[1.4.4] Eternal Darkness - A Full Necromancer Rework v2.21
Moderator: Moderator
Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.
Yeah, Lichform's tooltip is broken. Life rating is still retroactive. I'll probably release another update tonight just to fix a few tooltip bugs.
Phylactery will be kind of a Blood of Life+Runed Skull combo. Decent passive boosts for holding in your inventory, and on death you'll be resurrected (with effects like a damage shield and summons triggering for higher talent levels), but once it's used it's gone for good.
Phylactery will be kind of a Blood of Life+Runed Skull combo. Decent passive boosts for holding in your inventory, and on death you'll be resurrected (with effects like a damage shield and summons triggering for higher talent levels), but once it's used it's gone for good.
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- Higher
- Posts: 79
- Joined: Wed Mar 12, 2014 10:30 am
Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.
I only have one point in the talent that makes all your cold damage have a chance to freeze (Frozen Tomb? If I recall the tooltip says 4% chance to freeze), but I'm freezing just about everything just about every turn with the sustain that adds dark and cold damage your necrotic aura (Dark Vortex?). In addition to the obvious power of that, it also allows me to pretty much ignore stealth and invisibility because I can just target the square where the word "frozen" or "resist!" pops up.
It seems broken in half, and I'm sure there's something buggy going on, but it's shaping up to be my first roguelike win.
It seems broken in half, and I'm sure there's something buggy going on, but it's shaping up to be my first roguelike win.
Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.
I was thinking about that. Death Vortex+Black Ice used to be a major problem, Frozen Tomb might be less damaging but yeah that's too strong. I might just have it solely apply to Grave spells instead. Though in general DV is too good with any on-hit effects, I might need to prevent it from triggering those.
I think the value on Frozen Tomb might be bugged at the moment too, I'm doing another release tonight so I'll look at it then.
I think the value on Frozen Tomb might be bugged at the moment too, I'm doing another release tonight so I'll look at it then.
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- Thalore
- Posts: 157
- Joined: Sat Sep 14, 2013 9:09 pm
Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.
Perhaps the freeze chance should be based on damage dealt vs a minimum value that scales upwards?
To explain:
At talent level 1, the 'minimum value' to freeze is 20 damage + 1.5*spellpower (multiplies with +cold% damage)
At talent level 5, the 'minimum value' to freeze is 100 damage + 0.8*spellpower (multiplies with +cold% damage)
The numbers would have to be adjusted a bit; I think that the spellpower-scaling component should be just above the spellpower-scaling component of Death Vortex's damage, ditto for the base damage.
To explain:
At talent level 1, the 'minimum value' to freeze is 20 damage + 1.5*spellpower (multiplies with +cold% damage)
At talent level 5, the 'minimum value' to freeze is 100 damage + 0.8*spellpower (multiplies with +cold% damage)
The numbers would have to be adjusted a bit; I think that the spellpower-scaling component should be just above the spellpower-scaling component of Death Vortex's damage, ditto for the base damage.
When in trouble / or in doubt / run in circles / scream and shout.
Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.
That's a good idea actually. Not sure how easy it is to code, but I think it's possible. Ideally I'd like to still allow River of Souls/Reaper's Mark etc to work with Frozen Tomb, it's just Death Vortex that's the problem.
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- Thalore
- Posts: 157
- Joined: Sat Sep 14, 2013 9:09 pm
Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.
I haven't done any code diving, so I'm not sure if this is the case, but I think Death Vortex has some of the lowest cold damage in the necromancer's arsenal. Reaper's Mark and River of Souls certainly have a more powerful cold damage component than Death Vortex. Dunno about the Grave tree in comparison to the Reaping tree, but I'd think the non-DoT damage is above Death Vortex.
When in trouble / or in doubt / run in circles / scream and shout.
Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.
Yeah, if I remember right DV's damage is about (10,50) or so, maybe slightly higher but it gets halved by the cold/dark split. In comparison Gravespike is about (20,230). So a function that only applies the freeze when the damage is above the (10,50) SP*cold bonus is probably doable.
Unfortunately my pc died yesterday (which also had all my design notes and testing code), so the next update might be a little delayed.
Unfortunately my pc died yesterday (which also had all my design notes and testing code), so the next update might be a little delayed.
Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.
