[CLASS] Warmage (v.1.2) - 23/02/11

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[CLASS] Warmage (v.1.2) - 23/02/11

Postby RaffoBaffo » Sun Jan 10, 2010 11:03 am

Image
Warmages combine their combat training with the knowledge of ember to succeed in battle.
[Current version: 1.2, Updated on February 23th 2011.]

Hello folks!
Here is my attempt to add a new enjoiable, different (and balanced) class to the game. It is meant as a melee/caster class but can be turned into an efficient short-range/caster with the right skills and equipment.
(Uses the Alchemist Model and the Runed Alchemist Skin)


Features:
- All skills based on "weapon damage" are based on the actual damage of attacks, not on the damage listed on the weapon.
- Some skills get a special bonus at max rank to further improve their effectiveness
- Counter Skills. Skills labeled as "Counter skill" in their description won't work unless an enemy has hit the player in the last 2 seconds
- Ranged Weapon PENALITY: +100 to requirements of ranged weapons.
- All Active skills (including buffs) now require a melee weapon equipped in your right hand to be cast.
- The mana pool starts and stays always at 500 (does not increase with level).
- Negative mana regen: To gain mana you have to use various techniques (advanced spellcasting also decreases this penality so your mana pool can last longer).
- Buffs do not require mana to be cast and last 1 hour, but each buff has a max mana penality
- Potion effectiveness is reduced to 0, use them to heal your pet.
- All warmages start with a small passive life steal bonus (5) to help healing in the first few levels.

Mana is used as a sort of "rage" meter similar to the World of warcraft warrior class. However Buffs will reduce it's maximum value, reducing the player possibility to use skills multiple times. This should be a good way to keep the "mana management" feature of this class even with the new changes.

DOWNLOAD (v.1.2)

DOWNLOAD (v.1.2): alternative mirror

KNOWN BUGS:
Spoiler: show
- The Character selection screen shows stuff it should not show when selecting the warmage class (it shows particles of some of the skills)

CHANGELOG:
Spoiler: show
v.1.2
- Improved compatibility with Jarcho's Class compilation: in that mod the Lightning Shield skill is unusable because it is replaced with the Shaman's lightning shield skill (same name :/). This has been fixed
- Potion effectiveness penality is now -200% instead of -100% (no big change though)
- Meditation doesn't dispel Ember garment any more
- Mage Rage, Mana Shield and Ember Garment are now toggleable and don't need to be recasted every 10 minutes any more
- Mana Shield: Increased Health Bonus, Lowered Level requirements
- Static Field: new Max Rank Bonus - 5% Chance to Shock Target for 6 Seconds
- Bonechill: Removed Cooldown
- Phoenix Wings: Added Chance to Burn Target

v.1.1
- Fixed the Freeze Bug
- Lightning Shield: Increased chance to cast lightning bolts when struck, added Percent based Defense bonus (23-50%)
- Corrode Weapons: Cooldown reduced to 15s
- Ember Garment: Reduced Damage reflection to 10-37%, max rank is now 10
- Static Field: reduced range and damage
- Meditation: added armor debuff during healing to prevent exploiting the skill to tank enemies.

v.1.0
- All Active skills (including buffs) now require a melee weapon equipped in your right hand to be cast
- Whirlwind shield: added 60% weapon damage
- Lightning Shield: greatly increased damage reduction
- Renamed "Adventurer" to "Explorer" to avoid confusion when you find items with the "+1 to adventurer skill" affix. This skill is a different one so they don't affect it.

