Arcanum Class Pack v2.3

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HousePet
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Re: Arcanum Class Pack v2.3

#766 Post by HousePet »

Hmm some interesting ideas.

I don't think having two categories for Staff Combat talents would be a good idea. That would be a massive point sink.

I generally design my classes so that unlocking a category is you making a choice about which path your class advances in. So it isn't really intended that you unlock more than two categories.
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HSmage
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Re: Arcanum Class Pack v2.3

#767 Post by HSmage »

Playing arcanist, p.cool class
Last edited by HSmage on Mon Dec 21, 2020 5:46 am, edited 1 time in total.

HousePet
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Re: Arcanum Class Pack v2.3

#768 Post by HousePet »

Odd. I'll have to check what went wrong with that...
What was the source of the shield?

Will fix, but I also need to clean up my Necromancy+ addon, so this is high on the list, but not top.
My feedback meter decays into coding. Give me feedback and I make mods.

HSmage
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Re: Arcanum Class Pack v2.3

#769 Post by HSmage »

Disregard that aegis report, it was my bad on being blind and looking at x/MAX value, while it was extending x(current shield).
Maybe it was a thing a few years ago and muscle memory did me fool? idk. Glad to have it running smooth :D

HousePet
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Re: Arcanum Class Pack v2.3

#770 Post by HousePet »

Disregarding is happening.
My feedback meter decays into coding. Give me feedback and I make mods.

HSmage
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Re: Arcanum Class Pack v2.3

#771 Post by HSmage »

School of Magic(category shop) has a different list to choose from between every run, is it based on anything? random?

Syovere
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Re: Arcanum Class Pack v2.3

#772 Post by Syovere »

It's based on your Magic stat, IIRC

HousePet
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Re: Arcanum Class Pack v2.3

#773 Post by HousePet »

Correct. More categories will appear if you have a higher Magic stat.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Re: Arcanum Class Pack v2.3

#774 Post by HousePet »

I have been designing two new categories. (And tweaking two others.)
This has been prompted by Nightfall no longer being suitable as a category for Arcanist, and my general feeling that Elementist is a bit dull.
So Arcanist will be getting a new Spell/Shadows category (which will also be available for Shadowblade and maybe Necromancer). It is looking a bit more offensive focussed than Phantasm, and contains Darkness and Mind effects.
Void will be getting a couple of small tweaks to make it mesh better with Shadows for Dark path Arcanists.
Since Phantasm is finally something that looks worth using, Illusion is being overhauled. Currently looks like a Light/Mind combo, with damage and crowd control.
With the Elemental categories all being a bit direct damage, I'm going to add a more utility based Spell/Nature category. I think I'll give it to Arcane Blade as well, since they don't get much utility either.
On the subject of Arcane Blade. I'm going to make a small adjustment to Morph, and Arcane Blade will be able to take that as well, if they choose to.

Spell/Shadows
Leaping Shadow: active. Inflicts Darkness damage and Drained on a single target. Each turn it jumps to a new target, if available. (Drained is a magical debuff that applies -10% global speed.)
Lights Out: active. Target has it's light radius and darkness resistance reduced. If they fail a save they are put to Sleep, otherwise they are Brainlocked.
Cloak of Shadows: sustain. Flat damage reduction and inflicts blindness on attackers.
Shadow Fiends: active. Darkness/Mind damage Ground Hazard. Has a chance to inflict Panic.

Spell/Void changes
Disintegrate will apply Sunder Armour as well.
Frayed Edges will do real Darkness damage (I'm not sure where it disappeared to), inflict Drained, and either infect with a Manaworm or penalise enemies with Void Echoes.

Spell/Illusion
Dazzling Flash: active. Radius 1 Light burst that inflicts Dazzled. Short cooldown, lowish damage.
Prismatic Chaos: active. Light/Mind damage chain that inflicts Confusion.
Mind Entrapment: active. Dominates a weak creature, does Mind damage when the effect ends. Or does Mind damage and Stun on a strong creature.
Master Illusionist: passive. Increases the duration of Phantasm/Shadows/Illusionist sourced effects?

Spell/Nature
Recovery: active. Reduces duration of poisons/cuts/diseases. Excess power is used to restore Stamina.
Overgrowth: active. Radius 2 entangle ball. Chance to create temporary blocking trees? Inflicts poison at raw level 5.
Crushing Fatigue: active. Target enemy loses stamina/psi and gains equilibrium. Applies a heavy fatigue penalty. Chains to multiple targets with investment?
Regeneration: sustain. Life regen and negative life bonus. Becomes stronger when on low life, but also drains mana each turn.
Blighted Thorns: active. Radius 2 Blight/Physical damage. Inflicts bleeding.

Spell/Morph changes
Vitalise replaced with Giant Form: sustain. Increased Str, Con, Size and Knockback resistance.
My feedback meter decays into coding. Give me feedback and I make mods.

Syovere
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Re: Arcanum Class Pack v2.3

#775 Post by Syovere »

I like these ideas. Looking forward to the update.

Syovere
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Re: Arcanum Class Pack v2.3

#776 Post by Syovere »

Maybe Enchanters shouldn't be able to enchant arcane-disrupting items? Also, you spelled tier as teir in the description of Enchanted Pommel Gem

HousePet
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Re: Arcanum Class Pack v2.3

#777 Post by HousePet »

HAX!
My feedback meter decays into coding. Give me feedback and I make mods.

Rukaneo
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Re: Arcanum Class Pack v2.3

#778 Post by Rukaneo »

Found a bug well one that doesn't have error message but it's with prodigy such as swift hands. It uses old swift hands so I am unable to use swift hands prodigy skill (the one where you use the item) without equipping it (defeating the purpose of the prodigy). So this brings the problem of (storing your items with prepare tools skill ) being completely useless outside of quick hand switch. And kinda stopped my progress.... I went about testing why and through all addons found it was arcanum causing it. Probably would test on your verdant pack as well if that causes it. Or any prodigy which gotten changed... (like aether permeation)

HousePet
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Re: Arcanum Class Pack v2.3

#779 Post by HousePet »

I can't check the code right now, but I'm quite sure I am not messing with the code for that Prodigy.
However, it is possible that one of the functions that Swift Hands uses has been changed in how it functions. In which case whatever I might have done to it for another purpose might not be as clean as it should be.
I'll check on the weekend.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Re: Arcanum Class Pack v2.3

#780 Post by HousePet »

Found it. The bit of code that lets the Enchanter Rune Staff talent work was conflicting.
Will fix.
My feedback meter decays into coding. Give me feedback and I make mods.

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