Titan Quest Fans Forum

Titan Quest - Anniversary Edition => Soulvizier AERA => General Gameplay SV AERA => Topic started by: soa on 22 May 2019, 20:21:35

Title: Soulvizier AERA - Masteries and skills
Post by: soa on 22 May 2019, 20:21:35
Here is the presentation topic for the masteries and skills of Soulvizier AERA.

(https://i.imgur.com/y4YOm6w.jpg)

All masteries

- All pets attack (same as official game)
- Taunt (same as official game)
Title: Re: Soulvizier masteries after Atlantis
Post by: soa on 22 May 2019, 20:21:45
Hunting

(https://i.imgur.com/vCP9bAj.jpg)
Mastery panel as of Soulvizier AERA v1.5

Spear Tempest + modifier
(https://i.imgur.com/WFey8Rk.jpg)

Description in progress
Title: Re: Soulvizier masteries after Atlantis
Post by: soa on 22 May 2019, 20:21:53
Warfare

(https://i.imgur.com/bnluTGH.jpg)
Mastery panel as of Soulvizier AERA v1.5

Slam+Fissure
(https://i.imgur.com/FqdNcwR.jpg)

Description in progress
Title: Re: Soulvizier masteries after Atlantis
Post by: soa on 22 May 2019, 20:22:03
Defense

(https://i.imgur.com/endMuNa.jpg)
Mastery panel as of Soulvizier AERA v1.5

Description in progress
Title: Re: Soulvizier masteries after Atlantis
Post by: soa on 22 May 2019, 20:22:13
Occult (ex-Rogue)

(https://i.imgur.com/P5y5gbD.jpg)
Mastery panel as of Soulvizier AERA v1.7

Description in progress

Video of a test of Shadow Rifts (ex-Darklings) skill :
https://www.youtube.com/watch?v=VG_Ma2uRwLA
Dual Ranged Proficiency :
(https://i.imgur.com/nbr5hVg.jpg)
Title: Re: Soulvizier masteries after Atlantis
Post by: soa on 22 May 2019, 20:22:24
Storm

(https://i.imgur.com/EVG2jAw.jpg)
Mastery panel as of Soulvizier AERA v1.5

Description in progress

Frost Nova:
Test video :
https://www.youtube.com/watch?time_continue=1&v=IgsgFKAFJmo
(https://i.imgur.com/0O1ib6D.jpg)
Title: Re: Soulvizier masteries after Atlantis
Post by: soa on 22 May 2019, 20:22:39
Earth

(https://i.imgur.com/KnT14aY.jpg)
Mastery panel as of Soulvizier AERA v1.5

Description in progress
Title: Re: Soulvizier masteries after Atlantis
Post by: soa on 22 May 2019, 20:22:47
Spirit

(https://i.imgur.com/CdMp02H.jpg)
Mastery panel as of Soulvizier AERA v1.7

Bone Spire + modifiers
(https://i.imgur.com/5o4xtmo.jpg)


Description in progress
Title: Re: Soulvizier masteries after Atlantis
Post by: soa on 22 May 2019, 20:22:58
Nature

(https://i.imgur.com/Qn4JqF3.jpg)
Mastery panel as of Soulvizier AERA v1.5

Description in progress
Title: Re: Soulvizier masteries after Atlantis
Post by: soa on 22 May 2019, 20:23:08
Dream

(https://i.imgur.com/12WmZwP.jpg)
Mastery panel as of Soulvizier AERA v1.5

Description in progress
Title: Re: Soulvizier masteries after Atlantis
Post by: soa on 22 May 2019, 20:23:19
Runes

(https://i.imgur.com/jCRVfCx.jpg)
Mastery panel as of Soulvizier AERA v1.5

Description in progress

Video of a test for Runic Golem and Menhir Wall :
https://www.youtube.com/watch?v=SgKLB4rsjpA
Rune of Elements :
(https://i.imgur.com/W3Uwf3X.jpg)
Title: Re: Soulvizier masteries after Atlantis
Post by: soa on 25 May 2019, 00:15:32
Updated topic for the last masteries.
Title: Re: Soulvizier masteries after Atlantis
Post by: Mammothmkii on 27 May 2019, 21:39:50
Hey Soa, first thing, great work on the masteries, as for the specific skills, here's my opinion:


Hunting:

Totally agree with just keeping spear tempest instead of spear dance.
As for eviscerate, how viable are bleeding builds in AE? I never tried one so can't say if the 375 bleeding over 3.0 seconds is worth it or not. You need to keep in mind that % reduction to health was also nerfed in AE, as bosses and sub-bosses have higher resistance to it.
My vote would go to just merge it with take down

Defense:
Perfect block, how about increase duration to 2 seconds but also increase its cool-down?
As for unyielding phalanx, is it possible to make them do a circle around the player? Instead of just a straight line.
"Maybe Shield Training should go into Armor Handling," I agree with that.
And perhaps you can remove "Hack" to gain a skill slot? (although that armor penetration is pretty sweet!)

Storm:
I'm one of the fans of lightning dash actually! It makes sense to be at level 24, but not higher. And converting damage to lightning makes sense too!
Just remove arc discharge, what you said fits perfectly, just make it a wisp higher level skill.

