- Jan 19, 2017
- Jan 18, 2017
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DarkGod authored
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DarkGod authored
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DarkGod authored
More rogue updates 2 Misc: Fixed bug incorrectly resetting the .__project_source in Actor:fireTalentCheck and Actor:iterCallbacks. Added a new callback: "callbackOMeleeAttackBonuses" parallel to the existing "Combat:attackTargetWith:attackerBonuses" hook. Moved "callbackOMeleeAttack" callback to after "Combat:attackTargetWith" hook. (to be consistent with other parallel hooks/callbacks) Talent descriptions automatically note talents that won't break stealth, for actors that know the Stealth talent. Rescaled Stealth/Stealth detection and Trap Detection values to be more numerically similar to other scaled values like Power/Saves (no significant balance change). Survival Tree: Talents have only 50% chance to be selected by Randbosses (per class) so fewer are immune to traps. Heightened Senses: Removed resist unseen bonus. Reduced detect trap bonus (shared with Danger Sense). Device Mastery: Removed trap detection. May disarm traps from level TL 1. Track: Will not break stealth. Rescaled duration. Danger Sense: Rewritten: Provides trap detection (shared with Heightened Senses) and some resistance to critical strikes. Provides defense against unseen attackers bonuses through a new attribute: "unseen_crit_defense" which reduces the crit power bonus of unseen attackers (and may be used for other effects). Provides a 2nd chance, using reduced resistance to resist resistable detrimental status effects. Disarm Trap: Can disarm known traps even with no detection power. ShadowStrike: ShadowStrike effect replaced with a new attribute "unseen_critical_power" This provides bonus crit power vs all targets that cannot see the attacker (in stealth or not, i.e. while invisible or the target is blind), but provides no persistent bonus when leaving stealth and requires being able to see the defender. The bonus decreases with range to target beyond 3. Applies only to direct attacks, preventing traps, status effects, etc. from getting bonus crit power from the summoner's stealth. Trained Reactions: In addition to being able to trigger on all melee or ranged attacks, can trigger up to once each turn for another source of damage. Revised scaling of Stamina cost (slight increase) and damage reduction for the trigger to make sure higher talent levels are always more efficient. Lacerating Strikes: energy loss of victims scales up (limit < 25% of a turn). Throwing Knives: Range limited < 10. Expose Weakness: Rewritten: Provides a modest permanent APR bonus. Melee attack damage nerfed. Provides a mental buff to the user (instead of a resistible physical debuff to the target) that may add either accuracy or bonus weapon damage and resistance penetration (for the melee weapons only) based on the success of the melee attack(s) (more effective for dual wielders). Light Armour Training: Removed +% defense bonus. Rescaled and slightly buffed passive defense bonus (effectively 0.75 power). Nerfed mobile defense bonuse. Second Wind: Stamina recovered rescaled (nerfed); depends on Strength and Willpower rather than a % of maximum. See merge request !366
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Hachem_Muche authored
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- Jan 17, 2017
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Hachem_Muche authored
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Hachem_Muche authored
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Hachem_Muche authored
Expose Weakness: Reworked: Provides a modest permanent APR bonus. Melee attack damage nerfed. Provides a mental buff to the user with bonuses according to what is needed to overcome the target's defenses. Added a new callback: "callbackOMeleeAttackBonuses" parallel to the existing "Combat:attackTargetWith:attackerBonuses" hook. Moved "callbackOMeleeAttack" callback to after "Combat:attackTargetWith" hook. (to be consistent with other parallel hooks/callbacks) Light Armour Training: Defense bonus buffed slightly. % Bonus Defense removed. Mobile defense bonus nerfed. Trained Reactions: Tweaked Scaling of % reduction and Stamina cost for proc. Proc stamina cost slightly increased but guaranteed to be more efficient at higher talent levels, depending on Defense.
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Hachem_Muche authored
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- Jan 15, 2017
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DarkGod authored
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Hachem_Muche authored
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Hachem_Muche authored
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- Jan 14, 2017
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Hachem_Muche authored
Updated scaling of Trap Detect/Disarm and Stealth values to be more similar (~0.5 power) to other opposed combat stats in the game. This gives all talents consistent scaling for the relevant values, and maintains a competitive balance (including gear) to higher character levels.
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Hachem_Muche authored
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Hachem_Muche authored
Detect traps ability split between Heightened Senses and Danger Sense, and rescaled. Rework Danger Sense: provides detect traps ability, protection from crits and unseen attackers, and 2nd chance to save vs effects.
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DarkGod authored
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DarkGod authored
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- Jan 13, 2017
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Hachem_Muche authored
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Hachem_Muche authored
Update Shadowstrike talent. Add support for "unseen_critical_power" and "unseen_crit_defense" attributes.
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Hachem_Muche authored
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Hachem_Muche authored
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Hachem_Muche authored
Fix bug in Actor:fireTalentCheck and Actor:iterCallbacks clearing __project_source field incorrectly after callbacks.
