Spellsword v24

File
Game Addon: 
game_addon_string: 
tome

This is combination bug fix and feature increase (which probably means more bugs).

1) Attempted to fix the sustain icon title for Earth Shield to update. I failed. Its apparently a larger bug with the module. See forum bug thread:

http://forums.te4.org/viewtopic.php?f=42&t=36057

So in the mean time, the first line of the Info description has been changed to a current/max value counter. This is hopefully only temporary until the larger bug is addressed.

2) After looking at my code for using just the mainhand, and the much streamlined Arcane Combat code utilizing built in functions to determine dual wield status, I simply swapped over to Arcane Combat style. I.e. Chance of procing a Spellsword combat attack is halved when wielding 2 weapons. This simplified the code a bit and makes it a bit easier to understand and probably maintain.

3)Some minor updates to a few descriptions, specifically the elemental strikes.

4) The Master Blade talent has been renamed Master Deflection and moved into the new advanced generic dex based tree. It is now a long cooldown, instant cast, no cost, 2/4/6/8/10 turn duration buff which swaps accuracy for ranged defense (if higher) and rolls accuracy vs spellpower to deflect reflectable spells. Not sure if its too much of a nerf when combined with its new prerequisites. Let me know how you feel about this one (if you get that far).

5) New talent at tier 4 of the arcane veteran tree. It is a instant cast, no cost, long cooldown 3/4/5/6/7 duration buff which allows you to use mana as stamina and stamina as mana. It mana or stamina drops to less than 1, it will also automatically trigger (if not cooling down). Thus it will keep mana sustains up if hit by a manaburn effect to 0 mana.

6) New advanced generic dex based tree has 3 new talents.
6a)Parry, which is just block for your mainhand weapon. If elemental destruction is up, you can block pretty much any type of damage (think lightsaber effect), otherwise it can block physical and whatever else the weapon is associated with (damage on hit, resistances, etc). Roughly 20% as effective as a shield per talent point. Fixed 8 turn cooldown.

6b) Combat Grip provides passive disarm resistance, and a passive chance to disarm (2% per point, halved when dual-wielding) for 2 turns. At 5/5, it should keep your target disarmed for about 20% of the time. Not sure if the numbers are quite right for this one (higher chance? lower chance, longer duration?)

6c) Weapon Stances, provides 3 linked sustains. Only 1 of them can be on at a time. These shuffle around stats basically. Dragon stance provides +phys power and +crit, at the cost of accuracy/defense. Bear stance provides +saves/+defense at the cost of crit chance/physical attack speed. Falcon stance provides accuracy and physical attack speed at the cost of saves and physical power.

This last talent is the one I'm most shakey on. It may need to be replaced, or numbers severely tweaked. Let me know. Although the concept of being in "Fire" "Dragon" stance and switching to "Earth" "Bear" stance does sound kinda cool. Let me know.

The forum thread is at:
http://forums.te4.org/viewtopic.php?f=50&t=31556