Arcanum Class Pack v2.3

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HousePet
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Re: Arcanum Class Pack v1.2

#76 Post by HousePet »

So how is this update?
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StarKeep
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Re: Arcanum Class Pack v1.2

#77 Post by StarKeep »

Haven't gotten too far with one yet, but I'll let you know later on.

But, if it's as I suspect by looking at the talent, you may have just invented a masterpiece with that final talent.

Tri-Staving with a shield as backup? Well slap me silly, time to get the Titanic, the all elemental block, and have what amounts to a free bone-shield on a low cooldown.

Will post again once I get an Enchanter a decent way through, like, tier 2 or something.
<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

StarKeep
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Re: Arcanum Class Pack v1.2

#78 Post by StarKeep »

Enchanter feels... like a walking Heater.

Play-style was basically cast Heat, walk backwards, cast Heat, walk backwards, and bump attack stragglers.
Maybe it picks up later, but it doesn't really seem all that special or powerful.

While the Fortify talent does it's job of providing damage and accuracy well enough, Ghostly Blade seems like a one point, throw-away skill.
It's basically a 6 second CD Channel Staff, at short range, that isn't a perfect hit.
Oddly enough though, it uses both staves, if you're dual-Staving, and applies on-hits, so it does make use of the Enhancement tree more so.
However, being arcane damage, it doesn't gain benefits from the staff's own elemental increased damage %.
I did attempt to put 5 points in it, but the damage compared to the actual bump-attack's effectiveness, didn't have a big enough gap to make it worth the investment, making this simply a free-hit before going into melee.
It does, however, work wonders with your Taiga Amulet, allowing a chance to freeze as you back off.

Power Armor's Fatigue reduction seemed nice, but causes the talent costs to display in a super long run-on decimal format. Same for the Shield Guardian's stats in the shield-slot.
Also, the shield-slot doesn't work with a mind-slot after all. Just pops a lua error upon trying to open up the talent list when a shield is in use. Pity.

Bladestorm looked good on paper, but I preferred Fire Storm since I was stacking fire-damage % anyway, thus boosting it's effectiveness.
Seems like it could be good on a build that tried to make due without Fire Alchemy I suppose.


Just my impression of them after trying them for a while.
<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

HousePet
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Re: Arcanum Class Pack v1.2

#79 Post by HousePet »

What, you spent points everywhere???
My feedback meter decays into coding. Give me feedback and I make mods.

StarKeep
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Re: Arcanum Class Pack v1.2

#80 Post by StarKeep »

I generally have more points to throw around due to me using the Difficulties Addon, allowing me to get more talents quicker than just normal, alongside a faster level rate.

And, I cannot say I've tried maxing out everything, or tried out the Chaotic Hedgemagic/Morph trees, so I apologize if certain talents do gain notable power from being maxed.
I've simply been shifting around the 4 relocatable talent points to try out spells that look interesting to me, until I get into the swing of things.
<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

StarKeep
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Re: Arcanum Class Pack v1.2

#81 Post by StarKeep »

When I Fortify a staff, it takes -X% off of it's active damage modifier. This number is equal to the Damage and Accuracy Increase.
Can be seen by changing it's element, and it'll have a -X% modifier for that element, while the new one remains X% higher than before the Fortify.
Takes off half for a short-staff.

Upon leveling up Fortify, and using it on the staff again, it will than take off the difference between the old amount, and the new amount, and subtract that from the current active element.
So say the bonus goes from 8 -> 10, the active element will gain a -2% modifier.

Example from one that was Darkness for the first Fortify, than Lightning after Fortify was leveled up.
Image

(Cut off a bit, because it was taken from the site, as my Print Screen key doesn't capture my game.)

Weird little thing.
Didn't actually notice this at first, which is why I didn't post it before.
<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

HousePet
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Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v1.2

#82 Post by HousePet »

Okay, not sure how that is happening.
But I'm guessing Command Staff doesn't work quite that same way I thought it does.

Edit: So is Alchemist flexible enough now?
My feedback meter decays into coding. Give me feedback and I make mods.

StarKeep
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Re: Arcanum Class Pack v1.2

#83 Post by StarKeep »

Worth noting, that that Alchemist bonus was put into my golem's inventory after he killed Prox off-screen, though the text did still happen.

I gotta say, that was a smart idea though, really offers more diversity on Golem-Based builds, and allows normal bomber builds to still beef up their golem early with the Infusion changes, AND with the advanced golem tree itself.

On the other hand, it could be used on the Heat tree for more damage output, but due to the resistant changes for the Infusions, I'm planning on going that route, to help beef up my golem further.

So, Yes. I'd say it's fairly flexible.

Edit: Am I misunderstanding this or... does Poison Bomb actually do MORE damage at talent level 1... because I swear it does, so long as your golem keeps them corralled inside it during the duration...

