SynergiesMod

News and Information => Synergies Patch Notes => Topic started by: Salan on November 16, 2015, 09:24:54 PM

Title: Patch 1286
Post by: Salan on November 16, 2015, 09:24:54 PM
The long awaited Paladin rework, and the start of the second embermage overhaul is here:


THINGS TO NOTE
The paladin is in its first release beta stage.  A lot of the graphics are slightly incomplete, the balance is likely needing some work, and the icons are placeholders in some cases.
A few skills are incomplete or copies of another while I rework them. 
We waited long enough, time to get it to you!


EmberSteps
Peake
Damage reduced by 35%

TIER 1 DARKNESSFALLS alterations
Dragon Rescue
All timers for next spawn halved.
All kill counters for how many monsters need to die before next spawning halved. (this resets the timer for next spawn, so if you kill fast enough the timer doesn't kick in, just restarts and this takes over)
Golden Boss Dragon health reduced by 25%
-- We will have to test to see if this creates too much lag or not.

EMBERMAGE
Deaths Bounty
5skillpoints:  Now debuffs enemies damage reflection while applied (can stack)
10skillpoints: Now debuffs enemies Missile reflection while applied (can stack)
The Heal Effects have been increased per effect level.

Staff Mastery
Renamed to Elemental Mastery
Removed staff as a requirement

Wand Chaos
Renamed as Elemental Chaos
removed wand requirement

Prismatic Rift
Changed to when you strike instead of when you are struck

Embermage Charge bar
Damage Bonus for full charge bar increased from 25% to 50%

Avatar
Increase MAX damage of avatar spells by 25%

Charge Mastery
Charge mastery has a 50% chance to cast a deathbounty heal anytime one of your skills strike an enemy
Half the heal bolts released when proc'd at half strength from death bounty

ThunderLocus
Storm Duration increased to 6 seconds from 5 seconds


Following skills now Scale based on % of characters FOCUS for non weapondps damage amounts (between a 25% to 100% increase at 500 focus)
Arc Beam 
Blazing Pillar
Fire Brand
Ice Brand
Fire Bomb
FireStorm
FrostWave
HailStorm
IceBlast
Infernal Collapse
Lightning Brand
MagmaSpear
MagmaMace
Meteor
Teleport
Prismatic Bolt
Shocking Burst
StormLocus
DeathsBounty Heal effect
Wand Chaos effects

WARLOCK
Hellfire and NetherVoid charge bonus doubled from 1% per point to 2% per point

NECROMANCER

Infectious Touch
DOT damage now scales with players focus slightly
(results in approx 25% DOT damage increase with 500 focus)

Master Minions
All master minions now have a DR buff inherently assigned to them when being summoned.
25% at 1 skill point
35% at 5
45% at 10
55% at 15

All master minion BUFFS at 10 skill points now give 25% DR up from 10%
All master minion BUFFS at 15 skill points now give 50% DR up from 25%, allowing the castable DR buff to all necromancer minions to top out at 150% when stacked from all three master minions, instead of previous 75%.
This will help in end game tiers.


PALADIN

Divinity Skill Page

T1: Abolition added, AOE slam attack, gains extra dps and range with full charge (lightning damage)
T2: Blessing of Freedom added, XX second buff that adds movement resistances and movement speed (currently pull resistance not showing up BUG)
T3: Consecration added, currently same as previous version
T4: Wrath of God added, DPS greatly increased, utility altered to stun (fire damage)
T5: Lay on Hands added, currently same as previous version
T6: Holy Shield added, high dps + block defense buff (Fire damage)
T7: Angelic Embrace added, High health/mana buff based on current armor amount, health bubble on cast
P1: Aura of Divinity added, creates an aura around the player that debuffs enemies incoming fire damage amount, increases if player at full charge.
P2: Judgement, currently same as Elemental Attunement (will be updated)
P3: Charge Mastery, currently same as the old Embermage Charge Mastery (will be updated)

