[1.4.0] Stoic class revamp

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

Re: [1.3.0] Stoic class revamp

#31 Post by stinkstink »

Einander wrote:Some thoughts after playing with the class a bunch:

- The class has a really weak start, and a lot of that is Insight. The talents are very powerful, but they have high costs relative to your starting meter. Block really, really helps, but it can only do so much (especially against anything that doesn't do physical damage). If there was an early way to keep more meter with some downside (replace Antler Toss with a talent that halves meter loss, but caps Concentrate charges at 1 stack?), then relatively difficult starts like Yeek or Undead would be a lot more viable (and you'd get ganked by particularly powerful Uniques less often).

- That said, once you do get going and get some Will, Concentrate is really, really cool. The fact that Blindsight can see through walls (unlike Heightened Senses) combined with your high mobility means that it's easy to start fights on your terms, letting you stack Concentrate a few times for things like Block or Deflection (or Demon Fang, if you're boring). All three of the level 8 Class sustains are amazing, too.

- Accelerating Gale should not be an active ability. The speed boost isn't all that high, and while it can stack up greatly over a longer fight, the diminishing returns on each turn and the limited application of the boost (if the enemy isn't melee or an archer, you need to spend another turn to use Whirlwind Deflection after using Accelerating Gale) mean that it's hard to justify spending the Class Points or the Focus, even if it's a zero-turn ability.

- Umbral Arts working off of Negative Energy is a little strange; between aggressive Zigurites, Silence, Mana Clash, and the loss of Anti-Magic and Fungus, taking it has a much higher opportunity cost than the other locked categories. (Anti-Magic does have its own opportunity cost--no shield runes, loss of Alchemist's Gloves!--but it's lesser.) All of the abilities are very powerful, but Lifethread Blade kind of contradicts itself--it's a healing ability that you need to use regularly to keep your Negative energy at a good level, but it has a relatively high cooldown. That's a problem when all of the abilities are relatively high-cost in Negative Energy... Especially since, unlike Insight, you can't charge it up just before jumping into a big fight. You can get a sort-of-similar effect with Hyperawareness (Concentrate before the fight to get to three stacks, hit something with Lifethread to max Negative, go nuts), but this means entering big fights with less Insight and that's questionable. As a result, the tree is just generally not worth it compared to the others.

- Infernal Arts also seems a bit weaker than the other two trees. Boreal Arts gives you four different AOEs (around you, in a line, everything adjacent to a line, enemies all around you) and increases your speed, damage and mobility. Celestial Arts gives you a zero-turn attack that decreases Stun resistance, two AOE daze attacks, and one AOE stun attack, plus passive damage reduction and even more countering. Infernal Arts does give you +move speed, does have a similar nuke to the Plague tree's (burn a group with Backdraft, use Shimmering Blade for big AOE), can remove enemy sustains, and it does reduce enemy damage, but it doesn't increase your options as much as the other trees do. Maybe if it got a shield that's powered off of enemy burns or something? That fits in with the enemy-strength-reduction theme, and it's something the class doesn't really have otherwise.

(That said, most of my testing was with Umbral Arts, so that paragraph is mostly theorycrafting.)

- Mindstar Mastery should not be locked, and it should be at 1.30 power. The problem with Mindstars is, you don't start with them, and by the time you acquire two good ones, you're probably already at level 8 and Draw Stance doesn't play nice with dual-wielding. As is, it's really, really hard to justify using Mindstars over Draw Stance, especially since you need Strength and Dexterity for four of your trees (they're all really good trees) and you have no allies for Leaves Tide or Nature's Equilibrium. There's no reason to cut off a weird niche build like that.

All in all, I really like this class! It's neat and different, and I enjoy the Batman-style play it encourages. (Be polite, be professional, but have a plan to kill everybody you meet!) I look forward to any continued development you give it.
Thanks for the in-depth feedback, it's pretty tough to come by.

