Wyrmic category additions(W/Plugin)
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Wyrmic category additions(W/Plugin)
With the code freeze soon, I decided I needed to get these suggestions out and coded beforehand, before it would be too late for a while. I've had them kicking around in my head for ages, but a deadline helps motivate, I think.
The fact that I was watching a bunch of people hopefully clamor for newly added Gift categories to go to Wyrmic didn't hurt for motivating me.
http://te4.org/games/addons/tome/wyrmic ... ditions-v1
This plugin is my suggestions for Wyrmic.
Firstly, there's the Acid Drake skills. Acidic Spray, a mindpower based acid projectile with a chance of Disarming the target, rendering their weapon useless, Corrosive Mist, a constant storm-like effect around the user in acid damage that Corrodes(Small Accuracy/Defense/Armor down based on mindpower) enemies around you, Dissolve, four weak strikes in acid damage(With one strike per two talent levels becoming Acid_Blind, giving it a 25% chance to blind), and Corrosive Breath(Standard breath type in disarming acid).
Then there's the Greater Draconic Abilities, the unlockable L10 skillset. This includes Prismatic Slash(Decently strong weapon strike followed by a burst of element, similar to Brandish. Unlike Brandish, the element is randomly chosen from blinding sand, burning fire, ice, dazing lightning and disarming acid. And while it needs a target, the burst will go off even if they don't get hit with the attack.), Venomous Breath(Standard breath stats for range, etc., strong Insidious Poison damage over six turns-doesn't sound that great, but the damage/healing lower is very strong), Wyrmic Guile(+4 Cunning/+10% Knockback resistance/+5% Blind and Stun resistance, passive.) and Chromatic Fury(+0.5% resistance to Physical, Fire, Ice, Lightning, Acid, +4% resistance piercing and +2% damage in those elements per level, passive.).
All of them have talent icons, particle effects, etc., done for them(not that I needed a lot of unique particle effects, admittedly), and included is a (unused in the plugin) Acid Drake monster file with Acid Drake skills. The only thing I didn't do was make tiles for the dragons(would be off to do that, I'm clearly not Shockbolt as an artist. Or, anyone good.) and place the Greater Draconic skills on MHWs/place Acid Drakes in zones.
(Presumably Acid Drakes would show up any place dragons generally do, and possibly the Slime Tunnels near the end of the game. I'd suggest low levels of Prismatic Slash for MHDs, Wyrm types/Blinkgons/Spire Dragons getting Wyrmic Guile, the various Poison/Acid breaths getting replaced on multihues by Corrosive/Venomous, and Chromatic Fury on Urselak(fairly high levels) and MHWs(lower levels).
So yeah, here's my ideas. Hope they're worth using! :)
(Incidentally, the only spot where the code might not be immediately obvious is the Damage Types-I probably should have figured out how to Superload that file, but oh well. The two new damage types are at the end of file.)
The fact that I was watching a bunch of people hopefully clamor for newly added Gift categories to go to Wyrmic didn't hurt for motivating me.
http://te4.org/games/addons/tome/wyrmic ... ditions-v1
This plugin is my suggestions for Wyrmic.
Firstly, there's the Acid Drake skills. Acidic Spray, a mindpower based acid projectile with a chance of Disarming the target, rendering their weapon useless, Corrosive Mist, a constant storm-like effect around the user in acid damage that Corrodes(Small Accuracy/Defense/Armor down based on mindpower) enemies around you, Dissolve, four weak strikes in acid damage(With one strike per two talent levels becoming Acid_Blind, giving it a 25% chance to blind), and Corrosive Breath(Standard breath type in disarming acid).
Then there's the Greater Draconic Abilities, the unlockable L10 skillset. This includes Prismatic Slash(Decently strong weapon strike followed by a burst of element, similar to Brandish. Unlike Brandish, the element is randomly chosen from blinding sand, burning fire, ice, dazing lightning and disarming acid. And while it needs a target, the burst will go off even if they don't get hit with the attack.), Venomous Breath(Standard breath stats for range, etc., strong Insidious Poison damage over six turns-doesn't sound that great, but the damage/healing lower is very strong), Wyrmic Guile(+4 Cunning/+10% Knockback resistance/+5% Blind and Stun resistance, passive.) and Chromatic Fury(+0.5% resistance to Physical, Fire, Ice, Lightning, Acid, +4% resistance piercing and +2% damage in those elements per level, passive.).
