[1.4.0] Stoic class revamp

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stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: [1.4.0] Stoic class revamp

#46 Post by stinkstink »

Tried to fix something that wasn't broken and broke something in the process. Should work again now.

Rydel
Low Yeek
Posts: 7
Joined: Sat Apr 02, 2016 1:38 am

Re: [1.4.0] Stoic class revamp

#47 Post by Rydel »

For some reason, if this mod is active, automatic weapon switching for Temporal Wardens stops working.

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: [1.4.0] Stoic class revamp

#48 Post by stinkstink »

Ooh, that bug must have been around a while without anyone telling me about it.

Changes:
-Fixed hasDualWeapon() superload not recieving parameters, breaking Temporal Warden swapping
-Burning Soul can no longer crit and has had its weapon scaling reduced, hopefully eliminating the 1500 damage/turn burns and 6000+ Shimmering Blade hits it was responsible for
-Reduced Focus cost of Watchful Eye and Cold Stare
-Draconic Flash has a higher chance to knock back targets, loses less damage when striking multiple times, and had its targetting tweaked to make it multihit more reliably

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
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Location: Nahgharash

Re: [1.4.0] Stoic class revamp

#49 Post by Crim, The Red Thunder »

Drawing your attention to this, as it looks like the bug is a conflict with something stoic's doing, rather then basegame.

http://forums.te4.org/viewtopic.php?f=42&t=46446
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
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stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: [1.4.0] Stoic class revamp

#50 Post by stinkstink »

Thanks for the heads up. I have zero clue how that superloaded function could fire without its copy of the original being defined so I'm just going to add a sanity check and cross my fingers.

Changes:
-Fixed attached tinkers being erased/duplicated when switching artifact sword stances
-Fixed a crash caused by expecting superloads to work as intended, hopefully
-Fixed Watchful Eye permanently altering stats, possibly

Chronosplit
Archmage
Posts: 318
Joined: Fri Oct 09, 2015 2:27 pm

Re: [1.4.0] Stoic class revamp

#51 Post by Chronosplit »

I kept getting this error at the land of Poosh, second floor. Every step I took triggered this one:
Image

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: [1.4.0] Stoic class revamp

#52 Post by stinkstink »

Sorry, that was a bug that would have been caught if I had spent more than ten seconds testing the previous release. Just posted a fix.

Changes:
-Fixed a bug with Concentrate

icetongue
Low Yeek
Posts: 5
Joined: Wed Nov 06, 2013 1:00 am

Re: [1.4.0] Stoic class revamp

#53 Post by icetongue »

Hey there.
I don't know if the skills Burning Soul and Shimmering Blade are now working as intended, since the notes on your last update mention them being fixed, but I encountered some absurdly high damage values myself when playing Stoic.

Image
Easily achieved by activating Burning Soul, taking a few steps and following it with Shimmering Blade. Crits on Burning Soul cause even more damage and seem to raise or even ignore the damage/round cap.

On a lighter note, stacking defense is really effective on a Stoic. Not a bad thing since many talents scale of defense.
Image

Apart from how ridiculous dancing around enemies and setting them on fire is, I really enjoy the class. The playstyle and mechanics are certainly different from what the main game has to offer.


Edit: Draw Stance not only prevents offhand-attacks, but also makes Flexible Combat not do anything.

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: [1.4.0] Stoic class revamp

#54 Post by stinkstink »

Yeah, I'm probably just going to lop the weapon scaling off Burning Soul entirely, it's instant so it's not competing against other attack talents. I thought I already disabled crits on it, though. And thanks for the Flexible Combat report, I'll look at fixing that and revamping Accelerating Gale this weekend.

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: [1.4.0] Stoic class revamp

#55 Post by stinkstink »

Changes:
-Fixed Flexible Combat firing weapon swings with Draw Stance/Swallowtail Blade active
-Draw Stance/Swallowtail Blade now properly deactivate when disarmed
-Burning Soul's damage no longer scales with weapon power
-Revamped Accelerating Gale
--Cooldown reduced to 24
--No longer increases speed on turns you don't evade
--Secondary buff duration set to 3
--Now grants a chance to evade all damage based on your Defense
--No longer instant, but grants 100% evasion for the turn you use it

Thexare
Halfling
Posts: 105
Joined: Sun Aug 24, 2014 7:09 am
Location: A Holding Pattern on the Eidolon Plane

Re: [1.4.0] Stoic class revamp

#56 Post by Thexare »

Ruined Dungeon, Embers of Rage, 1.5.2 or whatever the current patch is. I'm an Archer, I shot this Guardian. This and Bastion are apparently having a bit of an issue with the guy. Will also throw this into the Bastion post.

Code: Select all

[LOG]	#{bold}#Belkor the Seeker's Pin Down performs a ranged critical strike against Poraba the Guardian!#{normal}#
checkHit	23	vs	62	=> chance to hit	0
[callbackOnEffectSave]	T_DANGER_SENSE	additional save at	-14.101941747573
Lua Error: /data/talents/cunning/survival.lua:123: attempt to perform arithmetic on field 'save' (a nil value)
	At [C]:-1 __add
	At /data/talents/cunning/survival.lua:123 callTalent
	At /mod/class/Actor.lua:5193 fireTalentCheck
	At /mod/addons/bastion/superload/mod/class/Actor.lua:42 base_on_set_temporary_effect
	At /mod/addons/stoic/superload/mod/class/Actor.lua:87 check
	At /engine/interface/ActorTemporaryEffects.lua:118 setEffect
	At /data/talents/techniques/archery.lua:290 archery_onhit
	At /mod/class/interface/Archery.lua:440 damtype
	At /engine/interface/ActorProject.lua:419 projectDoAct
	At /engine/interface/ActorProject.lua:508 projectDoStop
	At /mod/addons/stoic/superload/engine/Projectile.lua:24 act
	At /engine/GameEnergyBased.lua:129 tickLevel
	At /engine/GameEnergyBased.lua:64 tick
	At /engine/GameTurnBased.lua:51 tick
	At /mod/class/Game.lua:1386 

Chronosplit
Archmage
Posts: 318
Joined: Fri Oct 09, 2015 2:27 pm

Re: [1.4.0] Stoic class revamp

#57 Post by Chronosplit »

Other than that, how is this faring in 1.5? I can't really think of much that conflicts, the only big change I can see is the Light Armor generic (the defense buff might make things overkill).

Thexare
Halfling
Posts: 105
Joined: Sun Aug 24, 2014 7:09 am
Location: A Holding Pattern on the Eidolon Plane

Re: [1.4.0] Stoic class revamp

#58 Post by Thexare »

I haven't played one yet, but I've fought several Stoic rares without incident, so I suspect it's just a cross-class quirk.

Edit: And having traced another major bug down to the Slow Tweaks, I'm not even completely certain this one is from Stoic actually...

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: [1.4.0] Stoic class revamp

#59 Post by stinkstink »

Stoic has some tendrils pretty deep into the code (in particular, Whirlwind Deflection requires modifying projectile movement and overriding the tactical AI so it doesn't trigger on dummy projections.) This can cause unexpected compatibility errors if a function suddenly requires more parameters, and can also make it pop up in stacktraces for other addons' errors.

I need to come up with a solution to the Light Armor Training issue, as it steps on Serene Form's toes but not enough to make want to get rid of the latter.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: [1.4.0] Stoic class revamp

#60 Post by astralInferno »

Bastion overloads the temporary effect code, so it'll error with danger sense and anything else that has altered that code since it was made.

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