New class: Spell Blade

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Doctornull
Sher'Tul Godslayer
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Re: New class: Spell Blade

#31 Post by Doctornull »

brb downloading

8)
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Doctornull
Sher'Tul Godslayer
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Joined: Tue Jun 18, 2013 10:46 pm
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Re: New class: Spell Blade

#32 Post by Doctornull »

Cool, I see a bunch of improvements.


The first few levels are still kinda uninspiring, though...

I get why you'd start with the Mastery talent, but it's pretty awful to get Enervation and have it non-functional because the thing it keys off of is at tier 2.

Why not give the blade effects right at level 1 inside the Mastery talent, then give the piddling damage-split as a t2 sustain? You could put some mana regen in the damage-split sustain, maybe.


On the subject of the sustains, a thing I noticed is that you're blocking use of sustains, so I have to deactivate one blade/knife skill before activating another.

You can look at Alchemist infusions for a better model: the sustain_slots property.

Using it in your talents will automatically define your slot, and enforce that only one can be active at a time by disabling the current one when you pick another.


Finally, some bugs.

I got the following error when resting in the Scintillating Caverns. Lightning Blade and Lightning Knives were active at the time:
Screen Shot 2019-03-01 at 6.19.10 PM.jpg
Screen Shot 2019-03-01 at 6.19.10 PM.jpg (119.81 KiB) Viewed 3506 times
The error prevented resting.

Disabling lighting knives enabled resting again, so my guess is that the error is in there.


Another strange bug: sometimes when approaching enemies (just walking towards them) my mana decreased. I saw no indication of why. This only happened when I had Lightning Knives enabled, but the quiver was full and they shouldn't have been costing me mana.

Final bug: Ice Knives don't seem to be throwable.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
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Re: New class: Spell Blade

#33 Post by Doctornull »

- Sometimes talents seem to shut off randomly, like Ice Shield shut off when I put on shoes.

- The fire knife cone is cool.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Laughmore
Wayist
Posts: 26
Joined: Wed Oct 24, 2018 3:56 am

Re: New class: Spell Blade

#34 Post by Laughmore »

Hi!

Trying out 2.0. :)

Like Doctornull, I saw the same Lua error with Lightning knives enabled; I do not have the blades ability yet. And it did block resting; however, I was able to rest on the world map.

I see in the history that lightning blade was healing me, "received 16 healing from Lightning Knives", while fighting anyways. I didn't see any descriptions saying this should be occurring. I don't see it for Fire knives. I do see "received 16 healing" when Ice Knives is enabled. Mind you, my character is currently level 5 (13/17/10/20/14/15)

With ice knives enabled and ice knifes present, "Throw Knife" remains grayed and when mouse hovered says in the description, "You have no throwing knives equiped [SIC]." I have 3/5 points in the talent. (Oops, I missed that Doctornull already mentioned they were not throwable)

In description for Lightning Dash, "Upon" is misspelled mid-paragraph; "Uppon arriving you release remaining charge [. . .]"

In description for Throw Knife, you have "automatically reload 1 knives" instead of "1 knife" and "2 knives."

For that matter, on the levelup/talents page, it says "Throwing knives" for that talent, but the popup when hovering over it says "Throw Knive"; the more common way of spelling is "Throw Knife."

Thank you for the addon, I'm enjoying it so far. One of these days I may even get to try it on a higher level but with my style of playing I seem to keep dying. I really need to cut that out. That, and maybe not play quite so many characters, but that's the altoholic in me. ;)

smithfield
Halfling
Posts: 113
Joined: Wed May 23, 2012 1:19 am

Re: New class: Spell Blade

#35 Post by smithfield »

Log included.

While fighting the Shade.
Something triggered the Wildfire acheivement for >1000000 fire damage.
On line 45975, you'll see this.
There was no sign that I'd come within 5 decimal places of that.

