[1.0.4] Arcane Ascetic (playable beta)

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Doctornull
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[1.0.4] Arcane Ascetic (playable beta)

#1 Post by Doctornull »

This addon is obsolete. Please get the Nullpack addon for the final version. Thanks!



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The arcane Ascetic trains body and mind to gain enlightenment and deliver butt-kicking.

This class is based around Staff combat, supplemented by martial training and utility magic. It's got access to Stamina-based Cunning and Dexterity techniques, plus all sorts of Mana-based "utility" magic, but not much in the way of direct attack magic.

It's sort of an arcane Monk class, so it somewhat overlaps with the Shadow Blade in ability choice, but the focus on the Staff and different magic choices ought to make it play very differently, even if both of them can be stealthy bastards.

Link at the bottom. This is a playable beta!

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"I came here to kick butt and gain enlightenment... and I'm all outta enlightenment."

Download here: http://te4.org/games/addons/tome/arcane-ascetic

Current Class Talent Trees:
  • Spells/Phantasm
  • Spells/Temporal
  • Cunning/Dirty Fighting
  • Cunning/Tactical
  • Technique/Mobility
  • Technique/Combat Techniques
  • Technique/Combat Veteran
Locked:
  • Spells/Meta
  • Cunning/Steralth

General Talent Trees:
  • Spells/Conveyance
  • Spells/Divination
  • Spells/Staff Combat
  • Technique/Field Control
  • Technique/Combat Training
Locked:
  • Spells/Aegis
  • Cunning/Survival
  • Technique/Conditioning
Starting Talents:
  • Weapon Combat (the accuracy one)
  • Channel Staff
  • Staff Mastery (technically illegal but necessary)
  • Defensive Posture (also technically illegal, but not overpowered)
  • Blunt Thrust (yet again technically illegal, but very weak)
  • Hack'n'Back
How it Plays:
I've tested this out a bit as a Halfling and as a Skeleton.

- Between the stun-lockdown talents Blunt Thrust and Dirty Fighting, the Ascetic can play a bit like a stunlock Berserker, but a little weaker. Neither of these talents has the duration/cooldown scaling of the Berserker's Stunning Blow. That's fine: the Berserker doesn't have options like Disengage, Hack'n'Back, or Phase Door, nor can the Berserker easily use ranged attacks.

- As a ranged attacker, the Ascetic is adequate. He's able to quickly change damage types to exploit a weakness of his target, and he's often able to choose his range, but he lacks staying power. His attack spell is expensive for his tiny mana pool, and his reliance on Dex/Mag/Cun means he can't buy up Will if he wants to use his cool toys early.

- As a skirmisher, the Ascetic shines. The staff attack options are more convenient than the Time Warden's weapon swapping, even if they're somewhat weaker.

- The Ascetic lacks active crowd-control, and this is one of his big weaknesses, but if he can get Cunning / Tactical / Counter Attack up to 3-5 ranks, he's got some decent passive crowd-damage, especially combined with Phantasmal Shield.

- The focus on Dexterity, combined with Blur, Mobile Defence, Tactical Expert and Defensive Posture -- the Ascetic has a nice Defense value. Spells hurt, but he's got access to two kinds of shield spells already unlocked, and the Aegis tree can be unlocked.

- At high levels, his speed and mobility ought to be unmatched. He's got Essence of Speed, Blinding Speed, and Strider, not to mention all his active move-fast talents (Rush etc.). In particular, I'd expect Essence of Speed to combo nicely with Precise Strikes, but oh man that 250 mana sustain is going to hurt during the mid-game. Also, he's got Congeal Time and potentially Slow Motion, so flat-out dodging spells at high levels may be viable. Welcome to the Matrix, Neo.


Future Directions:
The Ascetic needs a custom tree for high-level talents. He's fine at low and mid levels, but I think he's going to fall behind towards the endgame. I'm thinking about:

- Staff Skirmisher: like Reaving Combat, when you cast a spell which takes 1 turn, you make a free melee attack against a random target... or maybe something with Wards:
Advanced Staff Magic / Warding:
1 - Create a Ward (1) for your Staff's current damage type.
2 - Create a Ward (2) for your Staff's current damage type.
3 - Create a Ward (2) for any of your Staff's 4 aspect damage types.
4 - Create a Ward (3) for any of your Staff's 4 aspect damage types.
5 - Create a Ward (4) for any of your Staff's 4 aspect damage types.


Advanced Staff Magic / Offensive Posture (mutually exclusive to Defensive Posture): improve chance to spell and melee crit; when you crit with your staff in melee, make another free attack against a random opponent for (30%-70%) damage.


