Arcanum Class Pack v2.3
Moderator: Moderator
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- Sher'Tul Godslayer
- Posts: 2000
- Joined: Fri May 07, 2004 8:26 pm
- Location: Nahgharash
Re: Arcanum Class Pack v1.9.1
Ideas for arcanum eh? Other then the obvious 'split off angolwen academy to a separate addon so arcanum can be used without borking staff combat', Modify channel staff, or whatever version is in your own trees. Let it work with dual (or tri!) staves.
If I have 2 staves in hand, and I use channel staff, it should hit twice, as I let them have it with BOTH BARRELS! ) Or all 3, in the case of tri-staving via mindslot!
If I have 2 staves in hand, and I use channel staff, it should hit twice, as I let them have it with BOTH BARRELS! ) Or all 3, in the case of tri-staving via mindslot!
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
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- Uruivellas
- Posts: 617
- Joined: Mon Oct 09, 2006 7:47 pm
Re: Arcanum Class Pack v1.9.1
Ordered-Hedgemagic/Ghostly Blade states that it attacks doing 120% (or whatever) weapon and bonus damage, but presently it ADDs this value to the damage, making a total of 220% damage.
I do not know if it is a bug or a feature, but this seems a bit OP for a talent with a 3 turns CD, IMHO.
Either the behavior or the description should be fixed.
I do not know if it is a bug or a feature, but this seems a bit OP for a talent with a 3 turns CD, IMHO.
Either the behavior or the description should be fixed.
Re: Arcanum Class Pack v1.9.1
Whoops, have a free 100% damage on the house(pet). 

My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.9.1
There seems to be a bug with the new version of ToME such that the Academy doesn't work if your Magic attribute is above 30.
Re: Arcanum Class Pack v1.9.1
I thought I had corrected that. Do you have the latest version?
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Re: Arcanum Class Pack v1.9.2
Patched to fix a few things.
Balance tweak to the Academy:
The Academy now charges cash for training. (The materials are just getting expensive)
People who like Staves may be interested in the new Special Offer.
Balance tweak to the Academy:
The Academy now charges cash for training. (The materials are just getting expensive)
People who like Staves may be interested in the new Special Offer.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Thalore
- Posts: 157
- Joined: Sat Sep 14, 2013 9:09 pm
Re: Arcanum Class Pack v1.9.2
The merchant's unique items are bugged. It repeats repeats repeats [...] listing Arcanum/Midnight items until it runs out of room on the list.
When in trouble / or in doubt / run in circles / scream and shout.
Re: Arcanum Class Pack v1.9.2
ARGH!
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.9.2
Tracked and fixed that bug.
Also discovered the Ritual Blade randarts can't be generated.
Also discovered that randart generation pretty bad and found out why rare staves are always useless.
Do we need the merchant bug fixed immediately?
Also discovered the Ritual Blade randarts can't be generated.
Also discovered that randart generation pretty bad and found out why rare staves are always useless.
Do we need the merchant bug fixed immediately?
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.9.2
So, ideas on the main problem from the 1.2 alchemist revamp.
Water alchemy just needs to stay focused on water and poison. No ice or acid, there is a tree for that already. Poison bomb is just fine. The other two might need to go. This tree is probably the best place for a self-heal spell - the heal potion in herbalism has the slight problem of having a cunning requirement on a class that doesn't use cunning for anything else.
Possibly a sustain based on phase changes? Makes fire damage from bombs and alchemist spells have a blind effect effect (steam), cold damage adds slow (freezing), and acid damage gains damage pen (transmutation happening inside target)?
For energy alchemy, I'd say just rename the base game one to lightning alchemy, make glowing orb deal light damage, and you're set. Or rename it to elementary alchemy.
Water alchemy just needs to stay focused on water and poison. No ice or acid, there is a tree for that already. Poison bomb is just fine. The other two might need to go. This tree is probably the best place for a self-heal spell - the heal potion in herbalism has the slight problem of having a cunning requirement on a class that doesn't use cunning for anything else.
Possibly a sustain based on phase changes? Makes fire damage from bombs and alchemist spells have a blind effect effect (steam), cold damage adds slow (freezing), and acid damage gains damage pen (transmutation happening inside target)?
For energy alchemy, I'd say just rename the base game one to lightning alchemy, make glowing orb deal light damage, and you're set. Or rename it to elementary alchemy.
Re: Arcanum Class Pack v1.9.2
I'm playing an adventurer with the latest version of the addon and I can't seem to pick Spell / Temporal. It's just not in the advanced class list. The skill is locked on my sheet and my Magic is at 41. In previous versions this skill was available. Is this a bug or did it get removed?
Re: Arcanum Class Pack v1.9.2
Temporal requires 60 magic.
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- Thalore
- Posts: 151
- Joined: Mon Oct 24, 2011 8:05 pm
Re: Arcanum Class Pack v1.9.2
Bug:
Enchanter
Staff explosion tree
When you switch to a fire elemental staff, the resulting burst damage is way, way to low. Fire burst damage using lvl 2 of the skill and a 2 tier staff was 15....temporal explosion is 59-65.
Think you should go back through all the damage types and test them for damage numbers.
thanks!
Enchanter
Staff explosion tree
When you switch to a fire elemental staff, the resulting burst damage is way, way to low. Fire burst damage using lvl 2 of the skill and a 2 tier staff was 15....temporal explosion is 59-65.
Think you should go back through all the damage types and test them for damage numbers.
thanks!
Re: Arcanum Class Pack v1.9.2
Interesting, they should all do that same damage, it all runs through run formula.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.9.2
Maybe he used it on a Faerros 
