The Trench Strider: Celestial Melee/Caster of Moon and Sea

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astralInferno
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The Trench Strider: Celestial Melee/Caster of Moon and Sea

#1 Post by astralInferno »

After half a year of development hell, it's finally here! Special thanks to Nagyhal and Trenggiling, as well as everyone in the irc.

Link!

This addon adds the Trench Strider class, a negative energy user that wields cold, darkness and light, plus fire at high levels. They are highly mobile and can control the battlefield with knockback and freezing. They interact a lot with the Wet mechanic.

They use Magic and Cunning to wield weapons and shields, but usually favour two handed weapons. As guardians of the sea, experienced Trench Strider unlock Exotic Weapons Mastery.

Talent Categories Known
(Unlocked)
Technique/Two Handed Assault
Technique/Combat Veteran
Celestial/Tides*
Celestial/Wintertide*
Celestial/Moonlight*
Celestial/Glimmer*

Talent Categories Known (Locked, low level)
Technique/Shield Offense

Talent Categories Known (Locked, high level)
Celestial/Depths*
Celestial/Summertide*
Celestial/Blood Moon*
Celestial/Heavens*

Talent Categories Known (Generic, unlocked)
Technique/Combat Training
Technique/Mobility
Technique/Conditioning
Cunning/Survival
Celestial/Hymns
Celestial/Strider*

Talent Categories Known (Generic, locked)
Celestial/Chants

Celestial/Tides
Beat The Shore: Your attacks are like the rising tide, wearing down your foe while building up your own power. Fuelled by magic, you deal %d cold damage and generate %d negative energy on hit. In addition, you now use Magic instead of Strength to equip and use weapons and shields.

High Tide: You cause seawater to rush out with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of %d, doing %d cold damage and %d physical damage to all inside, as well as knocking targets outwards each turn. The tide lasts for %d turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interacts with cold magic. The damage and duration will increase with your Spellpower.

Low Tide: You cause seawater to rush inwards with an initial radius of %d, decreasing 1 per turn to a minimum eventual radius of 1, doing %d cold damage and %d physical damage to all inside, as well as knocking targets inwards each turn. The tide lasts for %d turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interacts with cold magic. The damage and duration will increase with your Spellpower.

Wash Away: Your combat style is serene even in its viciousness. If your negative energy is over three quarters of your maximum, you reduce the duration of a debuff on you by %d at the cost of 5 negative energy. In addition, %d%% physical damage you deal is converted to cold and darkness damage.

Celestial/Wintertide
Lunar Rush: Leap as a bolt of moonlight to your target, hitting it with all your weapons for %d%% weapon damage as cold and darkness.
If the target is wet, they lose wet but Lunar Rush does not go on cooldown.
You need to be able to see the target.

Tsunami: Strike the foe with tidal force, dealing %d%% weapon damage as cold and darkness. If the attack hits, the target is soaked and knocked back. The chance improves with your Spell Power.

Glacial Strike: Strike the foe with arctic cold, dealing %d%% weapon damage as cold.
If the attack hits, the target is frozen in ice, preventing them from acting but protecting them from damage.
You pierce through %d%% of this protection.

Crescent Strike: Conjures up a bolt of darkness, doing %d darkness damage and soaking those struck.
The damage will increase with your Spellpower.

Celestial/Moonlight
Twilight Fades: You conjure alternate flares of moonlight and darkness, and the contrast blinds foes within radius %d for %d turns while lighting up your immediate area (radius %d).
At level 3 it will also do %d darkness damage within radius %d.
The damage done will increase with your Spellpower.

Moonsilver Blade: You invoke the crescent moon to cleave all foes in front of you, doing %d%% weapon damage as light and darkness in a cone of %d.

Pale Cascade: Conjures an aura of light that harms adjacent foes for %d light damage, while shielding you for a base value of %d that is increased by your light damage bonuses.
The values will increase with your Spellpower.

Dark Nova: An explosion of dark light pulses from you, doing %d light and darkness damage to all others within radius %d, while causing them to run in fear for %d turns.
The damage dealt and fear power will increase with your Spellpower, but the fear is resisted as a mental effect.

Celestial/Glimmer
Nightfrost: Release a beam of icy darkness, doing %d darkness damage and potentially freezing targets.
The damage will increase with your Spellpower.

Lunar Prowess: Making a weapon attack grants you +spellpower for 1 turn. Using a spell grants you +physpower for 1 turn. At TL 5, both last for two turns.