Very big numbers that appear near very small ones makes me think of
division by 'near zero'.
Attachments
te4_log.7z
(161.37 KiB) Downloaded 156 times

Unnamed
Yeek
Posts: 13
Joined: Sun Dec 16, 2018 9:48 am

Re: New class: Spell Blade

#36 Post by Unnamed »

Thanks for your feedback. I fixed most of the bugs.
Doctornull wrote:- Sometimes talents seem to shut off randomly, like Ice Shield shut off when I put on shoes.
Ice Shield is deactivated when a shield is swapped or equipped (I found a way to reactivate it instantly when a shield is taken off). I just forgot to check whether the object is a shield or not...
Doctornull wrote:I get why you'd start with the Mastery talent, but it's pretty awful to get Enervation and have it non-functional because the thing it keys off of is at tier 2.
The t1 now gives the sustains with mastery 1.0 and the t2 improves the sustains and increases the mastery.
Doctornull wrote:On the subject of the sustains, a thing I noticed is that you're blocking use of sustains, so I have to deactivate one blade/knife skill before activating another.

You can look at Alchemist infusions for a better model: the sustain_slots property.
I did not knew about sustain_slots. Thanks for the hint.
Doctornull wrote:Another strange bug: sometimes when approaching enemies (just walking towards them) my mana decreased. I saw no indication of why. This only happened when I had Lightning Knives enabled, but the quiver was full and they shouldn't have been costing me mana.
I can't reproduce this. Also I don't see a reason why it could happen as it is checked first whether the quiver is full or not.
Laughmore wrote:I see in the history that lightning blade was healing me, "received 16 healing from Lightning Knives", while fighting anyways. I didn't see any descriptions saying this should be occurring. I don't see it for Fire knives. I do see "received 16 healing" when Ice Knives is enabled. Mind you, my character is currently level 5 (13/17/10/20/14/15)
I can't reproduce this. Maybe Lightning Knives procs something that heals you?

Doctornull
Sher'Tul Godslayer
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Joined: Tue Jun 18, 2013 10:46 pm
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Re: New class: Spell Blade

#37 Post by Doctornull »

Unnamed wrote:Thanks for your feedback. I fixed most of the bugs.
Doctornull wrote:- Sometimes talents seem to shut off randomly, like Ice Shield shut off when I put on shoes.
Ice Shield is deactivated when a shield is swapped or equipped (I found a way to reactivate it instantly when a shield is taken off). I just forgot to check whether the object is a shield or not...
I didn't wear a shield.

Ice Shield just shut down randomly, and Elemental Shield also shut off randomly, while I had a sword and dagger equipped.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Laughmore
Wayist
Posts: 26
Joined: Wed Oct 24, 2018 3:56 am

Re: New class: Spell Blade

#38 Post by Laughmore »

Hi!

I no longer see the heals from lightning blade anymore either.

After your latest update downloaded, I rolled a new char.

Ice knives generate, yeah!.

Trying to throw one (pressing keyboard shortcut for Throw Knive) throws an error

Code: Select all

 
Lua Error: /engine/interface/GameTargeting.lua:133: /engine/interface/ActorTalents.lua:162:
/data-spell-blade/talents/spells/blade-conjuration.lua:78: attempt to index local 'proj' (a nil
value)
stack traceback:
/data-spell-blade/talents/spells/blade-conjuration.lua:78: in function
</data-spell-blade/talents/spells/blade-conjuration.lua:71>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:160: in function </engine/interface/ActorTalents.lua:149>
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:133 fct
At /engine/interface/GameTargeting.lua:139 targetMode
At /engine/interface/GameTargeting.lua:208 accept
At /engine/interface/GameTargeting.lua:215 fct
At /engine/interface/PlayerHotkeys.lua:317
At /engine/KeyBind.lua:230
Reproduces every time I have ice knife active and 'click' (by keyboard shortcut or mouse click) Throw Knive.

In the case of a mouse click, the stack trace under "GameTargeting.lua:133 fct" changes to show it coming from a mouse click. Above remains the same for both.

Unnamed
Yeek
Posts: 13
Joined: Sun Dec 16, 2018 9:48 am

Re: New class: Spell Blade

#39 Post by Unnamed »

That's strange. I'm pretty sure Ice Knives worked when I initially implemented them. Anyhow, it's fixed now in v2.0.3.
Doctornull wrote:Ice Shield just shut down randomly, and Elemental Shield also shut off randomly, while I had a sword and dagger equipped.
Elemental Shield shuts off if the blade enhancement talent is switched. Ideally it would stay active and the bonus will be updated after a new blade enhancement talent was activated, but unfortunately callbackOnTalentPost is called before the sustain is applied.