-I feel like Stoics actually have a slightly easier start than a lot of other melee classes, thanks to Demon Fang letting them sidestep how tilted melee mechanics are against the player early on (although I've gotten through pure-Dex arena runs without it.)
-Agreed that Accelerating Gale could use improvement. In the future it might grant a speed increase per turn it's active, or become a sustain.
-Umbral Arts is designed to be slightly better than the other advanced trees in exchange for its downsides. I didn't feel like the Negative aspect hamstringed me too much unless I was using Swallowtail/Hundred Slaughter/Cascading talents to turn the stance's Darkness bursts into a damage hose (fully intentional), but most of my testing was in Arena mode which may have skewed results somewhat. There are a few ways I could make Negative easier to come by if it's really too harsh as it is.
-Infernal Arts is the only tree whose defensive bonuses persist while in another stance, which combined with Consuming Blaze's low cooldown make it amenable to rapid stance-switching. That (and having an effect stripper that isn't limited by type, ignores saves and can potentially ignore evasion is really, really powerful) means at worst it's suitable as a level 36/bile unlock.
-I feel like you're underestimating how good Leaves Tide and Nature's Equilibrium are if you're saying Draw Stance completely trumps them. Even with that, they aren't entirely exclusive - Draw Stance is instant-use with a short cooldown so you can deactivate it, fire the mindstar talents, then have it back up a few turns later. Mindstars suck as melee weapons until around the time you have enough money to unlock the tree for cash in Campaign mode, so starting with it locked doesn't feel like too much of a limitation.

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

Re: [1.3.0] Stoic class revamp

#32 Post by stinkstink »

Changelog:
-Fixed display of Triple Supremacy's current chance to ignore knockback resistance
-Fixed Ogre Lunge double-tapping targets on the edge of the map
-Increased Accelerating Gale speed gain. It now grants an increase to speed on turns you don't evade attacks as well
-Watchful Eye now has a minimum increase for defense/saves
-Reduced cooldown of Reposition by 4
-Reduced Focus cost of Blade Grasp and Rising Spiral by 2, and Antler Toss by 4

Einander
Cornac
Posts: 31
Joined: Tue Jul 22, 2014 3:40 am

Re: [1.3.0] Stoic class revamp

#33 Post by Einander »

Haven't played much Stoic since the, but... Kind of disappointed that Draw Stance requires a weapon in main hand. I got a crazy Randadventurer with punching talents and that Stoic tree (and Infernal Arts!), so I was disappointed to see that he can't imitate Negima and punch everything to death with hand-in-pocket Iaido... Especially since the other talents in the tree seem to work just fine with fists.

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

Re: [1.3.0] Stoic class revamp

#34 Post by astralInferno »

Just received a nasty error which is at least partly attributable to Stoic.

Lua Error: /data-stoic/talents/techniques/fading-flourish.lua:40: attempt to index a nil value
At [C]:-1 __index
At /data-stoic/talents/techniques/fading-flourish.lua:40 getBlockedTypes
At /data-stoic/talents/techniques/fading-flourish.lua:71 callTalent
At /mod/class/Actor.lua:4948 cb
At /data/damage_types.lua:436 projector
At /data-arcanum/inscriptions.lua:88 damtype
At /engine/interface/ActorProject.lua:396 projectDoAct
At /engine/interface/ActorProject.lua:484 projectDoStop
At /mod/addons/stoic/superload/engine/Projectile.lua:24 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1255

Randboss with stoic talents. This made them immortal, since every time they took fatal damage it errored.
Then they stood in a dot tile and the errors became infinite. Fortunately managed to load an earlier point in time.

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

Re: [1.3.0] Stoic class revamp

#35 Post by stinkstink »

The error's probably from trying to index gloves in a hand slot that doesn't exist. I added some sanity checks to hopefully prevent it from happening again. Just finished some buffs to improve the early game as well as Dexterity-based Stoics.

Changelog:
- Increased base Focus and slightly reduced Focus per Willpower. Starting characters should have roughly 50% more Focus. This only affects new characters.
- Tweaked some talent Focus costs
- Increasing mastery of Focus-based trees beyond 1.3 now reduces the Focus costs of talents within that tree by 20% or 1 point per .2 mastery, whichever is greater
- Fixed Glacial Garb errors with clones
- Increased Burning Soul duration by 2
- Increase Antler Toss duration by 1
- Rising Spiral now reaches its maximum bonus in 2 turns
- Whirlwind Deflection deflects increased by 1
- Swallowtail Blade damage multiplier now scales with Dexterity
- Accelerating Gale now has a set duration of 8, and instead the duration of the speed effect scales with talent investment.
- Increase Lifethread Blade base Negative recovery and reduced concentration scaling
- Added a sanity check to Blade Grasp that hopefully fixes a Lua error

Einander
Cornac
Posts: 31
Joined: Tue Jul 22, 2014 3:40 am

Re: [1.3.0] Stoic class revamp

#36 Post by Einander »

I think you might want to check the "move until the end of the ice" part on Icedrill; I just used it in the Halfling Lab and teleported to the edge of the map instead. (Without gaining vision over any of the space in-between, apparently.) It was still skill level 1 and I had Blindsight on, if having vision of the end of the ice affects anything.

