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Adds Demonfist, a Corrupted subclass. Require Ashes of Urh'rok DLC
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A Demonfist is an unarmed combatant who derives their powers from demonic corruption.
They use techniques that are meant to be used in sequence, dealing devastation upon completing each sequence.
Demonfist Class
Moderator: Moderator
Re: Demonfist Class
An unarmed demon class, you say?
What a very, very cool idea!
Really interested to see your take on it, this might get me to play ToME for the first time in ages
What a very, very cool idea!
Really interested to see your take on it, this might get me to play ToME for the first time in ages
Re: Demonfist Class
Just had a short and frankly embarrassing run (oof). Feels a bit weak, I don't think I've EVER died to The Possessed on Normal. Granted I had some really comically poor rolls (I missed the stunning attack twice in a row!) and I just spent the past while playtesting Puppeteer which if anything is probably much too strong and significantly eroded my ability to play ToME.
I didn't really invest enough in Dexterity or Weapon Accuracy so I was struggling to hit things, which I think is something I'd do differently in a future run. Something I immediately noticed is that the class has no easy access to stuns, its only stun being on a t3 skill that requires 4 turns of prep, but it has passive flat DR which looks like it can go pretty high so its defenses are probably good enough just from that when played by someone without brain rot (lol).
The stance combo system is SUPER cool and reminds me of Animist, I'd love to see a class that does this in basegame. I note that being in a stance is a buff so it can be removed at will by right clicking to reset your combo, which I'm not sure is desired.
I kind of wish there was 1 more unlocked and unlockable class tree, but that's my personal preference. I found managing the stance combos to be dense enough that I didn't find myself wishing for more buttons. It's a weapon class so a lot of the talents are 1-pointers anyways with mediocre return on additional investment; of note is Acid Spike which only goes up in power by about 20% from TL1 to TL5 with no other benefit, which I'm not sure is desired.
I think this class is really cool conceptually with a very strong and easy to understand fantasy and play structure. I do think you should make the description on the addon page and forum a bit more verbose because while it does touch on the combo system a bit I don't feel it really does justice to the way the class plays which I found to be pretty unique and interesting. Even though the class felt a bit weak I really felt like a demon kung fu master
I didn't really invest enough in Dexterity or Weapon Accuracy so I was struggling to hit things, which I think is something I'd do differently in a future run. Something I immediately noticed is that the class has no easy access to stuns, its only stun being on a t3 skill that requires 4 turns of prep, but it has passive flat DR which looks like it can go pretty high so its defenses are probably good enough just from that when played by someone without brain rot (lol).
The stance combo system is SUPER cool and reminds me of Animist, I'd love to see a class that does this in basegame. I note that being in a stance is a buff so it can be removed at will by right clicking to reset your combo, which I'm not sure is desired.
I kind of wish there was 1 more unlocked and unlockable class tree, but that's my personal preference. I found managing the stance combos to be dense enough that I didn't find myself wishing for more buttons. It's a weapon class so a lot of the talents are 1-pointers anyways with mediocre return on additional investment; of note is Acid Spike which only goes up in power by about 20% from TL1 to TL5 with no other benefit, which I'm not sure is desired.
I think this class is really cool conceptually with a very strong and easy to understand fantasy and play structure. I do think you should make the description on the addon page and forum a bit more verbose because while it does touch on the combo system a bit I don't feel it really does justice to the way the class plays which I found to be pretty unique and interesting. Even though the class felt a bit weak I really felt like a demon kung fu master
Re: Demonfist Class
Started a new run with a couple extra points in Dexterity to get Light Armor Training and also making a point to get Weapon Accuracy points in and so far it's gravy, might have to take back calling the class weak lol
Granted I'm playing as a Wood Sprite, which is a somewhat imba race, and got Faetouched's dubiously balanced t1 gloves that have 20 apr for some reason and have a 7% chance of giving you three turns of auto crit on hit (I... might want to nerf that thing if I ever go back to Faetouched)
Like with Brawler the flat DR keeps you very safe against a lot of things, although I'm even in midgame yet so it's hard to tell lol
gonna write some more once I finish t2s
Granted I'm playing as a Wood Sprite, which is a somewhat imba race, and got Faetouched's dubiously balanced t1 gloves that have 20 apr for some reason and have a 7% chance of giving you three turns of auto crit on hit (I... might want to nerf that thing if I ever go back to Faetouched)
Like with Brawler the flat DR keeps you very safe against a lot of things, although I'm even in midgame yet so it's hard to tell lol
gonna write some more once I finish t2s
Re: Demonfist Class
Thanks for trying my adddon!
You indeed needs some accuracy (Dex IS one of the important stats soo...)
The combo being a buff is deliberate so that it can be hit by dispels, though them being able to be self-canceled is not deliberate. But it honestly shouldn't change the flow much since you can use other talents to change line (thus reset combo anyway).
As for talent level investment being mediocre, yeah, I do feel that too a bit. Though the problem is that, as you noted, they are weapon talents so giving them too much growth risks getting their powers out of hand. I'll take it into consideration for future updates.
