New Class: The Viper, Wilder Archer

A place to post your add ons and ideas for them

Moderator: Moderator

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

Re: New Class: The Viper, Wilder Archer

#16 Post by astralInferno »

Hehe. My viper got surefire too. :D

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

Re: New Class: The Viper, Wilder Archer

#17 Post by astralInferno »

Finally updated for 1.5! I was prepared for rogue changes, but not for marksman...

1.0.2
-Added Cunning/Toxins from the assassins mod. Currently only for the viper; I'll be uploading a separate mod that adds it for rogues soon.
-Envenomed's effect rolled into Nature's Fangs, which is serpent 1
-Sudden Strike deals damage as a bleed, high mark chance, is serpent 2
-Fanged Rebuke unchanged, Serpent 3
-Quickcoil unchanged, Serpent 4
-Twin Shots now a headshot equivalent (marked foes only), Fangs 1
-New talent: Miasmic Shot. Applies a random unused poison on hit. If target is marked, instead applies poison in an AoE. Fangs 2.
-Hypnotic Glare buffed. Always does damage. Autosucceeds on daze and does bonus bleed against marked foes. Fangs 3.
-New talent: Venomous Brand. Proccing/using up a mark applies a mindpower-based nature nuke on the target. Fangs 4.
-Removed talents: Envenomed (rolled into Nature's Fangs), Piercing Fang (boring).
-Stone/Stoning poison effects altered - they no longer only apply to instakillable target, but the actual instakill part does.

shade7480
Low Yeek
Posts: 6
Joined: Wed Apr 29, 2015 10:41 am

Re: New Class: The Viper, Wilder Archer

#18 Post by shade7480 »

So, tried the class out and loving it, currently trying to build it as an antimagic archer, however I found that the miasmic shot talent does not consume the mark at the moment, it just deals dmg with no special effects, hope it gets fixed soon.
So after a few more hours of play, I found that sometimes the miasmic shot triggers the consume mark effect and sometimes it doesn't. Also the hypnotic glare seems to apply the daze first and then the dmg, causing the skill to effectively both apply and remove the daze effect.

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

Re: New Class: The Viper, Wilder Archer

#19 Post by astralInferno »

shade7480 wrote:So, tried the class out and loving it, currently trying to build it as an antimagic archer, however I found that the miasmic shot talent does not consume the mark at the moment, it just deals dmg with no special effects, hope it gets fixed soon.
So after a few more hours of play, I found that sometimes the miasmic shot triggers the consume mark effect and sometimes it doesn't. Also the hypnotic glare seems to apply the daze first and then the dmg, causing the skill to effectively both apply and remove the daze effect.
Hey! Sorry for taking so long to reply, I'm not really doing any code work atm.

I've made a note of both these bugs for future reference, and looked into them a little.
As for Miasmic Shot; this talent currently fails entirely if the primary target is immune to poisons. I can't see any other reason it'd be not working - are you just shooting skeletons with it? :wink:
Hypnotic Glare SHOULD shoot first, but travel time might be messing this up. I'll see about making the travel speed much faster and maybe applying daze at the end of your turn.

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

Re: New Class: The Viper, Wilder Archer

#20 Post by astralInferno »

...well. I updated the class for 1.0.7. I don't actually know if I fixed any of the outstanding bugs? I'm not 100% sure that the class works as expected, right now. But I do know that it... can be made. And played until at least level six. So I figured it was best to update it now, and yall can tell me if it's broken, rather than waiting the 1d100 months it takes me to get motivated to test it properly.

1.0.3
-updated to 1.7
-added new generic tree: cunning/onslaught. As well as Vipers, its available to Mindslayers, Yeeks, and most
warriors and wilders - Summoner, oozemancer, Wyrmic, Berserker, Bulwark, Brawler. It's themed around
zealous determination and provides mobility, and survival tools.
-lots of minor changes, sorry. I started changing it before I went away and I cant tell what's different from
the original.
-I do know that the on-hit nature damage is a callback now.

actually know what

1.0.4
-Miasmic Shot still does an AoE if the primary target can't be poisoned. I'm not actually sure this works, but...
-Hypnotic Gaze does the daze ontickend. Can't be sure this works either because the daze failed every time lmao.

monju3072
Posts: 4
Joined: Thu Apr 10, 2025 3:43 pm

Re: New Class: The Viper, Wilder Archer

#21 Post by monju3072 »

Hello, I'm enjoying this addon.
It seems that the callback of Nature's Fangs doesn't work when the language is set to other than English.
I believe it would be better to check ab.id instead of ab.name.

Code: Select all

	callbackOnTalentPost = function(self, t, ab, ret, silent)
		if ab.name == "Shoot" or ab.name == "Steady Shot" then 

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

Re: New Class: The Viper, Wilder Archer

#22 Post by astralInferno »

Oh *huh*. That's a new one.
I'll change that in the next update, sorry!

monju3072
Posts: 4
Joined: Thu Apr 10, 2025 3:43 pm

Re: New Class: The Viper, Wilder Archer

#23 Post by monju3072 »

I found some other issues.
  • When Barbed Strike or Miasmic Shot selects Volatile Poison, it causes lua error.
    I believe this happens because EFF_VOLATILE_POISON does not exist in the game.
  • The passive effect of Granite Arrow is incorrectly enabled when the talent level is 4 or lower.

    Code: Select all

    	callbackOnArcheryAttack = function(self, t, target, hitted, crit, weapon, ammo, damtype, mult, dam)
    		if self:getTalentLevel(t) <= 4 and crit and target:canBe("stun") and target:canBe("stone") then
    

Post Reply