True. Originally it had no scaling whatsoever, and a BUNCH of people complained that it was weak (at 2 points/turn), which is why I bumped it up a bit. I'll knock the scaling down to .1/EDR. That should end up, in the above scenario, with 6 points/turn for 10 turns, which turns out to be an average of 1.25 HP/turn over 48 turns. That's still strong, but given that the rest of Poisoneer suffers offensively due to being the worst damage type in the game, I don't know that I'm unhappy with it.
Just played a run with poisoneer, fortuitously. Some notes: Your Basic Poison can be resisted by (as opposed to ). Is this what was intended? Envenomasity suggests that both crossbow bolts and thrown weapons are buffed, but it actually only buffs thrown weapons. This is a bug either of documentation or of the XML itself. My opinion is that it would be perfectly reasonable to make it also work for bolts. Poisoneer is meant to be a skill for kiting and ranged combat, but Anti-Poison as it is is most useful for melee type, giving them brief bursts where they are able to tank lots of damage. Is this intended, or is it meant for out of combat healing? If the latter, a delayed trigger on it would be unique, and work well, with a brittle buff required on the healing trigger to enforce this. In addition, the malus doesn't actually do anything notable, so why have it at all, unless you have some reason to lower it for scaling purposes?
1) No. I have no idea what makes some things count as spells and others not. I'll ask Nicholas. 2) Envenomationosity has an 85% chance to proc poison on both thrown and crossbow shots. Unless crossbowBuff is broken. I haven't actually tested it. Is it not working at all? 3) out of time now, more comment on this later.
For one, I think all DoT effects (effect tags with a type="dot" attribute) can be resisted if you do not specify resistable="0" as an attribute. For two, I think you need crossbowShotBuff.
Extra Cheese and Extra Beer seem to be resistable, too. I hear the magic resist sound effect when eating food. Also, the recovery effect for Saved by the Bell doesn't work.
OK, I fixed the Crossbow thing with Poisoneer, made all Poisoneer DoTs unresistable, the Degree in Dungeoneering DoTs unresistable, and I think I've fixed the thing with Saved By The Bell, but I haven't had time to test that yet.
There is a certain amout of errors in this element. (Fake It Till You Make It) Code: \Essential Skills Complete\mod\skillDB.xml(258): <secondarybuff id="1" amout="1"/>
It should be possible to make arcane consecration work now, although the buffs might need different images for each phase. Basically, even though triggering on cast/booze/food doesn't work from buffs, you can use requirebuff on a nested trigger and put it inside the ability instead. This will mean that you avoid needing to put that trigger in a buff, which isn't implemented yet, but it the triggers in the ability will only activate when the correct buff is actually up.
If so, then something is wrong with arcane consecration more fundamentally, as as implemented now the new buff still doesn't appear after eating food. It could be that the game is freaking out because the images for the buffs are the same (if they in fact ARE the same, I didn't check this, just idly postulating). Further more, although adrenaline dump now buffs instead of , it still debuffs and only appears to affect 5 of the primary stats, rather than all six. The unaffected stat is , just confirmed it.