Justice skill page

T1: PassJudgement Added, XX second proc buff that debuffs enemies Armor values
T2: RenderVerdict added, Physical spammable attack skill, increases targets with tier, and if at full charge. (Physical damage)
T3: Sentencing added, XX second proc buff that debuffs enemies movement and attack speed/casting values
T4: InsideJob added, XX second proc buff that breaks enemies will/ability to fight and their shields
T5: LastRights added, XX second proc buff that debuffs enemies damage output and adds a DOT (physical damage) <modified by strength>
T6: DeathSentence added, XX second proc buff that deals physical damage to the target on proc, half internal cooldown of other proc buffs. (Electrical damage) <based on wDPS>
T7: Execution added, long cooldown aoe smash attack, does extra Damage if full charge, increases charge greatly per enemy hit (Physical Damage)
P1: Aura of Retribution added, creates an aura around the player that debuffs enemies incoming lightning damage amount, increases if player at full charge.
P2: Weapon Specialty, do more damage per monster in range, plus secondary splash bonus
P3:

Honor Skill Page

T1:BlessingofResponsibility added, XX second buff that buffs players Attack speed and Physical damage amount
T2: HonorBound added, Charge attack currently same as previous version (Fire damage)
T3: ArmorofRighteousness added, XX ssecond buff that buffs players armor values and adds DR
T4: Intervention added, Swaps location with pet (Currently only 1 skill point, skill unfinished)
T5: JumpAttack added, currently same as previous version (Tier bonus not in effect, to be altered and renamed) (lightning damage)
T6: HonorGuard added, Summons pious allies to support the paladin, when at full charge summons supplemental allies for short duration.
T7: TurnCoat added, % Chance to turn enemies against themselves through Charming them
P1: SimbioticHealth: aura that causes deathbounty esq buff to enemies
P2: Bodyguard: damage reflection and missile deflection
P3: DrawArmor: elemental dr, health and mana regeneration draw
Title: Re: Patch 1285
Post by: Salan on November 16, 2015, 09:51:34 PM
hmm it didn't upload.. i gotta figure it out, probably the picture
Title: Re: Patch 1285
Post by: Salan on November 16, 2015, 10:26:31 PM
so it says its upload but its not.. its just rehashing the same version! grr
Title: Re: Patch 1285
Post by: Salan on November 16, 2015, 10:39:09 PM
ITS FINALLY uploading, be a few mins
Title: Re: Patch 1286
Post by: Vision on November 16, 2015, 11:29:23 PM
So the new sustain from Charge Mastery doesn't work when fully charged? Am I understanding this right?
Title: Re: Patch 1286
Post by: Salan on November 16, 2015, 11:41:55 PM
it will, i removed the full charge portion just before patching it, i'll change the notes if it still says that
Title: Re: Patch 1286
Post by: Momiji on November 16, 2015, 11:46:10 PM
I'm not noticing the Charge Mastery extra stuff doing anything on a fresh new embermage when charge is not full. Not sure if bugged or something in my game ._.

I see bolts come off enemies towards me, but I'm seeing the effect above my character.

Not seeing any healing or extra MP regen off Magma Spear for example.
Title: Re: Patch 1286
Post by: Salan on November 16, 2015, 11:54:06 PM
when the bolts hit you, your life will go up, its same as death bounty, it actually casts a altered version of death bounty.
Title: Re: Patch 1286
Post by: Momiji on November 16, 2015, 11:58:08 PM
when the bolts hit you, your life will go up, its same as death bounty, it actually casts a altered version of death bounty.

I see the bolts coming towards me, but it's not healing me at all, nor regenerating MP.

:/

edit: I'm just running Synergies HIGHloot, Synergies, Extra Chunky, Blanks Landmarks, and Ubuntu font mod, in case your curious, it's not some weird mod issue. lol
Title: Re: Patch 1286
Post by: Vision on November 17, 2015, 12:01:14 AM
I haven't had it heal me either, I've tried a flat damage spell and a weapon dps spell.

Damage seems good so far, still testing Frost Wave.
Title: Re: Patch 1286
Post by: Salan on November 17, 2015, 12:27:36 AM
uh i'll check it, im just trying the paladin, hmmm!
Title: Re: Patch 1286
Post by: Salan on November 17, 2015, 12:31:19 AM
nope it doesn't seem to hit the player, combat log shows it shooting, but nothing hitting, will look into fixing it
Title: Re: Patch 1286
Post by: Salan on November 17, 2015, 12:34:19 AM
I think i know why, the skill generally has to be cast from a monster, and with charge mastery its being cast by the player, in effect turning it from a good to good rather then a evil to good, and wasn't accounted for.

