Arcanum Class Pack v2.3

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

Re: Arcanum Class Pack v1.1

#46 Post by HousePet »

Elemental Shield was never a sustain.
(oh and sradac, I've made all the new artifacts have +100 rarity just for you. :P )

Smoke Bomb does still multiply Heat, but only when you don't have an Infusion sustain active.
Text is wrong when it says you need Fire Infusion. Enchanters should be able to do it just fine.
Fire Infusion will increase the spread damage though. (and Burning Wake will leave flames on the ground)

And finally, that bug on Lifebind removal must have been there for ages. Looks like you can't remove points from that talent.
My feedback meter decays into coding. Give me feedback and I make mods.

StarKeep
Uruivellas
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Location: Turtlemire

Re: Arcanum Class Pack v1.1

#47 Post by StarKeep »

So it does. I'm just used to the Smoke-effect not being there if it's active, my bad.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

HousePet
Perspiring Physicist
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Re: Arcanum Class Pack v1.1

#48 Post by HousePet »

Well I did rewrite the smoke effect. :lol:
My feedback meter decays into coding. Give me feedback and I make mods.

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Arcanum Class Pack v1.1

#49 Post by pheonix89 »

Had an idea for you. Atm, fire infusion for alchemists is all kinds of weaksauce since it only improves throw alchemist bomb, which can be improved itself for a much larger boost and doesn't add a status effect or change the damage type. So, I would suggest having it boost ALL the alchemist bomb attack's damages - Shockwave bomb, poison bomb and glowing orb. Also, perhaps having the respective active infusion on ought to boost the damage from poison bomb, glowing orb and liquify.

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

Re: Arcanum Class Pack v1.1

#50 Post by HousePet »

Err...
Fire Infusion boosts the fire spread from Smoke Bomb.
Acid Infusion boosts Liquify and makes it blind.
Lightning Infusion boosts Glowing Orb and makes it daze.
Frost Infusion boosts Crystalization and makes it 100% freeze.

I could make Poison Bomb be boosted by Herbalism is some way I guess.
I just buffed Shockwave Bomb: It does double the gem effect.
My feedback meter decays into coding. Give me feedback and I make mods.

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Arcanum Class Pack v1.1

#51 Post by pheonix89 »

HousePet wrote:Err...
Fire Infusion boosts the fire spread from Smoke Bomb.
Acid Infusion boosts Liquify and makes it blind.
Lightning Infusion boosts Glowing Orb and makes it daze.
Frost Infusion boosts Crystalization and makes it 100% freeze.

I could make Poison Bomb be boosted by Herbalism is some way I guess.
I just buffed Shockwave Bomb: It does double the gem effect.
They do buff the damage as well, er I missed that. Fire infusion is still pointless to have more than one point spent on until you've maxed alchemist bomb itself.
Also, the alchemist protection skill, the one that makes the bombs not hit you or the golem, doesn't appear to be providing its elemental resist boost to the golem properly atm.

Sradac
Sher'Tul
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Re: Arcanum Class Pack v1.1

#52 Post by Sradac »

Enchanter still feel horribly under powered early game. How is this thing supposed to be played? I have Heat and Channel staff...thats it.

Are you supposed to melee like an Arcane Blade? Because even that is hard enough because:
1. You need to pump strength of all things to access the staff combat tree.
2. Your accuracy is pitiful until you pend 50 gold to unlock combat training. Yes there is magnetism, but you dont have it right away and even then it barely gives any accuracy.

I WANT to check out the chaos magic but I can never get a chanter to survive long enough to make use of it.

Also, ordered magic seems really weak and not worth the investment.

Maybe its the name that throws me off, I'm an Enchanter but what exactly am I enchanting? It certainly isnt myself, or my gear, or a companion.

How are enchanters supposed to survive / be built?

Also I DID find some of your artifacts :D

I found the Ring of Clarity on my necromancer, which is pretty cool.
Found the Voltaic Pendant on a Yeek Elementist. It was pretty cool to have 3 chain lightnings (Talent, pendant, and storm gauntlets)
And...I found the snail helm...which made me do a quick 'Wtf..?' :lol:

Kaja Rainbow
Thalore
Posts: 145
Joined: Sun Dec 18, 2011 1:41 pm

Re: Arcanum Class Pack v1.1

#53 Post by Kaja Rainbow »

This is a rather critical post, but I do like some of your ideas. Having the infusion skills apply to more than just the bombs, as well as adding more potion and herbal flavor to the class, and Energy Alchemy has some neat stuff. That said...

Infusions really should be an unlocked tree. All it does is provides passive boosts to other skills, which isn't a very interesting unlock, plus half of the class's class skills are locked off as is--three unlocked class skill trees is rather low (I know it was that way in the original alchemist, but the original alchemist had a severe lack of variety you were trying to remedy with this addon). Also, you seem to have been rather conservative on the range for your talents compared to original alchemist talents which all have a range of at least 6 (Fire Storm excepted). I'd say a bunch of talents should have their range extended to 6, 8, or 10 (and Smoke Bomb possibly should have its range extended to match Heat's). As is, this class looks like it'll trouble against longer ranged mobs unless it invests in the original alchemist talents (i.e. Throw Bomb and Channel Staff).

I'm not sure just how a build based primarily off Water Alchemy is supposed to work with those cooldowns. Fire Alchemy has a similar problem in the original alchemist, really, but it had more long-lasting effects like Fire Storm and Body of Fire. Plus the alchemist was designed around staff channeling while waiting for your other skills' cooldowns, but you've made that a locked tree. So I'm effectively left with passing turns while watching my golem killing things and waiting for cooldowns. It's like the summoner only I don't even get to resummon things. Other caster classes at least can pick up multiple short cooldown abilities, but there's just Throw bomb which as we all know overshadows everything else. In short, you should either shorten the cooldowns and balance around that or unlock staff channeling. Honestly, Herbalism seems a more suitable candidate for a locked tree--it's more supplemental than core capacity stuff.