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DarkGod authored
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DarkGod authored
Storm Fury now has a unique tile
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- Jan 12, 2017
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Hachem_Muche authored
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DarkGod authored
MoreRogueUpdates A couple of things that still may need to be addressed: The Danger Sense talent is nerfed here (see below), but may still need revision/replacement. With the other changes, Rogues no longer need this talent for defensive purposes. Randbosses may be a bit annoying for a player investing heavily in traps. Randbosses frequently get the device mastery talent, which provides more than adequate skill to disarm all of the players traps, essentially for free. Options: spread trap detect and disarm between two different talents, make disarming traps use energy. Talent changes: Lacerating Strikes: Targets will not bleed if they are missed. Scoundrel's Strategies: Target must be hit to suffer special effects. Energy loss can occur only once per turn (per target). Talent cooldown disruption gets slower scaling. Snap: Talent tier scales with raw talent level. Device Mastery: Learn Disarm Trap from level 1 - can actively search for traps at level 1, but still need level 3 to disarm. The Disarm Trap talent does not break stealth. Toxic Death: Spreading chance (nerfed) correctly applied to check spreading and checks poison immunity of splash victims. Cannot spread to source or through intervening actors. Updated several poison effect definitions to handle temp values properly. Vulnerability Poison: Damage rescaled (slight nerf) Bladestorm Trap: Adjusted scaling of construct's defensive stats to be less invulnerable to normal npcs. Gravitic Trap: General Nerf: Damage scales consistently with other trap damage scaling, pull allows target a power check to resist, cooldown and stamina increased, anomaly duration limited < 1/2 cooldown, does not refund stamina if triggered Freezing Trap: Slightly reduced persistent area effect damage, increased cooldown. Fan of Knives: Range scaling matches that of Throwing Knives. Stealth: Combat:attackTarget calls breakStealth() for stealthed attackers. This fixes a bug causing stealth to be cancelled inappropriately by talents that call attackTarget directly. Stealth will not break from activating instant use objects. Soothing Darkness: Flat armour bonus removed, reduces minimum/check range to enemies for Stealth/Shadow Dance when standing in an unlit grid (instead of being automatic), life regeneration depends on both talent level and Cunning. Shadow Dance: Fixed a bug causing a crash if Stealth is cancelled with Shadow Dance active. Can be activated with Stealth active. Dual Weapon Mastery: Nerfed offhand multiple slightly, Number of parries increase (slowly) with Cunning, and chance scales with Dexterity. Tempo: Energy gain limited < 25% of a turn. Restores stamina on offhand crits. Stamina recovery rescaled (< 15). Duelist's Focus: nerfed crit power reduction to be a consistent offset to Lethality. Evasion: Moved to tier 1. Still usable while pinned. Stamina cost penalized by Exhaustion as appropriate. Disengage: Moved to tier 2. Cannot be used with heavy armour. Base range increased to 2, max range limited to 10 or less. Reduced scaling of movement speed bonus (slight nerf). When used, triggers 1 turn Evasion (rather than Avoidance) and performs a standard ammo reload (rather than a specific number of shots). Tumble: Moved to tier 3. Cannot be used with heavy armour or when pinned. Slightly increased range and reduced base stamina cost. Exhaustion debuff stacks more slowly (50% per use) and fades gradually, but increases stamina cost of all Mobility talents (armour fatigue applied correctly). Trained Reactions: Moved to tier 4. General rewrite to use stamina more like a life buffer. Sustain is instant and has no cooldown. Grants permanent pinning immunity (< 100%). Damage reduction proc applies to melee and archery damage only and cannot be activated with heavy armour (half effective while pinned). Triggering damage (as a % of current life) based on both talent level and % of remaining stamina consumed (Typically ranges from 16-65% @ TL 1.3, 9-36% @ TL 6.5. Stamina cost of proc increases with talent level (talent always becomes more efficient), correctly applies combatFatigue, applied up to once per melee attack. Device Mastery: Reduced talent tier and Cunning requirement. Danger Sense: Nerfed for non Dexterity/Cunning classes to prevent it from being too useful for Mages, Oozemancers, Berserkers, etc. Cooldown scales down (40 to 25, min 10). Damage reduction % scales with Cunning and Dexterity (10% to 55%, max 75%). Triggers on a hit doing %(50% to 30%, min 15%) of current life or that would reduce life below 25% of max life. (These changes may still not be enough to balance this.) Light Armour Training: Must wear light armour to gain benefit. Improves armour fatigue (with light armour only). Removed situational stamina regeneration. New Dualweapon talents: (To replace the Precision and Momentum talents (moved to misc/npcs.lua) made redundant by the new duelist tree. These are niche talents that are useful to all dual wielders. To be used for NPC's or as an alternative for the Duelist tree for certain classes, like EoR's sawbutchers.) Close Combat Management (tier 3): Gives flat damage armour against on hit melee damage when hitting with mainhand and offhand weapons. May be sustained to reflect some of the resisted damage back to defender. Provides for generally useful defense for fast attacking dual wielders with some interesting possibilities for turning the target's abilities against itself. Offhand Jab (tier 3): Low cooldown attack that attacks with the mainhand weapon plus an unarmed strike, possibly confusing the target. Roughly as effective as Dual Strike. Provides another status effect option for dual wielders and a means to take advantage of gloves combat without being disarmed. Reflex Defense: nerfed crit power reduction to be a consistent offset to crit power talents Misc Changes: Fixed a bug in melee and archery damageType conversions that prevented all damage from being converted properly. (Affects Trained Reactions) The Reduced Vision debuff will not cause NPC's to lose target. See merge request !365
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- Jan 10, 2017
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DarkGod authored
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Hachem_Muche authored
Device Mastery: remove trap detection Track: will not break stealth Danger Sense: Add trap detection Disarm Trap: Can disarm known traps even with no detection power
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- Jan 09, 2017
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Hachem_Muche authored
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Hachem_Muche authored
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- Jan 08, 2017
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Hachem_Muche authored
Leeching Poison: Change scaling of effect. Healing is based on damage done by Deadly Poison (< 100%), instead of all sources (< 15%), to the target.
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