Lunar Grace: Release an effortless bolt of light, dealing (%d)/2 light damage to the first target hit. If it hits a target, your Lunar Rush cooldown is reset and the bolt explodes in a radius of %d for %d light damage.

Moonfall: A surge of twilight pulses from you, doing %d light and cold damage to all foes within radius %d.
The damage dealt will increase with your Spellpower.

Celestial/Depths

Pressure: You assault the enemy with a rain of fast, overpowering blows. You strike four times for cold and darkness damage. Every blow does %d%% damage.
Points in this talent also passively increase your attack and casting speed, currently by %d%%.

Deepwater: Icy vapours from the darkest depths of the sea rise up, doing %d cold and darkness damage damage in a radius of 3 each turn for %d turns, with a chance of blinding foes.
The damage will increase with your Spellpower, and will not hit you.

Drown: Sustain. Creates an aura of moisture around you, dealing cold damage and causing foes to save against suffocation.

Darkest Depths: Surround yourself with the power of the ocean, increasing all your cold and darkness damage by %d%%, ignoring %d%% of the cold and darkness resistance of your targets
In addition, your familiarity enhances your defences, increasing your cold and darkness resistance by %d%%.

Celestial/Summertide

Chill: Conjures up a beam of frost, chilling the target for %d cold damage over 3 turns.
The damage will increase with your Spellpower.

Steam Jet: Rushes toward your target with sudden speed. If the target is reached, you get a free attack doing 120%% weapon damage as cold and fire.
If you begin in melee range, it is instead 150% damage.

Mirror Sheen: Like the moon, you reflect heat and light. You are shielded for up to 5 turns for %d. While you are shielded, you reflect %d%% damage you take as fire.
The total damage the barrier can absorb will increase with your Spellpower.

Red Tsunami: You strike out with a magically magnified range, striking all foes in front of you for %d%% weapon damage as fire and cold in a cone of %d.

Celestial/Blood Moon

Bloodshine: Conjures up a beam of tainted water, doing %d darkness damage increased by your missing health (use at half health for average result).
The damage will increase with your Spellpower.

Bloodfire: When you kill a creature, the remainder of the damage done will not be lost. Instead, %d%% of it will splash in a radius 2 as fire and darkness.
The splash damage will increase with your Spellpower.
Learning this talent increases your physical and spell critical rate by %d%%.

Red Dusk: Invokes a bloodied moon to set foes within radius %d alight, dealing them %d damage over several turns.
The damage done will increase with your Spellpower.

Burning Star: A dying star falls on a radius %d area, doing %d instant darkness damage and %d fire damage over time on impact and stunning all within the area for 4 turns.
The damage dealt will increase with your Spellpower.

Celestial/Heavens

Sun and Moon: Your moonlight is fuelled by the sun, and your attacks blend both lights to strike your foes. You deal %d fire and %d light damage on hit.
In addition, your attacks generate %d negative energy at the cost of twice that in positive energy.

Twin Dawn: Call forth the Sun to summon a beam of light, dealing %d light damage to all foes in a line.
The damage done will increase with your Spellpower.

Evaporate: Release a wave of summer heat in a radius of %d, dealing them %d fire damage. Wet targets take 30%% bonus damage but are no longer wet.
The damage done will increase with your Spellpower.

Nova: Release all your positive energy at once, dealing %d light damage to all foes within a radius of %d.
The damage done will increase with your Spellpower, and is greater when greater amounts are spent on it. The positive energy cost is equal to your positive energy.

Celestial/Strider


Ocean Step: You walk with effortless speed, and can walk underwater for longer than most. Your movement speed is increased by %d%%, and your maximum air by %d.
In addition, your dedication to your cause is more important than your pure power. You qualify for many class technique talents using Cunning instead of Strength or Dexterity.

Inevitability of Tides: Fighting you is like stabbing the waves, and equally as futile. Your critical strike chances are increased by %d%%, and your melee critical hits soak the targets.
Soaked targets instead take an additional %d cold damage.

Sense the Night: You are a guardian and a protector, ever watchful of what happens around you.
You have greater senses than other classes. Increase blindness immunity by %d%%, maximum sight range by %d, and increases existing infravision, and heightened senses range by %d.

Replenishing Tides: Water cleanses you, and striking soaked foes replenishes you like the purest rest.
Melee attacks against wet foes grant you %d health on hit

Current Bugs/Mistakes
Weapons still say they require str/dex to wear.