Should Dynamic Combat be checking the damage on your offhand weapon when calculating the damage on the non-percentile talents? It seems kind of weird that Demon Fang and the like are probably much better for dual-wielders than someone using a big honking two-hander... But it does give you a reason not to just throw a shield on the offhand if you're using Draw Stance all the time, which is something. (Not that I'd want to, when I've found both Shantiz and Swordbreaker on this dagger user! So many stat points.)

Improved focus does seem to help with starts, and Whirlwind Deflect is much more useful now before you can spare the points for it.

Class is still a lot of fun, and I enjoy playing it.

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

Re: [1.3.0] Stoic class revamp

#37 Post by stinkstink »

The projection talents take your weapons' damage range into account, and ignore your offhand weapon if you're using Draw Stance, so if I remember the testing I did correctly one/two-handed should be roughly on par unless you're only using Swallowtail Blade.

I'll take a look at Icedrill when I have time tonight, thanks.

Einander
Cornac
Posts: 31
Joined: Tue Jul 22, 2014 3:40 am

Re: [1.3.0] Stoic class revamp

#38 Post by Einander »

I checked, and I'm seeing the same damage for the Dynamic Combat skills whether I turn Draw Stance on or off, both in the tooltips and in combat damage; in both cases, it's roughly double with an off-hand compared to when I remove my off-hand weapon. If there's a code segment intended to ignore the offhand for Dynamic Combat skills when Draw Stance is on, then I don't think it's working.

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

Re: [1.3.0] Stoic class revamp

#39 Post by stinkstink »

I'm impressed with my own incompetence, it looks like I managed to forget the relevant if statement entirely. Thanks for the reports.

Changelog:
-Fixed projected damage talents ignoring Draw Stance's disabling of offhand weapons
-Fixed Icedrill movement wackiness, probably

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

Re: [1.3.0] Stoic class revamp

#40 Post by Thexare »

This addon seems to be broken in 1.4. Certain bosses, including Bill the Stone Troll and The Inquisitor, spat out the following error:

Code: Select all

Lua Error: /mod/ai//tactical.lua:125: bad argument #1 to 'pairs' (table expected, got function)
	At [C]:-1 
	At [C]:-1 pairs
	At /mod/ai//tactical.lua:125 runAI
	At /mod/ai//tactical.lua:435 doAI
	At /mod/class/NPC.lua:72 act
	At /engine/GameEnergyBased.lua:129 tickLevel
	At /engine/GameEnergyBased.lua:64 tick
	At /engine/GameTurnBased.lua:51 tick
	At /mod/class/Game.lua:1277 
Errors stopped when I disabled Stoic, though.

Additionally, the ability descriptions have the focus cost listed twice. That error's probably not related, though.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: [1.3.0] Stoic class revamp

#41 Post by Razakai »

A lot of stuff broke in 1.4 when it came to addons, I know mine all had major issues.

Hope Stoic keeps going, it's probably the highest quality addon class around.

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

Re: [1.3.0] Stoic class revamp

#42 Post by stinkstink »

I moved recently so once I'm less busy unpacking I'll try get to work on updating things for 1.4.

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

Re: [1.4.0] Stoic class revamp

#43 Post by stinkstink »

Updated for 1.4

Changes:
-Due to changes in how custom resources are handled in 1.4, certain UI elements might display differently, most notably the Focus bar in Classic UI mode.
-Updated tactical.lua overload to 1.4, fixing AI lua errors
-Infernal Arts-converted attacks deal full damage to targets with fireburn immunity from Life in the Flames
-Eelbite's bleed effect now reduces the target's accuracy, scaling with Dexterity

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

Re: [1.4.0] Stoic class revamp

#44 Post by stinkstink »

Early game buffs incoming!

Changes:
-Fixed error when autofiring Draw Stance
-Stoics start knowing Strikethrough in addition to their previous talents, and get an extra generic point to start as well
-Reduced Antler Toss cooldown
-Ripper Blast now slows enemy movement speed
-Projection talents now have a base damage value, increasing their effectiveness early in the game
-Fixed projected AOE talents dealing double damage to every enemy in their effect after it hits something with Counterstrike
-Blade Grasp no longer requires a breakpoint investment or Focus to trigger automatically
-Fix Lua error on Shellbust Stab
-Reduced Focus cost of Shellbust Stab
-Stopped Algid Rage/Bloody Maelstrom self-freezing

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

Re: [1.4.0] Stoic class revamp

#45 Post by Chronosplit »

I got this error when starting a game, Stoic seems to be the reason. If it matters it was in the orc campaign, as a Yeti Sawbutcher.

Screenshot.

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