Frost nova gives storm a much needed CC, and it looks cool too!!
so in this case frost nova will substitute ice burst for the AOE freeze?

I will comment on other masteries at a later time, keep up the good work!
Title: Re: Soulvizier masteries after Atlantis
Post by: soa on 29 May 2019, 22:37:37
Hunting:

Totally agree with just keeping spear tempest instead of spear dance.
As for eviscerate, how viable are bleeding builds in AE? I never tried one so can't say if the 375 bleeding over 3.0 seconds is worth it or not. You need to keep in mind that % reduction to health was also nerfed in AE, as bosses and sub-bosses have higher resistance to it.
My vote would go to just merge it with take down
From my tests, the bleeding didn't do much. I was playing (TQ AE with Ragnarok and Atlantis) a Bone Charmer in Legendary, not really boosting bleeding damage, but I had max Necrosis.
In SV, % Health reduction is boosted on this skill, so it is better in general because it is not meant to hurt bosses. However bleeding will have to reach at least TQ AE value.
Not sure if I will merge the skill, because I don't really need slots for Hunting for now.

Defense:
Perfect block, how about increase duration to 2 seconds but also increase its cool-down?
As for unyielding phalanx, is it possible to make them do a circle around the player? Instead of just a straight line.
"Maybe Shield Training should go into Armor Handling," I agree with that.
And perhaps you can remove "Hack" to gain a skill slot? (although that armor penetration is pretty sweet!)
There is a dire need for skill slots in Defense. For now I think I will keep Hack and the other SV skills, because they are a nice way of encouraging using Axes and Clubs. And I won't add Phalanx in Defense, because it won't be interesting for a lot of builds. I'll move the skill on items and souls, so that it will be possible to use it on niche builds.
If the devs accept to add slots to the skill trees, I may re add Phalanx to Defense.
I can make Phalanx as a ring, same as Briar Ward. I don't know, maybe leave two versions in the mod...

About Perfect Block : 2s duration seems OK, but I think the cooldown will need more than double.
So instead of a 1,1s dur. / 6,6s cooldown at level 10 (can be reduced to 1,32s CD !!!) it would be 2s dur. / 30s cooldown at level 10 (can be reduced to 6s for a 33% uptime)

Storm:
I'm one of the fans of lightning dash actually! It makes sense to be at level 24, but not higher. And converting damage to lightning makes sense too!
Just remove arc discharge, what you said fits perfectly, just make it a wisp higher level skill.

Frost nova gives storm a much needed CC, and it looks cool too!!
so in this case frost nova will substitute ice burst for the AOE freeze?

I will comment on other masteries at a later time, keep up the good work!
I need a skill slot for Lightning Dash and another for Frost Nova. So I merge Ice Burst into Flash Freeze and kick Freezing Blast out.
I can't make Flash Freeze with a freezing AOE with only one skill slot (or if it is doable I don't know how). So Flash Freeze will receive a Freeze retaliation instead to help a bit, it can't be as good as a real AOE Freeze, that's what Frost Nova is for.
Title: Re: Soulvizier masteries after Atlantis
Post by: botebote77 on 29 May 2019, 23:26:31
regarding phalanx, making it circle around the player and making it stay as it is has its own advantages and drawbacks

if it circles around the player, it's possible it attacks more enemies

but as it is now, i tested this before, it can be good against archers if you have high CDR.. summon them far away from you right beside the archers, then stay out of harms way.. i mentioned CDR because that way, immediately after their summon duration ends, you can summon them again.. not very defense-like, but it's safe.. i had to disable quick cast though because.... yeah quick cast broken for casters.. my other thread (edit: https://titanquestfans.net/index.php?topic=972.0)
Title: Re: Soulvizier masteries after Atlantis
Post by: InkyCricket on 02 June 2019, 01:29:53
Heads up about lightning dash:

It doesn't proc things like defense's shield bash attacks or runeword explode and stuff.

Just recently, a 0.7 second cooldown was added to it.

I don't know why this was added, but I would venture a guess that it was to allow the player to dash around and do a little extra damage every few hits, like how calculated strike is, and still allow weapon procs like shield bashes or runeword explode to work on the other attacks while dash is cooling down? It's just my guess.

The 0.7 second cooldown will likely throw a wrench into your weapon damage conversion plan for the skill.
Title: Re: Soulvizier masteries after Atlantis
Post by: botebote77 on 02 June 2019, 01:36:17
btw, i can't remember how it is in SV because i haven't played it in 6/7 yrs.. but the ultimate skills in TQIT that really should be called ultimate, don't hesitate to move them to tier lvl 40.. like colossus form, eye of the storm, volley, outsider, etc.. nature had this big bad summon iirc

just let me play it already, ok? lolz :]
Title: Re: Soulvizier masteries after Atlantis
Post by: soa on 02 June 2019, 02:17:13
btw, i can't remember how it is in SV because i haven't played it in 6/7 yrs.. but the ultimate skills in TQIT that really should be called ultimate, don't hesitate to move them to tier lvl 40.. like colossus form, eye of the storm, volley, outsider, etc.. nature had this big bad summon iirc

just let me play it already, ok? lolz :]
I haven't put every skill on the previous page, but everything you said is on the 40 tier already, and I have no plans on changing that. New skills of Atlantis however, will be added in lower tiers (if they are added).
Title: Re: Soulvizier masteries after Atlantis
Post by: botebote77 on 02 June 2019, 02:44:33
Heads up about lightning dash:

It doesn't proc things like defense's shield bash attacks or runeword explode and stuff.