Edit2: Arcane Pull still hits me, so I assume that was an actual vanilla bug, and not from your addon.
<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

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: Arcanum Class Pack v1.2

#84 Post by spiralrazor »

LUA error attempting to use fortify on *any* wand:


Lua Error: /data-arcanum/talents/spells/ordered-hedgemagic.lua:71: attempt to index field 'combat' (a nil value)
At [C]:-1 __index
At /data-arcanum/talents/spells/ordered-hedgemagic.lua:71 action
At /mod/dialogs/ShowInventory.lua:94 use
At /mod/dialogs/ShowInventory.lua:39 fct
At /engine/ui/Inventory.lua:114 fct
At /engine/ui/ListColumns.lua:459 onUse
At /engine/ui/ListColumns.lua:131 fct
At /engine/Mouse.lua:52 receiveMouse
At /engine/Mouse.lua:90 delegate
At /engine/ui/Inventory.lua:182 mouseEvent
At /engine/ui/Inventory.lua:128 fct
At /engine/Mouse.lua:52 receiveMouse
At /engine/Mouse.lua:90 delegate
At /engine/ui/Dialog.lua:525 mouseEvent
At /engine/ui/Dialog.lua:304 fct
At /engine/Mouse.lua:52

HousePet
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Re: Arcanum Class Pack v1.2

#85 Post by HousePet »

Ooopsy sloppy testing.

Poison Bomb should do more damage with more points. Why wouldn't it?
My feedback meter decays into coding. Give me feedback and I make mods.

StarKeep
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Re: Arcanum Class Pack v1.2

#86 Post by StarKeep »

Well, you see. When the duration of poison bomb's poison goes up, the damage per tick actually goes down.
Due to this, talent level 1 will actually do more damage than talent level 5 poison, so long as they remain inside of the poison cloud for it's full duration.
It is also worth noting that after the first turn, any enemy that starts their turn inside the cloud, and ends their turn inside the cloud, take two hits.

See, T1 would deal, say, x damage, 9 times, once on the first turn, and twice on all later turns.
But T2, would deal, y damage, 10 times, once on the first turn, twice on all later turns, and once more due to the poison duration.

Since y's damage is notably lower than x's damage, x actually ends up dealing more damage overall, if you are capable of keeping the enemies inside the cloud.

Example from my current Alchemist:
Talent level 1: 58 damage. 58 x 9 = 522
Talent level 2: 39 damage. 39 x 10 = 390 Duration Increase
Talent level 3: 48 damage. 48 x 10 = 480
Talent level 4: 36 damage. 36 x 11 = 396 Duration Increase
Talent level 5: 30 damage. 30 x 12 = 360 Duration Increase

Damages if the double-turn damage bug were to be fixed:
Talent level 1: 58 damage. 58 x 5 = 290
Talent level 2: 39 damage. 39 x 6 = 234 Duration Increase
Talent level 3: 48 damage. 48 x 6 = 288
Talent level 4: 36 damage. 36 x 7 = 252 Duration Increase
Talent level 5: 30 damage. 30 x 8 = 240 Duration Increase
<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

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: Arcanum Class Pack v1.2

#87 Post by spiralrazor »

NPC enchanter running Burning Wake, Shock Hands, Fiery Hands,



LOG] #UID:98863:0#Oyarr the human hits Marauding Troll for #LIGHT_RED#7 fire#LAST# damage.
[LOG] Marauding Troll stops burning.
[PROJECTOR] starting dam 46.649636137019
[PROJECTOR] after difficulty dam 46.649636137019
[PROJECTOR] res 70 0.3 on dam 26.125809719899
[PROJECTOR] after resists dam 7.8377429159698
[PROJECTOR] after flat damage armor 7.8377429159698
[PROJECTOR] final dam 7.8377429159698
Lua Error: /data/damage_types.lua:545: attempt to index local 'src' (a nil value)
At [C]:-1 __index
At /data/damage_types.lua:545 projector
At /data/damage_types.lua:1288 projector
At /engine/Map.lua:1044 processEffects
At /mod/class/Game.lua:1130 onTurn
At /engine/GameEnergyBased.lua:88 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1054



it looks like the burning debuff also triggers it.


Lua Error: /data/damage_types.lua:545: attempt to index local 'src' (a nil value)
At [C]:-1 __index
At /data/damage_types.lua:545 projector
At /data/damage_types.lua:1288 projector
At /engine/Map.lua:1044 processEffects
At /mod/class/Game.lua:1130 onTurn
At /engine/GameEnergyBased.lua:88 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1054

HousePet
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Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v1.2

#88 Post by HousePet »

Solved!

Is it worth putting up a patch yet?
My feedback meter decays into coding. Give me feedback and I make mods.

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: Arcanum Class Pack v1.2

#89 Post by spiralrazor »

HousePet wrote:Solved!

Is it worth putting up a patch yet?


Better sooner then later, as more bugs can be triggered with new patches lol.


Which one was deemed solved?(so i know what to test exactly.)

HousePet
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Re: Arcanum Class Pack v1.2

#90 Post by HousePet »

Everything is solved.
In this case, it was firestorm + burning wake hitting a creature.
My feedback meter decays into coding. Give me feedback and I make mods.

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