alchemist

Steam-Chemist

Short Name: 
steamchemist

Adds a new class, the Steam-Chemist (A tinker who picked up alchemy) also attempts to revise alchemist with some quality of life and balance changes.

Steamchemists:
They're tinkers who have started dabbling in alchemy - but their dual focus has resulted in lesser skill. Less skillfully assembled machinery can sometimes be even more dangerous, though.
They have a golem, but no advanced golemancy, access to staff training, but no channel staff and no natural mana regen. What they have is lots, and lots of explosions.

One new talent tree : Shrapnel
Steampowered Bombardment : version of throw bomb that scales with steampower and alchemist gem power
Shrapnel infusion : results in bombs causing bleed damage, +phys dmg, +phys penetration
Sonic Boom : An aoe cone physical damage confusion skill
Rocket Powered Leap : a leap that attempts to attack in an aoe, if it hits, causes massive bleed damage

In addition, they have access to many steam categories.

Alch revision description :

Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system. Idea is to make mana the limiting factor of alchemists,
rather than alchemist gems. Idea is to make alchemist a short to mid ranged class with high burst and mana problems, but decent tankiness. Their golem can lock people into place for them to wail on,
and they have some other talents to help if someone does get into melee range (shortrange aoe stuns, ranged knockbacks, etc.)
1.0.6:
Gem quality contributes more to bomb damage
At talent level > 7 throw bomb and steam bombardment now reduce their CD by 1 (this means an extra cat point in their respective categories results in 3 CD)

1.0.5:
Arcanum compatibility update

1.0.4:
Explosion expert no longer increase the damage of throw bomb. Instead, throw bomb's damage has been somewhat normalized - it should deal a bit more damage than the average explosion bomb, but won't have quite the same ceiling.
Explosion expert now increases the AOE and mana cost of throw bomb. It will still increase contained explosion's damage bonus. This damage bonus has been rescaled a bit to be more valuable at lower levels.

1.0.3:
Balance changes:
Throw bomb, steam bombardment, explosion expert nerfed
Defensive posture should scale better with talent level.

1.0.2:
Fire infusion damage changed a bit, same for shrapnel. Now deals 25% of bomb damage over 3 turns.

1.0.1:
Gems are no longer overloaded.

1.0.0:
Steamcoil re-enabled (it's a tinker, a version of mana coil that gives some steam regen and can attach to steam staves).
Generic steamstaves modifiers changed to .6/.8 instead of .8/.8

0.9.10:
Fixed command staff not having elements. Unfortunately, had to disable steam coil as a short term fix.
Also lowered modifiers on steamstaves and artifacts, as they were slightly too high
0.9.9 :
Fixed thunderclap consuming gems.

0.7.1
Fire infusion changed :
deals 100% damage, then 1/6 of that damage every turn for three turns (this means that fire infusion now deals the most damage of any infusion, in order to make up for it having the least utility)
(just an FYI, Shrapnel infusion does deal more damage : Shrapnel infusion deals 100% damage, then 1/5 of that damage every turn for four turns).
Steampowered bombardment now deals fireburner damage (the same as fire infusion, but no bonus pen or bonus damage) by default, and is unaffected by infusions other than shrapnel infusion (which no longer affects throw bomb).

0.7.0 -
Refit golem now only heals to 40% instead of 50% hp if golem is dead.
Fire infusion damage now a bit more frontloaded (deals 75% of damage initially, rather than 50%).
Alchemist Protection now only buffs elemental resistance (5% per raw level), friendly fire is no longer enabled by default.
Mana cost of throw bomb now scales with points in explosion expert (10 + 6 per rawlevel)

Overall :
-Gems no longer consumed by talents
-All infusions now have 4 CD to make them viable to switch between in combat
-Infusions give damage pen to their respective damage types in addition to their damage boost
-Alchemist talents no longer deal friendly fire
-Throw bomb, channel staff, refit golem have higher mana costs (35, 6, 30)

-To make throw bomb's damage scaling smoother gems now give these bonusese to damage of throw bomb per tier :

+ 20%, +35%, +50%, +65%, +70%, with bomb

Gems such as diamonds which gave a +% modifier now have that added directly to their power :
So a diamond now increases bomb power by 95% exactly, and other tier 5 by +70% exactly.