Just recently, a 0.7 second cooldown was added to it.
lol the worst new skill addition got even worse?
HAHAHAHAHAHAHA

and here i was thinking of using it with hunting.. but if it doesn't proc volley, that's a total waste

@soa if you're going to add this, the procs should work.. and ignore this 0.7 cooldown.. any skill that has "assign this to your left mouse button" in the description shouldn't have a cooldown

i take back my word now
https://titanquestfans.net/index.php?topic=952.msg11372#msg11372
Title: Re: Soulvizier masteries after Atlantis
Post by: nargil66 on 02 June 2019, 10:55:39
Rogue/Occult
=> Overall one skill slot is needed. I’m thinking of ditching Shadow Grasp (Breach modifier) and reverting Breach to its Underlord state (in SV, it’s a big hand coming from the ground with AOE damage, in Underlord it was summoning suicidal demons).
A suggestion about Breach - maybe combine it with Shadow Grasp? Instead of a hand, darklings/shadow sprites are springing from the sigil untill the skill is active and seek targets like homing missiles.
Title: Re: Soulvizier masteries after Atlantis
Post by: soa on 26 January 2020, 22:07:11
Here are two new videos about new skills.

1/ Reworked Darklings skill
o   summons several suicidal Darklings at selected target, they rush to the enemies, and explode on contact
o   spawns more Darklings when the skill is leveled up (3-6), with more powerful explosions

https://www.youtube.com/watch?v=VG_Ma2uRwLA

2/ Reworked Runic Warrior and Menhir Wall
o   Runic Warrior is now called Runic Golem and is made of Stone to fit more the theme of the branch
o   Base textures and effects of the Golem courtesy of Bumbleguppy’s Legion of Champions mod.
o   The Golems work differently in Soulvizier : they have a “Catalyst” aura skill that grants an Energy bonus in a small radius around them
o   The Menhirs get an elemental bolt skill (similar to those of the Guardian Stones but less powerful and different color), but have not enough mana to cast it
o   The Golem works in conjunction with the Menhir Wall, when the Golem is close to the Wall it allows the Menhirs to release an elemental bolt. So try to place as many Menhirs next to where the Golems will stand and fight.
o   The player may also benefit from the Catalyst aura of the Golem
o   The tooltips of these skills are updated so that players are aware of these mechanics
o   Menhir Wall stones are now considered pets, like Guardian Stones, so they benefit from pet bonuses

https://www.youtube.com/watch?v=SgKLB4rsjpA&feature=youtu.be
Title: Re: Soulvizier masteries after Atlantis
Post by: soa on 29 January 2020, 01:23:59
POSSIBLY VERY IMPORTANT

While working on bugfixes, I discovered that since version 2.8 or something, the devs added new skills slots in all trees to support the "Taunt" skill and the "All pets attack" skill. Now I can make them work in Soulvizier.
More importantly, and that's great news, it seems they added more than 1 slot (I'm wondering why they haven't communicated on this ? or have I missed something ?). I will make some tests to discover the new limit. But I managed to get 26 skills in one tree against the previous 24 unbreakable limit.

New templates are obviously needed for this, but it's a piece of cake.

So, I think I may be able to add some skills to masteries like Phalanx, 2 skill modifiers to Shadowstalker, Freezing Blast to Storm, etc. without having to sacrifice a skill. And maybe have more creative skills, and more options to customize skills. Like make something good of Lightning Dash.
Let's just not rejoice too soon, more tests are needed to confirm this.
Title: Re: Soulvizier masteries after Atlantis
Post by: efko on 29 January 2020, 02:02:13
Really great news to hear  :))
Title: Re: Soulvizier masteries after Atlantis
Post by: soa on 29 January 2020, 22:07:38
So, after tests the devs only added 6 slots to support a total of 30 skills + mastery bar.
That's better than nothing, and will allow for more customization.
Title: Re: Soulvizier masteries after Atlantis
Post by: nargil66 on 30 January 2020, 03:37:29
That is good news indeed. I think 30 skills will satisfy the regular modder. Now if they add more slots for custom animations...
Title: Re: Soulvizier AERA - Masteries and skills
Post by: soa on 05 February 2020, 22:37:24
Updated all masteries panel view for version 1.3.
Will update masteries description from time to time.
Title: Re: Soulvizier AERA - Masteries and skills
Post by: Groom on 11 February 2020, 21:21:34
In Arachne Soul, it's stated:
+Sword Mastery

I must be blind or something, but I can't find Sword Master at neither Warfare or Defense.
Or does it mean: Axe (maybe axe and sword is/should be in same category)?


