[1.3.1] Magebow class

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lukep
Sher'Tul Godslayer
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[1.3.1] Magebow class

#1 Post by lukep »

This post is updated to v18 (1.3.1)

Also available on Steam here.

Resurrected from this thread. This still has some work to go before it is a balanced, complete class.

Download Link (current).

Overview:

Birth Stats:
100 HP, +0 Life Rating, +5 dex, +4 mag,

Talent trees:
technique/archery-utility - locked, 1.1 mastery
technique/archery-bow - 1.1 mastery
technique/combat-training - 1.2 mastery
cunning/survival - 1.0 mastery
spell/conveyance - 1.0 mastery
spell/phantasm - 1.0 mastery
spell/divination - locked, 1.0 mastery
spell/arrows - 1.3 mastery
spell/bowcasting - 1.3 mastery
technique/charged techniques - 1.3 mastery

Talents:
Shoot
Mighty Arrows
Power Shot
Phase Door
Magical Draw
Combat Accuracy

New talent tree overview:

Arrows

Mighty Arrows
- Adds damage and crit multiplier to every shot
- Adds about 20-100% crit chance to power shot
- Charged techniques cost double stamina, half mana.
- Changes disabling shot to a stun
- Makes area shot a cone, like scatter shot or warshout
- Makes Special Shot a melee attack with your arrow, which gets faster, range 3, instant, and then immunity to retaliation as you level it.

Ethereal Arrows
- Deals 50-100% mind damage to a target that you miss, and chance to not consume ammo
- Charged Techniques have reduced cooldown as you level it and half resource costs
- Power shot pierces enemies
- Changes disabling shot to a blind
- Makes area shot a rad 10 burst, like volley of arrows
- Special Shot is a controlled phase door that makes you invisible for a few turns and leaves behind a decoy. Still needs improvement.

Elemental Arrows
- adds "elemental" damage on hit. Some of it is split fire/lightning/cold/acid, the rest is whatever did the most damage
- Charged Techniques cost half stamina, double mana.
- adds a rad 1 burst to Power Shot
- Changes disabling shot to confusion
- Changes area shot to 4 individually targeted arrows, one of each element.
- Special Shot explodes in a ball for elemental damage. Leveling this makes it deal damage in the best element, gain range 7, and penetrate resists. Still needs a Level 5 bonus.

Magical Throw
- replaces your bow for the purposes of archery, allowing you to wield other weapons.
- gives increased crit rate and attack speed based on spell crit and spell speed.
- Can probably get more powerful than regular bows.

Bowcasting

Magical Draw:
- + (3-15)% physical and spell crit rate, Swap 10-50 STR dammod for MAG for bow damage,

Dexterous Casting
- increase spell casting speed by 20-100%

Magical Feed
- 0.07-0.33 mana regen, and also moves stamina or mana to the lower pool, removing (raw talent level) from the higher one and adding (effective talent level) to the lower one every turn.

Wind Flow
- decreased incoming projectile speed, increased outgoing projectile speed.

Charged Techniques

Power Shot:
Steady Shot clone. This also gets bonuses from whichever arrow sustain is active

Disabling Shot:
Disables enemy for a while. Duration based on talent level, type of effect based on sustain.

Area Shot:
AoE attack. Changes quite a bit based on sustain.

Special Shot:
Unique to each sustain. Ethereal still needs all the bonuses for leveling up, and Elemental needs one more.

To Do:
- playtest more.
- Code in bonuses for Ethereal/Special Shot and Elemental/Special Shot.
- New tree? Marking Shot (negates stealth, blindness etc.), Homing? Velocity? shot, Kiting (get Wild Speed after shooting), Persistent Arrows (Arrow bonuses remain for 1-5 turns after disabling)

- talent concept: blindfire: Sustain that has a (25-50%) chance every turn to shoot at one unseen (stealth, invisible, in darkness, player blinded) enemy in (LoS and archery range) as a free action at reduced damage (30-60%). Miss chance unaffected by stealth, produces message with monster name (eg. Bob blindly fires at dread!), and cosmetic particle effect on reach. Moderate/high cost, tier 4.
- blink-shot: Teleport, shoot, then teleport back.