All of them have talent icons, particle effects, etc., done for them(not that I needed a lot of unique particle effects, admittedly), and included is a (unused in the plugin) Acid Drake monster file with Acid Drake skills. The only thing I didn't do was make tiles for the dragons(would be off to do that, I'm clearly not Shockbolt as an artist. Or, anyone good.) and place the Greater Draconic skills on MHWs/place Acid Drakes in zones.
(Presumably Acid Drakes would show up any place dragons generally do, and possibly the Slime Tunnels near the end of the game. I'd suggest low levels of Prismatic Slash for MHDs, Wyrm types/Blinkgons/Spire Dragons getting Wyrmic Guile, the various Poison/Acid breaths getting replaced on multihues by Corrosive/Venomous, and Chromatic Fury on Urselak(fairly high levels) and MHWs(lower levels).
So yeah, here's my ideas. Hope they're worth using! :)
(Incidentally, the only spot where the code might not be immediately obvious is the Damage Types-I probably should have figured out how to Superload that file, but oh well. The two new damage types are at the end of file.)
Last edited by SageAcrin on Sun Sep 16, 2012 8:02 pm, edited 1 time in total.
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Re: Wyrmic category additions(W/Plugin)
After trying these out, I like them and think that they would make a great addition to the next beta. I do however have a few suggestions:
First, Corrosive Mist seems kind of lame, it does low damage and has weak debuffing. My recommendation would be to rewrite it as a sustain that creates a acid cloud of radius 1 or 2 around the player and does a little damage and debuffing to enemies within it.
Second, I think that Wyrmic Guile should have the cunning boost changed to 2 per point and the blind/stun resist upped to 10% per point. This would just feel more balanced to me.
Lastly, the cool down on Chromatic Slash seems a bit high. Perhaps it could be lowered a little?
That said I really do like these trees and would support them being officially added.
First, Corrosive Mist seems kind of lame, it does low damage and has weak debuffing. My recommendation would be to rewrite it as a sustain that creates a acid cloud of radius 1 or 2 around the player and does a little damage and debuffing to enemies within it.
Second, I think that Wyrmic Guile should have the cunning boost changed to 2 per point and the blind/stun resist upped to 10% per point. This would just feel more balanced to me.
Lastly, the cool down on Chromatic Slash seems a bit high. Perhaps it could be lowered a little?
That said I really do like these trees and would support them being officially added.
Re: Wyrmic category additions(W/Plugin)
I considered Corrosive Mist as a sustain, but decided that, in many situations, an offensive sustain, if left on, could proceed to draw tons of neutral fire.
There's a few situations where you start within a couple of squares of friendlies in major combat situations(thinking of the final battle, if I recall this right), and it is possible to walk into town with a townsperson right there.
I figured it wasn't worth the annoyance there. Instead, being able to cast it whenever seemed more controllable. For raw damage and for stat downs, it's better than it looks, with rather low baselines and strong scaling with Mindpower. (Also, it can critical, unlike many storm effects.)
Wyrmic getting a large status blocker skill feels...iffy. Wyrmic Guile's current 50/25/25 you get from capping it is exactly half of what all dragons get(part of the joke there), and is a good boost without really being a lock in skill. Getting a 50%/50% Blind/Stun blocker would mean that most people would feel required to buy the category, which I was trying to avoid.
Also, large Cunning boosts in turn boost Mindcrit quite a lot(I considered just making the skill Mindcrit, but lots of Cunning is more thematic and wellrounded to boot.). The class makes very good use of Mindcrit, something I was trying to highlight with that.
I'm not at all against lowering Prismatic Slash's cooldown though. It is a pretty strong skill for a twohander wielder(Caps out at around 200%, with a Mindpower burst at pretty solid damage and potentially some good status effects to boot), but 16 is pretty high-I would be okay seeing it at 12.
I was just a bit worried about heavily boosting(Well, relatively. They only had two.) Wyrmic's Equi-based weapon skills, so I tried to keep Dissolve in check by making it high invest to be good, and Prismatic Slash by making it have a little high of cooldown.
There's a few situations where you start within a couple of squares of friendlies in major combat situations(thinking of the final battle, if I recall this right), and it is possible to walk into town with a townsperson right there.
I figured it wasn't worth the annoyance there. Instead, being able to cast it whenever seemed more controllable. For raw damage and for stat downs, it's better than it looks, with rather low baselines and strong scaling with Mindpower. (Also, it can critical, unlike many storm effects.)