All characters start with every weapon mastery at level 1, that gives +0% bonus damage (for technical reasons, it’s not possible to make the the weapon masteries start at level 0, that’s why you see the weapon mastery in yellow even if you don’t have the appropriate weapon type equipped).

Bonuses are as follows :

Axe Mastery
+0-100% Physical damage (+5%/level)
+0-20% Pierce damage (+1%/level)
+0-40% Total damage (+2%/level)

For instance, if you have +3 to Axe Mastery, it means you have +15% Physical damage, +3% Pierce damage, +6% Total damage when wearing an Axe.
This is cumulative, so having an item with +4 and another with +2 would give you +6 (level 7) in Axe Mastery (hence +30% Phys, +6% Pierce, +12% Total)

Blunt Mastery (maces, clubs)
+0-120% Physical damage (+6%/level)
+0-40% Total damage (+2%/level)

Bow Mastery
+0-60% Physical damage (+3%/level)
+0-60% Pierce damage (+3%/level)
+0-40% Total damage (+2%/level)

Spear Mastery
+0-60% Physical damage (+3%/level)
+0-60% Pierce damage (+3%/level)
+0-40% Total damage (+2%/level)

Staff Mastery
+0-80% Total damage (+4%/level)

Sword Mastery
+0-80% Physical damage (+4%/level)
+0-40% Pierce damage (+2%/level)
+0-40% Total damage (+2%/level)

Throwing Mastery (also works with wands or any one hand ranged weapon, might as well change the name)
+0-80% Physical damage (+4%/level)
+0-40% Pierce damage (+2%/level)
+0-40% Total damage (+2%/level)

I think further question is more fit in this topic.

1. The weapon master skills, are actually hidden skills (something you can't actively press to increase), can only be found in items?
If possible: Maybe clarify something like:
+4 Sword Mastery (hidden skill)?

2. 0-XX where XX is the max bonus at sMax for the skill?

3. Is weapon X mastery affected by + to all skills?

4. If yes to 3, then the +X skill to specific mastery, loses some of it's power?

5. Is there a X mastery for a shield? =) hihi (Conq. for the win; defender damages with shield, so it's a legit/valid question)
Title: Re: Soulvizier AERA - Masteries and skills
Post by: Groom on 11 February 2020, 21:54:50
1. Is there a full list of what Bosses are immune to?


2. As act/quest bosses and hero bosses are immune to certain conditions.
Is it possible to add damage X only to Y monster class (in this case bosses)?

Are the skills in all masteries (and same goes for items) balanced towards empowerment of bosses?

If we take the skill:
Pulverize (Defense mastery)
This skill have skill disruption, and will not work vs the bosses.
Now I don't know if this is the same for reduction to Offensive/defensive/armor ability.

The skill loses some of it's power (vs bosses), but is not compensated with something else.

3. For defense mastery:
Maybe Hack and Cleave should work for sword/spear as well?
Title: Re: Soulvizier AERA - Masteries and skills
Post by: soa on 11 February 2020, 23:06:57
I think further question is more fit in this topic.
1. The weapon master skills, are actually hidden skills (something you can't actively press to increase), can only be found in items?
If possible: Maybe clarify something like:
+4 Sword Mastery (hidden skill)?
I think it would raise more questions than it would give answers.

2. 0-XX where XX is the max bonus at sMax for the skill?
Yes, there are 21 levels.

3. Is weapon X mastery affected by + to all skills?
4. If yes to 3, then the +X skill to specific mastery, loses some of it's power?
I think so (not tested), I recall reading somewhere +X to all skills affects all skill trees, even hidden ones. I don't know how to change that.
+X to a specific mastery doesn't loses its power. It's just that +X to all skills has more.

5. Is there a X mastery for a shield? =) hihi (Conq. for the win; defender damages with shield, so it's a legit/valid question)
No, there is not. It can be created though, but I can't make it to improve only shield damage, it would be all damage as long as you wear a shield.

1. Is there a full list of what Bosses are immune to?
>1000% Freeze resistance
>1000% Fear resistance
>1000% Mind Control resistance
>1000% Skill Disruption resistance
>1000% Confusion resistance
>1000% Petrify resistance
>1000% Sleep resistance
>1000% Stun resistance
>1000% Slow resistance
>1000% Entrapment resistance
105/120/135% Taunt resistance
The rest is under 100%. There is no resistance or immunity to OA/DA/armor reduction.

2. As act/quest bosses and hero bosses are immune to certain conditions.
Is it possible to add damage X only to Y monster class (in this case bosses)?
No.

Are the skills in all masteries (and same goes for items) balanced towards empowerment of bosses?
If we take the skill:
Pulverize (Defense mastery)
This skill have skill disruption, and will not work vs the bosses.
Now I don't know if this is the same for reduction to Offensive/defensive/armor ability.
The skill loses some of it's power (vs bosses), but is not compensated with something else.
There is no reason to "compensate" for anything. A skill doesn't have to be good against everything (quite the opposite actually).
It's part of the game balance that some skills are good versus bosses, and some are not.

