Werebeast class v1.4.3
Moderator: Moderator
Re: Werebeast class v1.1
I would say convert to physical plus bonus and add phys power. May be too powerful tho
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- Wayist
- Posts: 21
- Joined: Sat Apr 06, 2013 12:29 pm
Re: Werebeast class v1.1
the poison spit is bugged, when i have used it, a error poped out
Re: Werebeast class v1.1
I was sure I had fixed that. 

My feedback meter decays into coding. Give me feedback and I make mods.
Re: Werebeast class v1.1
Dont mean to be rude but it seems like you just ignored our input on psiblades~
Re: Werebeast class v1.1
my todo list wrote: Werebeast:
Fix poison spit
Buff psiclaws
fix maul pin syn
psiclaw gfx fix
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Werebeast class v1.1
Coding update now.
Wolf Aspect has been changed to Cunning requirements.
Psiclaws has had its potential damage bonus increased by 150%
It also grants increased physcrit and physical resist penetration.
Added an attack to Rushing Psiclaws.
Added evasion to Thin Air
Maul and Venomous Bite now check for the never_move flag instead of the pinned effect.
Woodcutters Bane applies slippery moss as well.
Corrected Venomous Spit (touch wood)
Added Feral Power to Wyrmics.
Any other suggestions or bugs?
I'm also going to add some artifacts.
Wolf Aspect has been changed to Cunning requirements.
Psiclaws has had its potential damage bonus increased by 150%
It also grants increased physcrit and physical resist penetration.
Added an attack to Rushing Psiclaws.
Added evasion to Thin Air
Maul and Venomous Bite now check for the never_move flag instead of the pinned effect.
Woodcutters Bane applies slippery moss as well.
Corrected Venomous Spit (touch wood)
Added Feral Power to Wyrmics.
Any other suggestions or bugs?
I'm also going to add some artifacts.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Werebeast class v1.1
The code you're using for the tricks of the trade prodigy isn't gonna work. You have the part that checks to see if the char doesn't have cunning/stealth and teaches it to them above the part that boosts wild-curse/silent-hunter. Because you're using elseif, the cunning/stealth case will always fire first, and silent-hunter won't ever get boosted.
Re: Werebeast class v1.1
Oops, well spotted.
Kinda creepy that you looked at that, but anyway.
Will update very shortly.
Kinda creepy that you looked at that, but anyway.

Will update very shortly.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Werebeast class v1.1
Meh, I was trying to figure out what might be screwing with comparability, saw an edited prodigy and decided to look at it.HousePet wrote:Oops, well spotted.
Kinda creepy that you looked at that, but anyway.![]()
Will update very shortly.
Re: Werebeast class v1.2
Updated:
Bug fixes, Talent buffs, 16 artifacts and shares the Feral Power category with Wyrmic.
Bug fixes, Talent buffs, 16 artifacts and shares the Feral Power category with Wyrmic.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Werebeast class v1.2
Curious, why doesn't Regrowth provide a hate-bar upon being learnt in Adventurer?
<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
<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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- Thalore
- Posts: 131
- Joined: Sun Apr 21, 2013 8:27 am
Re: Werebeast class v1.2
Keep up the good work, I'm loving this addon!
I still think the claws are a bit too weak, but maybe I'm just not seeing them in the right light.
I did come across an interesting bug/exploit with my yeek on nightmare/roguelike. If you ignore the starting scenario and just jump out of the town, you will still have more than a hundred turns of near-indestructable rampage to help make those first few levels. Quite handy for getting up to speed with a yeek, but probably not what you intended...
I still think the claws are a bit too weak, but maybe I'm just not seeing them in the right light.
I did come across an interesting bug/exploit with my yeek on nightmare/roguelike. If you ignore the starting scenario and just jump out of the town, you will still have more than a hundred turns of near-indestructable rampage to help make those first few levels. Quite handy for getting up to speed with a yeek, but probably not what you intended...
Re: Werebeast class v1.2
You can always exploit things.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Werebeast class v1.2
This is a really nifty class and I'm glad I took the time to try it, but psiclaws definitely need a little more help. By Ancient Elven Ruins I can't even bump for 150 still, even with crits. Granted, I still managed to beat both the master and the ambush despite my unbelievably bad damage output (thanks, wolf summons!) but they just don't feel very viable.
For reference, at 5/5 with 48 mindpower they're adding 31 damage per mindstar hit.
Good job though, I do love what you did with the class.
For reference, at 5/5 with 48 mindpower they're adding 31 damage per mindstar hit.
Good job though, I do love what you did with the class.
Re: Werebeast class v1.2
Get more strength! 
Then you do more damage.

Then you do more damage.
My feedback meter decays into coding. Give me feedback and I make mods.