Balance?
so squishy. why did I give them Cun stuff and not more Con. whyyy.
Most of the technique trees should maybe be locked? idk.
Consider a unique technique category. What could I actually do with this? Maybe try to make it defensive?
Check if High/Low Tide (is scaling properly=it is). See about making them more interesting - trenggling's suggestion?

Fixed in 1.2 (Hopefully)
Pressure does not display speed bonuses. It IS still giving them though. Ocean Step has same problem. (multiply by 100). Also Ocean Step might need a slight nerf.
Red Tsunami costs negative instead of mana.
Almost everything should be tagged 'is spell'. I can do this via category iirc.
Lunar Rush does physical damage.
With Dark Faerie, Pale Cascade is giving 12k shields. High bonuses are too stronk
Lunar Rush needs less damage and a lower cost. Also it can soak with a crit and then use up it's own soak. this needs to not happen.
Lunar Grace would be cool if the cooldown went down with levels.
You should get crescent strike (ranged wet) before lunar grace.
Dual Wield is too good even without the category for it. Make some if not all of their on-hits halved when dual wielding.
Negative energy is too easy. Way too easy. Less - costs, smaller - costs. Also go for consistency - ranged stuff should be negative energy, melee stamina. Lunar Grace can just cost stamina, crescent strike can be straight up free.
Bloodfire could grant crit damage instead of critrate to make it different.
Put a line in Sun and Moon about 'enhances some of your negative talents with duality' or some mysterious bs like that.

Fixed in 1.3
1.2 messed up Cold Fusion.

Fixed in 1.4
Hopefully fixed the lua error caused by the show-exotic-mastery line, which I /think/ showed up when an NPC tried to do it. NPCs no longer try to do that.
Beat the Shore now specifies Shields are cun based.

1.5
Ocean Step can't be unlearnt, in line with similar talents. If you COULD unlearn it, the movement speed/air would go away.

1.6
Deepwater no longer hurts you or allies, but will no longer summon horrors with Pitch Black.
Cold Fusion has been replaced with Lunar Prowess. This should NOT break saves - Cold Fusion still exists in the code.

1.07
Wash Away now works. Entirely.

1.0.8
Lunar Grace is now a bolt. It will explode on the first target hit for (less than half original damage), dealing (a little less than original) damage to all foes nearby. Crucially, it will do 1.5x damage to the target it hits. It will, however, only refresh Lunar Rush if you hit something with it, so beware snakes.
Drown is now a Gloom-style AoE! it will passively remove the air from nearby creatures. Sadly, this is not very effectual at killing anything but critters before you could kill them, so it also does minor cold damage. Enjoy walking through rat vaults and laughing.

1.0.9
Beat The Shore now correctly makes weapon damage modifiers Magic where they were Strength.
Beat The Shore additionally makes weapon damage modifiers Cunning where they were Dexterity, and does the same for wielding requirements. Wielding requirements still read as the original score.

1.1.1 (Where did 1.1.0 go? idk. prolly a bugfix.)
Bloodfire now doesn't leave fire particles forever.
Sun And Moon correctly removes the light damage on turning off, stopping you from stacking it to the 8) heavens.
Last edited by astralInferno on Sat Jun 18, 2016 2:21 am, edited 17 times in total.

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#2 Post by trenggiling »

Yay! Can't wait to give it a try :D

Edit: Aw man...
It has the same problem as HousePet's Witherer class.
The icons aren't showing up for some reason.
Call me just stiff, but I can't keep track of squat without skill icons of some kind :?

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#3 Post by astralInferno »

Fairly sure it's fixed. X_x

There was a bug with traps causing a lua error, but in trying to fix it I made things worse. So, the damage conversion of Wash Away is currently disabled. X-x

Effigy
Uruivellas
Posts: 970
Joined: Fri Oct 10, 2014 4:00 pm

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#4 Post by Effigy »

Looks like a really fun class. I'll have to try it out.

I'm also glad to see the Wet effect getting more use.