So, ah... hm. Unlocked Lichform in my latest run, but for some reason, it still wants to use class points to level it rather than generic points. Intended?
Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.
http://te4.org/node/4284
v2.9
- Fixed a bug with Lichform costing class points
- Minor fixes to the values of some spells
- Updated icons for some spells
- Frozen Tomb replaced with Icy Talons: increases iceblock penetration and grants haste and cooldown reduction on damaging a frozen target
- Chill of the Tomb replaced with Corpselight: summons an immobile spirit that launches waves of freezing projectiles at nearby foes
Hopefully Grave should be in a good spot now so I don't need to rework it any more. Will work on making an Archlich tree and then I think that aside from bugfixes, this addon is in a finished state.
v2.9
- Fixed a bug with Lichform costing class points
- Minor fixes to the values of some spells
- Updated icons for some spells
- Frozen Tomb replaced with Icy Talons: increases iceblock penetration and grants haste and cooldown reduction on damaging a frozen target
- Chill of the Tomb replaced with Corpselight: summons an immobile spirit that launches waves of freezing projectiles at nearby foes
Hopefully Grave should be in a good spot now so I don't need to rework it any more. Will work on making an Archlich tree and then I think that aside from bugfixes, this addon is in a finished state.
Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.
Oops, was a major bug in the last release.
http://te4.org/node/4288
v2.11
- Fixed a major bug with Icy Talons
- Fixed the tooltip for Icy Talons
- Slightly reduced the damage of Gravespike
- Icy Talons now grants the correct amount of spell haste
- Gravespike and Corpselight projectiles now pass through allies
http://te4.org/node/4288
v2.11
- Fixed a major bug with Icy Talons
- Fixed the tooltip for Icy Talons
- Slightly reduced the damage of Gravespike
- Icy Talons now grants the correct amount of spell haste
- Gravespike and Corpselight projectiles now pass through allies
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- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.
Dunno if Eternal Darkness caused this, but I got an error loop in the Vor Armory. Best I can tell happened is that a minion died to trap damage, turned into a wisp, then somehow targetted itself to explode.
Code: Select all
[LOG] Poison cloud's poison area effect hits Skeleton mage for #LIGHT_GREEN#56 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits #fbd578#bone thugs-n-harmony#LAST# for #LIGHT_GREEN#43 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits Emanor the orc elite fighter for #LIGHT_GREEN#38 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits Runed bone giant for #SLATE#(12 absorbed)#LAST#, #LIGHT_GREEN#14 nature#LAST# (14 total damage).
[LOG] Poison cloud's poison area effect hits Armoured skeleton warrior for #LIGHT_GREEN#43 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits Skeleton mage for #LIGHT_GREEN#56 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits Skeleton mage for #LIGHT_GREEN#56 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits #fbd578#bone thugs-n-harmony#LAST# for #LIGHT_GREEN#43 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits Emanor the orc elite fighter for #LIGHT_GREEN#38 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits Runed bone giant for #LIGHT_GREEN#27 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits Armoured skeleton warrior for #LIGHT_GREEN#43 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits Skeleton mage for #LIGHT_GREEN#56 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits Skeleton mage for #LIGHT_GREEN#56 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits #fbd578#bone thugs-n-harmony#LAST# for #LIGHT_GREEN#43 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits Emanor the orc elite fighter for #LIGHT_GREEN#38 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits Runed bone giant for #LIGHT_GREEN#27 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits Armoured skeleton warrior for #LIGHT_GREEN#43 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits Skeleton mage for #LIGHT_GREEN#56 nature#LAST# damage.
[LOG] #{bold}#Poison cloud's poison area effect killed Skeleton mage!#{normal}#
[LOG] #{bold}#Poison cloud's poison area effect killed Skeleton mage!#{normal}#
[LOG] A shield forms around bone thugs-n-harmony.
[LOG] #LIGHT_BLUE#A barrier bursts from the leather jacket!
[PROJECTOR] starting dam 28
[PROJECTOR] after difficulty dam 28
[PROJECTOR] res 54.392764327131 0.45607235672869 on dam 28
[PROJECTOR] after resists dam 12.770025988403
[PROJECTOR] after flat damage armor 12.770025988403
[PROJECTOR] final dam after static checks 12.770025988403
[PROJECTOR] final dam after hooks and callbacks 12.770025988403
[LOG] Lava floor hits Runed bone giant for #LIGHT_RED#13 fire#LAST# damage.
