Barbarian Class

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- fixed a big bug in weaponlord that reduced your attack speed to 4% (20 attacks on an enemy before they could react!)
- tweaked sustain costs for the new sustains: guard 50, weaponlord 65, hitman 55, mutant 85

Barbarian Class

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- gladiator/guard now scales properly
- alot of talents renamed
- alot of descriptions fixed
- natural speed moved to the mutations tree, replaced with natural safety - +5 phys, mental, magic save

- new generic tree: Mutations (unlock at lvl 10)

   - living shield - a weaker version of a shield rune
   - bioluminescence - light radius, blind immunity
   - mutant - turn into the hulk
   - evolve (natural speed)

-every tree except barbarian and genetics now has a sustain for the 3rd talent. each of these sustains can be considered a "promotion" for the tree. as in, the barbarian focusing on executioner can upgrade his "job" to a weaponlord with the sustain active. this would give him enhanced attack speed and accuracy.

-new sustains:

   - gladiator - guard - defense bonuses
   - thug - hitman - critical and penetration bonuses
   - executioner - weaponlord - attack speed / accuracy
   - mutations - mutant

have fun!

please leave some feedback on the message board thread, even if you think the barbarian sucks!

Spellsword v28

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A few bug fixes and more tweaks to the Martial mastery tree.

Earthen Shield was not regenerating when other effects were preventing damage. Effectively even "0" damage getting through to it would prevent regeneration of its hit points pool. I've now fixed that by requiring damage absorbed to be > 0 to prevent regeneration for that turn.

Weapon bond has been tweaked. Its still +2 damage/+2 accuracy per imporvement. However killing Elites and Rares (Rank 3 and greater) now will slowly improve the base stats to your current material tier - based on level.
Level 0-9 Iron
Level 10-19 Steel
Level 20-29 Dwarven Steel
Level 30-39 Stralite
Level 40-50 Voratun
So even if your weapon is enchanted, it will raise APR, crit chance, and "base" damage to appropriate values. If those values are already higher, it won't do anything. The +2 damage/+2 accuracy is on top of those base stats still.

So if you're level 50 wielding a balanced iron greatsword, have 5/5 in Weapon bond, and you've killed 2047 enemies, it base damage will rise each time you kill an elite or higher, up to 66 (voratun tier max damage) + 20 (10 improvements worth of enemies), its APR will be increased to 4 and physical crit chance to 5%. Its accuracy should be 20 + whatever the balance bonus accuracy was.

The skill also works for Shields, assuming you use shield bashes to kill stuff. Block will be improved as well as damage. For the moment, for flavor, the talent does not work on Staves, Mindstars, ranged weapons, gloves, or gauntlets. People may be able to convince me otherwise.

Lastly, the artifact creation part of the talent has been tweaked. New sets of effects are added at 1,2,4,8,16,32, and 64 boss kills. Where boss is defined to be rank 4 or greater. As far as I know there's about 70 rank 4 enemies and about 17 rank 5 NPCs in the game.
1 boss kill starts adding APR and crit chance (in addition to the base damage/accuracy improvements outlined above).
2 boss kills starts adding Crit multiplier and physical resist penetration.
4 boss kills adds damage on hit. If you're somehow anti-magic, the bonus damage is manaburn. If you don't know any spells, its physical. If you know spells, its which ever damage type you've done the most of so far in the game, other than physical.
8 boss kills adds bonus stats, roughly proportional to your base stat distribution.
16 boss kills improves attack speed with the weapon.
32 boss kills adds global speed
64 boss kills add resist all.

Most bonuses are doubled for 2-handed weapons when compared to 1-handed or offhand weapon/shields.

Alchemist+

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Spellsword v27

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This is a mostly a rework of the Martial Mastery Tree.

I wasn't happy with the Weapon Stance talent (which provided 3 new stances), and have replaced it with Weapon Bond.

Weapon Bond is a passive, which keeps track of kills you've made with any given weapon.
Already enchanted (greens, blues, artifacts, etc) will slowly gain base damage and accuracy.
At 1 point, it requires 1 kill, then 10 kills, then 100 kills, etc to receive a +2 bonus each time.
At 5/5 points, it requires 1 kill, then 2 kills, then 4 kills, etc to receive a +2 bonus each time.

However, the most interesting feature is if you are using a plain white unenchanted weapon (or shield or gloves - I think) it will turn it into an Artifact weapon. It will gain stats in the same was as an enchanted weapon. But in addition, it can significantly stronger benefits as you kill unique bosses (in code turns rank 4 and greater). It will gain APR and crit chance after 1 boss kill (and updating any time a boss is killed). The magnitude of the benefit is dependant on how many enemies in total are killed. At 4 bosses it starts adding crit damage multiplier and physical penetration. At 16 bosses it improves attack speed. At 64 bosses it adds a stat bonus. At 256 bosses it adds global speed. Over 1000 bosses will add resist all. Good luck finding 1000 bosses. :)

Combat Grip was improved so disarm chance is based on Accuracy, and scales up to about 25% at around 100 accuracy and 5/5.

Parry became Master Parry, and is now an instant cast, 1 turn (effectively 2) evasion effect, which has a chance to counter attack against anyone who misses the user. So if 8 enemies attack you, you could counter up to 8 times if they all miss. It is possible to reach 100% evasion and counter rate at very high accuracy. Has a 10 turn cooldown.

Let me know what you think in the addon forums thread.

