Beta testing for new class: Fated!

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Beta testing for new class: Fated!

#46 Post by Sradac »

enemies that kill themselves with returned damage from Grace do not yield experience. Makes leveling with a defense based build a bit tough!

nate
Wyrmic
Posts: 261
Joined: Fri Jan 18, 2013 8:35 am

Re: Beta testing for new class: Fated!

#47 Post by nate »

Fated beta 7 up. I made an MD5 this time; I think we're getting to the point where changes to the Wyrdthief are slowing down.

Changed:
-- Projectiles that span sessions will no longer cause errors
-- Enemies that kill themselves due to Serendipity will now grant XP; Serendipity will not cost Fortune unless the attacker hits itself
-- Talents in Fortuitous rescaled to be more in line with similar talents-- Turn the Tables particularly hard-hit, still more effective than Lethality at high Fortune, but about half as strong as it was
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

jayseesee
Higher
Posts: 51
Joined: Fri Dec 21, 2012 12:33 pm

Re: Beta testing for new class: Fated!

#48 Post by jayseesee »

Gave this a try. Concept is solid, it was fun, but if you ignore Fortune at max and just go passives, it gets extremely overpowered. More rogue than rogue with everything. Currently 386 fortune at level 40 (took the +40 luck prodigy) and Passive: 74Def/RDef, 89acc, 87% dodge trap, 47 saves, 13 life regen, 25% crit chance, 25% crit damage, 38% chance for 2757% speed on move, 109% chance not to break stealth, 22 stealth power.
Granted, I didn't NEED all of that, and I think I sunk a cat point into Felicity and Grace, but that's still HUGE.

Also, not quite sure if Dance with Destiny is working as a passive, since it only works for that move. Quite hard to tell.

Other than that, it's not a bad concept, I'd just like to see the fortune aspect be played up. Maybe have it actively drain, but be increased with crits as well? Even though I'm well over 100% crit rate. It being max 24/7 is way too powerful.

Looking forward to seeing this get to be a solid add-on, along with the other two classes!

nate
Wyrmic
Posts: 261
Joined: Fri Jan 18, 2013 8:35 am

Re: Beta testing for new class: Fated!

#49 Post by nate »

Thanks jayseesee. Great to see just how crazy the Fortune values can get-- maybe we'll stomp down with some much steeper diminishing returns. (Come to think of it, I don't think I ever implemented diminishing returns for the Grace talents. I'll get on that.)

There was a period where DoD passive wasn't working; in general, you should see a particle effect and get a message in your log when it hits. It should be working with this next beta version.

Agree regarding the Fortune-- I think right now, so much of your damage comes from talents that require stamina, that the Fortune doesn't change enough. At least for Felicitious builds-- new Disastrous builds should have just enough Fortune that they may have trouble getting rid of it fast enough! (see below).

Anyhow, new Beta version:
--Failure rates on Underhanded Dealing should now be working correctly.
--Dance of Destiny passive should be working again.
--Bluff damage increased slightly
--Many critters have been given immunity to Steal Heart
--Bug where Vetoed was vetoing some of your beneficials, should be fixed
--No more double-dipping XP when bosses kill themselves via Serendipity
--The big news: a new generic tree for those who'd like to play Disastrous wyrdthieves. (Not very compatible with Felicity, sort of an either-or choice.)

I put together a little blog guide at http://te4.org/blogs/nate/2013/04/add-o ... hief-guide. I don't get a chance to play as much as I'd like (usually just boot it up and cheat my way into whatever circumstances I need to test next) so it's hardly an expert's opinion, but I think it might help some players get started.
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Beta testing for new class: Fated!