Totally revised Explosion Expert, based largely on Minmay's version of the spell

Alchemist :
(I used minmay's revamped alchemist as a base for these class starting changes)
Willpower/Con bonuses swapped
Liferating changed from -1 to 0
Weapons Training known from start

Golem :
-Now has head slot.
Unfortunately, to remove a helm you have to equip another helm. I'm working on this.
-Golem gains a class talent point every other level instead of every 3
-Boosted weapon damage on pound
-Pound is now a melee ability
-Pound can now be used in melee range
-Knockback, Crush can now be used in melee range
-Golem gains 1 generic every 10th level and has access to combat training from the start. Note : points in golem power and
resilience automatically give points in these areas, though this is hidden in normal ToME.

Explosion tree:
-Alchemist protection now only grants extra elemental damage, friendly fire is gone from alchemist talents by default.
-Explosion Expert totally revamped (thanks to minmay for permission to use parts of her code) . It now will tell you how much extra damage is going to be dealt in the tooltip given while aiming the bomb.
-Explosion expert now grants up to 6 radius, and can grant 7 (and some more bonus damage) with an extra category point.

Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game.

Lightning:
Living Lightning has 15 CD and somewhat increased damage

Acid :
-Boosted max damage on caustic mire
-Boosted damage on Caustic Golem

Fire Alchemy:

-Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75
-Now only targets 1 creature
-Body of Fire has 15 CD instead of 40
-Body of fire now grants fire affinity instead of resistance

Frost:
-Boosted max damage on Flash Freeze (250->320)
-Greatly increased max armor granted for Golem on Ice Armor
-Changed frost infusion to no longer freeze. Instead, it applies a 20% slow. This is to let cold be used as a more reliable damage source

Golemancy :
-Refit golem when golem is dead cast time reduced to 1 resting turn (requires player to be out of line of sight of enemies, meaning Smoke Bomb has a purpose)
-Golem is revived at 40% instead of 33% max hp

Advanced Golemancy:
Greatly increased runic golem regen rate

Staff Combat :
Tree reworked
Channel staff is now a built in attack that costs no talent points and deals 100% weapon damage with a +20% magic modifier.
New talent takes the second spot in the tree :
Desperate Blast - In desperate times, you can overload your channel staff with five times as much mana. This will increase the damage and cause the spell to knockback, but changes the damage to a physical type, and decreases the range.
Blunt thrust is the third item in the tree, and never misses from talent level 1.
Defensive posture is fourth in the tree, with a lowered cap (now scales from 9 armor/defense at level 1 to 18 at level 5).

Stone Alchemy :
-Stone touch starts at range 3 and beams from talent level 1

Warning : Still needs balancing

Revised Alchemist

Short Name: 
alchrevision

Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system. Idea is to make mana the limiting factor of alchemists, rather than alchemist gems, with the vision to make alchemist a short to mid ranged class with high burst and mana problems, but decent tankiness.

Overall :

-Gems no longer consumed by talents
-New talent tree, jewelcraft, with new abilities
-Channel staff is now an innate ability
-Two new abilities, replacing channel staff's spot in tree and shockwave bomb respectively
-Infusions give damage pen to their respective damage types in addition to their damage boost (Fire infusion gives a slightly higher penetration than the other types to make up for it causing bombs to deal DoT damage instead of burst).
-Throw bomb, channel staff, refit golem have higher mana costs (25, 6, 30)
-To make throw bomb's damage scaling smoother gems now give these bonuses to damage of throw bomb per tier :

+ 20%, +35%, +50%, +65%, +70%, with Gems such as diamonds which gave a +% modifier now have that added directly to their power :

So a diamond now increases bomb power by 95% exactly, and other tier 5 by +70% exactly.

0.8.8
Gem quality contributes more to bomb damage
At talent level > 7 throw bomb and steam bombardment now reduce their CD by 1 (this means an extra cat point in their respective categories results in 3 CD)

0.8.6
Explosion expert no longer increase the damage of throw bomb. Instead, throw bomb's damage has been somewhat normalized - it should deal a bit more damage than the average explosion bomb, but won't have quite the same ceiling.
Explosion expert now increases the AOE and mana cost of throw bomb. It will still increase contained explosion's damage bonus. This damage bonus has been rescaled a bit to be more valuable at lower levels.