3. For defense mastery:
Maybe Hack and Cleave should work for sword/spear as well?
No. This wasn't my choice when these skiills were added, but it surely is made on purpose.
Swords already have too much of an advantage over axes and clubs, because of the flat damage bonuses granted by skills or items. They are not proportional to weapon damage.
Spears are already very good weapons, and having Hunting paired with Defense would make it even more overpowered.
Title: Re: Soulvizier AERA - Masteries and skills
Post by: Groom on 12 February 2020, 15:34:04

1. Is there a full list of what Bosses are immune to?
>1000% Freeze resistance
>1000% Fear resistance
>1000% Mind Control resistance
>1000% Skill Disruption resistance
>1000% Confusion resistance
>1000% Petrify resistance
>1000% Sleep resistance
>1000% Stun resistance
>1000% Slow resistance
>1000% Entrapment resistance
105/120/135% Taunt resistance
The rest is under 100%. There is no resistance or immunity to OA/DA/armor reduction.


Reduced health, are they immune to that as well?
Title: Re: Soulvizier AERA - Masteries and skills
Post by: soa on 12 February 2020, 20:16:50
Reduced health, are they immune to that as well?

Changelog of SV1.2 :

Resistances to % Health reduction and % Mana Burned are reduced from AE since the 1.0 version and were not modified in this patch.
% Mana Burn resistance: Bosses now have 60/70/80% (-10% / AE). Heroes have 50/60/70% like AE. Elite monsters have 30/40/50%
% Health resistance: Bosses now have 80/85/90% (-5% / AE). Heroes have 70/75/80% (-5% / AE). Elite monsters have 20/30/40%
Title: Re: Soulvizier AERA - Masteries and skills
Post by: soa on 23 February 2020, 13:19:57
I was thinking of reducing the mastery bar maximum level from 72 to 60, make it so that lvl 60 gives you the old lvl 72 bonuses => investing above lvl 40 becomes more profitable.
What do you think ?
If this change has to be made, I want it done during the beta because all points invested above 60 will be lost.
If later it appears 60 is not enough, it will be easy to add more points. It's easier to mod when you add points because no one will lose points invested.
Title: Re: Soulvizier AERA - Masteries and skills
Post by: nargil66 on 23 February 2020, 16:29:07
Yeah, 60 levels sounds better. You mean you get the bonus only when you max it?
Title: Re: Soulvizier AERA - Masteries and skills
Post by: soa on 23 February 2020, 16:38:33
I'd rescale the bonus over 20 levels (41-60) instead of 32 levels (41-72), in such a way that you end with the same bonuses if you max the bar.
This redistribution would give more bonuses per point invested in the mastery bar.
I think SV was made initially for infinite level, and 72 points mastery bar was a point sink. But I rarely invested in those points in classic SV, so reducing to 60 would perhaps create more incentive to invest here.
Title: Re: Soulvizier AERA - Masteries and skills
Post by: soa on 04 March 2020, 20:43:54
Updated Spirit mastery presentation.
Title: Re: Soulvizier AERA - Masteries and skills
Post by: soa on 03 April 2020, 20:06:47
Here's an overview of the "new"/"added back" skills for the next SV version.
The new trees are updated in the first post. I changed many trees so that at each level, there are at least 3 skills, sometimes 4 or 5.
Other changes in the masteries are not listed here.

General
-   Adjusted UI of all masteries to create a 7th column in the trees. Reworked the position of many skills.

Warfare :
- Slam now Tier 2 with reduced power, instead of Tier 7. Length of the wave increases with levels, added a tier 7 modifier called Fissure, that gives CC and expands its power and width of the wave with levels
- War Dance : reduced the maximum number of targets, added back Finesse modifier (no longer requires Lacerate). +% Penetration bonus moved to Lacerate, bonus targets moved to Finesse

Defense
-   Reverted Way of the Defender to Armor Training + Shield Training. Shield Smash requires Shield Training

Earth
-   Added back Flame Surge and its modifiers

Dream
-   Added back Troubled Dreams

Occult
-   “Blade Mastery” passive is now Tier 3 instead of 2 and called “Dual Blade Proficiency”
-   Added a new Tier 4 equivalent skill called “Dual Ranged Proficiency” for dual wielders of one-hand ranged weapons that also requires Throwing Knives

Runes
-   Added a new skill : Rune of Elements, for pet users / removed Elemental Retaliation from Golem