#50 Post by rexorcorum »

Beta8 Lua errors:

Code: Select all

Lua Error: /mod/addons/fated/superload/mod/talents/disaster.lua:70: attempt to index field 'shadow' (a nil value)
	At [C]:-1 __index
	At /mod/addons/fated/superload/mod/talents/disaster.lua:70 isaBlackCat
	At /mod/addons/fated/superload/mod/talents/disaster.lua:247 checkBlackCat
	At /mod/addons/fated/superload/mod/class/Actor.lua:177 move
	At /mod/class/Player.lua:241 move
	At /engine/interface/PlayerMouse.lua:57 mouseMove
	At /engine/interface/PlayerMouse.lua:129 mouseHandleDefault
	At /mod/class/Game.lua:1740 fct
	At /engine/Mouse.lua:52 receiveMouse
	At /engine/Mouse.lua:90 delegate
	At /mod/class/uiset/Minimalist.lua:2010 on_mouse
	At /engine/LogDisplay.lua:187 mouseEvent
	At /mod/class/uiset/Minimalist.lua:1687 fct
	At /engine/Mouse.lua:52 
Shader delayed load running for	resources
Shader delayed load running for	resources
Lua Error: /mod/addons/fated/superload/mod/talents/disaster.lua:70: attempt to index field 'shadow' (a nil value)
	At [C]:-1 __index
	At /mod/addons/fated/superload/mod/talents/disaster.lua:70 isaBlackCat
	At /mod/addons/fated/superload/mod/talents/disaster.lua:247 checkBlackCat
	At /mod/addons/fated/superload/mod/class/Actor.lua:177 runAI
	At /engine/ai//simple.lua:206 runAI
	At /engine/ai//talented.lua:64 doAI
	At /mod/class/NPC.lua:61 act
	At /engine/GameEnergyBased.lua:131 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1042 
 ----------------  Stack Dump ----------------
2: table // 1735e08
1: table // 1735e08
--------------- Stack Dump Finished ---------------
Shader delayed load running for	resources
... and repeat :)
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

nate
Wyrmic
Posts: 261
Joined: Fri Jan 18, 2013 8:35 am

Re: Beta testing for new class: Fated!

#51 Post by nate »

Thanks rex. Can you tell me the circumstances that caused that? Was it a level change of some sort? (Like Fearscape, Eidolon plane, anything like that?)
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Beta testing for new class: Fated!

#52 Post by rexorcorum »

Here is the full log:

I am testing my graphics so there is high probability that I am braking thing :oops:

EDIT: I was just making a few steps, equipping the initial deck and saw a stone troll, but I was not paying much attention when exactly the first error was triggered
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

nate
Wyrmic
Posts: 261
Joined: Fri Jan 18, 2013 8:35 am

Re: Beta testing for new class: Fated!

#53 Post by nate »

Hmm, having a lot of trouble recreating that-- I've been playing without problem. Anybody else getting this?
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

MisiuPysiu
Archmage
Posts: 379
Joined: Tue Nov 11, 2003 10:54 am
Location: Wroclaw/Poland

Re: Beta testing for new class: Fated!

#54 Post by MisiuPysiu »

I put together a little blog guide
Thats great!
The guide will help new players getting into this class.

Cheers!

Fayd
Halfling
Posts: 85
Joined: Wed Feb 06, 2013 6:04 pm

Re: Beta testing for new class: Fated!

#55 Post by Fayd »

I love the little blog guide! Also, it is some great publicity for the class, being on the front of the webpage for a while!

Keep the feedback coming, it's been very helpful!

nate
Wyrmic
Posts: 261
Joined: Fri Jan 18, 2013 8:35 am

Re: Beta testing for new class: Fated!

#56 Post by nate »

Looking for any ideas regarding Felicity and Grace scaling with Fortune. I've adjusted some of the values, and added diminishing returns to Grace, and made a character with a total of 120 luck (340 Fortune), which is about what to expect from a max Luck/Fortune build. Here's what I've got, with some comments:

Fortuitous: 49 def (this is in comparison to about 44 possible from Dual Weapon Defense)
Good Graces: 77 Accuracy, 74% trap dodge: trap dodge I'm fine with; accuracy at max is higher than that from Combat Accuracy, but Accuracy isn't very important on a class that needs Dex, want to make this worth buying
Charmed Life: +40 saves, 11 life regen: life regen isn't particularly important; compare +40 saves to the typical +35 with things that don't scale
Turn the Tables: 30% crit chance, 30% crit damage: this comes to about +25% damage from the tree, when most trees that do damage tend to cap at about 20%; without max Fortune build, these values are more reasonable, in competition with Lethality without overwhelming it

