White Monk - A Warrior Subclass

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nsrr
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Re: White Monk - A Warrior Subclass

#136 Post by nsrr »

This one was a bit finicky to get working properly, but boy was it satisfying when it finally came together :D Some of the aspects didn't quite work out as planned, but the concept is the same. Notably, Rending and Swift Strike are not changed to spells as this turned out to be too impractical to implement. As such, they won't gain benefits from Spell Cooldown Reduction and the like as I had hoped they might, but they also won't be prevented by Silence or affected by spell failure, etc. The added effects do still require and consume mana and will not trigger if you are silenced, however, and the movement from Swift Strike is changed to a teleport, with all that entails.

Version 1.8.7 (aka Way of the Arcane Flow) is now up on te4.org (soon(ish) to be on Steam as well).

Aside from implementing the evolution named, this also includes a bit of a buff to Aura Blast. Somehow I overlooked the fact it was still using combatTalentLimit and giving really atrocious returns on the radius of the cone. It now scales from 3-6 on a combatTalentScale and is hard capped at 8 using a call to math.min.

v1.8.7
---
[Aura Blast]
Improved cone radius and radius scaling.

[Way of the Arcane Flow]
Evolution. Requires 50 magic as well as Air Render and Swift Strike known.

-You gain a mana pool and regenerate 1 mana per turn.
-You empower your Swift Strike with mana. Your Swift Strike now requires a direct target but gains 2 range and becomes a teleport and converts all of your damage to Arcane during the attack.
-When you use Swift Strike you will instantly use it again if you have enough stamina for the cost, there is another target within range, and if you are not silenced and have at least 50 mana to consume. Targets can only be struck once per turn.
-When you strike a target other than the initial target, you gain Spellpower equal to 25% of your Magic for the rest of the turn and then cast Manathrust targetting the intial Swift Strike target. Manathrust cast this way is instant and cannot fail but requires and consumes mana as usual. Manathrust will be cast at level 5 the first time it triggers and the level will increase by 2 for each successive trigger.
-You empower your Rending techniques with mana. Unarmed strikes made during your Rending attacks will have a 20% chance to create a Mana Crystal on an empty tile within range 4 of the target that has at least one other free tile adjacent to it, and if you are not silenced and have at least 25 mana to consume.
-Mana Crystals cannot act, last up to 6 turns, and have 100% Arcane resistance. Mana Crystal have maximum life equal to 25% of your Magic, and this value can be a spell critical. Mana Crystals are hostile but will not be struck by your Rending attacks. If you kill a Mana Crystal you gain mana equal to its maximum life.

Enjoy!

scul
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Re: White Monk - A Warrior Subclass

#137 Post by scul »

Still playing quite a bit of this. I will try out more of the evolutions once I get there!
A really good idea. also the change to Aura blast was one that always bothered me, in that it seemed really low range compared to other abilities in the same line. A great change in my opinion.

Also a quick question. I noticed that spellhunt remnants gloves at tier 4 is using 40% Dex, Str, Cun instead of the 60% Wil and Dex. Sadly I did not look at what it was when i picked them up.
I am guessing perhaps it was 60,60 and then when it eats an item it goes back to original stats. Do you think this is a possible reason?

nsrr
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Re: White Monk - A Warrior Subclass

#138 Post by nsrr »

scul wrote: Sat Sep 23, 2023 6:56 pm
Also a quick question. I noticed that spellhunt remnants gloves at tier 4 is using 40% Dex, Str, Cun instead of the 60% Wil and Dex. Sadly I did not look at what it was when i picked them up.
I am guessing perhaps it was 60,60 and then when it eats an item it goes back to original stats. Do you think this is a possible reason?
Taking a quick look, it does look like that's the reason. The item uses the base gauntlet table when it is generated at tier 1, so it will have the is_gloves_combat flag we check for the dam mod subistution... but its "power up" function redefines the combat table from scratch and the flag is lost. Ideally the item would be updated to correct that, but I'll poke around a bit and see if I can come up with a work around for the addon.

Thanks for the report! :D

nsrr
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Re: White Monk - A Warrior Subclass

#139 Post by nsrr »

scul wrote: Sat Sep 23, 2023 6:56 pm Also a quick question. I noticed that spellhunt remnants gloves at tier 4 is using 40% Dex, Str, Cun instead of the 60% Wil and Dex. Sadly I did not look at what it was when i picked them up.
I am guessing perhaps it was 60,60 and then when it eats an item it goes back to original stats. Do you think this is a possible reason?
Alright, I've got a fix up for this. Essentially just re-inserted the old logic used to check for glove tables to catch the Spellhunts when they power up.