Laughmore
Wayist
Posts: 26
Joined: Wed Oct 24, 2018 3:56 am

Re: New class: Spell Blade

#40 Post by Laughmore »

Hi!

Thanks! All three knives are now working.

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: New class: Spell Blade

#41 Post by Recaiden »

I enjoy this class so far.

Feedback
  • There's no reason for Eldritch Combat and Blade Enhancement to both give damage conversion into your chosen element, since they're both passives and the numbers are small. I would put all the conversion into Eldritch Combat. On-hit elemental damage and bonus critical chance is perfectly fine as a 2nd talent.
  • Crushing Blade taking a turn and doing nothing but give penetration feels bad. Maybe make it instant, or have it do something else as well (like anorithil's Totality)
  • Arcane Capacity has strange scaling. The first point gives less regen than points 2-4
  • You could make the Throwing knives much easier to read by having just one stat block and then saying 'Fire Knives do X additional damage, Ice Knives have 2 additional capacity, and Lightning Knives have 1 extra range'
  • Since Combat casting projects an offhand attack, why not just make the throwing knives use the stats of your main weapon?
  • Arcane Overload's Lightning effect is too strong early on.
  • Retaliation Shield should perhaps say that it's affected by Shielding.
  • Typo in Flare Blade 'thorugh -> through'
  • Wind Slicer refers to Knive Swirl which appears not to exist (an old name for this talent?)
  • Blazing Whirlwind, Blade Storm, etc. - all of these talents give you a damage bonus if you ahve the matching enhancement active, and they all give different amounts. Just make it 20% across the board, for both the weapon damage and the magic damage, for all elements.
  • Physical resist is stronger than most. I recommend changing Elemental Shield to Fire + Light (for sun magic), Cold + Darkness (for undead), and Lightning + Acid (for alchemists, I suppose)
  • Ennervate does too much - six effects in one talent? I might just leave out the knife buffs.
  • Frost Edge alone has a 2-hander penalty, but it's a dual weapon talent. Leave Ogres alone!
  • Retaliation Shield's description is very unclear.

Unnamed
Yeek
Posts: 13
Joined: Sun Dec 16, 2018 9:48 am

Re: New class: Spell Blade

#42 Post by Unnamed »

I just uploaded a new version.
Thanks for your feedback!
Recaiden wrote:Crushing Blade taking a turn and doing nothing but give penetration feels bad. Maybe make it instant, or have it do something else as well (like anorithil's Totality)
It gives you quite a lot resistance penetration. It should be sufficiently useful. I made it instant for now.
Recaiden wrote:Arcane Overload's Lightning effect is too strong early on.
I'm not sure about this. It cancels the debuffs that do lightning damage over time and it's only useful against bosses when many enemies are nearby to apply the debuffs. Maybe I just should reduce the max damage and increase it with talent level.
Recaiden wrote:Wind Slicer refers to Knive Swirl which appears not to exist (an old name for this talent?)
Right, I changed the name of the effect to the same as the talent.
Recaiden wrote:Blazing Whirlwind, Blade Storm, etc. - all of these talents give you a damage bonus if you ahve the matching enhancement active, and they all give different amounts. Just make it 20% across the board, for both the weapon damage and the magic damage, for all elements.
I changed the weapon damage bonus to flat numbers instead of a fraction of the talent's weapon damage.
Recaiden wrote:Physical resist is stronger than most. I recommend changing Elemental Shield to Fire + Light (for sun magic), Cold + Darkness (for undead), and Lightning + Acid (for alchemists, I suppose)
I'll try this combinations now.
Recaiden wrote:Ennervate does too much - six effects in one talent? I might just leave out the knife buffs.
Maybe I'll split this into two talents and add the knife buffs to a new category but I'd rather keep it as it is right now.
Recaiden wrote:Frost Edge alone has a 2-hander penalty, but it's a dual weapon talent. Leave Ogres alone!
Actually the penalty is applied when wielding no off-hand weapon. I updated the descriptions.
Recaiden wrote:Retaliation Shield's description is very unclear.
I changed the talent to absorb all incoming damage and updated the description.

Laughmore
Wayist
Posts: 26
Joined: Wed Oct 24, 2018 3:56 am

Re: New class: Spell Blade

#43 Post by Laughmore »

Hi!

Blade Enhancement's description is blank.

Still enjoying the class :)

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