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

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#5 Post by HousePet »

So yeah, the icon bug was caused by naming the icons in capital letters instead of lower case.
My feedback meter decays into coding. Give me feedback and I make mods.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#6 Post by astralInferno »

I looked at both versions of witherer to see what'd changed. ^^
Thanks for the help though. :)

new bug: Turns out wash away is just not working at all. I swear I'd tested that effect. : /

Scol
Higher
Posts: 58
Joined: Sat May 31, 2014 10:41 am

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#7 Post by Scol »

Pretty fun class, but it's very inconsistent/strange in some ways:

- It seems like resources used were chosen randomly in some cases. Beam spells like Crescent Strike or Lunar Grace using only stamina makes no sense to me. Also, I'd love to have resources being consistent across the category, for instance Summertide category having 2 mana+negative skills, 1 mana-only skill and 1 stamina+negative skill is strange and confusing.
- Dunno if it's bug or design but a lot of skills are missing 'Spell' tag. Skills like Twilight Fades or Pale cascades not being spells doesn't make any sens (also, in core game afaik all non passive Spell/Corruption/Celestial/Chronomancy skills are spells).
- I think vim/positive/mana trees are really unnecessary and makes your character end up with too many resources. Summertide and Blood Moon also feel like they should be Spell and Corruptions instead of Celestial given resources they use at most.
- A lot of very similar/redundand talents. For instance there are 2 talents that grant crit chance passively, 4 dark beams (+2 light and 1 cold), 2 granting negative energy on hit, 3 granting extra damage on hit.
- Given how many on-hit effects this class has, I think it works better with dual wielding instead of two-handed/shield despite having no dual wielding tree.
- It feels like it's way to easy to maintain negative energy. Perhaps reducing energy gains or increasing skill costs would be a good idea. Beat and Shore give you more energy that you can spent on skills, especially while dual-wielding. On the other side, it has no reliable way to recover Vim.

This might be a bit too much changes but I think it would be much more fun if you could add 2-3 technique stamina-only categories, remove mana/vim/light ones and make all celestial tress only use (not generate) negative energy. This way you would start up with technique talents building up energy with Beat and Shore and then use celestial talents giving you some time to regenerate stamina.

EDIT: Also, Twilight Fades has no level requirements,

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#8 Post by astralInferno »

Crescent Strike and Lunar Grace are both stamina because you're meant to be able to use them at the start of the fight, to close a gap. Being able to Rush things is meant to be the basic gameplay pattern; that's why so much interacts with it.

...I have no idea why Red Tsunami isn't using mana. I'll make a note to change it.

Bug. I'll put 'is spell' on the categories.

You're not really meant to pick vim, positive, AND mana. That said, there's honestly not much way you're going to run out of vim or mana.

Given how many talents it has, some overlap is fairly necessary. That said, all of the beams have different effects and use cases - crescent strike is for enabling lunar rush, lunar grace for recurring it (and was originally meant to be one of the only things you could do with no negative; but playtesting told me that having no negative really sucked.) Drown... okay, I'll give you drown. The chances of drown actually drowning something are minuscule. Maybe I can change it to a sustain that drowns nearby foes. Chill is a DoT, like flame, and Bloodshine is for using at low health. Twin Dawn is your only positive generation, unless you leveled housepet-Chants to four or got hold of Light. And as I said, you're unlikely to get chill and bloodshine and twin dawn unless you're using all your cat points on it.
Maybe I'll make Lunar Grace something not-beamish though. Distortion Bolt style aimed aoe maybe.

You're right. I'll add a dual wield tree as soon as I've set up Ocean Step to change their reqs to cunning. I think I was trying to make them feel different to housepet's Moon Paladin...

You're also right. I changed a lot of skills to negative negative costs when I started playtesting to make it easier to find bugs, but I think I /way/ overcompensated. I'll change this to two skills base, and lower the gains they give.

To be blunt, I'm very unlikely to remove those three categories. I very much like hybridising things, and having it as a choice in class is quite dear to me. Adding a technique category is a vague possibility, but I just don't know what I could do that wouldn't be a complete rehash of existing categories.

Oops. I'll fix that soon.

Thank you so very much for all the feedback, even the feedback I deny. I'm glad you think it's fun and I hope you continue to do so. :)

Scol
Higher
Posts: 58
Joined: Sat May 31, 2014 10:41 am

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#9 Post by Scol »

Crescent Strike and Lunar Grace are both stamina because you're meant to be able to use them at the start of the fight, to close a gap. Being able to Rush things is meant to be the basic gameplay pattern; that's why so much interacts with it.
I don't question them gameplay wise, I just find it strange that spells using physical resource instead of magical one.
astralInferno wrote:You're right. I'll add a dual wield tree as soon as I've set up Ocean Step to change their reqs to cunning. I think I was trying to make them feel different to housepet's Moon Paladin...
I think you misunderstood me, I don't think Trench Strider needs dual wielding tree, I think he might be too strong when dual wielding despite not having dual wielding tree because of his many on-hit abilities. Putting dual wielding tree on him would make shield/two-handed trees obsolate. I'd suggest changing some of his on-hit abilities to something like Weapon of Wrath - making them stronger but limited to 1 proc per turn.