Wyrmic getting a large status blocker skill feels...iffy. Wyrmic Guile's current 50/25/25 you get from capping it is exactly half of what all dragons get(part of the joke there), and is a good boost without really being a lock in skill. Getting a 50%/50% Blind/Stun blocker would mean that most people would feel required to buy the category, which I was trying to avoid.
Also, large Cunning boosts in turn boost Mindcrit quite a lot(I considered just making the skill Mindcrit, but lots of Cunning is more thematic and wellrounded to boot.). The class makes very good use of Mindcrit, something I was trying to highlight with that.
I'm not at all against lowering Prismatic Slash's cooldown though. It is a pretty strong skill for a twohander wielder(Caps out at around 200%, with a Mindpower burst at pretty solid damage and potentially some good status effects to boot), but 16 is pretty high-I would be okay seeing it at 12.
I was just a bit worried about heavily boosting(Well, relatively. They only had two.) Wyrmic's Equi-based weapon skills, so I tried to keep Dissolve in check by making it high invest to be good, and Prismatic Slash by making it have a little high of cooldown.
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Re: Wyrmic category additions(W/Plugin)
I'm digging it quite a bit so far. It's nice to have the Acid tree at low levels, especially since within 4 points of investment you have a pretty solid debuff/damage beam. I have to agree with Corrosive Mist scaling well, I've been experimenting a tad with all the mindpower boosts I can grab, and it seems to work nicely. I'd support the addition of this 100%, I think in general it might make mindpower-focused Wyrmics a bit more plausible, and I would definitely encourage that.
Re: Wyrmic category additions(W/Plugin)
Love it.
This needs to be in the core game.
People tried to mock me for playing mindstar wymics because breaths scale off strength not wil you noob! whaaa!!
Yeah well I say so what to that, mindstar wyrmics are awesome because:
1. You only need 2 stats (wil and con)
2. Healing Touch and Fungus talents scale off mindpower
3. Mindstar Mastery tree is boss
4. Tornado, Static Field, and Devouring Flame all scale off mindpower and become awesome with good mindpower
5. Ice Claw and Swallow will hit twice when wielding mindstars, meaning 2 chances to freeze and 2 chances to swallow, and are % weapon damage so with psiblades they just get that much better.
This addon just makes mindstar wymics that much better, acid spray and corrosive mist are both great, and Dissolve and Chromatic Slash both behave like # 5 above, you get hits for both weapons! Thats 8 hits of corrosive blind (plus 8 hits of any other on-hit damage you have
), and 2 really strong hits with chromatic slash + the AE if you pumped mindstar mastery.
Really makes the wyrmic more diverse, sword+board and 2hander are both common place for wyrmics, I think this tree really levels the playing field for a 3rd build style of wyrmic.
This needs to be in the core game.
People tried to mock me for playing mindstar wymics because breaths scale off strength not wil you noob! whaaa!!

Yeah well I say so what to that, mindstar wyrmics are awesome because:
1. You only need 2 stats (wil and con)
2. Healing Touch and Fungus talents scale off mindpower
3. Mindstar Mastery tree is boss
4. Tornado, Static Field, and Devouring Flame all scale off mindpower and become awesome with good mindpower
5. Ice Claw and Swallow will hit twice when wielding mindstars, meaning 2 chances to freeze and 2 chances to swallow, and are % weapon damage so with psiblades they just get that much better.
This addon just makes mindstar wymics that much better, acid spray and corrosive mist are both great, and Dissolve and Chromatic Slash both behave like # 5 above, you get hits for both weapons! Thats 8 hits of corrosive blind (plus 8 hits of any other on-hit damage you have

Really makes the wyrmic more diverse, sword+board and 2hander are both common place for wyrmics, I think this tree really levels the playing field for a 3rd build style of wyrmic.
Re: Wyrmic category additions(W/Plugin)
Here's a tree I've been thinking about for a bit. No plugin or anything.
1. Flight (sustain): Take to the air, gaining massive amounts of defense (because it's hard to hit you when you're 40 feet up) but losing massive amounts of accuracy (because it's equally hard to hit someone from 40 feet up). At Level 3, gain the cooldown-less Fly Over ability, switching places with an opponent next to you. They have a chance (decreases with level and your dexterity) of performing a free melee attack on you as you pass.
2. Talon Seize: With Flight active, grab a neighboring opponent from the ground. The seized opponent cannot move away from you and follows you wherever you go. Both the benefits and the disadvantages of the Flight sustain are ignored for the seized opponent. Your odds of successfully Swallowing a seized opponent are increased.
