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Author Topic: Deathknight class  (Read 11736 times)

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Re: Deathknight class
« Reply #45 on: »
UPDATE :

- Shield Break chance in Precise Aura has been slightly reduced
- New special effect when Sindragosa dies and the CD has been raised to 1mn
- Death Grip builds more charge and mana cost has been slightly reduced
- a few changes in Death Scythe affixes
- I've created an armor set for lvl 45

armor set tags :
item DK_DARKKNIGHT_HELMET
item DK_DARKKNIGHT_GLOVES
item DK_DARKKNIGHT_BOOTS
item DK_DARKKNIGHT_CHEST
item DK_DARKKNIGHT_PANTS
item DK_DARKKNIGHT_SHOULDERS

Re: Deathknight class
« Reply #46 on: »
UPDATE :
- New special effect when Sindragosa dies and the CD has been raised to 1mn
I like the new idea that you gave to Sindragosa skill. :P



Idea:

I have the idea to give a little booster effect during Full Charge, by giving effect: "Increasing 3 rank for all skills (Active & Passive) that you have learned".

I got the idea of "Skill Shrines" found in the original game, which can boost skills temporarily. Also from this mod skill_potion.:D

« Last Edit: February 02, 2019, 07:22:27 am by Sch123 »

Re: Deathknight class
« Reply #47 on: »
I have the idea to give a little booster effect during Full Charge, by giving effect: "Increasing 3 rank for all skills (Active & Passive) that you have learned".
I got the idea of "Skill Shrines" found in the original game, which can boost skills temporarily. Also from this mod skill_potion.:D
I considered the idea but finally i won't do it.
The problem is the charge bar would be less interesting at high level than before.

So, Update (probably one of the last) :

- The beam effect of the charge bar is less bright
- I've implemented 3 sets lvl 105 (one for each tree)

Item tags :

item DK_BLOODKNIGHT_GLOVES
item DK_BLOODKNIGHT_HELMET
item DK_BLOODKNIGHT_BOOTS
item DK_BLOODKNIGHT_CHEST
item DK_BLOODKNIGHT_PANTS
item DK_BLOODKNIGHT_SHOULDERS

item DK_FROSTKNIGHT_GLOVES
item DK_FROSTKNIGHT_HELMET
item DK_FROSTKNIGHT_BOOTS
item DK_FROSTKNIGHT_CHEST
item DK_FROSTKNIGHT_PANTS
item DK_FROSTKNIGHT_SHOULDERS

item DK_UNHOLYKNIGHT_GLOVES
item DK_UNHOLYKNIGHT_HELMET
item DK_UNHOLYKNIGHT_BOOTS
item DK_UNHOLYKNIGHT_CHEST
item DK_UNHOLYKNIGHT_PANTS
item DK_UNHOLYKNIGHT_SHOULDERS

Re: Deathknight class
« Reply #48 on: »
I have the idea to give a little booster effect during Full Charge, by giving effect: "Increasing 3 rank for all skills (Active & Passive) that you have learned".
I got the idea of "Skill Shrines" found in the original game, which can boost skills temporarily. Also from this mod skill_potion.:D
I considered the idea but finally i won't do it.
The problem is the charge bar would be less interesting at high level than before.
I think it will be helpeful especially for Passive skills, so that we can focus more on giving skill points to Active skills because passive skills will be helped a bit by that effect (even if it's temporary). ::)

Quote
- The beam effect of the charge bar is less bright
Thank you for making the beam effect not so bright :)

Quote
- I've implemented 3 sets lvl 105 (one for each tree)
I thought you would give a different set of items for each category, but it turned out that the three used the same model. But it's okay. :P



Ask

By the way, can you change the position of holding a weapon for Death Scythe, because it's too above when he holds it?



Idea

I have an idea, what if you replace the effect on the armor set on "6 set armor" in Frost & Unholy. Because what I see when 6 sets of armor are collected it will have an additional effect of elemental (ice & poison) damage. I thing It might be good like this:
Frost = Frost aura, giving a cold which slows down the surrounding enemies
Unholy = Unholy aura, spread disease to every enemy around
« Last Edit: February 03, 2019, 08:29:39 am by Sch123 »

Re: Deathknight class
« Reply #49 on: »
I thought you would give a different set of items for each category, but it turned out that the three used the same model. But it's okay. :P
If you look closely, the colors are slightly different.
Ok, with a lot of black each time.  ;)

Quote
By the way, can you change the position of holding a weapon for Death Scythe, because it's too above when he holds it?
It's linked to the model, so I don't know how to do that, and personnally I think it's fine like this.
If the hand was closer to the handle it would be unbalanced because the weight come from the blade.

Quote
I have an idea, what if you replace the effect on the armor set on "6 set armor" in Frost & Unholy. Because what I see when 6 sets of armor are collected it will have an additional effect of elemental (ice & poison) damage. I thing It might be good like this:
Frost = Frost aura, giving a cold which slows down the surrounding enemies
Unholy = Unholy aura, spread disease to every enemy around
The affix text is not very clear, the 6P effects don't do damage.
For the 6P frost armor you have 100% chance to freeze enemies when you strike them (that slow them down by 33%).
For the 6P unholy armor you have 100% chance to poison enemies when you strike them (that reduce armor and damage by 33%)
It's very powerful !  :D
I won't make auras, sorry.