As for the beams go, it seems really strange that melee class has more spell beams than Archmage/Corruptor.

Also, I sometimes I get this Lua Error:

Code: Select all

Lua Error: /data-trenchstrider/talents.lua:255: attempt to perform arithmetic on field 'dur' (a nil value)
	At [C]:-1 __sub
	At /data-trenchstrider/talents.lua:255 callTalent
	At /mod/class/Actor.lua:4911 fireTalentCheck
	At /mod/class/Actor.lua:554 actBase
	At /mod/class/Player.lua:340 actBase
	At /engine/GameEnergyBased.lua:116 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1255 
It started happening after i hit lvl12 and I'm playing dual class challenge (reaver-strider reaver xorn) with few other mods. Here's link to character: http://te4.org/characters/126694/tome/e ... dd13a9657b EDIT: I was also fighting boss with strider talents so it may be him that caused it.

CD.Wonder
Low Yeek
Posts: 5
Joined: Sun Sep 20, 2015 3:00 pm

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#10 Post by CD.Wonder »

Hello, I have played this addon , it's interesting...hawever i have a question
it writes that the skill Lunar Rush hits ........ as cold and darkness and in fact it only do with your weapon's damage type .
i have check the code on this skill and DamageType.INFERNO_DEPTH...sorry to say i have no idea with this problem...

again it's an interesting addon with some bugs remaining and i look forward to consummating it!


My main language isn't english so maybe my express is not emmm accurate....

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#11 Post by Frumple »

Few things I've noticed, running a dark faerie trench strider, dual-wielding (shortstaff and dagger, at the moment). Probably the only other addon I'm running that might be causing odd interactions is Infinite 500, but not sure, there. If y'want me to try unmodded and see if I can replicate stuff, I would be happy to -- I'm definitely enjoying the class a fair amount, even if I'm not doing much but lunar rushing things and bumping into them while cold fusion blows everything up :P

* Wash Away seems to be entirely bugged -- having it when you've got a debuff just throws up LUA errors every turn until the debuff goes away naturally, and more when you attack something. Doesn't seem to do anything beyond that. This may or may not be caused by the Dark Fae clones, but if so, could cause problems with other cloning talents. Errors below.**

* Pale Cascade's shield numbers seem to be, uh. Excessive. At level 28 and 83 spellpower, I'm getting a twelve thousand point shield. This may be an odd interaction with the dark fae's racial %dam bonus, but that still suggests there's a problem with the calculation.

* Ocean Step isn't showing the actual percentage on the movement speed passive. Seems to be working anyway -- my base MS wearing Silk Current (+15% MS) and nothing else increasing it is ~500% -- but the tooltip appears borked. It showed 0% until I hit tlevel 5, and now shows 1%. Incidentally, the speed boost from that may be a titch high. It's basically like having an always-on movement infusion, which is a bit much. Lastly, the, uh. Air bonus. Given that it eventually just flat gives you water breathing, maybe consider swapping that with something else, maybe only on reaching tlvl 5?

* Pressure seems to have the same tooltip issue regarding its passive effect. It's giving the buff, but not showing the proper amount, displaying as 0%. Doesn't look like the amount's particularly out of line, though.

* One oddity I've noticed with Lunar Rush is it seems to like to not go on cooldown after use. Near as I can tell, what's happening is I'm soaking the target with a mainhand crit, and then consuming it with the offhand hit, clearing the soak and the cooldown at the same time. This means I can rush pretty close to indefinitely, heh, and will be entirely so once my crit finishes topping out.

* Both High and Low Tide's scaling seems odd. Max radius for either never seems to go above 4, which makes point investment close to useless. This may just be a tooltip thing, I'unno, but it definitely makes me not want to put points in to check. Incidentally, it'd be really awesome as well as notably differentiating from tidal wave and similar talents if point investment let you target them. Then you'd have reason to put a few points in even if the radius didn't increase.

