and spellpower, and their base damage has been increased.
- Blighted Summoning has been added to Call of the Grave, Necrotic Wall and Shackled Soul.

---

Noted issues:
- Shackled Soul is causing some unusual loot placement.
- Ghouls are still missing their flat damage cap.

Mercane
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Re: Deathknight v0.4 - Hybrid Necrotic Melee

#27 Post by Mercane »

Loving the ghoul changes, but I've noticed a few things. First off, I can't see the effects of Blighted Summoning on the tooltip. I may have just missed them, though. Would you mind explaining?

Second, I can't figure out what triggered it, but for the last level or so (it probably started when I got Duskwake, but that makes no sense as I've not used it at all yet. Anyway, the issue. Mana regenerates up to a point, far as I can tell, and then... sort of stays there, flickering between (for me) I think... 319 and 334 out of 344, was it? It just alternates between the two states and does not, in fact, regenerate. And yes, I do have mana regen, I even went and bought more to see if this would change anything (it did not). I wouldn't mind being a bit below peak mana, except that it means resting takes forever and consequently kills autoexplore.

...If anyone knows a rest-free autoexplore method, that'd work just as well, really.

Razakai
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Re: Deathknight v0.4 - Hybrid Necrotic Melee

#28 Post by Razakai »

Mercane wrote:Loving the ghoul changes, but I've noticed a few things. First off, I can't see the effects of Blighted Summoning on the tooltip. I may have just missed them, though. Would you mind explaining?
Yeah, forgot to superload Blighted Summoning to update the tooltip. Ghouls get Life Tap (instant +damage boost), Wraiths get Virulent Disease (instant blight DoT) and Necrotic Wall gets Epidemic (high blight damage DoT+disease resist and healing debuff). They also inherit your magic, so Wraiths and Walls with Blighted Summoning hit very hard with their blight DoTs.
Mercane wrote:Second, I can't figure out what triggered it, but for the last level or so (it probably started when I got Duskwake, but that makes no sense as I've not used it at all yet. Anyway, the issue. Mana regenerates up to a point, far as I can tell, and then... sort of stays there, flickering between (for me) I think... 319 and 334 out of 344, was it? It just alternates between the two states and does not, in fact, regenerate. And yes, I do have mana regen, I even went and bought more to see if this would change anything (it did not). I wouldn't mind being a bit below peak mana, except that it means resting takes forever and consequently kills autoexplore.

...If anyone knows a rest-free autoexplore method, that'd work just as well, really.
Could you link me your character? I have seen this issue before, albeit with life and life regen in another mod. I'm thinking it's some weirdness with sustains or Spirit Feed, but will have to check.

And you can disable rest on autoexplore in your options, I often have it turned off.

Mercane
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Re: Deathknight v0.4 - Hybrid Necrotic Melee

#29 Post by Mercane »

Thanks for the help! And the character can be found here.

Razakai
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Re: Deathknight v0.4 - Hybrid Necrotic Melee

#30 Post by Razakai »

Mercane wrote:Thanks for the help! And the character can be found here.
Random idea - could you try deactivating sustains when you get the resting bug, and see if any of those fix it? The fact it's flickering between a round number that matches some of my sustain costs makes me wonder if some sustain is constantly activating/deactivating on rest.

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