--- TEST VERSIONS ---

v.0.94 pre-release
- Attempt to fix the freeze bug (EDIT:does not work)
- Bonechill: reduced number of ricochets, increased missile speed, increased mana cost at higher ranks, added 1 second cooldown.
- Ember Stream: major balance work, fixed a few bugs. Missiles don't pierce and are not homing anymore.
- Phoenix Wings: reduced damage

v.0.93 pre-release
- Probably solved the freeze bug (!!!): It seems to work but only on new characters. (EDIT:does not work)
- windgust: increased cooldown and reduced stun duration at higher ranks (sorry guys, it was still too strong :P)
- Removed a bug that let you use an insanely imba skill :P

v.0.92 pre-release
- Phoenix: improved healing effect, corrected mana cost at higher level
- Aventurer: Each rank now grants 2% health leech, i thought it increased your current health leech by a percentage, but actually it steals life based on the damage you deal, so 2% per rank should be good
- Meditation: improved healing effect
- Wind Gust: changed animation

v.0.91 pre-release
- Windgust: reduced chance to stun, cooldown is now 1,7 seconds
- Lightning Shield: Now the "on hit" proc works fine; other minor changes
- Phoenix Wings: changed animation

v.0.9 pre-release
- first release


SPECIAL THANKS TO:
- Lothario for it's major support and its useful advices;
- Lothario and Archanoth for allowing me to use part of their work to create some of the skills;
- Andariel, jadewah and JoeShmo for testing and giving feedback on game balance;
- Jezter for it's "Runed Alchemist" Skin;
- BrotherLaz (creator of the MedianXL Diablo 2 mod) for its posts about game design on the phrozen keep forums that taught me a lot;
- Runic Games for this amazing Game&Editor.

SKILLS AND DESCRIPTIONS
Changes to Passive skills
Spoiler: show
- Removed Ranged Weapon Mastery for obvious reasons
- Removed Magic Weapon Mastery: I did this to nerf wands, since their ranged AoE attacks causes easy mana/life leech and easier spell spamming; you can still equip wands and staves if you want but their damage will be lower (but you can spend those points elsewhere so i guess it's still balanced).
-Adventurer: renamed to "Explorer", removed the potion effectiveness bonus; added a passive percent based life leech (+2% per rank).

New Active Skills
Icon (max ranks) SKILL NAME

DISCIPLINE SKILLS

Level 1
Image (5)MAGE RAGE: (starter skill)
Buff. Increase attack speed and use weapon attacks to gain mana needed for magic techniques.
- 50-90 mana leech
- -50 to maximum mana
- 10-30% increased attack speed

Image (1)MEDITATION: (starter skill)
Free healing skill to balance the -100% potion effectiveness. It's meant to be used only out of combat.
- Scales with Defense stat
- Increases damage taken during healing
- -1000% running/attack/cast speed during healing
- Cooldown: 5 seconds
Note: it is similar to the "healing mantra" skill from Lothario's Kensai class (that by the way is great).

Level 5
Image (10)RETALIATE:
Cunter Skill: a nova strikes enemies.
- Weapon Damage: 100%
- Carries Life and Mana Leech
- Range: 2,5-10 meters
- Cooldown: 5 seconds
- Max Rank Bonus: 40 Knockback

Level 10
Image (5)MANA SHIELD:
Buff. Draw from your magical strenght to defend yourself.
- rank 1: +100 max life, -50 max mana, reduces all physical and elemental damage taken by 3%
- rank 2: +500 max life, -100 max mana, reduces all physical and elemental damage taken by 6%
- rank 3: +1000 max life, -150 max mana, reduces all physical and elemental damage taken by 10%
- rank 4: +1700 max life, -200 max mana, reduces all physical and elemental damage taken by 15%
- rank 5: +2500 max life, -250 max mana, reduces all physical and elemental damage taken by 25%
- Notes: This skill should be the main way to decide how much "defensive" or "offensive" your character is.

Level 15
Image (6)MANA HARVEST:
Corpse Skill. Consuming a corpse grants additional mana regen.
- +5-15 mana regeneration for 10 seconds
- Cooldown: 10 seconds
- MAX RANK BONUS: doubled duration

Level 20
Image (10)EMBER PHASE:
Phase to a new location
- distance increases with level.
- 50% stun for 2 seconds
- 30 Knock Back
- Cooldown: 5-1 seconds

Level 25
Image (10)ELEMENTAL CHAOS:
Instantly Gain mana and raise your critical hit chance for 10 seconds.
- Cooldown: 30 seconds
- Duration 10 seconds
- Mana gain: 1000 over 5 seconds
- Critical hit bonus: +5-15% chance to score a critical
- MAX RANK BONUS: Cooldown lowered to 20 seconds