Also included a fix for a Mana Crystal spawning bug (the code was really sloppy and I'm kind of amazed it worked at all) which could have lead the game to freezing, which hopefully no one encountered besides me :oops:

Additionally, when you use Swift Strike with Arcane Flow you will attempt to teleport back to your initial target if you run out of additional targets or resources.

And, finally, the latest version is uploaded to Steam, so all evolutions up through Arcane Flow are now available there as well.

v1.8.8
---
[Way of the Arcane Flow]
Bug fix mana crystal spawning
Now teleport back to initial target after running out of resources or addition targets

[General]
Damage modifier conversion once again applies to upgraded Spellhunt Remnants

nsrr
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Re: White Monk - A Warrior Subclass

#140 Post by nsrr »

Way of the Open Palm (reqs 50 Con, Aura of Protection known)

-Your Aura of Protection now affects 100%% of incoming damage. The final value of each instance of stamina reduction from the effect will be reduced by 15% of your Constitution.

-If your stamina is below 25% of your maximum, your critical strike multiplier is increased by 50% of your Constitution.

-The damage multiplier of your unarmed attacks is increased by 25% of the value of your missing stamina, additively.
(e.g. if you are missing 300 stamina then 75% will be added to the damage multiplier of any unarmed attack, causing an attack that would deal 200% damage to instead deal 275% damage).

-Your other talents will no longer use any stamina, but will still require that you have enough stamina for the cost to activate them.

-None of your talents will cooldown while you are in combat. However, while you are in combat your talents cannot be put on cooldown by any means other than use (such as stuns, etc).

-ALL of your stamina sustains will be deactivated if your stamina is reduced to 0 by Aura of Protection.

v1.8.9
---
[General]
Adds the Way of the Open Palm.

[Aura of Protection]
No longer allowed on NPCs.

And with that, White Monk now has one evolution for each primary stat, and I think I will probably take break from messing with them for a bit (unless any sneaky bugs pop up that need squashing).

Enjoy!

nsrr
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Re: White Monk - A Warrior Subclass

#141 Post by nsrr »

Seems there was a bit of an issue with Way of the Rushing Bull. If the initial crit from range killed the target you could move to the tile the target occupied with a triggered Swift Strike, which could then hit yourself. Additionally, some added attacks (from Pummel or Measured Blows) could potentially strike yourself as well.

I fixed up these issues and corrected a few typos folks had reported and made a slight tweak to Arcane Flow, as well.

v1.8.10
---
[Way of the Rushing Bull]
Friendly fire protection.
(Pummel, Measured Blows, Air Render and Swift Strike now check reaction.)

[Way of the Arcane Flow]
Mana Crystals are now immune to negative effects.

[Misc]
Typo fixes in a few descriptions.

scul
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Re: White Monk - A Warrior Subclass

#142 Post by scul »

nsrr wrote: Sun Sep 03, 2023 9:21 pm
Aaah! :shock:

Ok, you managed to catch three bugs.

...

Thanks again for the feedback, apologies once again for the bugs, and enjoy!
Just providing a little bit more feedback. I just won the game with a Way of the Flying arrow white monk. Had to take a break after my last character basically got lost in the speed force and I could not figure out how to get him back.
I won on insane with no deaths (roguelike). Flexible combat + arrow procs was a powerful combination. But it did not trivialize things on insane. Though it was definitely very strong, thanks again, no major bugs. I look forward to trying a few of the others.
Already tried the viper way and it was much harder to make work on insane. Look forward to any other projects you have.

nsrr
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Re: White Monk - A Warrior Subclass

#143 Post by nsrr »

scul wrote: Sat Dec 09, 2023 4:14 am I just won the game with a Way of the Flying arrow white monk.

...

Already tried the viper way and it was much harder to make work on insane. Look forward to any other projects you have.
Congrats!

I want to give all of these a little more real play testing when I can, but it is pretty time consuming, unfortunately, so I really appreciate the feedback! For flying arrow, it's definitely a big offensive boost, but as a prodigy goes it's still up against things like Cauterize and Draconic Will, so I felt pretty comfortable with the power level of it, and I'm glad to hear it was capable of a rougelike clear on insane :D

I'll think about Viper a bit. I had considered making the prodigy grant some free points in the talents of the trees it provides, so that might be a place to start, at least.

I have plenty more ideas for things to work on (practically endless), and I've got a bit more free time now but probably won't really have time enough to work on anything very in-depth for a few months at least, and who knows what I'll feel like working on by then :lol:
Thanks for the continued interest, and especially for the feedback!

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