Download Link (current).
Last edited by lukep on Sat Jun 06, 2015 10:24 pm, edited 16 times in total.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

phantomglider
Archmage
Posts: 372
Joined: Fri Jan 20, 2012 12:13 am

Re: Magebow class

#2 Post by phantomglider »

Tried this out a bit, looked through the code some. First impressions:

1. The Spell/Arrow skills don't function at all. I don't know why.

2. The Bomb skills don't really seem very...bomb-like. Except for maybe Cursed Bomb and Echoing Bomb, they all feel more like just magically enhanced arrows. Probably needs a rebranding or a rework. Also, it would be nice if the burst ones displayed a damage area around the target. Maybe look at Volley of Arrows for the code for this?

3. The Cursed Bomb throws an error when you try to use it:

Code: Select all

Lua Error: /engine/interface/GameTargeting.lua:112: /data/talents/spells/bombs.lua: attempt to index field 'DamageType' (a nil value)
At [C]:-]
At [C]:-] error
At /engine/interface/GameTargeting.lua:112 fct
At /engine/interface/GameTargeting.lua:118 targetMode
At /engine/interface/GameTargeting.lua:232 targetMouse
At /mod/class/Game.lua:1522 fct
At engine/Mouse.lua:48
I don't know how to fix this.

4. The code you use for the Echoing Bomb alternate-timeline effect is an ugly mess (although functional). This I do know how to fix. It can be replaced with the following:

Code: Select all

		local timelines = math.floor(4 + (self:getTalentLevel(self.T_BOMB_CHARGE) or 0))
		local i=1
		for v = i, timelines do
			if rng.percent(25 + 5 * self:getTalentLevel(self.T_BOMB_CHARGE)) then
				self:project(tg, x, y, DamageType.TEMPORAL, self:spellCrit(bombdam))
				game.level.map:particleEmitter(x, y, tg.radius, "ball_temporal", {radius=tg.radius})
			end

		end
If you want the number of alternate timelines to be capped at 12, as they were in the original implementation, you can replace the first line with

Code: Select all

local timelines = math.min(math.floor(4 + (self:getTalentLevel(self.T_BOMB_CHARGE) or 0)), 12)
Also, the description of Echoing Bomb rounds to the nearest whole number of nearby timelines when it should floor instead. Change the format tag of that description to

Code: Select all

format(bombdam, rad, math.floor(4 + self:getTalentLevel(self.T_BOMB_CHARGE)), (25 + 5 * self:getTalentLevel(self.T_BOMB_MASTERY)))
EDITED for an off-by-one error that was obscured by a rounding error.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Magebow class

#3 Post by lukep »

Revision 1 is out:

- Moved Combat.lua and Archery.lua into the correct locations, fixing the arrow talents
- fixed Cursed Bomb
- fixed echoing bomb description

I didn't use the loop code for echoing bomb, it's still just a list of nearly identical statements.

Download Link.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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

Re: Magebow class

#4 Post by MisiuPysiu »

I'm currently playing the magebow class, doing well on lev. 16. Im running the bowego addon too, course it makes so much more fun to have some different possibilities in gear choice.
Gameplay is fine, the class is not overpowered (what seems to be the problem with most of the addon based classes). But to be true, its to soon to tell if the class is not OP.

What I'm missing is the description, which of the bombs does include in the damage calculation the arrow imbue or any other +damage effects (on bows, on amulets, rings), thats one, and secondly, if there is some friendly fire involved. Echoing bomb does not hurt the player, but cursed bomb does.

But overall - great concept. Keep up the great work!

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Magebow class

#5 Post by lukep »

Revision 2 is out.