DESTRUCTION SKILLS

Level 1
Image (10)BONE CHILL:
Create one or more ice shards in front of the caster to damage and freeze enemies.
- Mana Cost: 50
- Increasing number of shards at higher ranks (max 3)
- Damage: 70-100% weapon damage (for each shard) (cold damage conversion)
- Freeze: 50-70% chance to freeze for 3-7 seconds (for each shard)
- MAX RANK BOUNS: 100% movement speed reduction for 1 second
- Notes: The shards travel randomly in front of the caster and the skill works better in corridors and tight places because the trails bounce off walls (Doomquake-like) many times. Great crowd control skill with less damage potential than firestrike.

Level 5
Image (10)FIRESTRIKE:
Counter Skill. Create a powerful explosion right in front of the caster.
- Mana Cost: 50
- Cooldown: 2 seconds
- Damage: 100-180% weapon damage (fire damage conversion)
- AoE (of the explosion): 3,5-8m
- MAX RANK BONUS: Double Explosion: the explosion triggers twice doubling the effect of the spell. Mana cost is raised to 75.
Notes: It's actually a modified explosive shot. It's a very straightforward skill and a solid choice for dealing damage.

Level 10
Image (10)STATIC FIELD:
Electrify the ground to strike enemies around you.
- Duration: 5-30 seconds
- Can be cast multiple times
- Hits once every 2,5 seconds
- Damage:40% weapon damage
- Electric Damage
- Range: 4 meters
- Mana Cost: 100
- Cooldown: 3 seconds
- MAX RANK BONUS: 5% Chance to Shock Target

Level 15
Image (10)PHOENIX WINGS:
Phoenix Wings cause heavy fire damage to enemies. For each enemy killed by this skill the caster recovers some health.
- Mana Cost: 150
- Cooldown: 7 seconds
- Weapon Damage: 150-240%
- 7-70% Chance to Burn Target fo 7 seconds
- Healing effect scales with skill level and defense stat

Level 20
Image (10)EMBER STREAM:
Channeled Skill. Release a stream of enchanted ember fragments which slowly seek out and pierce enemies.
- Mana Cost OT: 7-25 per second
- 3-12 fragments
- Weapon damage: 6% (for each fragment)
- 1% chance to cause target to flee for 1 second

Level 25
Image (10)EMBERGEDDON:
need suggestion on this one, post yours! :)


ALTERATION SKILLS

Level 1
Image (6)WIND GUST:
Use the power of wind to charge toward enemies and stun them. Enemies hit get covered in a protective wind for a few seconds
- Mana Cost: 25
- Cooldown: 1 second
- 65-90% chance to stun for 4-7 seconds
- 15 KnockBack
- Physical and Elemental damage (taken) reduced by 50-25% for 5 seconds

Level 5
Image (10)LIGHTNING SHIELD:
Channeled Skill. Requires a shield. Electricity flows through your shield reducing damage taken, reflecting missiles and damaging enemies that hit you
active shield skill
+5-15% chance to block
10-100% Chance to cast a lightning bolt when you get hit (piercing missile carrying 200% weapon damage)
30-100% chance to reflect 80% missile damage
reduce all phisical and elemental damage taken 50%
+23-50% Defense
MAX RANK BONUS: 500% chance to reflect 100% missile damage (should allow to reflect missiles 5 times as much)

Level 10
Image (5)WHIRLWIND SHIELD:
Counter Skill. Requires a Shield. Channel a powerful wind blast to hurl enemies away from you
- Mana Cost: 25
- Cooldown: 7 seconds
- 40-80 knockback
- 50-90% chance to stun for 6 seconds
- 20-50% reduced movement speed for 6 seconds
- MAX RANK BONUS: Cooldown reduced to 2 seconds

Level 15
Image (10)CORRODE WEAPONS:
Corrosive waves shatter enemies' weapons reducing their phisical damage
- 13-40% reduced damage
- Cooldown: 20 seconds
- Duration increases with skill level