* Not sure what's causing it, but I'm getting resistance penetration on par with cold and dark in fire and light. I'm guessing this is some kind of unmentioned interaction between Darkest Depths and either unlocking Heavens or putting points in Sun and Moon, but regardless, the cause isn't listed in a tooltip, leaving no mention of where it's coming from.

* As noted in the OP, drown is... kinda' useless. The drowning effect, anyway. Either the amount of air taken per turn needs to be substantially increased, or some other effect replace it. Maybe leave a line of water jet traps or somethin'? Root?

* It'd be really nice if you could get immunity to your own AoE effects somehow. Probably point investment. Deepwater, ferex, is pretty nasty to actually use in practice, if you're actually trying use melee.

That's about it, at the moment. Build wise et al I can't really say much -- everything's falling over pretty easily just with passive/sustain talent invest, and at least a point or two in whatever cold fusion triggers. Rune of Reflection, some other inscriptions, and Pale Cascade's ridiculously massive shield is covering defense well enough, with lunar rush and the fairly huge move speed bonus from ocean step covering everything else.

**These are from attacking myself with cold fusion off:

Code: Select all

Lua Error: /data-trenchstrider/talents.lua:255: attempt to perform arithmetic on field 'dur' (a nil value)
	At [C]:-1 __sub
	At /data-trenchstrider/talents.lua:255 callTalent
	At /mod/class/Actor.lua:4911 fireTalentCheck
	At /mod/class/Actor.lua:554 actBase
	At /engine/GameEnergyBased.lua:116 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1255 
 ----------------  Stack Dump ----------------
--------------- Stack Dump Finished ---------------
Lua Error: /data-trenchstrider/talents.lua:255: attempt to perform arithmetic on field 'dur' (a nil value)
	At [C]:-1 __sub
	At /data-trenchstrider/talents.lua:255 callTalent
	At /mod/class/Actor.lua:4911 fireTalentCheck
	At /mod/class/Actor.lua:554 actBase
	At /mod/class/Player.lua:340 actBase
	At /engine/GameEnergyBased.lua:116 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1255 
 ----------------  Stack Dump ----------------
--------------- Stack Dump Finished ---------------
[LOG]	#UID:4792:0##fbd578#weroijajosdf#LAST# hits #fbd578#weroijajosdf#LAST# for #aaaaaa#3 physical#LAST# damage.
Lua Error: /data-trenchstrider/talents.lua:255: attempt to perform arithmetic on field 'dur' (a nil value)
	At [C]:-1 __sub
	At /data-trenchstrider/talents.lua:255 callTalent
	At /mod/class/Actor.lua:4911 fireTalentCheck
	At /mod/class/Actor.lua:554 actBase
	At /mod/class/Player.lua:340 actBase
	At /engine/GameEnergyBased.lua:116 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1255 
 ----------------  Stack Dump ----------------
--------------- Stack Dump Finished ---------------
Lua Error: /data-trenchstrider/talents.lua:255: attempt to perform arithmetic on field 'dur' (a nil value)
	At [C]:-1 __sub
	At /data-trenchstrider/talents.lua:255 callTalent
	At /mod/class/Actor.lua:4911 fireTalentCheck
	At /mod/class/Actor.lua:554 actBase
	At /engine/GameEnergyBased.lua:116 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1255 
[USERCHAT] channel achievement	tspark	tome	Vampire crusher (Nightmare (Roguelike) difficulty)	true	false
 ----------------  Stack Dump ----------------
--------------- Stack Dump Finished ---------------
[LOG]	#UID:4792:0##fbd578#weroijajosdf#LAST# hits #fbd578#weroijajosdf#LAST# for #aaaaaa#3 physical#LAST# damage.
Lua Error: /data-trenchstrider/talents.lua:255: attempt to perform arithmetic on field 'dur' (a nil value)
	At [C]:-1 __sub
	At /data-trenchstrider/talents.lua:255 callTalent
	At /mod/class/Actor.lua:4911 fireTalentCheck
	At /mod/class/Actor.lua:554 actBase
	At /mod/class/Player.lua:340 actBase
	At /engine/GameEnergyBased.lua:116 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1255 
 ----------------  Stack Dump ----------------
--------------- Stack Dump Finished ---------------
E: Though I did just notice I'm a version behind on the faerie addon. I'll update and see if that fixes anything.
E2: Doesn't look like it, heh. Think I'll strip off all the other addons and give a quick arena run, see what happens.
E3: Okay, running an ogre trench strider, in the arena, all addons turned off. Tooltip problems with ocean step and pressure are still there, though it looks like someone odd was upping my movement speed above and beyond talent's base -- Ogre's capped out with nothing but the step at 310% MS. Which is still a bit high for a passive, perhaps, but not quite as egregious, heh.