Changes:
- Added talent icons to all non-passive talents (functional, though they could look better, esp their colours)
- Changed all descriptions, they now calculate the damage including +damage (eg. + fire damage, + all damage)
- Cursed Bomb no longer hits the caster.

Downlod Link (also in first post) Revision 2 can replace earlier versions without breaking saves.

Thanks for the feedback, it helps me to focus my efforts on the issues at hand.

For the power of the class, I aimed for the average of the other classes for birth, (9 stat points, 4 or 5 birth talents, and 10-12 talent trees (a few locked)) and made the skills about equivalent to other, existing ones. It seems to work quite well to keep the class balanced to the rest of the game.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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

Re: Magebow class

#6 Post by MisiuPysiu »

Hey,

Can we expect a revision of the addon for the b38? It would be great :)

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Magebow class

#7 Post by lukep »

As soon as the mac version of b38 comes out, I'm updating it. (same with the rest of my addons)
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Dude892
Cornac
Posts: 31
Joined: Wed Jan 18, 2012 9:29 pm

Re: Magebow class

#8 Post by Dude892 »

DarkGod please give us the Mac version of b38 so I can try out what looks like an epic addon!!!

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Magebow class

#9 Post by lukep »

Version 3 is out:

Two versions, one for b37 and one for b38 (untested, and invalidates games). b38 version is completely untested.

b37: http://te4.org/games/addons/tome/magebo ... patibility
b38: http://te4.org/games/addons/tome/magebo ... agebow-b38

EDIT 2: b38 version updated, now loads/creates character, the rest is unconfirmed (but should work).
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: [b41] Magebow class

#10 Post by lukep »

Version 4 is out (Link)

Updated to b41. No other changes for now, but some are forthcoming.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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

Re: [b41] Magebow class

#11 Post by MisiuPysiu »

hey Lukep,

Its great, the class has an update to the latest version. Just gave it a run and noticed, the Thermal Arrows Imbue doesn't seem to be triggering at all. I'm not talking about the debuff, I'm talking about the added damage. Am I doing something wrong? I activated the sustain ofc.

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

Re: [b41] Magebow class

#12 Post by Sradac »

Lukep,
I have downloaded the latest version from the addons section for b41. It invalidates my online profile. Any idea why?

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: [b41] Magebow class

#13 Post by lukep »

MisiuPysiu wrote:hey Lukep,

Its great, the class has an update to the latest version. Just gave it a run and noticed, the Thermal Arrows Imbue doesn't seem to be triggering at all. I'm not talking about the debuff, I'm talking about the added damage. Am I doing something wrong? I activated the sustain ofc.
I just tried it, and it seems to be working for me. Is mana still draining from the shots for you? Are you killing enemies before the damage shows up?
Sradac wrote:Lukep,
I have downloaded the latest version from the addons section for b41. It invalidates my online profile. Any idea why?
I would guess I did something wrong with the MD5 checksum. Look out for a new version coming very soon. EDIT: or not...
Last edited by lukep on Fri Jul 20, 2012 3:06 pm, edited 1 time in total.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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

Re: [b41] Magebow class

#14 Post by grayswandir »

lukep wrote:
Sradac wrote:Lukep,
I have downloaded the latest version from the addons section for b41. It invalidates my online profile. Any idea why?
I would guess I did something wrong with the MD5 checksum. Look out for a new version coming very soon.
I believe that you need to set the Module Version Required field on the website to the TOME version (3.9.41) as opposed to the version of the addon. You've been using it to keep track of your addon version.

I'm not 100% sure, though.
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. :)

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

Re: [b41] Magebow class

#15 Post by MisiuPysiu »

I just tried it, and it seems to be working for me. Is mana still draining from the shots for you? Are you killing enemies before the damage shows up?
no mana draining, Im trying to kill a Troll so multiple shots are fired. Without triggering the elemental damage. I will check if it has something to do with other addons getting in way.

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