Weird Wyrmics

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grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weird Wyrmics

#31 Post by grayswandir »

Oops.

Code: Select all

newEntity{
	base = 'BASE_NPC_WEIRD_FIRE_DRAKE',
	name = 'weird lightning wyrm',
Should be fixed now.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

Kanos
Wayist
Posts: 20
Joined: Wed Jan 02, 2013 5:23 am

Re: Weird Wyrmics

#32 Post by Kanos »

Error upon using Blade Breath.

Image

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weird Wyrmics

#33 Post by grayswandir »

Should be fixed now.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

Kanos
Wayist
Posts: 20
Joined: Wed Jan 02, 2013 5:23 am

Re: Weird Wyrmics

#34 Post by Kanos »

Blade Breath now works fine, but the Impale DoT barfs up a lua error every turn it ticks:
Image

I started doing insane damage and wondering where it came from and then I realized that the +phys damage provided by Blade Aspect's wound mechanic was being added permanently by the bugged Impale:
Image
(after a few breaths without noticing until I began to wonder why I was bumping for 1400)

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weird Wyrmics

#35 Post by grayswandir »

Alright, should be fixed.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

Kanos
Wayist
Posts: 20
Joined: Wed Jan 02, 2013 5:23 am

Re: Weird Wyrmics

#36 Post by Kanos »

The bugged physical damage makes the character largely pointless to continue, but the Impale bug is indeed fixed. I'll see about getting around to starting fresh sometime, but initial 1-30 impressions are that Sand/Blade builds are quite strong with fantastic AoE and single target.

jotwebe
Uruivellas
Posts: 725
Joined: Fri Apr 15, 2011 6:58 am
Location: GMT+1

Re: Weird Wyrmics

#37 Post by jotwebe »

Installed newest version, broke my Fire/Storm mindstar yeek. Note on the lightning tree: Jitter and Rapid Strikes have pretty strong anti-synergy, sadly, since you need to keep hitting your target, but Jitter will very likely move you out of melee range.

Perhaps, while Rapid Strikes is up, Jitter could always move you to a tile next to your Rapid Strikes target.

The tree also seems to be the weakest for the purpose of equi regen: With fire, you have Burning Rage and lots of DoT, ice has retaliation, and unless a mindstar user, you'll do physical all the time for sand.

EDIT: Okay, so I made another Yeek to play around with Lightning Aspect some more, this time in the arena. 2-hander, ended up using more Sand and Blade. Crazy amounts of physical damage. Also a bug: Sand Vortex can hit targets twice.
Ghoul never existed, this never happened!

Talow
Cornac
Posts: 44
Joined: Wed Feb 26, 2014 6:26 pm

Re: Weird Wyrmics

#38 Post by Talow »

Lots of talents causing issues on mouse over
http://puu.sh/dc2OV/83e219f61e.jpg
http://puu.sh/dc332/ef9d6686f2.jpg

I'll just list then since they seem to mostly be the same error:

Talent 3 of Draconic Might
Talent 3 of Sand aspect
Talents 1 and 3 of Stone aspect

Also on death this happened: http://puu.sh/dc3oa/15d84f8d7b.jpg and I had to force close Tome4 to end the game.

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