Dance with Destiny: 565% active, 32% chance of 187% passive; the nature of the passive means that you get average speed of 1/((1-chance)+(chance)*(1/speed)) which comes out much lower
Caution: 19 stealth power, 34% chance not to break stealth; compare to stealth, with maxes out at 69 power if I'm not mistaken, and 68.5% chance from unseen actions at max; nature of caution means it doesn't exactly stack with unseen actions, chance with both maxed is 79%.

Looking for feedback on these numbers; they're about what I think they ought to be for a player that wants to max Fortune, Luck, Grace, Felicity and play that way-- it does involve a considerable investment in talent points, generic points, magic stat, and a prodigy, hopefully isn't stepping on the toes of basic Rogues.
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

nate
Wyrmic
Posts: 261
Joined: Fri Jan 18, 2013 8:35 am

Re: Beta testing for new class: Fated!

#57 Post by nate »

Apologies for bugs in release 8. Somehow I missed them. I believe they should be fixed-- at least, what I did change should work, and I'm not recreating them.

New upload, version 9.
--Will no longer error on new character
--Reduced chance of redirection with Master of Disaster, it was way buggy high
--Decks of Legerdemain will now adjust projectile speed appropriately
--Talents in the Grace tree now gain diminishing returns from high Fortune
--Reduced chance of acting without breaking stealth from Caution
--Reduced defense bonus from Fortuitous
--Added power of effect to description for Stolen Luck timed effect
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: Beta testing for new class: Fated!

#58 Post by spiralrazor »

Take what people say with a grain of salt...you dont want to wind up overgimping things based on player feedback...Thats a grave mistake developers literally do all the time. Take things under advisement, but dont implement drastic changes on anyones say so.

nate
Wyrmic
Posts: 261
Joined: Fri Jan 18, 2013 8:35 am

Re: Beta testing for new class: Fated!

#59 Post by nate »

beta 10 released:

--many thanks to the peerless rexorcorum for several artifact deck graphics, as well as a new card front!
--deck randarts implemented, rewrite of deck code for maintainability
--adjusted rarity, greater/lesser, cost of deck egos
--decks made slightly more rare
--Underhanded Dealing will no longer break stealth
--rebalance of several talents in disaster (reduced max effects from Master of Disaster and Unlucky for Some combined with more linear scaling by TL and DR from target's bad Luck)
--black cat will now recognize that you've crossed your own path diagonally
--way that black cat indexes black cat tiles changed
--Disaster tooltips will now refer to -50 Luck instead of 0 Luck (should be more obvious to peeps)
--some changes to starting points should make your Trollmire experience more convenient
--no talents in felicity may be unlearned
--stealth category mastery reduced to 1.0 so as to not step on any rogue toes (they have big feet)
--may no longer drain luck/fortune on the world map with Bearer of Bad News
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Beta testing for new class: Fated!

#60 Post by ajfluffy »

on using Impossibly Lucky

stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:151: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/GameTargeting.lua:114: /engine/interface/ActorTalents.lua:151: /data-fated/data/talents/fortune/gambler.lua:85: attempt to call field 'getDamMult' (a nil value)
stack traceback:
/data-fated/data/talents/fortune/gambler.lua:85: in function </data-fated/data/talents/fortune/gambler.lua:61>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:146: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:114 fct
At /engine/interface/GameTargeting.lua:120 targetMode
At /engine/interface/GameTargeting.lua:234 targetMouse
At /mod/class/Game.lua:1701 fct
At /engine/Mouse.lua:52 receiveMouse
At /engine/Mouse.lua:90 delegate
At /mod/class/uiset/Minimalist.lua:2010 on_mouse
At /engine/LogDisplay.lua:187 mouseEvent
At /mod/class/uiset/Minimalist.lua:1687 fct
At /engine/Mouse.lua:52

Post Reply