Commando
Moderator: Moderator
Re: Commando
Haven't actually tried this class yet, but Donkatsu had a really cool idea for implementing something Strongpoint discovered in the vanilla game on another thread.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.
It hasn't worked yet.
It hasn't worked yet.
-
- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: Commando
They've already got access to Greater Weapon Focus locked and have room statwise to take Dex as a third, so I don't think they need it too badly. I actually did a last-minute nerf of the CQC damage numbers before the first release because of how hard a mainhand and unarmed combo seemed to hit. If the grappling side of the class needs a buff I may tack it on to Death Grip, though, but because Grappling hits barehand only and CQC already uses both, pretty much the only attacks it'd apply to are bumps, Bleeding Edge and oddball things like escort Disarm or the melee prodigies.
-
- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Commando
Alright, I got Tentacle Grabbed by an oozing horror and it happend again:
Code: Select all
[LOG] Oozing horror uses Tentacle Grab.
[MIND CRIT %] 10.3
checkHit 39.9 25.475
=> chance to hit 87
[ENGINE] Setting requested FPS to 20 (50 ms)
[ENGINE] Setting requested FPS to 20 (50 ms)
[LOG] Nian is grappled!
[PULL] from 43 43 towards 40 36 over 6
[PULL] try 42 34 5
[PULL] try 41 35 4 ::
[PULL] try 40 36 3 :: true
[PULL] failsafe pulled to 41 35 ::
[ENGINE] Setting requested FPS to 20 (50 ms)
[ENGINE] Setting requested FPS to 20 (50 ms)
[LOG] Nian is being strangled.
[ATTACK ARCHERY] to Nian :: 75.16648942234 7 26.45 :: 1
checkHit 30 14.35
=> chance to hit 90
[ATTACK ARCHERY] raw dam 75.16648942234 versus 26.45 with APR 7
[ATTACK ARCHERY] after armor 55.71648942234
[ATTACK ARCHERY] after range 55
[PHYS CRIT %] axe accuracy bonus 30 14.35 = 3.13
[PHYS CRIT %] 2.1751426877084
[ATTACK ARCHERY] after crit 55
[ATTACK ARCHERY] after mult 55
[ATTACK ARCHERY] after hook 55
[PROJECTOR] after Commando subterfuge damage armor nan
[ENGINE] Setting requested FPS to 20 (50 ms)
[ENGINE] Setting requested FPS to 20 (50 ms)
[PROJECTOR] after Commando subterfuge damage armor nan
[ENGINE] Setting requested FPS to 20 (50 ms)
[ENGINE] Setting requested FPS to 20 (50 ms)
[PROJECTOR] after Commando subterfuge damage armor nan
[ENGINE] Setting requested FPS to 20 (50 ms)
[ENGINE] Setting requested FPS to 20 (50 ms)
[PROJECTOR] after Commando subterfuge damage armor nan
[ENGINE] Setting requested FPS to 20 (50 ms)
[ENGINE] Setting requested FPS to 20 (50 ms)
[PROJECTOR] after Commando subterfuge damage armor nan
[ENGINE] Setting requested FPS to 20 (50 ms)
[ENGINE] Setting requested FPS to 20 (50 ms)
[LOG] #UID:2398:0##fbd578#Nian#LAST# hits #fbd578#Nian#LAST# for #aaaaaa#-9223372036854775808 physical#LAST#, #LIGHT_STEEL_BLUE#-9223372036854775808 temporal#LAST#, #DARK_GREEN#<40% disease chance>#LAST#, #DARK_GREEN#-9223372036854775808 blight#LAST#, #LIGHT_RED#-9223372036854775808 fire#LAST#, #LIGHT_GREEN#-9223372036854775808 nature#LAST#, #YELLOW#<10% blind chance>#LAST# (0 total damage).
[LOG] You switch your weapons to: #FF7700##UID:2397:0#Hanykath the stralite mace (144% power, 5 apr)#LAST#.