Some possible skill changes in the future :
- Spirit, add a modifier for Spirit Lure ? Add another modifier for Death Ward that would reduce cooldown and give Reflect (I'd rather not have reflect whenever the player wants it)
- Nature : make the wolves in hunting and have plant summons instead ?
- Hunting : add a skill for bow users that could rain down multiple arrows in an area. This could improve gameplay, because now it's mostly passive skills.
- Storm : I still haven't figured a good way of implementing Lightning Dash. This will have to wait.
Title: Re: Soulvizier AERA - Masteries and skills
Post by: AlcyonV on 18 April 2020, 04:00:06
What are purple links we see in those pannels between some skills ? What difference is there with green ones ?
Title: Re: Soulvizier AERA - Masteries and skills
Post by: nargil66 on 18 April 2020, 04:57:52
- Hunting : add a skill for bow users that could rain down multiple arrows in an area. This could improve gameplay, because now it's mostly passive skills.
Can you explain what you have in mind? Making such a skill has some obstacles. First one is animation, because it will be more convincing if the character fires the arrows up to the sky somehow... but i guess thats doable. Second problem is that the skill can't use arrow projectiles, because arrows cant fly on a curve without starting to spin. So its either some magical looking projectile or straight flying arrows... or maybe there is a way for arrows to rain down as vanilla meteor skill... but then it wont be a weapon skill, more like a spell.
Title: Re: Soulvizier AERA - Masteries and skills
Post by: icefreeze on 18 April 2020, 05:06:43
- Hunting : add a skill for bow users that could rain down multiple arrows in an area. This could improve gameplay, because now it's mostly passive skills.
Can you explain what you have in mind? Making such a skill has some obstacles. First one is animation, because it will be more convincing if the character fires the arrows up to the sky somehow... but i guess thats doable. Second problem is that the skill can't use arrow projectiles, because arrows cant fly on a curve without starting to spin. So its either some magical looking projectile or straight flying arrows... or maybe there is a way for arrows to rain down as vanilla meteor skill... but then it wont be a weapon skill, more like a spell.
I think the skill he mentioned look like kind of "Venom Hail" skill in Torchlight 2, there are many skill looks like that.
About how skilll made, i think you can use the template of Meteor Rain skill (new 40lvl skill of Earth).
Title: Re: Soulvizier AERA - Masteries and skills
Post by: soa on 18 April 2020, 13:10:52
What are purple links we see in those pannels between some skills ? What difference is there with green ones ?
It's more a fancy thing. When connectors start at the right of a skill, they are purple. It was like that in classic Soulvizier, I juste added more connector shapes with the same color.
But I could change it so that only some masteries have purple connectors.


Can you explain what you have in mind? Making such a skill has some obstacles. First one is animation, because it will be more convincing if the character fires the arrows up to the sky somehow... but i guess thats doable. Second problem is that the skill can't use arrow projectiles, because arrows cant fly on a curve without starting to spin. So its either some magical looking projectile or straight flying arrows... or maybe there is a way for arrows to rain down as vanilla meteor skill... but then it wont be a weapon skill, more like a spell.

I would see it as a spell, with meteor template, firing arrows up to the sky would be better but optional for the skill to work. I would precise in the description that this skill involves the intervention of a hunting god or something. Even if it's a spell, I think it can use classical arrows for the projectiles mesh, looking like you've shot them from the sky.
It could use the "projectileUsesAllDamage" line to take into account your weapon damage, that would be a trade-off between spell and weapon attack.
Title: Re: Soulvizier AERA - Masteries and skills
Post by: AlcyonV on 18 April 2020, 13:18:49
Firing up to the sky can increase the latence of the skill animation and involve casting speed concerns. May be a balance feature though...
Title: Re: Soulvizier AERA - Masteries and skills
Post by: soa on 18 April 2020, 13:21:10
Firing up to the sky can increase the latence of the skill animation and involve casting speed concerns.
Forgot to speak about this, but that was intended. I wouldn't make it as long as Seal of Fate delay though. But it would better in my opinion if it needed some skill to land it correctly.
Title: Re: Soulvizier AERA - Masteries and skills
Post by: mountainblade on 20 April 2020, 02:28:38
Congrats on the release and the new forum! I am greedily downloading it now
Title: Soulvizier AERA Masteries & Skills
Post by: Stevo154 on 21 April 2020, 00:14:33
Does the damage from arctic shell and storm nimbus add on when I cast ice orb? Im not sure if it is but it seems like ice orb should be put on LMB and I need to know if the damage from arctic shell and from storm nimbus is added.
Title: Re: Soulvizier AERA - Masteries and skills
Post by: soa on 21 April 2020, 01:34:49
No it doesn't. Ice Orb behaves like Ice Shard in vanilla, flat damage won't work with it.
But Ice Orb benefits from +% Cold damage from Ice Song (and +% from items or other skills), and Torrent benefits from +% Frostburn damage from Ice Song too (and items or other skills).
Ice Orb is likely to be put on LMB because it has no cooldown.

Note that there are some skills like Throwing Knife or Bone Spire that count as a weapon attack, those skills can benefit from flat damage bonuses of Arctic Shell, Storm Nimbus, and other skills like that.
Title: Re: Soulvizier AERA - Masteries and skills
Post by: Tauceti on 27 April 2020, 00:14:40
Note that there are some skills like Throwing Knife or Bone Spire that count as a weapon attack, those skills can benefit from flat damage bonuses of Arctic Shell, Storm Nimbus, and other skills like that.

The same with the new Nature skill: Elemental Flurry ?
Title: Re: Soulvizier AERA - Masteries and skills
Post by: soa on 27 April 2020, 00:42:45
Note that there are some skills like Throwing Knife or Bone Spire that count as a weapon attack, those skills can benefit from flat damage bonuses of Arctic Shell, Storm Nimbus, and other skills like that.