[LOG]
==UNREG part skeleton mage party84887
==UNREG part skeleton mage party84647
[PROJECTOR] starting dam 62.166666666667
[PROJECTOR] after difficulty dam 62.166666666667
[PROJECTOR] res 30.380398005973 0.69619601994027 on dam 62.166666666667
[PROJECTOR] after resists dam 43.280185906287
[PROJECTOR] after flat damage armor 43.280185906287
[PROJECTOR] final dam after static checks 43.280185906287
[PROJECTOR] final dam after hooks and callbacks 43.280185906287
[PROJECTOR] starting dam 62.166666666667
[PROJECTOR] after difficulty dam 62.166666666667
[PROJECTOR] res 43.064566102256 0.56935433897744 on dam 62.166666666667
[PROJECTOR] after resists dam 35.394861406431
[PROJECTOR] after flat damage armor 35.394861406431
[PROJECTOR] final dam after static checks 35.394861406431
[PROJECTOR] final dam after hooks and callbacks 35.394861406431
[PROJECTOR] starting dam 62.166666666667
[PROJECTOR] after difficulty dam 62.166666666667
[PROJECTOR] res 57.175310258613 0.42824689741387 on dam 62.166666666667
[PROJECTOR] after resists dam 26.622682122562
[PROJECTOR] after flat damage armor 26.622682122562
[PROJECTOR] final dam after static checks 26.622682122562
[PROJECTOR] final dam after hooks and callbacks 26.622682122562
[PROJECTOR] starting dam 62.166666666667
[PROJECTOR] after difficulty dam 62.166666666667
[PROJECTOR] res 38.485548593195 0.61514451406805 on dam 62.166666666667
[PROJECTOR] after resists dam 38.241483957897
[PROJECTOR] after flat damage armor 38.241483957897
[PROJECTOR] final dam after static checks 38.241483957897
[PROJECTOR] final dam after hooks and callbacks 38.241483957897
[PROJECTOR] starting dam 62.166666666667
[PROJECTOR] after difficulty dam 62.166666666667
[PROJECTOR] res 30.380398005973 0.69619601994027 on dam 62.166666666667
[PROJECTOR] after resists dam 43.280185906287
[PROJECTOR] after flat damage armor 43.280185906287
[PROJECTOR] final dam after static checks 43.280185906287
[PROJECTOR] final dam after hooks and callbacks 43.280185906287
[PROJECTOR] starting dam 62.166666666667
[PROJECTOR] after difficulty dam 62.166666666667
[PROJECTOR] res 43.064566102256 0.56935433897744 on dam 62.166666666667
[PROJECTOR] after resists dam 35.394861406431
[PROJECTOR] after flat damage armor 35.394861406431
[PROJECTOR] final dam after static checks 35.394861406431
[PROJECTOR] final dam after hooks and callbacks 35.394861406431
[PROJECTOR] starting dam 62.166666666667
[PROJECTOR] after difficulty dam 62.166666666667
[PROJECTOR] res 57.175310258613 0.42824689741387 on dam 62.166666666667
[PROJECTOR] after resists dam 26.622682122562
[PROJECTOR] after flat damage armor 26.622682122562
[PROJECTOR] final dam after static checks 26.622682122562
[PROJECTOR] final dam after hooks and callbacks 26.622682122562
[PROJECTOR] starting dam 62.166666666667
[PROJECTOR] after difficulty dam 62.166666666667
[PROJECTOR] res 38.485548593195 0.61514451406805 on dam 62.166666666667
[PROJECTOR] after resists dam 38.241483957897
[PROJECTOR] after flat damage armor 38.241483957897
[PROJECTOR] final dam after static checks 38.241483957897
[PROJECTOR] final dam after hooks and callbacks 38.241483957897
checkHit 64.391077230135 10
=> chance to hit 95
[LOG] Poison cloud's poison area effect hits Emanor the orc elite fighter for #LIGHT_GREEN#38 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits Runed bone giant for #LIGHT_GREEN#27 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits Armoured skeleton warrior for #LIGHT_GREEN#43 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits Will o' the wisp for #LIGHT_GREEN#35 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits Emanor the orc elite fighter for #LIGHT_GREEN#38 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits Runed bone giant for #LIGHT_GREEN#27 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits Armoured skeleton warrior for #LIGHT_GREEN#43 nature#LAST# damage.
