Runic Golem 0.9.3

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minmay
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Runic Golem 0.9.3

#1 Post by minmay »

download

New in 0.9.3 (11 Sep 2013, 01:34):
- Fixed Gem Power giving 100 times the healing modifier it should
- Fixed Gem Power giving permanend blindness/disarm immunity and stats
- Fixed Elemental Strike's effect power

New in 0.9.2 (13 Aug 2013, 18:04):
- Fixed Gem Power giving 100 times the global speed it should for gems in the right eye

New in 0.9.1 (10 Aug 2013, 22:21):
- New category: Might. Features more melee combat techniques.
- Smash now does the correct amount of damage
- Golems now start with 2 gems, a robe, a greatsword, and talents.
- Elemental Beam and Sandstorm particles are slightly less hideous
- Elemental Sphere renamed to Elemental Strike to clarify it being single target
- Elemental Beam and Elemental Strike have more appropriate icons
- New talent: Life Drain (replaces Darkfire Beam). Reduces all of the target's stats and their resistance to the four "vile" elements.
- All Corrupted Golem talent icons redone for consistent colour
- Elementalism and Ruinous now have particles
- Skin infusions now have shaders



Now let's be clear, I think more races/classes/talents is quite the opposite of what ToME4 needs, but someone in the in-game chat (already forgotten who) more or less dared me to "finish" the runic golem race that's been in the code for some 30 versions, so I did.

Since this was made purely out of spite it's wildly unbalanced (I don't even want to think about adventurers getting the gems tree) and a lot of the talents are really boring. Basically no playtesting beyond making sure the talents actually work, you've been warned.

Notes:
- Doesn't hold to the original Runic Golem's stats; doesn't have the alchemist golem trees
- Doesn't change alchemist golems (or any other class) at all
- Should work with pretty much any other addon (one non-disruptive superload of spellCrit in interface/Combat.lua, everything else is hooks/data)
- NOT UP-TO-DATE WITH THE SCALING CHANGES IN 1.0.5
- All graphics are placeholders, some talents are missing particle effects
- People calling you a "None" isn't a bug, that's what your class is called!

Talent list written in about 30 seconds, don't read it:
Race/Runic golem
Overcharge - increase physical power/spellpower/saves for 6 turns, scales with the higher of strength/magic
Repair - heals you and removes physical/mental effects, scales with constitution
Reconfiguration - life/mana/stamina regen and physical save (passive)
Runic Surge - reset rune cooldowns

Technique/Golem combat
Spin - hits all enemies in radius 2
Golem Leap - jumps to a specific square, if it's next to an enemy you get a free attack
Smash - knocks back an enemy 1 square, then pins it there
Great Blow - high damage, stuns + dazes + confuses, 90 stamina cost

Technique/Might (locked)
Mighty Strikes - increases strength and combat speed, but drains stamina when you attack (sustained)
Disrupting Blow - melee attack that disables enemy sustains
Unstoppable Might - bonus APR and physical resistance penetration (passive) (kind of a placeholder)
Tireless - regenerate stamina every time an attack connects (passive)

Spell/Elemental
Elemental Ray - beam split between arcane/cold/fire/lightning, 25% chance to either stun, daze, freeze, or silence
Elemental Sphere - single-target bolt split between arcane/cold/fire/lightning, target is confused, slowed, pinned, or knocked back
Elemental Discharge - releases up to 4 elemental beams at random targets in LOS, can't target the same creature more than once
Elementalism - 5% per level arcane/cold/fire/lightning resistance penetration (sustained)

Spell/Gems - the really gimmicky tree, you can socket any two gems in your eyes
Eye Beams - two individually targeted beams, damage and special effect corresponding to gem hue
Gem Power - resistance/damage bonus depending on hue, as well as other bonuses (e.g. armor for white gems), scales sharply with material level (passive)
Empower Weapon - melee attacks get extra damage depending on gem hue (passive)
Gem Blast - every spell critical causes socketed gems to create explosions, damaging enemies close to you but using up mana (sustained)

Spell/Skin - Skin infusions increase corresponding resistance by a lot, corresponding damage by a little, do damage when hit in melee, and give one additional bonus
Molten Skin - global speed
Frozen Skin - armor bonus, melee hits can freeze the attacker
Electrified Skin - stat bonus, melee hits can daze the attacker
Acidic Skin - life regen bonus, melee hits can disarm the attacker

Spell/Arcana (locked, level 10)
Mana Tap - drain 20% of your life, replenish a percentage of it as mana
Arcane Mastery - increases arcane resistance, spell save, silence immunity, mana regen, max mana (passive)
Eldritch Skin - spellpower bonus, melee hits can silence the attacker
Mana Discharge - drain 75% of your mana, release it as an explosion doing a percentage of it as arcane damage, for every 100 mana drained, targets are spellshocked for one turn and you are cured of a detrimental magical effect

Spell/Earth affinity (locked)
Sandstorm - hideous ice storm copy that blinds things instead of freezing them
Hard as Rock - increases physical save, physical resistance, knockback immunity, armor/hardiness (passive)
Shockwave - physical damage + stun explosion, centered on you
Rock Fragments - cone, does physical damage, inflicts bleeding that also slows

Corruption/Corrupted golem (locked)
Corrupted Strike - melee strike that does blight damage, replenishes vim, and inflicts a disease
Blighted Skin - critical multiplier bonus, drain life damage when hit
Life Drain - reduces an enemy's stats and resistances to acid/blight/darkness/fire
Ruinous - physical+spell critical chance and up to +25% acid/blight/darkness/fire resistance penetration (sustained)
Last edited by minmay on Wed Sep 11, 2013 12:35 am, edited 4 times in total.

ajfluffy
Thalore
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Re: Runic Golem 0.9.0

#2 Post by ajfluffy »

Can't have too many eye lasers I always say.

hamrkveldulfr
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Re: Runic Golem 0.9.0

#3 Post by hamrkveldulfr »

I...I think I love you.