The same with the new Nature skill: Elemental Flurry ?
Yes, that should work (haven't tested).
Title: Re: Soulvizier AERA - Masteries and skills
Post by: khan3817 on 06 June 2020, 21:00:02
where is the shield training skill for defender
Title: Re: Soulvizier AERA - Masteries and skills
Post by: soa on 06 June 2020, 21:12:26
where is the shield training skill for defender
If missing, check the FAQ here, 1st question :
https://titanquestfans.net/index.php?topic=1201.msg14055#msg14055
Title: Re: Soulvizier AERA - Masteries and skills
Post by: Igsav on 14 June 2020, 13:41:59
I can't assemble the "Band of the Elder Savage". The formula does not define a "Heliotrope Jewel".
(https://i.imgur.com/wqmU3gf.jpg)

"Hard mod" or "Custom map", version 1.5d.
Title: Re: Soulvizier AERA - Masteries and skills
Post by: soa on 14 June 2020, 14:58:22
I can't assemble the "Band of the Elder Savage". The formula does not define a "Heliotrope Jewel".
(https://i.imgur.com/wqmU3gf.jpg)

"Hard mod" or "Custom map", version 1.5d.
Actually the ring needs two affixes, so I would need to know if there are two on the ring. If they don't display ingame you may check them in TQ Vault.
Later, when Mythic items are reworked, I'll display that the rings needs two affixes.
Title: Re: Soulvizier AERA - Masteries and skills
Post by: efko on 14 June 2020, 15:23:43
One of the main problems I had in SV-IT was that some formula asks for item and you find 10, 20 and more items with the same name but nothing. For 1 formula I found item but with different name than in description which worked. My point is, is it possible to make this simple for players to edit formula where that part would be some rare and desirable item, so if you have in description item, to be that item?
To take something as example, this is like your neighbor have apple tree and he is selling apples, which means when you say you want to buy apple you want apple to eat, but instead he gives you foliage and you don't know what to do with it - my logic.
Title: Re: Soulvizier AERA - Masteries and skills
Post by: soa on 14 June 2020, 15:47:42
One of the main problems I had in SV-IT was that some formula asks for item and you find 10, 20 and more items with the same name but nothing. For 1 formula I found item but with different name than in description which worked. My point is, is it possible to make this simple for players to edit formula where that part would be some rare and desirable item, so if you have in description item, to be that item?
To take something as example, this is like your neighbor have apple tree and he is selling apples, which means when you say you want to buy apple you want apple to eat, but instead he gives you foliage and you don't know what to do with it - my logic.
It's a lot more complicated than that, the game engine is very stiff and doesn't allow you to do what you want.
Sometimes a formula asks for an item, and needs affixes for that item (it can be many different affixes, but you need both prefix and suffix), but you can't make the game display those affixes in the formula.
The game also doesn't always display the Quality of the item (like : Iron). It will sometimes only show "Band". So if you come with a "Copper Band", it will refuse your ring.

If you require say an Iron Band with any prefix and any suffix (that's what you enter in the formula file), the game will only display "Band".

To give a better indication to the player, you need to create a placeholder item, a blank item with a custom name like : Iron Band [Prefix and Suffix].
You need to tell the game the 3rd reagent is either :
- Iron Band [Prefix and Suffix]
- path\c01ring03.dbr, which is a file for Iron Band.
- path\c01ring03b.dbr, which is a Soulvizier variant of the Iron Band with flat bonus to Energy regeneration.

Then specify a list of accepted affixes.

The game only shows the first item in the list, so you need to have your placeholder here. If you don't have a placeholder, it will show only "Iron Band" and you won't know you need affixes.
If you don't specify an affix for the item (if you do, you need to list all the possible affixes the item may have), the game won't accept any affix, it will require no affix.
Also you can't specify a name for the item, you have to specify a file. But if other files have the same name, it lures the player. There are many cases like that in SV-TQIT.

I've fixed a lot of forged formulas, Mythic item formulas haven't been touched because they are completely broken anyways, not meant to really be used ingame.
Title: Re: Soulvizier AERA - Masteries and skills
Post by: Igsav on 14 June 2020, 17:27:44
I can't assemble the "Band of the Elder Savage". The formula does not define a "Heliotrope Jewel".
"Hard mod" or "Custom map", version 1.5d.
Actually the ring needs two affixes, so I would need to know if there are two on the ring.
One affix  :(
Title: Re: Soulvizier AERA - Masteries and skills
Post by: Igsav on 19 June 2020, 20:48:25
I modified the "Heliotrope Jewel" from the Durin - Dvergr Master Smith and got two affixes. But the formula "Band of the Elder Savage" still does not define this jewel.
(https://i.imgur.com/KKkXt7r.jpg)
Title: Re: Soulvizier AERA - Masteries and skills
Post by: soa on 22 June 2020, 20:42:35
I modified the "Heliotrope Jewel" from the Durin - Dvergr Master Smith and got two affixes. But the formula "Band of the Elder Savage" still does not define this jewel.
(https://i.imgur.com/KKkXt7r.jpg)
Indestructible affix was added in SV AERA, and it hasn't been added to the list of acceptable affixes for this formula.
I will fix this particular case, but there are probably other issues like that. Not a priority because Mythic items are not made to be played right now (completely broken items).
They will need a complete rework later.
Title: Re: Soulvizier AERA - Masteries and skills
Post by: RedMattis on 04 July 2020, 20:55:45
Is the Bow Auto-attack ability from the nature tree intended to make the attacks much slower than the regular bow attacks? I figured since it was there the Nature tree was intended to be a functional bow-user without involving the Hunting tree. Kiting with it seems somewhat futile, which makes it tricky to use along with the tactic of dragging around trains of plagued enemies.