No NPC Aggro

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Barbarian Class

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did some higher level testing on the scaling, and well, she was a little overpowered

nerfed just about everything

birth
- lowered cun by 2, lowered str by 1, raised mag by 1
- decreased life rating to 2
- increased max life to 130
- removed point in weapon combat

barbarian
- bash - lowered stun duration
- butcher - removed dual wield dependency, lowered bleed dmg and duration
- slaugther - increased cooldown to 13, lowered bleed duration and dmg
- meat spin - same

gladiator
- brute - same
- charge - same
- guard - nerfed all bonuses. low end is good, high end not so much
- endurance - nerfed stam regen to 0.5, health to 1.25

thug
- street fighter - nerfed bonuses 50%
- retaliate - nerfed dmg
- penetration - nerfed bonus by 50%

execution
- bloodshed - nerfed chance
- sever - nerfed chance
- execution - same

raider
- untouched, still broke

Barbarian Class

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new stuff - well, alot

- player now starts with leather boots
- tweaked str and str-high requierments
- tweaked cun requirements
- tweaked wil requirements

- Executioner, locked. Can unlock before level 10
- Raider, locked. Cannot unlock until level 10 (very unfinished)

- Thug, Barbarian, Gladiator, Genetics about 99% finished. hopefully!

  • = renamed or new talent

Barbarian
- *Bash - same
- Butcher - same
- *Slaughter - bleed damage tweaked
- *Meat Spin - same

Gladiator
- Brute - same
- Charge - same
- Guard - now a sustain. one turn activate, 50 stamina. def bonuses scale with str
- Endurance - buffed slightly. 1.5 health / 0.75 stamina per level

Thug
- Street Fighter - nerfed def bonus to half (+3). scales with cun
- Retaliate - same
- Penetration now a sustain. one turn activate, 50 stamina, +5-25% crit chance & APR
- *Thug Life - based on unednding frenzy , +5 stamina per kill

Genetics
- Natural Body - same
- Natural Focus - same
- Natural Resistance - same
- Natural Speed - same

Executioner - still need one talent
- *Bloodshed - tweaked bleed damages and chance to hit. now 50% dmg, 5-25% chance
- *Sever - 3-15% to maim for 3 turns. 30% global speed reduction & -10% damage
- Execution - tweaked bleed damages. will not interfere with other bleeding (deep wound)

Raider - only 30% finished, use at own risk! untested!
- *Escape Options - carbon copy of step up
- *Pillage - copy of respulsion from bulwark tree.
- *Call of Zigur - same

Still to do:
- add 20% accuracy penalty on Brute (dual wield). maybe an even higher penalty, this guy puts out too much bump damage!

Spellsword v26

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Bug fix release.

Inferno cleave had some lua errors under certain circumstances. Mana Focus also had incorrect info text (but correct effects).

Spellsword v25

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This is mostly a balancing pass. Many numbers were tweaked and a few talents have new features.

Change log:

Changed all unique class trees to 1.3 multiplier, while reducing innate values to preserve the same effectiveness. Unique generic trees increased to 1.2 multiplier, again number tweaked to keep the same effectiveness. Below are listed talents whose numbers were changed beyond just making the same results for a 1.3/1.2 multiplier.

Elemental stances talent changed so that skill multiplier has an actual effect (as opposed to just adding 1 per raw talent level).

I had forgotten that the talents go from 1 to 6, because I included +1 from the base talent, then up to 5 more from Elemental stance.
Now they effectively go from 1 to 7.5.

Earth stance received further reductions to scale from 5,40 to 4,32 for armor.

Fire stance critical scaling changed to 2,15 instead of 2,20. This means at 100 spellpower it caps out at 20 crit or so. At 70 it should be around 15%.

Mark of fire now is 24 (up from 20) cooldown at 50 (up from 25) mana (but with the 1.3 multiplier reaches duration 6 turns at 5/5).

Healing water I realized I never coded it allow to crit. I'm thinking I like that fact that it doesn't crit, since the talent actually keep would keep over heal around for extra turns. So instead, I'm leaving the stats the same, for a roughly 15% improvement with the 1.3 skill multiplier.
Its still not as good as the Sun Paladin's Healing Light or the Archmage's Arcane Restoration in health per cooldown, without even considering spell crit. About 50 less health per heal vs Arcane Restoration at 5/5.

Drain Water of Life damage scaling changed to (1.4,2.1) from 1.2,2.1. At 5/5, increases damage by 220%. Its the same scaling as Death Dance's AoE damage.

Inferno cleave has been changed to have a deep wounds style effect, except with fire flavor. Same duration and heal reduction as Bleeding Edge, but alot less damage. It no longer blinds.

Aura of Fire now has a chance scaling with talent points and spell power to trigger the removal of 1 negative effect. At 5/5 (with 1.3 multiplier) and 100 spellpower has about 66% chance. Around 50 spell power is about 38% chance.

Earthen shield will now only recharge its hit point pool if it has not absorbed any damage in the previous turn.

Tornado Strike critical chance buff scaling changed from 1,25 to 2,15 (overall reduction) and provides blind fighting for the duration of the buff.

Mana focus base regen buffed slightly to be closer to Arcane Feed. 0.15 per talent point at 1.2 multiplier. 0.75 at 5/5.

Martial Magic buffed slightly. With 1.2 multiplier, lasts 4,5,6,7,8 turns.

Still not very happy with Martial mastery tree. Suggestions welcome on it.

Added Daftigod's talent icons. They're much nicer than my attempts.

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