MisiuPysiu
Archmage
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Re: Runic Golem 0.9.0

#4 Post by MisiuPysiu »

Just loaded the addon and looking through the talents.
It looks very, very interesting.
I'm looking forward testing this class.

Cheers:)

StarKeep
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Re: Runic Golem 0.9.0

#5 Post by StarKeep »

Just a heads up, the version inside the init file, is meant to be the version of the game it's designed for, and not the version of the addon itself.
<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

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

Re: Runic Golem 0.9.0

#6 Post by ajfluffy »

Rocky the golem part duex lol.

I love the skin idea. Was gonna do something similar for one of beholder classes.

StarKeep
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Re: Runic Golem 0.9.0

#7 Post by StarKeep »

Think you could give them a couple tier 1 gems in the Arena? If the game doesn't drop any for you, you miss out on one of their key nukes.

Also, overall enjoying the class. You can NEVER have too many beams.
<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

Sradac
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Re: Runic Golem 0.9.0

#8 Post by Sradac »

well. my golem last night had a very abrupt end. The biggest weakness of this guy is the fact that his only way to heal himself and to remove detrimental effects are not only both the same talent, but it is also a fairly long cooldown. Weirdling beast destroyed me, which is crazy because before him nothing even came close to taking me down.

Between his stuns, freezes, and healing, I just couldn't beat him. Maybe either split the effects of the healing into 2 different talents, or have each talent level reduce the cooldown? Or maybe a new stamina based tree something like Golem / Foundations which you can burn stamina / sustain stamina to improve your base survivability?

minmay
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Re: Runic Golem 0.9.0

#9 Post by minmay »

0.9.1 is now available. Changes:
- New category: Might. Features more melee combat techniques.
- Smash now does the correct amount of damage
- Golems now start with 2 gems, a robe, a greatsword, and talents.
- Elemental Beam and Sandstorm particles are slightly less hideous
- Elemental Sphere renamed to Elemental Strike to clarify it being single target
- Elemental Beam and Elemental Strike have more appropriate icons
- New talent: Life Drain (replaces Darkfire Beam). Reduces all of the target's stats and their resistance to the four "vile" elements.
- All Corrupted Golem talent icons redone for consistent colour
- Elementalism and Ruinous now have particles
- Skin infusions now have shaders
Sradac wrote:The biggest weakness of this guy is the fact that his only way to heal himself and to remove detrimental effects are not only both the same talent, but it is also a fairly long cooldown.
Why not get some heat beam and frozen spear runes, then? By the way, talent level already reduces Repair's cooldown.

jayseesee
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Re: Runic Golem 0.9.1

#10 Post by jayseesee »

Red gem in right eye is giving +100% global speed/tier, not +1%.

darkgod
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Re: Runic Golem 0.9.1

#11 Post by darkgod »

Very nice !

I'll someday ponder stealing it :)
Now let's be clear, I think more races/classes/talents is quite the opposite of what ToME4 needs
BTW, why?
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Sradac
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Re: Runic Golem 0.9.1

#12 Post by Sradac »

probably cause we want our steampunk orcs already!

minmay
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Re: Runic Golem 0.9.1

#13 Post by minmay »

darkgod wrote:
Now let's be clear, I think more races/classes/talents is quite the opposite of what ToME4 needs
BTW, why?
Because there are already too many :P
jayseesee wrote:Red gem in right eye is giving +100% global speed/tier, not +1%.
Good god. That'll teach me to write code right after having surgery. Fixed.

Crim, The Red Thunder
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Re: Runic Golem 0.9.1

#14 Post by Crim, The Red Thunder »

minmay wrote:
darkgod wrote:
Now let's be clear, I think more races/classes/talents is quite the opposite of what ToME4 needs
BTW, why?
Because there are already too many :P
Bite your tongue!

More classes/races/talents = More replayability! The more classes you can play through the game with, the longer you can play without dull repetitiveness setting in!

DarkGod, Aim for 108 new classes! We can never have enough!
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

jayseesee
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Re: Runic Golem 0.9.1

#15 Post by jayseesee »

Yellow gems are doing something funky, I sometimes get +150% heal mod from them. Couldn't quite narrow it down.

Also, I'd like to see gems reclassified somehow. Colors are a bit tricky, I'm not even sure there's a red till garnet. Also some of the damage boosts are useless with their default elemental spells. Like +nature/acid/light and the like will be suboptimal compared to the damages on their main tree. But as this a lark, that's your call about making all colors equally attractive!

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