You indeed needs some accuracy (Dex IS one of the important stats soo...)
The combo being a buff is deliberate so that it can be hit by dispels, though them being able to be self-canceled is not deliberate. But it honestly shouldn't change the flow much since you can use other talents to change line (thus reset combo anyway).
As for talent level investment being mediocre, yeah, I do feel that too a bit. Though the problem is that, as you noted, they are weapon talents so giving them too much growth risks getting their powers out of hand. I'll take it into consideration for future updates.
Re: Demonfist Class
rampaging my way through t2s, as would be expected of a class that has any amount of flat damage reduction
I suspect my joyride will be short lived though since I'm at 5/5 Dolleg Assault 3/5 Reflex Defense and enemies will just keep hitting harder. A bunch of the class's numbers don't really scale with any stats which I think is fine although I suspect Aura Condensation may be a noob trap for it
I looked at my options for advanced classes and while my first thought was to get Demonfist Combo for an extra multihit and true damage I decided to go with Demon Visage bc it would let me rapidly spam Fire Imp Assault's finisher for absurd burst damage
Kept the SW queen's heart, gonna try for Vile Life just to be silly
e: as an aside Aura Condensation's stated damage bonus doesn't seem to quite match the actual damage bonus although I didn't spend much time poking around and didn't look at the code. I remember running into a similar problem with Hiveminder's buggos though
e2: oh no I forgot about the anteroom
e3: never mind it was trivial lol
e4: kms on the forest troll hedge wizard but fortunately I had the fanged collar lol
I suspect my joyride will be short lived though since I'm at 5/5 Dolleg Assault 3/5 Reflex Defense and enemies will just keep hitting harder. A bunch of the class's numbers don't really scale with any stats which I think is fine although I suspect Aura Condensation may be a noob trap for it
I looked at my options for advanced classes and while my first thought was to get Demonfist Combo for an extra multihit and true damage I decided to go with Demon Visage bc it would let me rapidly spam Fire Imp Assault's finisher for absurd burst damage
Kept the SW queen's heart, gonna try for Vile Life just to be silly
e: as an aside Aura Condensation's stated damage bonus doesn't seem to quite match the actual damage bonus although I didn't spend much time poking around and didn't look at the code. I remember running into a similar problem with Hiveminder's buggos though
e2: oh no I forgot about the anteroom
e3: never mind it was trivial lol
e4: kms on the forest troll hedge wizard but fortunately I had the fanged collar lol
Re: Demonfist Class
Made it up to the backup guardians. I can still kind of just unga bunga my way through everything but I'm starting to have scary moments, mostly in Vor Armoury. I predict Vor and Rak'shor will be problematic because crit spell casts can pretty significantly overpower my FDR at this point
Demon Visage is funny but I feel that it takes a class where the coolest part is the unique structure, removes that structure, then further removes structure inherent to ToME itself. While it is active, you have 3 fairly powerful weapon talents (a gap closer, an AoE, and a ST nuke) that have no cooldown, their use limited solely by your resources, and also have access to all 3 finisher moves. It's also very generally strong. Nearly all bosses I've encountered got wiped off the face of Eyal by the brilliant strategy of "stand next to it, pop DV, then press FIB over and over until it dies"; major exceptions so far (being those that needed some kind of further engagement to kill) were Snaproot because he has absurdly high Life and managed to outlive my Vim reserves and Pale Drake because he teleported me away which wasted my Vim and buff uptime. I think I'd have preferred the advanced trees to expand on the class's rules rather than remove them (Demonfist Combo also does this a bit but less aggressively and adds a new interaction to make up for it). However, I also very happily played this until 3:30 in the AM and only stopped because I started to get eyestrain from staring at my screen, so hm.
look at this fuckin buffoon tho lol
e: an actual feature request: could the quasit skills, if targeted outside their max range, please perform the skill at their maximum range? Like how Blink runes work
Demon Visage is funny but I feel that it takes a class where the coolest part is the unique structure, removes that structure, then further removes structure inherent to ToME itself. While it is active, you have 3 fairly powerful weapon talents (a gap closer, an AoE, and a ST nuke) that have no cooldown, their use limited solely by your resources, and also have access to all 3 finisher moves. It's also very generally strong. Nearly all bosses I've encountered got wiped off the face of Eyal by the brilliant strategy of "stand next to it, pop DV, then press FIB over and over until it dies"; major exceptions so far (being those that needed some kind of further engagement to kill) were Snaproot because he has absurdly high Life and managed to outlive my Vim reserves and Pale Drake because he teleported me away which wasted my Vim and buff uptime. I think I'd have preferred the advanced trees to expand on the class's rules rather than remove them (Demonfist Combo also does this a bit but less aggressively and adds a new interaction to make up for it). However, I also very happily played this until 3:30 in the AM and only stopped because I started to get eyestrain from staring at my screen, so hm.
e: an actual feature request: could the quasit skills, if targeted outside their max range, please perform the skill at their maximum range? Like how Blink runes work