Advanced Staff Magic / Aspect Harmony: gain resistances based on your Staff's aspect (mage, star, or vile).
Mage: when you suffer Fire, Cold, Lightning or Arcane damage, gain 10%-50% of the damage as mana.
Star: 8-40% blindness immunity; 4-20% resistance to Light, Darkness, Temporal and Physical damage.
Vile: 8-40% disease immunity; when you suffer Fire, Blight, Darkness or Acid damage, chance to remove a random negative condition.


Advanced Staff Magic / Aspect Invocation: when you use the Channel Staff spell, gain a benefit based on the Staff's aspect.
Mage: chain attack to 1-3 additional random enemies within radius 1-3 of the original target; chained attacks inflict 30% of the original attack's damage.
Star: 30%-60% chance to blind, slow or pin the target. At most one effect is checked per attack.
Vile: 30% chance to apply a 2-6 round damage-over-time debuf: burn-stun, insidious poison, acid-burn, or blight-disease. At most one effect is checked per attack.


Edit.001: Fixed file layout bug, file updated.
Edit.002: Firmed up the talent trees, wrote up more extensive notes.
Edit.003: Added random417's idea about Wards; added official download link.
Last edited by Doctornull on Thu Aug 22, 2013 10:09 am, edited 4 times in total.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

HousePet
Perspiring Physicist
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Re: [1.0.4] Arcane Ascetic (please help me debug this)

#2 Post by HousePet »

Can't see anything majorly wrong with it.
However, you don't need the locked = false line
Nor do you need the manasurge rune in copy.
My feedback meter decays into coding. Give me feedback and I make mods.

Doctornull
Sher'Tul Godslayer
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Joined: Tue Jun 18, 2013 10:46 pm
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Re: [1.0.4] Arcane Ascetic (please help me debug this)

#3 Post by Doctornull »

Thanks, HousePet!

My main problem is that it doesn't show up in the Addon screen, nor does the class show up in the New Game menu.

I must've done something dumb somewhere...
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

lukep
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Re: [1.0.4] Arcane Ascetic (please help me debug this)

#4 Post by lukep »

You zipped the folder it was in, not the files themselves. I see from the .DS_STORE files that you are on a mac. To get a properly formatted addon made, select all of the files/folders (data, hooks, init.lua) and right click on them, choose archive (or compress? it's been a while). You will then get a .zip file, and (for other people, it looks like you got this) if you go to properties and change the name there, you can avoid getting filename.teaa.zip instead of just filename.teaa. As for the addon itself, it looks good to me.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Doctornull
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Re: [1.0.4] Arcane Ascetic (please help me debug this)

#5 Post by Doctornull »

lukep wrote:You zipped the folder it was in, not the files themselves.
If that were the case, YOU would not see the files! (You do see them, they are indeed zipped.) The file layout wasn't the issue.

---

Fixed the issue: I put the unzipped folder in my "addons" directory, instead of the .teaa file, and now I can see my class.

Is this something in 1.0.4, where it refuses to allow you to an the addon unless it's registered online?
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Kaja Rainbow
Thalore
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Re: [1.0.4] Arcane Ascetic (please help me debug this)

#6 Post by Kaja Rainbow »

Doctornull wrote:If that were the case, YOU would not see the files! (You do see them, they are indeed zipped.) The file layout wasn't the issue.
You seem to have misunderstood. If the addon files're inside a folder inside a zip, the game won't load it. You need to make sure that the init.lua file and data and hooks folders're directly inside the zip without any folder holding them. Thus, you go inside the tome-ascetic folder, select those files, and then zip them up.

Doctornull
Sher'Tul Godslayer
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Joined: Tue Jun 18, 2013 10:46 pm
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Re: [1.0.4] Arcane Ascetic

#7 Post by Doctornull »

Ah, thanks, that makes more sense. Obviously the files WERE zipped, but there was an extra folder in the way...

The strange thing is, when I unzip the .teaa for WORKING addons, they appear to be in a directory. Maybe my unarchiver is doing me a favor and creating the folder for me.

Following your advice, the .teaa version is working. Thanks!

---

Now to make the class not suck...
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Doctornull
Sher'Tul Godslayer
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Re: [1.0.4] Arcane Ascetic (playable beta)

#8 Post by Doctornull »

Updated top post with notes from play-testing.
This is now playable (in my humble opinion).