Level 20
Image (10)EMBER GARMENT:
Buff. Ember covers your body to reflect damage taken back to attackers
- -100 to max mana
- Magic Damage
- 10-37% reflected damage
- MAX RANK BONUS: Halved Mana Penality

Level 25
Image (10)SKULL BREAKER:
Counter Skill. Shatter enemies' armor to increase the damage they take.
- -20-45% physical and elemental armor
- 30 Knockback
- Max Rank Bonus: Carries 75% weapon damage
Last edited by RaffoBaffo on Sat Jul 09, 2011 3:19 pm, edited 107 times in total.
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Re: [Class] Warmage (concept)

Postby lothario » Sun Jan 10, 2010 3:44 pm

RaffoBaffo wrote:- Ranged Weapon PENALITY: +200 to level requirement of ranged weapons (don't know if it can be done, it's just an idea do forbid this class to use ranged weapons).


Yes, this can be done in several ways. The easiest is probably to add an effect to the character at the bottom of the char's DAT file (the file that makes the base for the class where you define the skills and the tiers/level reqs for them, etc.). This is the code you want to add:

Spoiler: show
[EFFECT]
<STRING>NAME:NORANGED
<BOOL>UNIQUE:true
<BOOL>SAVE:true
<STRING>ACTIVATION:PASSIVE
<STRING>DURATION:ALWAYS
<STRING>TYPE:RANGED ITEM REQUIREMENTS
<FLOAT>MIN:-200
<FLOAT>MAX:-200
[/EFFECT]


By the way, those are some awesome-looking icons you have there!
-Loth
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Re: [Class] Warmage (concept)

Postby TormakSaber » Sun Jan 10, 2010 6:53 pm

The Counter Skill idea is very interesting. I hope you can make that work.
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Re: [Class] Warmage (concept)

Postby RaffoBaffo » Mon Jan 11, 2010 3:49 am

Thank you all :), but don't expect to see this class very soon, i haven't got a computer with torchlight/torched installed at the moment and i also have university exams so it's gonna take a lot of time.

to lothario:
Thank you very much this will be the first thing i'll add when i start modding, and you'll get credit for it of course :).
As far as the icons are concerned, i took them from Runes of Magic (a wow-ish free to play mmo) and just recoloured some of them. I think they're awesome too 8-)
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Re: [Class] Warmage (concept)

Postby JSMany » Mon Jan 11, 2010 4:39 am

Wow that mod looks like it would be amazingly fun. If you can get it to work as you have described it (even half as well), then this would be a very fun mod to play. I might delay uninstalling torchlight until I see this mod come to fruition.
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Re: [Class] Warmage (concept)

Postby RaffoBaffo » Tue Jan 12, 2010 5:51 am

updated discipline tab skills.
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Re: [Class] Warmage (concept)

Postby RaffoBaffo » Tue Jan 12, 2010 12:54 pm

updated alteration tab too, tell me what you think of the skills, what more is needed and what is not :) :)
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Re: [Class] Warmage (concept)

Postby lothario » Tue Jan 12, 2010 1:34 pm

Looking god, Raff... there's a lot of original content here. I can imagine that it might be hard to balance this class because there are so many ways to build it.
-Loth
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Re: [Class] Warmage (concept)

Postby VenomousRacoonKing » Tue Jan 12, 2010 2:38 pm

cool icons
Torched Templates:
Map Merchant ; Random Talking NPC ;
Rashnu's Tear Dungeon @ viewtopic.php?f=20&t=14861
@ http://vrkmods.viviti.com/
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Re: [Class] Warmage (concept)

Postby RaffoBaffo » Tue Jan 19, 2010 2:09 pm

Ok i made some major changes to the class mechanics that however should leave gameplay more or less unaltered.

1)Since i have no idea of how to implement the "shard" system i re-thinked the class to use mana instead of shards.
Mana is no longer your "life pool extension" but works as a sort of rage meter from the warrior class in WoW.

