Arcanum Class Pack v2.3

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HousePet
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Re: Arcanum Class Pack v2 Enchanter beta 2 available

#436 Post by HousePet »

Oh, I forgot I had dropped Fire Alchemy... :oops: Hmm there isn't much in the way of early game blasty spells then. Could add a new category? Not sure, might be worth focussing on the weapon damage aspects. Which definitely means unlocking Staff Combat, so it shall be done.

I wasn't actually expecting people to build strength with this class initially, but then I found out that they would, just for the extra weapon damage from physical power (in case you aren't aware of this, physical power boosts all weapon damage, including staff and mindstar damage). The requirement reduction is to make it more flexible, so you aren't forced to build strength if you don't want to.

Would you be able to do anything useful with class points with low magic? Building around just Staff Combat seems a bit weak. I guess you can cover the requirements with a little spending in magic and some stat boosting items. Arcane Smite and Flying Weapon might do similar damage with high strength and low magic to high magic and low strength. Maybe and advanced arcane combat class category using strength or magic as requirements?
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marshmallowpeep
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Re: Arcanum Class Pack v2 Enchanter beta 2 available

#437 Post by marshmallowpeep »

I went and looked up the formula on the wiki. All the stuff I say next is assuming the wiki isn't wrong or out of date.

Truth be told, I've been mostly ignoring strength with the enchanters I've been testing with and doing fine. If I recall correctly, after gear and everything, I have about 30 strength and about 70 magic. I have 58 effective physical power. To my understanding, I need six more raw physical power to reach 60 effective physical power, at which point I'll need four more raw to get one effective power. If I understand the formula correctly, since I use ~100% magic for damage, one point of magic is going to equal about one point of effective physical power, making magic three times as good as strength for now, until I get a little more strength, at which point magic will be four times as good. So yeah, strength helps damage, but it's a pretty distant second so long as I can get more magic instead.

I expect, if I were to continue my current enchanter, after capping magic I'd cap constitution, and then strength, with left over in willpower. Maybe switch strength and willpower, I'm not sure.

I was just throwing out the "enable low magic staff" thing as a way to make the tree seem less redundant to me. Not necessarily as something directly related to enchanter. Seems like if you're gonna make a strength based copy of a talent tree that already exists, you may as well make it full on strength based. Really thinking about it, I'm not sure converting staves from magic to strength would make a huge difference one way or the other to this particular class, especially as compared to the way it currently is, where the mastery requires a ton of strength anyway. You'd probably do more damage early game, since you'd be pumping that physical power before diminishing returns have kicked in so hard. You'd ultimately wind up capping both either way, but it would make the process of deciding what gear to wear and whatnot different.

Strength based staff damage would enable more weird builds for other classes through the use of angolwen tokens though. I've always wanted to try a staff wyrmic.

I prefer this class as weapon based. There are already so many blasters. Not that it would bother me if you did add a low level blasty tree of some sort, I just probably wouldn't use it.

I like the idea of a strength or magic advanced tree. I always like more trees.

HousePet
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Re: Arcanum Class Pack v2 Enchanter beta 2 available

#438 Post by HousePet »

How about I move Arcane Smite to a magical weapon combat category and place a talent in Ordered Hedgemagic slot 1 that gives you access to the various attack rune abilities, but without the curing effects.
eg:
Lesser Runes: passive. Similar to Trap Mastery, but grants access to attack runes with no curing effects. All of these inflict runic saturation, take a turn to cast and place all lesser runes on cooldown, but also benefit from Quicken Incriptions and Inscription Mastery.
Lesser Runes
Rank 1 - Lesser Magic Missile: Arcane bolt.
Rank 2 - Lesser Heat Beam: Fire Burn beam.
Rank 3 - Lesser Biting Gale: Cone of cold/wet/freeze.
Rank 4 - Lesser Lightning: Beam of lightning.
Rank 5 - Lesser Acid Wave: Cone of acid/disarm.

Although, I was going to make the magical weapon combat category locked, which would mean you no longer start with Arcane Smite. So you would only have Flying Weapon and Blunt Thrust as early non bumping options.
My feedback meter decays into coding. Give me feedback and I make mods.

marshmallowpeep
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Re: Arcanum Class Pack v2 Enchanter beta 2 available

#439 Post by marshmallowpeep »

I like the rune idea. Getting multiple talents for the price of one is cool. Not having arcane smite to start would probably be fine; I've been playing mostly ranged using channel staff and flying weapon. As much as Arcane Smite does a ton of damage, the knockback makes it kind of hard to use as a primary damage talent since there's only one in class mobility talent that I'd prefer to keep available for escaping. Of course, the knockback is incredibly useful when it's relevant, which is more likely early on, but it'd still probably be okay.

Orangeflame
Thalore
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Re: Arcanum Class Pack v2 Enchanter beta 2 available

#440 Post by Orangeflame »

For lesser runes, Lesser Biting Gale should be the fifth rune (making acid wave fourth and lightning third). The full rune was never very useful as a status-clearer, and most of it's power comes from the 'wet' effect and freezing, which the Lesser rune keeps.
When in trouble / or in doubt / run in circles / scream and shout.

HousePet
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Re: Arcanum Class Pack v2 Enchanter beta 2 available

#441 Post by HousePet »

Okay, rearranging to:
Lesser Runes
Rank 1 - Lesser Magic Missile: Arcane bolt.
Rank 2 - Lesser Lightning: Beam of lightning.
Rank 3 - Lesser Heat Beam: Fire Burn beam.
Rank 4 - Lesser Acid Wave: Cone of acid/disarm.
Rank 5 - Lesser Biting Gale: Cone of cold/wet/freeze.