I'll try adding the custom talent tree at some point.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

spiralrazor
Thalore
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Re: [1.0.4] Arcane Ascetic (playable beta)

#9 Post by spiralrazor »

Not suck lol?? I just loaded one in and the class has a ton of tools..... Granted, its for the advanced player and has no Stand Out like Rampage, but yeah....its viable already.

random417
Halfling
Posts: 92
Joined: Tue Oct 30, 2012 7:37 pm

Re: [1.0.4] Arcane Ascetic (playable beta)

#10 Post by random417 »

Your class is great sir, lots of fun to play. I'd like to see, as a locked tree, some form of damage mitigation. Either ways to apply dodge chances to spells, or perhaps wards, they're so under used right now. In any case, a higher level defensive tree of some kind. Just my thoughts

Doctornull
Sher'Tul Godslayer
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Joined: Tue Jun 18, 2013 10:46 pm
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Re: [1.0.4] Arcane Ascetic (playable beta)

#11 Post by Doctornull »

spiralrazor wrote:Not suck lol?? I just loaded one in and the class has a ton of tools..... Granted, its for the advanced player and has no Stand Out like Rampage, but yeah....its viable already.
Thanks!

Do you think the current tools enough at high level?

random417 wrote:Your class is great sir, lots of fun to play. I'd like to see, as a locked tree, some form of damage mitigation. Either ways to apply dodge chances to spells, or perhaps wards, they're so under used right now. In any case, a higher level defensive tree of some kind. Just my thoughts
Thanks! That's a great idea, and Wards are underused.

Maybe something like...

Advanced Staff Magic / Wards
1 - Create a Ward (1) for your Staff's current damage type.
2 - Create a Ward (2) for your Staff's current damage type.
3 - Create a Ward (2) for any of your Staff's 4 aspect damage types.
4 - Create a Ward (3) for any of your Staff's 4 aspect damage types.
5 - Create a Ward (4) for any of your Staff's 4 aspect damage types.

This would mean coding specific artifact behavior, but I'm okay with that. Also, these Wards would need to be affected by Aegis... maybe Aegis grants one or two additional Wards, or grants you some % resist all while the Wards are up? I dunno.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

spiralrazor
Thalore
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Re: [1.0.4] Arcane Ascetic (playable beta)

#12 Post by spiralrazor »

Incorrect version numbering

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

Re: [1.0.4] Arcane Ascetic (playable beta)

#13 Post by spiralrazor »

Doctornull wrote:
spiralrazor wrote:Not suck lol?? I just loaded one in and the class has a ton of tools..... Granted, its for the advanced player and has no Stand Out like Rampage, but yeah....its viable already.
Thanks!

Do you think the current tools enough at high level?

random417 wrote:Your class is great sir, lots of fun to play. I'd like to see, as a locked tree, some form of damage mitigation. Either ways to apply dodge chances to spells, or perhaps wards, they're so under used right now. In any case, a higher level defensive tree of some kind. Just my thoughts
Thanks! That's a great idea, and Wards are underused.

Maybe something like...

Advanced Staff Magic / Wards
1 - Create a Ward (1) for your Staff's current damage type.
2 - Create a Ward (2) for your Staff's current damage type.
3 - Create a Ward (2) for any of your Staff's 4 aspect damage types.
4 - Create a Ward (3) for any of your Staff's 4 aspect damage types.
5 - Create a Ward (4) for any of your Staff's 4 aspect damage types.

This would mean coding specific artifact behavior, but I'm okay with that. Also, these Wards would need to be affected by Aegis... maybe Aegis grants one or two additional Wards, or grants you some % resist all while the Wards are up? I dunno.

it would help, yes:). But maybe not tie it to staves so much? Kinda forces you into staves, period..to live:)

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
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Re: [1.0.4] Arcane Ascetic (playable beta)

#14 Post by Doctornull »

spiralrazor wrote:Incorrect version numbering
I think I figured out what you meant, and fixed it. Thanks!
(Could you check if it's correct now?)
spiralrazor wrote:it would help, yes:). But maybe not tie it to staves so much? Kinda forces you into staves, period..to live:)
Well, yeah. :)
In my head this guy is the Arcane Magic Staff Monk.
Staff is fairly integral to that!

Is that a mistake?
What else would he be wielding?
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

random417
Halfling
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Joined: Tue Oct 30, 2012 7:37 pm

Re: [1.0.4] Arcane Ascetic (playable beta)

#15 Post by random417 »

The wards look about right, and I'd say the res all would add to the defensive value of keeping a ward up.maybe at tlvl 5 for the warding talent, you could make command staff instant, so you can get to a ward you need right away.

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