I might have to mess up teh skill a bunch to make this work
Title: Re: Patch 1286
Post by: RetsReds on November 17, 2015, 12:56:03 AM
Gah, I waited for the pally for so long and I'm now in the busiest 2-3 weeks of my life so far and I can't play!  ;D Frak! It looks awesome tho, I can't wait to test it out - I'm predicting a minimum of ~200 hours will go into it once Nov is over. Thank you very much Salan!  ::)

A quick thought - and I haven't tested it at all yet - the pally is supposed to be played with a S&B or a 2H, right? Cause I'm looking at the Justice skills and I view them as oriented towards a DW build or at least a quick hitting S&B. Proc skills are ideal with quick attack speed usually, right? What's your vision for the Justice tree? (My pally will be rocking a 2H, no matter what, balance be damned. ;D )
(Sorry if I just said a majorly dumb thing, I haven't tried Justice yet and the sleep deprivation is saying its word on me. :P )
Title: Re: Patch 1286
Post by: zundabar on November 17, 2015, 01:06:24 AM
hurray, times to make my first pally and level a summoner necro.

Title: Re: Patch 1286
Post by: Salan on November 17, 2015, 01:17:02 AM
Gah, I waited for the pally for so long and I'm now in the busiest 2-3 weeks of my life so far and I can't play!  ;D Frak! It looks awesome tho, I can't wait to test it out - I'm predicting a minimum of ~200 hours will go into it once Nov is over. Thank you very much Salan!  ::)

A quick thought - and I haven't tested it at all yet - the pally is supposed to be played with a S&B or a 2H, right? Cause I'm looking at the Justice skills and I view them as oriented towards a DW build or at least a quick hitting S&B. Proc skills are ideal with quick attack speed usually, right? What's your vision for the Justice tree? (My pally will be rocking a 2H, no matter what, balance be damned. ;D )
(Sorry if I just said a majorly dumb thing, I haven't tried Justice yet and the sleep deprivation is saying its word on me. :P )

you can do either, just needs melee.  I left it that way on purpose.

How it works, a mini synopsis.

PROC BUFFS are single target and will fire once per internal cooldown (most of them are set at 1 second, so no use with dual wield), 100% of the time.  Every one of these proc buffs do weapondps ON TOP of their debuff, i have to make sure thats in the description of each of them at some point. if you have all 5 of them loaded and hit a single monster, you can easily spike your damage hardcore.  Hitting multiple monsters they only proc one target at at time each.  Interesting mechanic for boss fights, making the procs a lot stronger in those situations.

Execution is the opposite, the more mobs you hit, the more charge you replenish.  Hitting 1 monster will lose you charge when maxed, hitting 5 or more will gain you charge, and keep you maxed out, although execution while max charge is worth it on one target if procs are all going to hit, by far.

Buffs range between 1 minute to 2 minutes, I'll do a balance patch on the timers to make sure its consistent for what they are suppose to do, a bit later on.

You have 3 PASSIVE aura's.  Right now one debuffs fire, one debuffs lightning and one procs heals..  you also have a few draw skills, ie monsters close by you gain defense or damage.  The paladin allows you to specialize into fire / electricty or physical pretty good.  ALthough I think doing FIRE AND ELECTRIC will work well.   All the heals will also scale off of focus, most already do.

a lot of the damage skills use the charge bar as their mechanic, and if they don't yet, they WILL.  full charge = extra damage or effects.

uh hmm..

some of the HEAL effects might be on the low side to start with, I wanted to not OP them at start, and will raise them as needed once testing them as a whole.
Title: Re: Patch 1286
Post by: Salan on November 17, 2015, 01:21:02 AM
The embermage issue is definitely because the player is casting the spell and not the monster, my quick fixes have all failed.  I have a few ways to make this work, but i need to rewrite the skill.