Currently working on changing Enchanted Pommel Gem to read some specific properties from a new table on each gem. That makes it easier for artifact special effects, custom gems from addons and displaying what the gem will do on the gem.
My feedback meter decays into coding. Give me feedback and I make mods.

marshmallowpeep
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Re: Arcanum Class Pack v2 Enchanter beta 2 available

#442 Post by marshmallowpeep »

Did some Alchemist stuff.

I don't know if you can do anything about this, but if you give a golem a magic missile rune it'll use it even if you're between the target and it, and shoot you in the back. It will also use it when enemies are out of range.

Poison Coat doesn't seem to do anything. Doesn't give the golem a buff when I hit it with a bomb while the poison sustain is on.

When I open my journal after using potioncraft, I get the attached lua error.

Okay, so this one is weird and it might have been caused by another addon (most likely Grayswandir's weaponry) because I haven't been able to reproduce it with no other addons enabled. The vast majority of ritual blades say "Mastery: Dagger" and have an APR accuracy bonus, but once in a while I'll find one that doesn't say the bit about "Mastery: Dagger" and has a proc damage accuracy bonus instead. I don't think it's related to any egos. The one I remember for sure was "of massacre" and another one I remember seeing was definitely not massacre.
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HousePet
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Re: Arcanum Class Pack v2 Enchanter beta 2 available

#443 Post by HousePet »

I'm fine with blaming Grayswandir :)
That should only interfere with mastery talents though, not the accuracy effect.

Damn bugs!
My feedback meter decays into coding. Give me feedback and I make mods.

grayswandir
Uruivellas
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Re: Arcanum Class Pack v2 Enchanter beta 2 available

#444 Post by grayswandir »

Actually, that does sound like my fault. Don't know why it's failing, though.

What addons specifically are you using?

Code: Select all

for i, e in ipairs(loading_list) do
  -- Hack all ritual blades to use their own talented field
  local combat = e.combat
  if e.subtype == 'ritual blade' and g.get(e, 'combat', 'talented') == 'knife' then
    e.combat.talented = 'ritual-blade'
    e.combat.accuracy_effect = 'staff'
  end
end

Code: Select all

_M:addCombatTraining('ritual-blade', 'T_KNIFE_MASTERY')
_M:addCombatTraining('ritual-blade', 'T_GRAYSWANDIR_MAGIC_WEAPONS_MASTERY')
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. :)

HousePet
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Re: Arcanum Class Pack v2 Enchanter beta 2 available

#445 Post by HousePet »

Oh, if you wanted the ritual blades to have their own slot in the masteries table, you only had to ask.
Not sure why you are altering the accuracy bonus though.
My feedback meter decays into coding. Give me feedback and I make mods.

marshmallowpeep
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Re: Arcanum Class Pack v2 Enchanter beta 2 available

#446 Post by marshmallowpeep »

I don't recall which other addons were active at the time I noticed this before, but I just reproduced with only Arcanum and Weaponry. It's pretty easy, just make a new guy who starts in trollmire and run to Derth and look in the dagger shop.

With just Arcanum, ritual blades are mostly like normal daggers. The only difference is lower base damage and using magic rather than strength.

With Arcanum and Weaponry, most of them are as described above, but one or two have the staff accuracy bonus, and are lacking the yellow Mastery: Dagger Mastery text below the damage type that most weapons have. I don't know if that actually has any effect on which masteries will work with the weapon.

I don't know the first thing about coding, but I see the phrase "staff accuracy bonus" in the code you quoted there. Are ritual blade supposed to have the staff accuracy bonus? They don't with just (this new beta) arcanum installed, and the only rarely do with arcanum and weaponry.

My initial thought was that it's just an ego that changes the accuracy bonus, but I don't think that's the case because it doesn't seem linked to any particular egos.

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

Re: Arcanum Class Pack v2 Enchanter beta 2 available

#447 Post by grayswandir »

HousePet wrote:Not sure why you are altering the accuracy bonus though.
You know, I'm not entirely sure either. I guess I thought it was a good idea at the time?


This is using the version posted about a page back?
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. :)

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

Re: Arcanum Class Pack v2 Enchanter beta 2 available

#448 Post by grayswandir »

Alright, I think that the problem's on your end. The debug menu had iron ritual blades listed 4 times, so I think you're loading the file multiple times and I'm only catching one of them.

Here's how I got around multiple loads in weapons pack:

Code: Select all

  local load_objects = function(name)
    local file = '/data-grayswandir-weaponry/objects/'..name..'.lua'
    if data.loaded[file] and not force then return end
    self:loadList(file, data.no_default, data.res, data.mod, data.loaded)
  end
So you'll want to check data.loaded['filename'] before you call loadList.
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. :)

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v2 Enchanter beta 2 available

#449 Post by HousePet »

Okay, I was wondering how to stop that.
My feedback meter decays into coding. Give me feedback and I make mods.

marshmallowpeep
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Joined: Wed Mar 12, 2014 10:30 am

Re: Arcanum Class Pack v2 Enchanter beta 2 available

#450 Post by marshmallowpeep »

I'm loving mutation but something funny's going on with the poison beam. It's proccing, but enemies seem to be resisting the poison. In all my uses of it I've seen two enemies, both critters, actually get poisoned, and both of them half resisted it so it only lasted 3 rather than 6 turns.

I'm having a similar issue with Chloroform. Enemies are simply not getting slept by it. No obvious bugs and I think I managed to sleep myself with it before I had bomb immunity, but I can't get it to affect any enemies. I've been trying to get it to work regularly since I unlocked it.

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