0.8.4:
Fire infusion damage changed a bit, now deals 25% of bomb damage over 3 turns.

0.8.3
No more gem overloading

0.8.2:
Body of fire bug fixed, hopefully

0.8.1:
Bugfix - Thunderclap no longer consumes gems.
Throw Bomb spellpower scaling slightly weakened

0.8.0-
Updated for parity with steamchemist add-on balance changes and bugfixes
Bug fixes and balance changes:
Contained explosion mana cost now decreases with additional points, and it notes that it will add an additional 10% damage multiplier.
Throw Bomb scales less with spellpower, though still more than other spells (1.35 instead of 1.65 multiplier).
Body of fire AI fixed – would pop up bugs continously and do nothing before

0.7.1
Fire infusion changed :
deals 100% damage, then 1/6 of that damage every turn for three turns (this means that fire infusion now deals the most damage of any infusion, in order to make up for it having the least utility)

0.7.0 -
Refit golem now only heals to 40% instead of 50% hp if golem is dead.
Fire infusion damage now a bit more frontloaded (deals 75% of damage initially, rather than 50%).
Alchemist Protection now only buffs elemental resistance (5% per raw level), friendly fire is no longer enabled by default.
Mana cost of throw bomb now scales with points in explosion expert (10 + 6 per rawlevel)

0.6.0-
Minor tweaks :
Caustic golem can now proc twice per round, though the chance is low.

New locked tree : Jewelcraft. A tree that enables an arcane damage throw bomb infusion and a powerful flat damage reduction ability that is further improved by other abilities in the tree.

"Aether Infusion"
You infuse your gems with mystical aether, a technique taught in Angolwen to those few alchemists who have visited. Your thrown bombs deal arcane damage which may disarm.
All arcane damage you do is increased by %d%%, and arcane damage penetration increased by %d%%. As alchemists were not raised in Angolwen, their mastery over arcane elements results in less damage penetration than other infusions.
"Jeweled Armor"
Use your gem to focus energy through mystical symbols on your body, creating ethereal jeweled armor. The resulting energies will protect you. Reduces all damage taken by %d for %d turns. Damage reduction scales with the quality of the wielded gem, and is equal to 1.5 times gem power.
"Gem Mastery"
Enable your gem armor to utilize the effects of gems. When damage is taken, beneficial effects of gem will occur on each instance of damage, up to %d times per turn. Beneficial effects are found on Spinel, Aquamarine, Garnet, and Bloodstone. Note : Garnet and Bloodstone have lower overall power than other gems of their tier. (The number of times the effect can occur per turn are equal to the raw talent level of gem mastery)
"Aether Embrace"
Your jewel armor synchronizes your with the aether existing around you, rather than merely your physical existence. Increases Arcane resistance by (Raw talent level*20) and Arcane resistance cap by (raw talent level * 3) while jeweled armor is active. Learning this talent exposes you to the void of space.

0.5.0 -
Staff combat tree reworked :
Channel staff is now a built in attack that costs no talent points and deals 100% weapon damage with a +20% magic modifier.
Staff mastery is moved to the first position in the staff combat tree.
New talent takes the second spot in the tree :
Desperate Blast - In desperate times, you can overload your channel staff with five times as much mana. This will increase the damage and cause the spell to knockback, but changes the damage to a physical type, and decreases the range.
Blunt thrust is the third item in the tree, and never misses from talent level 1.
Defensive posture is fourth in the tree, with a lowered cap (now scales from 9 armor/defense at level 1 to 18 at level 5).

Full Changes
Alchemist :
(I used minmay's revamped alchemist as a base for these class starting changes)
Willpower/Con bonuses swapped
Liferating changed from -1 to 0
Weapons Training known from start

Golem :
-Now has head slot.
Unfortunately, to remove a helm you have to equip another helm. I'm working on this.
-Golem gains a class talent point every other level instead of every 3
-Boosted weapon damage on pound
-Pound is now a melee ability
-Pound can now be used in melee range
-Knockback, Crush can now be used in melee range
-Golem gains 1 generic every 10th level and has access to combat training from the start. Note : points in golem power and
resilience automatically give points in these areas, though this is hidden in normal ToME.