[LOG] Poison cloud's poison area effect hits Will o' the wisp for #LIGHT_GREEN#35 nature#LAST# damage.
[TARGET] Passing target runed bone giant from will o' the wisp to poison cloud
[TARGET] Passing target Emanor the orc elite fighter from will o' the wisp to poison cloud
[TARGET] Passing target armoured skeleton warrior from will o' the wisp to poison cloud
will o' the wisp 84921 dumb ai talents can use Attack T_ATTACK
will o' the wisp 84921 dumb ai talents can use Will o' the Wisp Explode T_WILL_O__THE_WISP_EXPLODE
dumb ai uses T_WILL_O__THE_WISP_EXPLODE
[LOG] Will o' the wisp explodes! will o' the wisp is enveloped in frost.
[PROJECTOR] starting dam 168.39871195848
[PROJECTOR] after difficulty dam 168.39871195848
[PROJECTOR] res 86.155075851272 0.13844924148728 on dam 193.65851875226
[PROJECTOR] after resists dam 26.8118750288
[PROJECTOR] res 0 1 on dam 26.8118750288
[PROJECTOR] after self-resists dam 26.8118750288
[PROJECTOR] after flat damage armor 26.8118750288
[PROJECTOR] final dam after static checks 26.8118750288
[PROJECTOR] final dam after hooks and callbacks 0
[LOG] #UID:84921:0#Will o' the wisp hits Will o' the wisp for #1133F3#0 cold#LAST# damage.
==UNREG part will o' the wisp party84921
Lua Error: /mod/ai//tactical.lua:32: attempt to call method 'distanceMap' (a nil value)
At [C]:-1 distanceMap
At /mod/ai//tactical.lua:32 canFleeDmapKeepLos
At /mod/ai//tactical.lua:307 runAI
At /mod/ai//tactical.lua:421 runAI
At /mod/ai//party.lua:36 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1182
---------------- Stack Dump ----------------
--------------- Stack Dump Finished ---------------
Lua Error: /mod/ai//tactical.lua:32: attempt to call method 'distanceMap' (a nil value)
At [C]:-1 distanceMap
At /mod/ai//tactical.lua:32 canFleeDmapKeepLos
At /mod/ai//tactical.lua:307 runAI
At /mod/ai//tactical.lua:421 runAI
At /mod/ai//party.lua:36 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1182
---------------- Stack Dump ----------------
--------------- Stack Dump Finished ---------------
Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.
That's an incredibly weird error. ED has some changes for wisp just to make it fit within the new tree structure, but nothing that should cause that. I'll see if I can replicate it.
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- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.
Advanced minions (liches aside) still feel pretty worthless unless you take Blighted Summoning, because a lot of them are status/support casters that don't have the spellpower to stick their spells. Dreads have the same issue with Silence and no mindpower, but Disperse Magic gives them a niche.
-Minions can still hit you/each other with debuffs, which is a problem when you've got Cold Flames and Flameshocks flying around while Liches shoot you in the back with Congeal Time. Consider adding a check to prevent minions/husks from inflicting detrimental statuses on the player by appending to on_set_temporary_effect in Actor.lua.
-Liches can spawn with antimagic equipment, which is a huge bummer. Adding forbid_power_source={antimagic=true} to their equip resolvers should prevent this.
-Essence of the Dead's description still mentions Frozen Orb.
-There are a couple of it's/its mixups in descriptions: Haunting Shades m.desc and talent description, Blood is power desc, Animus Hoarder desc
-Undead Explosion's description doesn't mention its radius improves with investment.
Edit: Huh, maybe scratch what I said about advanced minions being worthless in melee, I checked again around level 46 and Dreads/Master Vamps were over 100 base damage. Earlier were barely breaking 50 while the skeletons had twice that, so maybe the resolver takes a while to kick in compared to weapon scaling. Their accuracy's still below 30 though.
-Minions can still hit you/each other with debuffs, which is a problem when you've got Cold Flames and Flameshocks flying around while Liches shoot you in the back with Congeal Time. Consider adding a check to prevent minions/husks from inflicting detrimental statuses on the player by appending to on_set_temporary_effect in Actor.lua.