Re: Deathknight class
« Reply #50 on: »
The affix text is not very clear, the 6P effects don't do damage.
For the 6P frost armor you have 100% chance to freeze enemies when you strike them (that slow them down by 33%).
For the 6P unholy armor you have 100% chance to poison enemies when you strike them (that reduce armor and damage by 33%)
It's very powerful !  :D
I won't make auras, sorry.
It's okay, after you explain I don't think an aura is needed. :D


By the way, what will you do after this?  ::)
Will you try to fix & improve the Paladin (Crusader) Class Mod? :P

Re: Deathknight class
« Reply #51 on: »
By the way, what will you do after this?  ::)
Will you try to fix & improve the Paladin (Crusader) Class Mod? :P
I can't promise that.

First I will publish the Deathknight within a week (I just need to test it a little more).
I have also to make very light changes in Variant Pets.
After that, breaaaak !

I spent 300 hours on the Deathknight and I'm tired now.
I'm not sure I will come back, because it's not good for my social life.  ::)
We'll see...

By the way, do you survive Elite Synergies with it ?

Re: Deathknight class
« Reply #52 on: »
Quote
By the way, do you survive Elite Synergies with it ?

Well, sometimes I still die when facing champion monsters because the damage given is quite large, about 2-3 attacks you will die. :-[

Because of that I changed the playing method a little, first I used shield + sword as the starting weapon & changed the Death Strike skill to Outbreak, as well as increasing defense & poison damage.

After the skill points were enough, I increased more towards the minion summoning skills & skills that supported Minion to help attack. Besides that, skills such as Bone Shield, Living blood are also a priority choice for us to survive. Combined with the minion that explodes when it dies / disappears this becomes something interesting.

But it depends on the method of each player. At least this is what I use to test this class. ;D



Note:

I hope you can considering to add the effect that I propose when charge bar full. Increase all the skills we learn 3 rank. I think this can help us to be a little stronger against our opponents even if only for a while. :)

Also if you can make Ice Pillar skills to trap enemies, it will be even better.



Again, I congratulate you on making a good class to play, this brings fresh air to Torchlight 2. ;)

Yup, you deserve to get some rest. Come back again if you are in the mood. :D



A little off-topic, can you make a some of pets in Pet Variants into a range attack rather than a melee attack like I have suggested before. To add variety to play. :P
« Last Edit: February 03, 2019, 11:34:57 am by Sch123 »

Re: Deathknight class
« Reply #53 on: »
I almost forgot, I found the armor shoes on the Male Deathknight seemed to have a slight problem with texture. There is a line that connects the armor shoes. This also happens to the armor set shoes because the Male Deathknight's armor set (for lv 45) uses the same armor for the starter armor.

When trying to use other armor shoes this didn't happen.
« Last Edit: February 03, 2019, 11:58:22 am by Sch123 »

Re: Deathknight class
« Reply #54 on: »
I almost forgot, I found the armor shoes on the Male Deathknight seemed to have a slight problem with texture. There is a line that connects the armor shoes. This also happens to the armor set shoes because the Male Deathknight's armor set (for lv 45) uses the same armor for the starter armor.

When trying to use other armor shoes this didn't happen.
It's barely noticeable on my screen so it's not a big deal.

Last Update for balance :
- Blood Tornado damage has been raised
- Damage from Blood Falls has been splitted in weapon dps + flat damage
- Damage from Death and Decay has been reduced

And I've published the mod on Steam.  :)

Re: Deathknight class
« Reply #55 on: »
And I've published the mod on Steam.  :)
Awesome, I hope they like this new class. :D

Re: Deathknight class
« Reply #56 on: »
@Korzeam

It seems, there is a problem with the Skill Raise Dead. When we reset the skill points we will get 2 additional skill points. For example we only have 1 skill point and give it to the skill raise dead, then we will reset the skill point so we will get 3 skill point, which should be 1 skill point.

I also just realized it when I read about this bug in the steam workshop, sorry I miss this one. :-[



There are also people who have the same idea as we discussed about lich king speak sound when the charge bar is full. Only to use the sound of laughter rather than using sound when he speaks. :D
« Last Edit: February 15, 2019, 11:43:44 am by Sch123 »

Re: Deathknight class
« Reply #57 on: »
I don't know what causes the bug with the Raise Dead skill, it's quite standard.  :(

For the lich king sound, I like the full sound so I've made a change to play the full sound only 10% of the time.
The rest of the time, he will only laugh.

Re: Deathknight class
« Reply #58 on: »
I think Viz has experienced the same thing for the classes in Variant Mod & FEP+, let's ping @Viz to ask how he fixes it. ;)

Re: Deathknight class
« Reply #59 on: »
Try adding <bool>hidden:true to the dk_raise_zombie and dk_raise_big_zombie

 :)




 

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