Probably be wednesday or thursday.
Title: Re: Patch 1286
Post by: Dark_Slayer on November 17, 2015, 04:59:21 AM
Hey Salan! first off, GREAT work on your mod, i wish you good luck at fixing all bugs and balancing it out! secondly, Nice job with the newest patch. but yes unfortunately things dont always work out as we want them ^^ and, im just curious, what will the next class be? cause im quite sure i saw ninjastart folder somewhere...
Title: Re: Patch 1286
Post by: Zuzu on November 17, 2015, 05:43:07 AM
I have a lil problem. I have already 100lvl pally but now i dont have any skill points. No points in skills. And potion of respect isnt working.
What should i do ?
Title: Re: Patch 1286
Post by: Dark_Slayer on November 17, 2015, 07:41:01 AM
I have a lil problem. I have already 100lvl pally but now i dont have any skill points. No points in skills. And potion of respect isnt working.
What should i do ?
try using console command skillpoints *number* to gain exact ammount of points you had
Title: Re: Patch 1286
Post by: Zuzu on November 17, 2015, 08:09:33 AM
Ty :)
Title: Re: Patch 1286
Post by: Salan on November 17, 2015, 09:07:30 AM
there is also the paladin submod if you need to revert your paladin, to respec.

I uploaded that last week for this reason
Title: Re: Patch 1286
Post by: Dark_Slayer on November 17, 2015, 09:23:18 AM
Ty :)

glad to help
Title: Re: Patch 1286
Post by: Rhythmier on November 17, 2015, 01:10:10 PM
Thanks for the update Salan! Will play over the weekends, too damn busy now during, can't wait to test out the new Embermage too!  ;D ;D
Title: Re: Patch 1286
Post by: Salan on November 17, 2015, 07:58:30 PM
How are you guys finding the embermage changes that work (darn charge mastery, will fix asap)
Title: Re: Patch 1286
Post by: Momiji on November 17, 2015, 08:31:23 PM
On this new one, the difference in strength already at a low level is very noticeable and nice. I'm still getting hit and hurt quite a bit, especially by Spiney/Barbed enemies, but, I'm killing them much much faster and with less annoyances than before.

She doesn't feel overpowered, but has just enough damage to kill some threats to act as a pseudo-sustain.
Title: Re: Patch 1286
Post by: Salan on November 17, 2015, 09:01:43 PM
Awesome, i tried to not OP any one power, but by bumping them all, added an over all increase, plus the charge difference.  (once that charge bar on hit is fixed...)
Title: Re: Patch 1286
Post by: zundabar on November 17, 2015, 11:30:25 PM
Salan, could you clarify how the healing aura works? from what I can tell the regen effect triggers when enemies debuffed by it die but not any other time, should be great while levelling but toned down during boss fights of any kind.

I also had a crash early on using my new paladin character but as i've been unable to replicate it I'm assuming it was because of something else/a coincidence. While crashing I was hitting a dummy with the skill that increases in targets based on the tier bonuses while consecration was up. In case it's a conflict my mods are as follows:

synergies highloot

realistic weapons for synergies

synergiesmod

torchlight 2 essentials

legendary weapons update

triplexpfame

LAO 2.0

The newest mod that i've added is LAO but I can't find any mention of it having any conflict with the other mods, just in case i'm going to play around with and disable some mods to test and see if they are the problem. As mentioned it has only happened once so it's either an uncommon bug or nothing at all to do with the paladin.




Title: Re: Patch 1286
Post by: Salan on November 18, 2015, 01:54:31 AM
someone else crashed with consecration as well, i might have to remake the skill from scratch of something.  Not sure how its being effected, truly odd
Title: Re: Patch 1286
Post by: Salan on November 18, 2015, 02:00:42 AM
I personally have tested consecration a billion times with all the skills and haven't seen a crash yet, i might not be doing it right tho.

That said the AURA regeneration heal? the when monsters are near by?

its a weird effect, it doesn't add regeneration, it PULSES the health bonus every .5 seconds I believe or every 1 second as a pure out right heal, depending how many monsters are nearby and targetable by the effect.
Title: Re: Patch 1286
Post by: zundabar on November 18, 2015, 10:00:27 AM
Couldn't reproduce it either though I only tried a couple of times with different skill combos trying to reproduce the original effect.

The aura description is a little confusing, I thought it meant that it debuffs enemies like the others but so that when they die you get healed. Thanks for clearing it up.
Title: Re: Patch 1286
Post by: track1044 on November 18, 2015, 01:09:45 PM
The new dragon rescue is near impossible for a low gear character. The dragon dies within seconds and there is so many mobs you almost instantly dies as well. Dunno if this is a bug or intended but it seems way too insane.