3. Crash to Earth: Disactivates Flight and dazes neighboring enemies. If you have Seized an opponent, they are released, stunned, and take damage.
4. Concentrated Breath (sustain): You focus your breath in an intense, narrow beam. Breaths become beams, have their range reduced, do extra damage and have resistance penetration. At Level 5, reduces the target's armor for a few turns.
1. Flight (sustain): Take to the air, gaining massive amounts of defense (because it's hard to hit you when you're 40 feet up) but losing massive amounts of accuracy (because it's equally hard to hit someone from 40 feet up). At Level 3, gain the cooldown-less Fly Over ability, switching places with an opponent next to you. They have a chance (decreases with level and your dexterity) of performing a free melee attack on you as you pass.
2. Talon Seize: With Flight active, grab a neighboring opponent from the ground. The seized opponent cannot move away from you and follows you wherever you go. Both the benefits and the disadvantages of the Flight sustain are ignored for the seized opponent. Your odds of successfully Swallowing a seized opponent are increased.
3. Crash to Earth: Disactivates Flight and dazes neighboring enemies. If you have Seized an opponent, they are released, stunned, and take damage.
4. Concentrated Breath (sustain): You focus your breath in an intense, narrow beam. Breaths become beams, have their range reduced, do extra damage and have resistance penetration. At Level 5, reduces the target's armor for a few turns.
Re: Wyrmic category additions(W/Plugin)
I like those parcae except the concentrated breath. I think instead of a beam, it should become a bolt. At level 4 it affects radius 1 around the target. Concentrating your breath into 1 belch of whatever element you use gives a large damage bonus, along with the other items you mentioned. But maybe instead of the armor pen, it also lowers their resistance to that element since they were saturated in such a large amount of it they can no longer effectively defend against that element until the lingering fire / lightning / whatever subsides.
Re: Wyrmic category additions(W/Plugin)
Cool ideas, Parcae! Here are a few thoughts:
Piggybacking off Sradac's idea - while 'flight' is enabled, make the bolt hit the targeted square directly. It would be fun to play a tactics-heavy sniper Wyrmic.
Crash to Earth could have a knockback effect.
To simplify Flight a bit - make it drain a lot of stamina, so it's more of a touch-and-go type of sustain (with low or no cooldown), with the bonus of swapping places with melee attacks (check phys power against phys save). Then it doubles as an expensive but mostly reliable escape ability.
Talon Seize is cool but might be mechanically difficult. Either way, more grappling-type effects sound like fun. I would change it to an outright physical save and defense penalty for the seized target. At level 5, let the player initiate Flight by using Talon Seize on a target.
Piggybacking off Sradac's idea - while 'flight' is enabled, make the bolt hit the targeted square directly. It would be fun to play a tactics-heavy sniper Wyrmic.
Crash to Earth could have a knockback effect.
To simplify Flight a bit - make it drain a lot of stamina, so it's more of a touch-and-go type of sustain (with low or no cooldown), with the bonus of swapping places with melee attacks (check phys power against phys save). Then it doubles as an expensive but mostly reliable escape ability.
Talon Seize is cool but might be mechanically difficult. Either way, more grappling-type effects sound like fun. I would change it to an outright physical save and defense penalty for the seized target. At level 5, let the player initiate Flight by using Talon Seize on a target.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Wyrmic category additions(W/Plugin)
Good points, all. The Concentrated Breath thing was kind of a placeholder because I couldn't think of another flight talent, but making it single-target/reducing resistances to that element makes sense. Can anybody tell me how I would set about coding this?
Re: Wyrmic category additions(W/Plugin)
You just want to change the target based on whether or not the sustain is active? Try replacing the "target" line in the breaths with this:
That will switch the target type to a bolt when the sustain "Concentrated Breath" is active. You can do something similar with the effects, changing damage or anything else (including giving yourself temporary resist pen.)
Code: Select all
target = function(self, t)
if self:knowTalent(self.T_CONCENTRATED_BREATH) and self:isTalentActive(self.T_CONCENTRATED_BREATH) then
return {type="bolt", range=self:self:getTalentRadius(t), talent=t}
else
return {type="cone", range=self:getTalentRange(t), radius=self:getTalentRadius(t), selffire=false, talent=t}
end
end,
Re: Wyrmic category additions(W/Plugin)
Sorry, when I said that I needed help coding "this," what I meant was that I am completely inept at coding in general. I might learn at some point but I don't have time right now. So if someone more competent that I am feels like taking the idea, awesome; otherwise it's going to remain unrealized for a bit.