2)Added 100% potion effectiveness penality, i think it's a winning choice for any challenging class. Moreover you can't regenerate mana using potions so you're forced to use skills.
Added 2 healing skills to make up for potion loss.

3)Counter skills now work a little differently: after being hit you can use the skill and it does not require a specific target anymore, but the window of opportunity is smaller (2 seconds)

read the OP and comment please ;)
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Re: [Class] Warmage (concept)

Postby JSMany » Tue Jan 19, 2010 2:27 pm

Good call with potions. When do you think it will be ready for actual game play?
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Re: [Class] Warmage (concept)

Postby Qwal » Tue Jan 19, 2010 3:19 pm

looks good, seems like it will be able to handle VH difficulty. hope it will be up soon.
Supporting & recommending Kensai custom character.
viewtopic.php?f=20&t=10237
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Re: [Class] Warmage (concept)

Postby RaffoBaffo » Wed Jan 20, 2010 4:25 am

JSMany wrote:Good call with potions. When do you think it will be ready for actual game play?

Not soon :(
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Re: [Class] Warmage (concept)

Postby lothario » Wed Jan 20, 2010 6:20 am

Nice re-conception for this class, Raff... this is a really original spin on Torchlight classes and game mechanics. For example, the negative mana regen is very clever. I hope you get some time to work on this. :)

-Loth
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Re: [Class] Warmage (concept)

Postby jadewah » Wed Jan 20, 2010 11:05 am

I actually really liked the shard system, but this is cool too. Keep it up!

Edit
What part did of the process did you get stuck with by the way?
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Re: [Class] Warmage (concept)

Postby RaffoBaffo » Wed Jan 20, 2010 1:24 pm

jadewah wrote:Edit
What part did of the process did you get stuck with by the way?

I haven't even started yet, i'll start in a few days because now i haven't got my computer with torchlight/torched installed.
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Re: [Class] Warmage (concept)

Postby jadewah » Wed Jan 20, 2010 1:41 pm

RaffoBaffo wrote:
jadewah wrote:Edit
What part did of the process did you get stuck with by the way?

I haven't even started yet, i'll start in a few days because now i haven't got my computer with torchlight/torched installed.


Sorry, I meant the shard-system.
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Re: [Class] Warmage (concept)

Postby JSMany » Wed Jan 20, 2010 3:12 pm

RaffoBaffo wrote:
jadewah wrote:Edit
What part did of the process did you get stuck with by the way?

I haven't even started yet, i'll start in a few days because now i haven't got my computer with torchlight/torched installed.



What happened to your computer?
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Re: [Class] Warmage (concept)

Postby RaffoBaffo » Thu Jan 21, 2010 4:15 am

Nothing (i hope :P), it's just that i don't have it with me right now, it's in the city where i study at university and now i'm home. I'll get back in a week or so.

to jadewah: i switched to this new system because implementing something like the shard-system would be far beyond my skills with modding coding and stuff :). The thing i am most interested in is game design, i'm not that good at actually doing things like this :P. However the shard system will be added in the future if somehow i manage to find out how to create it.
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Re: [Class] Warmage (concept)

Postby MattNguyen » Sat Jan 23, 2010 11:59 am

Someone asked me in a pm asked me if this was possible, and it is. It is complicated though. And I'll repost here:

first see my other post as reference: (this isn't as complicated as the summon thing, because you don't have the craziness of figuring out how to decrement, since you only decrement when you cast a skill, but at least read the increment portion of that post)
viewtopic.php?f=6&t=10546#p99176

For an example, suppose you had a max of 6 shards, and thus 7 unitthemes for the various states (0,1,2,3,4,5,6).
For every method you have for creating shards, you'll have to cast 6 different variations. Each will detect which state you are in (every time i say state, i'm going to mean unittheme), and for the corresponding state, will increment the shard count however you want by deleting the current state, and applying the updated state.

Similarly, every skill that uses shards, will have multiple versions so you detect how many shards you currently have and decrement accordingly. You'll also want to execute a skill if they don't have enough too, that will play a soundeffect to give extra feedback that that skill can't be cast.
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