[LOG]
Loading tile talents/grab.png
[LOG] Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Server latency 91
[USERCHAT] channel achievement whoopy tome Home sweet home false false
[PARTY] error trying to set player, not a member of party: 11821 oozing horror
[PARTY] error trying to order, not a member of party: 11821 oozing horror
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

-
- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: Commando
I still can't reproduce it, but I think I know the cause. Fixed, hopefully.
Changelog:
-Handled negative total stealth from inc_stealth debuffs more gracefully
Changelog:
-Handled negative total stealth from inc_stealth debuffs more gracefully
-
- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Commando
Some suggestions:
- If you target an already placed explosive arrow, lay out your remaining arrows in a + pattern around it.
- Neck Snap should probably have some sort of extra rank check against being used against bosses. Like, I beat Celia with movement infusion + neck snap. She didn't even summon anything.
- Weapon Swapping shouldn't happen on the world map.
- Don't let you use the arrow loading techniques if you already have a full "quiver" of that specific arrow type. This'd let the player autocast to fill them back up, but not use it repeatedly.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

-
- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: Commando
All good suggestions, implemented.
Changelog:
-Weapons don't swap automatically on the world map
-Arrow buffs are more autouse-friendly
-Timed Arrows can be planted automatically by targetting a previously selected tile
-Neck Snap's chance of success is now affected by enemy rank
-Fixed Decoy Shot targetting
Righteous. I figured uniques all had instakill_immune so I originally didn't bother. Added a 100 * (1 - (target.rank - 2.8) * 1.36) chance of success onto it, so elites resist it 27% of the time, rares 54%, and uniques 95%.grayswandir wrote:[*]Neck Snap should probably have some sort of extra rank check against being used against bosses. Like, I beat Celia with movement infusion + neck snap. She didn't even summon anything.
Changelog:
-Weapons don't swap automatically on the world map
-Arrow buffs are more autouse-friendly
-Timed Arrows can be planted automatically by targetting a previously selected tile
-Neck Snap's chance of success is now affected by enemy rank
-Fixed Decoy Shot targetting
-
- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: Commando
Updated for 1.3, finally
Changelog:
-Attack and Shoot now automatically swap to the correct weapon set, same as Temporal Wardens. Removed the instant swap and swap sustain.
-Added automatic weapon swap to relevant escort talents (Disarm and Hack'N'Back)
-Fixed bow stat substitution not working in ToME 1.3
-Fixed the Sticky Smoke effect from Decoy Shot hitting its user
-Added headband icon for Ogres
-Fixed Ogres not being able to use Commando techniques with a two-hander and maxed Grisly Constitution.
-Reduced damage scaling on Neck Snap
Changelog:
-Attack and Shoot now automatically swap to the correct weapon set, same as Temporal Wardens. Removed the instant swap and swap sustain.
-Added automatic weapon swap to relevant escort talents (Disarm and Hack'N'Back)
-Fixed bow stat substitution not working in ToME 1.3
-Fixed the Sticky Smoke effect from Decoy Shot hitting its user
-Added headband icon for Ogres
-Fixed Ogres not being able to use Commando techniques with a two-hander and maxed Grisly Constitution.
-Reduced damage scaling on Neck Snap
-
- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: Commando
Put out some small fix releases:
-Fixed bows displaying a 0% Cunning modifier
-Fixed Shoot spamming on_pre_use fail messages while disarmed
-Fixed Shoot not firing when bound to click when the player's melee set is active
-Adjusted speed of various talents
-Added heal sound effect to Staunch Wounds
-Added automatic weapon swap to various attack prodigies
-Fixed bows displaying a 0% Cunning modifier
-Fixed Shoot spamming on_pre_use fail messages while disarmed
-Fixed Shoot not firing when bound to click when the player's melee set is active
-Adjusted speed of various talents
-Added heal sound effect to Staunch Wounds
-Added automatic weapon swap to various attack prodigies
-
- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: Commando
Noticed that bumps with a stralite randart were doing less damage than shots with purple t3 ammo. Time to fix.