Explosion tree:
-Alchemist protection now uses talent level rather than raw talent level - getting some more class point freedom.
-This means that 4/5 gives the necessary bonus 5/5 gives a bit more oomph (extra 4% resist elements)
-Explosion Expert totally revamped (thanks to minmay for permission to use parts of his code) . It now will tell you how much extra damage is going to be dealt in the tooltip given while aiming the bomb.
-Explosion expert can now correctly grants 6 radius, and can grant 7 (and some more bonus damage) with an extra category point.

Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game.

Lightning:
Living Lightning has 15 CD and somewhat increased damage

Acid :
-Boosted max damage on caustic mire
-Boosted damage on Caustic Golem

Fire Alchemy:

-Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75
-Now only targets 1 creature
-Body of Fire has 15 CD instead of 40
-Body of fire now grants fire affinity instead of resistance

Frost:
-Boosted max damage on Flash Freeze (250->320)
-Greatly increased max armor granted for Golem on Ice Armor
-Changed frost infusion to no longer freeze. Instead, it applies a 20% slow. This is to let cold be used as a more reliable damage source

Golemancy :
-Refit golem when golem is dead cast time reduced to 1 resting turn (requires player to be out of line of sight of enemies, meaning Smoke Bomb has a purpose)
-Golem is revived at 50% instead of 33% max hp

Advanced Golemancy:
Greatly increased runic golem regen rate

Staff Combat :
Tree reworked
Channel staff is now a built in attack that costs no talent points and deals 100% weapon damage with a +20% magic modifier.
Staff mastery is moved to the first position in the staff combat tree.
New talent takes the second spot in the tree :
Desperate Blast - In desperate times, you can overload your channel staff with five times as much mana. This will increase the damage and cause the spell to knockback, but changes the damage to a physical type, and decreases the range.
Blunt thrust is the third item in the tree, and never misses from talent level 1.
Defensive posture is fourth in the tree, with a lowered cap (now scales from 9 armor/defense at level 1 to 18 at level 5).

Stone Alchemy :
-Stone touch starts at range 3 and beams from talent level 1

Warning : Still needs balancing

Revamped Alchemist

Short Name: 
revamped-alchemist

Revamps the Alchemist class.

The main focus of this revamp is to make Alchemist less centralized on Throw Bomb and a single damage type. Channel Staff and melee for alchemists are significantly improved.
Additionally, gem micromanagement is eliminated; alchemist gems no longer exist and alchemists' talents no longer use or consume ammo.

Main features:
- Alchemist gems are gone. Throw Bomb, Refit Golem, etc. no longer consume ammunition.
- Alchemy infusions are no longer mutually exclusive. Instead of changing the damage type of the entire alchemist bomb, they add a small amount of extra damage to alchemist bombs, Channel Staff, and melee attacks.
- Throw Bomb no longer has friendly fire. Alchemist Protection is replaced with a talent that allows you to pick a special effect for your bombs (such as knockback).
- More talents benefit from mastery
- A new Staff Techniques tree

Full change list:
- Acid Infusion, Fire Infusion, Frost Infusion, and Lightning Infusion:

  - These sustains are no longer mutually exclusive.
  - These sustains no longer change the damage type of Throw Bomb.
  - These sustains no longer provide elemental damage increases.
  - These sustains now *add* acid, cold, fire burn, and lightning damage to Throw Bomb, Channel Staff, and melee attacks.
  - These sustains now have cooldowns of 10 (from 30) and sustain mana costs of 50 (from 30).
  - No more blinding/freezing/dazing from these talents.