-Liches can spawn with antimagic equipment, which is a huge bummer. Adding forbid_power_source={antimagic=true} to their equip resolvers should prevent this.
-Essence of the Dead's description still mentions Frozen Orb.
-There are a couple of it's/its mixups in descriptions: Haunting Shades m.desc and talent description, Blood is power desc, Animus Hoarder desc
-Undead Explosion's description doesn't mention its radius improves with investment.
Edit: Huh, maybe scratch what I said about advanced minions being worthless in melee, I checked again around level 46 and Dreads/Master Vamps were over 100 base damage. Earlier were barely breaking 50 while the skeletons had twice that, so maybe the resolver takes a while to kick in compared to weapon scaling. Their accuracy's still below 30 though.
Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.
I thought Wights and the like would get some base spellpower/magic, I guess not. I suppose it'd be reasonable to slightly lower their damage but increase their SP so they can at least land status effects some of the time, albeit not too often. And I didn't realise Silence scaled off MP - I'll give them some.
- Yeah that'll be changed for sure. The current implementation was sheer laziness as I didn't want to investigate how to fix it, but now I know I'll take a look in there.
- I'll block AM equip then, as having your tiny chance of getting a Lich ruined like that is bad.
- EotD will be getting new effects for Reaping/Grave/Shades. Not sure what yet, but that'll be added
- I'll take a quick look at typos
- I actually didn't know it did! I'll keep that in and change the desc.
Yeah, I'm honestly not sure how the damage scaling formula works. The testing consisted of just setting a 50 character and then fiddling with it until the damage was on par with skeletons, so I wouldn't have noticed if it was bad at lower levels. Dreads especially should be strong as they project Gloom type debuffs in melee. Though in general their damage shouldn't be much higher than skeletons, their draw should be the spells and debuffs.
I actually thought I gave them a better accuracy bonus than that, so I'll improve that.
Guess I need to make a topic in dev to see if anyone can explain how the formula for resolvers/damage works.
- Yeah that'll be changed for sure. The current implementation was sheer laziness as I didn't want to investigate how to fix it, but now I know I'll take a look in there.
- I'll block AM equip then, as having your tiny chance of getting a Lich ruined like that is bad.
- EotD will be getting new effects for Reaping/Grave/Shades. Not sure what yet, but that'll be added
- I'll take a quick look at typos
- I actually didn't know it did! I'll keep that in and change the desc.
Yeah, I'm honestly not sure how the damage scaling formula works. The testing consisted of just setting a 50 character and then fiddling with it until the damage was on par with skeletons, so I wouldn't have noticed if it was bad at lower levels. Dreads especially should be strong as they project Gloom type debuffs in melee. Though in general their damage shouldn't be much higher than skeletons, their draw should be the spells and debuffs.
I actually thought I gave them a better accuracy bonus than that, so I'll improve that.
Guess I need to make a topic in dev to see if anyone can explain how the formula for resolvers/damage works.
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- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.
Noticed two more bugs - Essence of the Dead doesn't seem to affect Crimson Barrier (no charges are drained and the shield isn't empowered,) and Black Tentacles doesn't check distance/LOS so you can pretty much plop em down anywhere.
I managed a fairly simple Nightmare Roguelike win with a pure minion necro. I took Shades for soul recovery but the tree won me over when I realized I could use Haunting Shades and Duskshroud proactively to avoid getting tagged with Disperse Magic/Manaclash.
After that win I sent a Yeek blaster into the ID with the intent of going Reaping/Shrouds and keeping River of Souls up as much as possible. Exsanguinate is an excellent spell for early vaults, I jumped from level 9 to 12 in one using it and Arcane Eye to bleed out the enemies with dangerous ranged attacks around corners.
I managed a fairly simple Nightmare Roguelike win with a pure minion necro. I took Shades for soul recovery but the tree won me over when I realized I could use Haunting Shades and Duskshroud proactively to avoid getting tagged with Disperse Magic/Manaclash.
After that win I sent a Yeek blaster into the ID with the intent of going Reaping/Shrouds and keeping River of Souls up as much as possible. Exsanguinate is an excellent spell for early vaults, I jumped from level 9 to 12 in one using it and Arcane Eye to bleed out the enemies with dangerous ranged attacks around corners.