Code: <spell name="Adrenaline Dump" type="self"> <effect type="heal" amount="6"/> <buff usetimer="1" removable="1" time="24" allowstacking="0" self="0" icon="skills/stat_str64.png" smallicon="skills/stat_str32.png"> <primarybuff id="0" amount="12"/> <primarybuff id="2" amount="12"/> <primarybuff id="4" amount="12"/> <primarybuff id="1" amount="-20"/> <primarybuff id="3" amount="-20"/> <priamrybuff id="5" amount="-20"/> <description text="You've just forced a massive adrenaline dump in your own body! You're stronger, faster, and more stubborn than ever, but you can't exactly think straight."/> </buff> </spell> That's a direct copy-paste from the spellDB.xml. If it's anything other than that, you need to redownload and try again. Also: Code: <spell name="Arcane Consecration Step III" type="self"> <buff usetimer="1" time="2" self="1" icon="skills/arcane_consecration_3_64.png" smallicon="skills/arcane_consecration_3_32.png"> <targetKillBuff percentage="90" spell="Glorious Power"/> <desription text="Excellent! Now slay another and twine their souls together like a good little Archmage."/> </buff> </spell> <spell name="Arcane Consecration Step II" type="self"> <buff usetimer="1" time="2" self="1" icon="skills/arcane_consecration_2_64.png" smallicon="skills/arcane_consecration_2_32.png"> <boozeBuff percentage="90" spell="Arcane Consecration Step III"/> <desription text="Good. Now drink something in rememberance of the blood of your fallen foe."/> </buff> </spell> <spell name="Arcane Consecration Step I" type="self"> <buff usetimer="1" time="2" self="1" icon="skills/arcane_consecration_1_64.png" smallicon="skills/arcane_consecration_1_32.png"> <foodBuff percentage="90" spell="Arcane Consecration Step II"/> <description text="Good. Now eat something in rememberance of the body of your fallen foe."/> </buff> </spell> Of this isn't working, the only thing that can be wrong is foodBuff inside <buff> tags. Is anyone else's foodBuff working/not working?
<spell name="Adrenaline Dump" type="self"> <effect type="heal" amount="6"/> <buff usetimer="1" removable="1" time="24" allowstacking="0" self="0" icon="skills/stat_str64.png" smallicon="skills/stat_str32.png"> <primarybuff id="0" amount="12"/> <primarybuff id="2" amount="12"/> <primarybuff id="4" amount="12"/> <primarybuff id="1" amount="-20"/> <primarybuff id="3" amount="-20"/> <priamrybuff id="5" amount="-20"/> <description text="You've just forced a massive adrenaline dump in your own body! You're stronger, faster, and more stubborn than ever, but you can't exactly think straight."/> </buff> </spell> Also yes the problem with arcane consecration must be with foodBuff. It works for Extra Cheese so... I could try swapping the foodBuff into the ability using the mechanism I was describing above. I'll take a closer look though. I guess I'll bite the bullet, unzip your mod, and tinker with it.
All of those are supposed to be "name". However, targetKillBuff does not work inside a buff. These are the ones that work inside a buff: blockBuff boozeBuff counterBuff criticalBuff dodgeBuff foodBuff playerHitEffectBuff targetHitEffectBuff If it's not on this list it's because I tested it with both Gog's Tactical Pyre and Froda's Jump Discontinuity and neither triggered. I wasn't sure if each of these was something that affects the target, or yourself. Also, I did test the ones that aren't here by putting them on an ability, so I know I didn't mess up the syntax. So I'm pretty confident that these are the only ones that work.
Sweet, you two are awesome. Fixed all of the above, changed Arcane Consecration Step III to a TargetHitEffectBuff (for now, I'll pester Nicholas about the other triggers-in-buffs).
I just downloaded the most recent version, but for some reason it crashes when I attempt step II (Eating something after killing an enemy).
Haven't figured out the Arcane Consecration thing, but I did finish documenting ALL the skills specific mechanics in the in-folder .txt file, and I added 10 points of Caddishness to Degree in Dungeoneering, spread out over the 5 levels. As soon as the Arcane Consecration thing is fixed, this thing'll go out of Beta and into liveness. I think. Current Known Issues: * Wild Magic has a very rare crash somewhere that I still can't pin down. Maybe. I might have fixed it without realizing it. * Arcane Consecration crashes for no apparent reason when you drink something. * Triggeroncast doesn't work inside of <buff> tags, which makes level 3 of Archmagic and level 6 of Archmagic gimped and nonfunctional respectively. Other than that, everything should be working as intended!
I think you can circumvent that by inserting said "triggeroncast" triggers from buffs to the skill tree itself, and just make them require the buff to work. It should work, in any case.