EDIT: Just tried on my fully geared char and can say with almost 100% certainty that the spawns haven't been halved. It's more like 1/10 of what it was.
Title: Re: Patch 1286
Post by: Salan on November 18, 2015, 02:14:36 PM
hmm?

i'll look at the logic for that fight, I made that change half a year ago ;)
Title: Re: Patch 1286
Post by: track1044 on November 20, 2015, 10:36:37 PM
almost 100% certainty that the spawns haven't been halved

This statement from me is wrong. I just did a bunch of test with 1212 and the newest version and my findings are as follows.

With no interference in 4 runs (I stopped after 2 of each cause the results were pretty clear)
It takes the dragon about 1 min 22 sec to 1 min 36 sec to die, on both 1212 and the newest version.
The amount of spawned units is roughly the same, with a bit of non-important variance.

Its when you start killing stuff things go absolutely bonkers. On my t0 x2 (no T1 yet) character, I apparently kill fast enough to trigger the timer, but I do not kill fast enough to actually stay alive and kill the enemies. I have tried dozens of strats but no matter what I do (even on my T1 geared char), I end up dying which diverts all agro to the dragon which dies at an avg around 48 seconds. I might be doing this wrong, but the swarm is so strong.

I could really use a spoiler tag for this imagery.

With amounts of mobs looking like this:
(http://i.imgur.com/gQQYh7h.jpg)
(http://i.imgur.com/jZSasII.jpg)
(http://i.imgur.com/AWHhkTu.jpg)
Title: Re: Patch 1286
Post by: Salan on November 20, 2015, 11:54:39 PM
huh, I found in my tests i could keep up to the spawns or be JUST behind them and didn't run into the problems, so many variables on your characters and gear tho :(
Title: Re: Patch 1286
Post by: track1044 on November 21, 2015, 08:20:58 AM
huh, I found in my tests i could keep up to the spawns or be JUST behind them and didn't run into the problems, so many variables on your characters and gear tho :(

That is true, maybe I'm just building too defensively. But I think there should be some kind of cap on how many units that can be spawned, if that is possible. I can do every other encounter but this and it's blocking my progress hard. Could you give me any pointers of what you tested with? =)
Title: Re: Patch 1286
Post by: Salan on November 21, 2015, 01:00:13 PM
its slightly meant to be a dps race, its working as intended from my tests so far.

wish this game had better MP functionality, it would have been a much more fun experience with the mod in mp.
Title: Re: Patch 1286
Post by: Miothan on November 22, 2015, 05:51:20 AM
huh, I found in my tests i could keep up to the spawns or be JUST behind them and didn't run into the problems, so many variables on your characters and gear tho :(

That is true, maybe I'm just building too defensively. But I think there should be some kind of cap on how many units that can be spawned, if that is possible. I can do every other encounter but this and it's blocking my progress hard. Could you give me any pointers of what you tested with? =)

Seems like you are using a non-synergies class, so i assume you have other addons running with SynergiesMOD, could simply be a mod conflict, have had players that came to forum reporting that spawn rates were out of whack when they used other mods.

EDIT: Just tried it myself, and the whole encounter lasted for about 30 seconds from start to end on my geared Warlock, obviously not the best character to try it out on as it's already min/maxed but i do agree that for characters that you are progressing with, this just became a very hard fight to clear the challenge chest with, even tho it only lasted for about 30 seconds, Nysygarr lost 50% hp, will truly be a challenge to keep him alive with this latest change :D
Title: Re: Patch 1286
Post by: Mauser on November 22, 2015, 10:32:42 AM
Hello everyone!

I've recently discovered this mod and i'm completely hooked, I can't stop playing it, this mod is amazing!

I'm currently playing as the warlock and i love it!

Anyways, i've noticed the netherwarrior summon has a shorter attack range than the attack animation, also can't use the spell tunnelers on my pet it disappears from it's inventory and doesn't do any damage when casted.

Sorry if there is any mispellings, i don't speak english.

Cheers!



Title: Re: Patch 1286
Post by: Mauser on November 22, 2015, 02:20:36 PM
Another thing, pistols don't show the fire effect when attacking only the bullet trail.

Thanks!
Title: Re: Patch 1286
Post by: Salan on November 23, 2015, 03:23:13 AM
ill check pistols, don't know why that would be changed in the mod, and i'll try to check the animation vs the damage shape on that monster as well.