I figured I'd go Nature/Occult utilizing the bow and poisons, but perhaps I'm not building things in the intended manner?
Title: Re: Soulvizier AERA - Masteries and skills
Post by: soa on 05 July 2020, 00:21:45
Is the Bow Auto-attack ability from the nature tree intended to make the attacks much slower than the regular bow attacks? I figured since it was there the Nature tree was intended to be a functional bow-user without involving the Hunting tree. Kiting with it seems somewhat futile, which makes it tricky to use along with the tactic of dragging around trains of plagued enemies.

I figured I'd go Nature/Occult utilizing the bow and poisons, but perhaps I'm not building things in the intended manner?
Of course it's intended to have less attack speed, it would be broken otherwise.
Maybe increasing attack speed on a lvl 32-40 modifier would be needed to make it scale better in endgame.
Title: Re: Soulvizier AERA - Masteries and skills
Post by: RedMattis on 05 July 2020, 18:26:10
Is the Bow Auto-attack ability from the nature tree intended to make the attacks much slower than the regular bow attacks? I figured since it was there the Nature tree was intended to be a functional bow-user without involving the Hunting tree. Kiting with it seems somewhat futile, which makes it tricky to use along with the tactic of dragging around trains of plagued enemies.

I figured I'd go Nature/Occult utilizing the bow and poisons, but perhaps I'm not building things in the intended manner?
Of course it's intended to have less attack speed, it would be broken otherwise.
Maybe increasing attack speed on a lvl 32-40 modifier would be needed to make it scale better in endgame.

After leveling it a bit, I can see that being the case, dumping points into the second skill in that chain nets a lot of damage (Though the AoE is a bit iffy at my current 1.1m radius since enemies are usually running in a line/curved line whenever they are close together). It is still a bit fringe in usefulness since most enemies will run up in your face, and you're forced to kite them, which prevents using that skill (many enemies would reach and hit me from a screen away). I'm playing in multiplayer, but our tanky rune-guy can't seem to get aggro off me (using the taunt skill everyone starts out with). Especially Plague seems very prone to instantly get me aggro, for some reason.

Using it I feel like I either need a better method of keeping enemies distracted (like an aggro-drop ability), or slightly more kite-friendly mechanics such as it procing the full power arrow only every 4 shots, or a 5 second cooldown reduced when hitting enemies, etc. When dealing with fast & deadly, or ranged enemies I usually end up running around throwing Plague and the thorn-spitting plants while my buddies hit the boss instead of actually using my bow. Perhaps the AoE could be a regular (bow-based) cooldown ability which scales in some way the first piercing-shot-esque slot?

Anyway, the impression I got as a player seeing it in the nature tree was basically "Oh, I don't need to pick the hunting tree to be a bow-user?", but compared to playing the Hunting tree where you just spam ultra-deadly arrows which clear out mobs everywhere, the Nature-bow feels a bit off. Not that I'm expecting it to be as good as the Hunting tree bow, but the cast time makes it feel like I shouldn't use it unless I can remain stationary, which doesn't really happen, especially since using the Plague spell encourages running around and bunching up enemies.

Finally, I didn't quite grasp that it would be slower than my autos based on reading the description, and I'm still not sure if it scales with cast speed or attack speed?
Title: Re: Soulvizier AERA - Masteries and skills
Post by: IdoNotKnowWhy on 05 August 2020, 14:43:39
Could u add Master Mind skill for Dream? Without Master Mind, Nightmare seem to be useless.
Title: Re: Soulvizier AERA - Masteries and skills
Post by: soa on 09 August 2020, 01:31:33
Could u add Master Mind skill for Dream? Without Master Mind, Nightmare seem to be useless.
I think it was removed because it's now in Nature, for the Nymph (Overgrowth) and putting this skill in 2 masteries would be too strong.
I don't think Nightmare is useless, he has several skills with lots of crowd control. Maybe giving him another skill would be OK, I don't know what yet.
Title: Re: Soulvizier AERA - Masteries and skills
Post by: licheking on 13 June 2021, 12:32:08
Hello Great work with the mod!! Happy to see soulvizier continue to Tq:Ae

I would like to suggest some skills that perhaps could be added to storm mastery like:

1) A meteor like in earth mastery but with ice damage (a comet?) with the shard of erebus animation in reverse. with that i mean that as the crystal normaly rises from the ground and the explodes ,it could perhaps be reversed so that it ''falls'' from the sky and breaks on ground.

2) Perhaps the lightning bolt could be changed to a lightning storm sort of skill like in ikon of zeus divine artifact.

3) Last could the storm wisp be changed to a crystal golem like those in Mimir's labyrinth? Or perhaps it could be added as an ice summon in the right side of the mastery tree.

Thanks in advance , other than that i love what you are doing with the mod!
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