Not to mention that Poison Bomb is a very escort-unfriendly talent (though I noticed the golem's immune to its poison, and my concern about undead being immune to it seems to have turned out unwarranted). In the end, if you want functional early-game AoE, you're stuck with the bomb tree which really takes away from the variety you were trying to instill.

Overall, the core problem with the fire alchemy tree was that the alchemist doesn't really have enough defense to kill things slowly (via DoTs) and up close. Other caster classes have things like shields and heals (Anothril and archmage) or assorted damage soaking and crowd control (paradox mage and solipsist, though the latter perhaps goes overboard on it). The alchemist only has the one golem, but the golem while extremely useful, still dies rather easily late game, plus it can't always distract everything and often runs off on its own. This has resulted in the famous high offense monobuild of 'throw bombs, channel staff' as the main one. Your water alchemy tree's got similar problems to fire alchemy, only even worse. In the end, with the class design, everything else's supplemental to the bomb and staff trees, and this holds true even in your revised class.

In short, fixing this would take either a substantial reworking of Fire Alchemy and Water Alchemy, or giving the Alchemist stronger survival talents and nerfing bombs, which would make it too similar to other caster classes.

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

Re: Arcanum Class Pack v1.1

#54 Post by HousePet »

Yay feedback! :D

Enchanter:
Supposed to be able to use Channel Staff or melee attack on fodder, with Heat or Ghostly Blade for tougher stuff.
Melee could be too hard to do to start with. Perhaps I should swap Magnetise and Ghostly Blade around?
Hold could do with something extra.
Maybe a passive effect for each point spent in Ordered Hedgemagic.
</rambling>
I hope to add a new category next update based around animating objects.

Alchemist:
Will reduce cooldowns in Water Alchemy next update.
I'm considering adding in a free category point or something to unlock either Infusions or Staff Magic, either at level 1 or after you beat your first boss.
I appear to have neglected to document that the range on Liquify and Poison Bomb increase with dex.
Heat + Smoke Bomb is a functional early aoe.

Both these classes have access to Quicken Inscriptions and Inscription Mastery which should let them get quite a bit of extra survivability from Runes and things. This isn't going to help if nobody lives long enough though. :?

Also, I don't mind critical posts if they are useful.
My feedback meter decays into coding. Give me feedback and I make mods.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Arcanum Class Pack v1.1

#55 Post by Hellcommander »

The last 3 talents on the ordered hedgemaster spell tree should scale with spellpower like most mage skills.

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

Re: Arcanum Class Pack v1.1

#56 Post by Sradac »

Or you could buff ghost blades damage. It dosent seem the really be worth investing in, it only does a little higher than a base melee attack

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

Re: Arcanum Class Pack v1.1

#57 Post by HousePet »

Hmm Magentize does scale with spellpower, but I didn't document that. Will do so.
Hold being a magic based status effect does scale with spellpower.
Arcane Harmony does not. I see no reason not to change that. :)

Ghostly Blade can do up to 3 times base weapon damage. (and will trigger on hit effects)
It does kinda look a bit pointless at low levels. Will adjust.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Arcanum Class Pack v1.1

#58 Post by Sradac »

I got a permanent manaworm in me :( :( :(

I dug up a grave in the old forest, and the wight that came out had that Arcanist void talent that infect with a manaworm. Well, I now have the manaworm inside of me permanently and every turn it tries to tick down I get the following lua error:

Code: Select all

Lua Error: /data/damage_types.lua:25: attempt to index local 'src' (a nil value)
	At [C]:-1 __index
	At /data/damage_types.lua:25 projector
	At /data/timed_effects/magical.lua:1239 on_timeout
	At /engine/interface/ActorTemporaryEffects.lua:76 timedEffects
	At /mod/class/Actor.lua:463 actBase
	At /engine/GameEnergyBased.lua:116 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1054 
 ----------------  Stack Dump ----------------
2: table // 29c5df8
1: table // 29c5df8
--------------- Stack Dump Finished ---------------
Im sad

Also, the Abyssal Shroud effect is now at -7 turns left...blaaahhhhhhh I had a good Arcanist going and now he is broke :(

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

Re: Arcanum Class Pack v1.1

#59 Post by HousePet »

Any sort of cure magical should sort you out.
I've fixed the manaworm issue, and I'm hoping that is how abyssal shroud got negative.
My feedback meter decays into coding. Give me feedback and I make mods.

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Arcanum Class Pack v1.1

#60 Post by StarKeep »

Code: Select all

Lua Error: /data/damage_types.lua:25: attempt to index local 'src' (a nil value)
	At [C]:-1 __index
	At /data/damage_types.lua:25 projector
	At /data/timed_effects/magical.lua:1239 on_timeout
	At /engine/interface/ActorTemporaryEffects.lua:76 timedEffects
	At /mod/class/Actor.lua:463 actBase
	At /engine/GameEnergyBased.lua:116 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1054 
Alright so, met an adventurer party, cast Barrior on myself, and got the manaworm debuff from somebody.

Now, lua errors every turn, and my Barrior spell says 61 turns left, and the number keeps rising, while the manaworm is stuck at 5 turns left.

Going to try and save-scum out of this, but I'll keep the log file in backup in case it could help.

(Savescum successful, log file saved.)
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

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