Changelog:
-When using a basic melee attack, Commandos will now perform a barehand strike for 50% (affected by offhand multiplier) damage. Proc damage from the rider attack is similarly reduced. Grappling and CQC talents are not affected.
-Added a container talent intended for mouse-binding that automatically selects Attack or Shoot depending on target distance. New Commando characters are born with it bound, while existing ones should be able to re-activate Subterfuge to learn it, drag it onto their hotbar and bind it to click.
Changelog:
-When using a basic melee attack, Commandos will now perform a barehand strike for 50% (affected by offhand multiplier) damage. Proc damage from the rider attack is similarly reduced. Grappling and CQC talents are not affected.
-Added a container talent intended for mouse-binding that automatically selects Attack or Shoot depending on target distance. New Commando characters are born with it bound, while existing ones should be able to re-activate Subterfuge to learn it, drag it onto their hotbar and bind it to click.
-
- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: Commando
-Fixed physicalCrit() error if a target isn't defined (was causing errors in Stoic projection attacks)
-Fixed Timed Arrows causing errors on save/reload
-Fixed Charging Chop being usable while pinned
-Fixed Combined Tactics not adding Physical Power
-Added effective value display to passive talents with scaling attributes
-Fixed Timed Arrows causing errors on save/reload
-Fixed Charging Chop being usable while pinned
-Fixed Combined Tactics not adding Physical Power
-Added effective value display to passive talents with scaling attributes
Re: Commando
Ogres turn out to be great Commandos. They can wield a two handed with one hand and still bump with unarmed + they don't get the 20% penalty for wielding it in one hand
Re: Commando
I was having an issue with something that I think is due to this addon, which is a shame considering how much I'm liking it otherwise. Game freezes up when attacking a particular enemy.
Here's (I think) the relevant portions:
Here's (I think) the relevant portions:
I hope it's not a bother for me to bring it up here.[ATTACK ARCHERY] to Gabriel the Troll Lord :: 136.96566274648 18 -12.339094802261 :: 1.3042387705153
checkHit(smooth) 74.044549515687 21.6375 => chance to hit 91.988084617359
[ATTACK ARCHERY] raw dam 136.96566274648 versus -12.339094802261 with APR 18
[ATTACK ARCHERY] after armor 136.96566274648
[ATTACK ARCHERY] after range 159
[PHYS CRIT %] axe accuracy bonus 74.044549515687 21.6375 = 10
[PHYS CRIT %] 13.839101535722
[ATTACK ARCHERY] after crit 159
[ATTACK ARCHERY] after mult 207.37396451194
[ATTACK ARCHERY] after hook 207.37396451194
[LOG] Gabriel the Troll Lord is not dazed anymore.
Cloned shader 40
[SHADER] setting reset param tick_start 503240
[PROJECTOR] after commando offhand penalty 0.5 17.142818616551
Cloned shader 40
[SHADER] setting reset param tick_start 503240
[PROJECTOR] after commando offhand penalty 0.5 0.62512144803057
Cloned shader 40
[SHADER] setting reset param tick_start 503240
[PROJECTOR] after commando offhand penalty 0.5 0.022795366008863
Cloned shader 40
[SHADER] setting reset param tick_start 503240
[PROJECTOR] after commando offhand penalty 0.5 0.00083124441356973
###################################################
-------------Continue for god knows how many lines-------------
###################################################
Cloned shader 40
[SHADER] setting reset param tick_start 503240
[PROJECTOR] after commando offhand penalty 0.5 5.6619923013407e-321
Cloned shader 40
[SHADER] setting reset param tick_start 503240
[PROJECTOR] after commando offhand penalty 0.5 2.0750757125332e-322
Cloned shader 40
[SHADER] setting reset param tick_start 503240
[PROJECTOR] after commando offhand penalty 0.5 9.8813129168249e-324