Turns out you don't need to be dual-wielding to get the lunar rush cooldown rest -- just a crit does the job.

Pale Cascade is more in line at the moment. Definitely looking like it may have been an addon conflict causing it, but that may change, heh. Will report later, have to break for a bit.

astralInferno
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Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#12 Post by astralInferno »

@Scol
I could consider making crescent strike a negative negative cost, but... given you're expected to use it every fight at the start it'd make resource management even easier. I could just take off the resource cost entirely.
Lunar Grace could probably just cost negative. The instareset is a bit much I think.

dual wielding: oooh, right. I get you. I'll see if I can work out how to make it only work on mainhand attacks.

beams: honestly; beams are easy to code. ><

lua error: take the point out of wash away. the cleansing effect is causing it. ><

@CD.Wonder
Oh, man, how didn't I catch that? I'll get on that ASAP, thanks.

@Frumple
Wash Away is a known bug. I'll comment it out if I can't fix it.

YIKES. Pale Cascade has some majorly slapped together code, but... yeah, that's not intentional. I'll work on it some more.

I assume that Ocean Step's tooltip needs to be multiplied by 100 to show the actual %, that's the bug with Pressure. And possibly it should be halved, yes...
The Air bonus is likely to stay, though, just as it seems like a natural progression from that to water breathing.

Lunar Rush. I... this is glorious and I can't believe I didn't think of it. xD I'll try and do something about it, but I have no clue where to start.

It's very odd if High Tide's radius isn't going up, as... the code is literally identical to tidal wave. I can see where you're coming from with targeting them, but I'm really not sure about it. Quite apart from the code being horrifying, they have a mass of ranged stuff already, and I worry that that'd make them /better/ as straight casters. If they're not already.

It's a bonus from Sun And Moon. I'll put a mysterious line of mystery in it so you go 'oh that's what it meant' rather than 'wtf'.

Yeah Drown is getting a complete rework.

Ack, AoE survival. My bane. I have no idea how to do this, but I've gotten a little more competent since I last tried. I'll give it a shot.

Pale Cascade had /slight/ testing, but it was only looked at with low damage bonuses. I think I used an Eclipse staff for the testing. So depending on how big the dark faerie bonus is, that could explain it.

Effigy
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Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#13 Post by Effigy »

If it's giving 12k shield, you might have forgot to divide by 100 after doing some math. A lot of the percentage stats are stored as integers.

astralInferno
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Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#14 Post by astralInferno »

1.2 is out! Shouldn't break saves, but if you were low level you may have some higher level talents you shouldn't have been able to take.

Fixed in 1.2 (Hopefully)
Pressure does not display speed bonuses. It IS still giving them though. Ocean Step has same problem. (multiply by 100). Also Ocean Step might need a slight nerf.
Red Tsunami costs negative instead of mana.
Almost everything should be tagged 'is spell'. I can do this via category iirc.
Lunar Rush does physical damage.
With Dark Faerie, Pale Cascade is giving 12k shields. High bonuses are too stronk
Lunar Rush needs less damage and a lower cost. Also it can soak with a crit and then use up it's own soak. this needs to not happen.
Lunar Grace would be cool if the cooldown went down with levels.
You should get crescent strike (ranged wet) before lunar grace.
Dual Wield is too good even without the category for it. Make some if not all of their on-hits halved when dual wielding.
Negative energy is too easy. Way too easy. Less - costs, smaller - costs. Also go for consistency - ranged stuff should be negative energy, melee stamina. Lunar Grace can just cost stamina, crescent strike can be straight up free.
Bloodfire could grant crit damage instead of critrate to make it different.
Put a line in Sun and Moon about 'enhances some of your negative talents with duality' or some mysterious bs like that.

Not fixed in 1.2: things still in the OP. Wash Away has been commented out to stop it causing errors, but it won't do anything. You can put points in it but shouldn't.

astralInferno
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Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#15 Post by astralInferno »

1.3
I forgot to change cold fusion to account for resource cost changes. This caused it to error when it picked Lunar Grace. This is fixed and the only change.

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