New Class: Mattermancer

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New Class: Mattermancer

Postby Dinberg » Sat Jul 12, 2014 11:33 pm

Hi all! Long time no see. Pobiega and myself decided to do a small code jam today and see what we could make.

A list caster with a kick. Probably not balanced, but the purpose was just to make something fun.

Baseline: Mattermancery

Contains a AF buff and a charging DD spell, which is the secret weapon of this class.

Charging DD spell:
1. Cast the spell as per usual. Do not queue another spell cast.
2. The spell will pulse periodically, growing in damage and power.
3. Cast another spell to release the charged energy for a big damage bonus!

Casting the charging DD will give you a stack of 'Untapped Potential'. You can have up to a maximum of 7 - these are used to cast various instant cast spells that can be unlocked via specing in one of the three spec lines, which are termed 'words'.

Additionally, the charging DD may be imbued with secondary effects by virtue of 'elements'. The chance to proc the secondary effect increases as the charge of the charging DD approaches maximum.

The damage variance of the charging DD is based upon the players' specialisation in the spellline of any used elements. Eg using a fire element will cause the damage calculation to use the player's fire spec.

Three spec lines, as follows:

Air:

-Gives access to stealth.
-Word: Mirror image. Summons several mimics that have a chance to taunt mobs from the Caster.
-Word: Speed. A series of short duration instant cast, self-target speed buffs for escaping an enemy.
-Word: Relax. A short duration power over time spell.
-Element: Slow. Adds a slowing effect to your charging DD.
-Element: Weaken. Adds a resist debuff to your charging DD.

Earth:
-Word: Golem. Summons a fire and forget minion to attack your target.
-Word: Tremor. A large radius instant cast PBAOE.
-Element: Buffer. Your charging DD has a chance to proc a high value, short duration absorption self buff.
-Element: Heal. Your charging DD has a chance to proc a realm-target pbaoe heal.

Fire:
-Element: Explosion. Your charging DD may proc an area of effect damage spell. The charging DD does heat damage.
-Element: Burn and Word: Burn. These proc a small, low damage DoT. However, the DoT can be stacked multiple times, up to a maximum that increases with spell level. The DoTs are short duration spells, but application of another stack resets the duration. Thus, to reach high stack numbers (and high damage) requires careful management of burning procs, to ensure no DoT expires.

The code and SQL files may be found at https://github.com/pobiega/DOLMattermancer . There are almost 200 new spells that have been added for this class!

We hope you enjoy the Mattermancer.
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Re: New Class: Mattermancer

Postby Dinberg » Sat Jul 12, 2014 11:37 pm

To install the class, execute the sql queries (you may have to add packageID to some tables) and drop the scripts into GameServerScripts. Requires the small modifications to the core I proposed here:
http://www.dolserver.net/viewtopic.php?f=47&t=22062
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Re: New Class: Mattermancer

Postby Pobiega » Sun Jul 13, 2014 7:12 am

A few things that are noteworthy.
  • This is a little bit of a WiP - updates will be posted on the Github page linked above.
  • It does require three tiny modifications to the core source, namely making three functions/properties that already should have been virtual virtual. These changes have been "approved" by Graveen but until they make it into the core, you'll have to mod it yourself.
  • There is no resemblance of balance here. The numbers for the spells are quite high and you'll feel like a shiny golden god walking amongst mere mortals. We didn't make this for balance, we made it to try out some spell concepts we thought could be fun.
The core changes are as follows.

GameSpellEffect.cs
Code: Select all
public virtual void Overwrite(GameSpellEffect effect) public virtual ushort Icon public virtual IList<string> DelveInfo
The stacking DoT effect is still a little bit wonky when it comes to using lower level burns after a high level burn is already in place, not to mention trying to add stacks to another players stacking DoT. I'm working on these things atm.

Stuff I've noticed while working on this "project"...
  • I really wish PackageID became a thing in ALL the tables so it would be easier to manage new content.
  • Why oh why do we have the Indexed GUID-columns in the database when the database already requires unique SpellID etc?
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Re: New Class: Mattermancer

Postby Dinberg » Sun Jul 13, 2014 9:15 am

  • I really wish PackageID became a thing in ALL the tables so it would be easier to manage new content.
  • Why oh why do we have the Indexed GUID-columns in the database when the database already requires unique SpellID etc?
The Indexed GUID in spells is not really there intentionally. AFAIK, its an unwanted side effect of inheriting from DataObject, plus also because people dont have time to convert old databases.
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Re: New Class: Mattermancer

Postby Batlas » Sun Jul 13, 2014 5:24 pm

I'm jelly
[22:29] <Arms> someones having sex upstairs -.-
[22:30] <Arms> bbl

[21:16] <Angie> do /me
[21:16] <Batlas> roflmao
[21:16] <Dalaaji> haha
[21:16] <Batlas> wow that came out bad
[21:16] <Angie> wow
[21:16] <Angie> that so came out bad
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Re: New Class: Mattermancer

Postby HunabKu » Tue Jul 15, 2014 7:40 am

Nice
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Re: New Class: Mattermancer

Postby Dinberg » Tue Jul 15, 2014 9:02 am

V2:
-Removed Golem from Earth, replaced with a UI cast, low damage charging DD. This spell may still be interrupted in the 'charging' phase.
-Added two baseline, UI cast spells. These increase Untapped Potential stacks by 2 (level 11) and 3 (level 21) up to a maximum of three. 30s recast time (same timer). These are intended as the 'quickcast' for this class, allowing a user under attack to cast one weaker 'Word' spell.
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Re: New Class: Mattermancer

Postby Graveen » Tue Jul 15, 2014 8:45 pm

Damn !!!!
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Re: New Class: Mattermancer

Postby Graveen » Tue Jul 15, 2014 9:03 pm

Oh, Dinny, you still have commit rights ;) perhaps you should login to SF prior imho ;)

BTW updated DOL core to comply Mattermancer ;)
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Re: New Class: Mattermancer

Postby Dinberg » Tue Jul 15, 2014 9:12 pm

Thanks graveen!

(I think the problem is more that I forgot my SF login :P )

(Also: I would like to show you the mattermancer but I can't host because I'm behind a university firewall :( - perhaps you can? :D )
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Re: New Class: Mattermancer

Postby Graveen » Wed Jul 16, 2014 7:21 am

Yes ! 'll install it :)
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Re: New Class: Mattermancer

Postby stephenxpimentel » Thu Jul 17, 2014 11:29 am

very cool guys! :) 1 idea though - Mirror Images should switch places with a random mirror, and give enemies that have the mattermancer targetted the mirror as a target instead ! :D
Lets have some fun.
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Re: New Class: Mattermancer

Postby Dinberg » Thu Jul 17, 2014 7:37 pm

I did think of that at first, but then it makes it possible to glitch jump through walls using the spell - so it was easier to spawn duplicates and instead have the mobs attack them with a random chance ;)
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Re: New Class: Mattermancer

Postby Argo » Sat Jul 19, 2014 12:37 pm

Dinny strikes again, YEAHHH :D
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Re: New Class: Mattermancer

Postby Dinberg » Mon Jul 21, 2014 6:00 pm

Did anyone try this out and want to give some feedback?
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