Deathknight

Deathknight

Adds the Deathknight class. See forum thread for details.


Deathknight forum discussion thread
Deathknight on Steam's Workshop
See addon usage in the character's vault.
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Name Module Version Required Released File
Deathknight v1.9 1.5.5 2017-10-22 21:55
tome-deathknight.teaa
Deathknight v1.8 1.4.4 2016-03-06 20:58
tome-deathknight.teaa
Deathknight v1.7 1.4.4 2016-02-23 22:42
tome-deathknight.teaa
Deathknight v1.6 1.4.1 2016-01-26 22:38
tome-deathknight.teaa
Deathknight v1.5 1.3.1 2016-01-09 21:08
tome-deathknight.teaa
Deathknight v1.4 1.3.1 2015-12-05 22:12
tome-deathknight.teaa
Deathknight v1.3 1.3.1 2015-12-02 19:59
tome-deathknight.teaa
Deathknight v1.2 1.3.1 2015-11-30 22:54
tome-deathknight.teaa
Deathknight v1.1 1.3.1 2015-10-12 22:09
tome-deathknight.teaa
Deathknight v1.0 1.3.1 2015-10-04 22:02
tome-deathknight.teaa

Squire

Hey, great class you designed here, my only beef is the squire. Is there any way to make it an armoured skeleton warrior? Just fits what would otherwise be a perfect class. I tried messing with the code in notepad, but if I make any changes, the game refuses to recognize the entire mod.

Thank you for your time making this mod and for your consideration of this idea.

bug

also recently i get this error

really like this class, but i

really like this class, but i am newbie.
so whant to ask expirienced guys, is this class considered as OP?

i tried this on nightmare and his skills really help to survive in almost dead situations :)

Deathknight probably is a

Deathknight probably is a little overpowered. Not as drastically as it once was, but they're very hard to kill so I might nerf them a little bit next patch. I'll also look at fixing the bug you mentioned, that looks like it's just a tooltip error.

what GetMaxAbsorb should

what GetMaxAbsorb should return if hasShield() is false/null? zero?

[code]

        getMaxAbsorb = function(self, t) 
                local shield = self:hasShield()
                if not shield return 0
                return  shield.special_combat.block * (200 + math.ceil(self:combatTalentScale(t, 80, 150)))/100
        end,

[/code]

also small question :) about necrotic aura, i have pretty slow notebook and aura animation probably cost alot
is there easy way to disable it or i have to copy spell from original game and edit it?

Yes, Dusk Shield's tooltip is

Yes, Dusk Shield's tooltip is throwing an error at the moment as it's referring to your shield, rather than the squire's. Rather than changing it in the getMaxAbsorb code, I'd reword the tooltip like so:

    info = function(self, t)
        local block = t.getAbsorb(self, t)
        local chance = t.getChance(self,t)
        local damage = t.getDamage(self, t)
        return ([[Your block ability now grants your summoner a shield absorbing %d%% of your block value, and each time you take damage from an adjacent enemy, there is a %d%% chance to retaliate with a melee attack for %d%% weapon damage as darkness. You get one chance to deal this damage to a particular target each turn.]]):
        format(block*100, chance, damage * 100)
    end

And put this line near the top below getMaxAbsorb:

    getAbsorb = function(self, t) 
        return  (70 + math.ceil(self:combatTalentScale(t, 10, 30)))/100
    end,

That'll change the display to show the % of damage blocked.

As for Necrotic Aura, have you disabled all the options for particles and shaders etc? If so it's probably coded to always display unfortunately, would need to add an entry in talents.lua and overwrite the bit that gives the particle effect.

I might take a look at doing that tomorrow as well as fixing the tooltip for Dusk Shield.

yeah, i disabled everything,

yeah, i disabled everything, limited fps to 5, but necrotic aura shows even in world map, well thx for tip. maybe in result i made mod for bad pc like i have :)

icebound fortitude (passive) - is it work only with physical damage or it's supposed to handle any damage source? also i don't get what is tooltip is talking about. Rime is sustained ability, so where is ("reducing % damage for 3 turns") this "turns" is coming from?

also, not sure if it's bug or issue, but game isn't break rest state while squire is fighting somewhere :)

Icebound Fortitude reduces

Icebound Fortitude reduces all damage, not just physical. What it does is give you the damage reduction for 3 turns after you use Block (the ability granted by your shield). The Rime bit means it will only work if Rime is sustained though.

And not really an issue, think it works like that for pets in regular game. Your Squire should teleport back if he gets more than 10 tiles away or so, so it's not too exploitable.

oh, now i get it. finally

oh, now i get it.
finally something really tankish and useful with shield.

too bad there no information in log about mitigated damage, only absorbed. But probably this passive will give good advantage with using titanic shield (this one with 320 or like this block) to handle mages.

replaying to myself t5

replaying to myself
t5 shields is much better, they have less block value, but since ability itself is lvl5 you are able to spam it faster. now add here temporal shield and eternity's counter and you will get three raw damage reducers.
easily killed overpowered wyrms with such build.

 

finally turtle tank of my dream :) but also with minions