- Alchemist Protection:
  - Replaced with new talent, Pyrotechnics, which lets you select a special effect for your bombs

- Body of Fire:
  - No longer provides on_melee_hit
  - Resistance no longer depends on spellpower
  - No longer drains mana
  - Sustain mana cost reduced to 100 (from 250)
  - Fixed sustain bug
  - Made description more accurate

- Channel Staff:
  - Now indicates its actual damage in the description

- Create Alchemist Gems:
  - Removed

- Explosion Expert:
  - Now benefits from mastery
  - Now computes the number of squares correctly
  - Different formula for scaling damage bonus (it is now linear with the number of squares not hit)
  - Damage bonus is now shown when targeting Throw Bomb

- Gem Portal:
  - Replaced with new talent, Rapid Decomposition, which lets you shatter a wall - or your golem

- Ice Core:
  - Resistance no longer depends on spellpower
  - Now gives the amount of resistance it claims to, instead of only 60% of what it claims
  - Made description more accurate
  - Fixed sustain bug

- Living Lightning:
  - Range is always 6 (also fixes bolts of lighting being fired at nothing)
  - Fixed sustain bug

- Refit Golem:
  - No longer uses ammunition

- Reflective Skin:
  - Got as close to fixing the sustain bug as possible

- Shockwave Bomb:
  - Replaced with new talent, Elixir, which heals you and your golem when you throw a bomb

- Throw Bomb:
  - No longer has friendly fire
  - No longer uses ammunition
  - Range formula changed, now benefits from mastery
  - Damage formula changed

- Thunderclap:
  - Now confuses instead of knocking back and disarming.

- New Staff Techniques tree:
  - Pole Vault: Jump into or out of melee with an attack
  - Steady Hands (passive): Improved accuracy based on Spellpower, disarm immunity
  - High Guard (passive): Flat damage reduction for your staff's damage type(s)
  - Half-Staff (passive): Awful pun, improved attack speed with staves, extends range of Channel Staff and makes it a beam

- Alchemist now has a life rating of 0 instead of -1
- Alchemist now has +3 Wil, +1 Con instead of +3 Con, +1 Wil
- Alchemist now begins with Combat Training unlocked at 1.00 mastery
- Improved Alchemist description a bit

As in vanilla, talent icons are from http://game-icons.net/ .

Sound credits:
http://freesound.org/people/Timbre/sounds/131263/ CC-BY-NC 3.0
http://freesound.org/people/Benboncan/sounds/60085/ CC-BY 3.0
http://freesound.org/people/RutgerMuller/sounds/51113/ CC 0
http://freesound.org/people/Omar%20Alvarado/sounds/118450/ CC-BY 3.0

Compatibility

This probably won't work with other addons that severely mess with Alchemist or
Staff Combat.

This addon superloads the following functions non-intrusively:
Combat.lua:combatAttackBase()
Combat.lua:combatGetFlatResist()
Combat.lua:combatSpeed()
Grid.lua:tooltip()

Changelog

1.0.0:
- Initial release

Staff Infusion

Short Name: 
staff_infusion

Modifies the Command Staff talent, allowing you to link your staff's damage element to your currently active alchemy infusion.

Golem - The Ironbreaker ALT

Short Name: 
irongolem-ALT

(***optional version with original golem magic tree***Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced.

Golem - The Ironbreaker

Short Name: 
irongolem

(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced.

Technicolor Golem Coats

Short Name: 
technicolorgolems

Alters second alchemy talents to function with all infusions, not just their own. Compatible with Arcanum and Nullpack alchemy trees.

Logical Alchemists

Short Name: 
logical-alchemists

Makes alchemists focus on creating elixirs that you are not currently helping them with.
In the base game, when you hand in ingredients to an alchemist, another alchemist completes one of his remaining elixirs at random.
What this addon does is remove the elixir that you are already helping them with from the possible elixirs to be chosen unless it is their last elixir.

Auto Gem

Short Name: 
grayswandir-auto-gem

Automatically extract gems instead of transmogrify.

Nobody like golems?

I've just checked character vaults... Every alchemist have 5\5 bombs throwing but almost nobody has Invoke Golem and other powers.
In my opinion, golem is a main Alchemist's force - you can freely send him to enemies and strike them, stun them, heal golem then summon golem back or recreate without fear of fail - because your main character is standing on the stairs in safety. I've got only to level 24 so far - maybe things will change later.

Even more - on the insane difficulty golem-driver seems to be easiest character to play - golem has elite rank and I think he has no penalties to damage taken.

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