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Author Topic: Deathknight class  (Read 8908 times)

Offline Sch123

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Re: Deathknight class
« Reply #30 on: January 23, 2019, 01:39:01 PM »
I really like this beam.  ;)

I wondered if it might be possible to make it like the "Ice Crown" floating above the head. :P
Spoiler


It may be possible to use Animation as in the "Shocking Orb" skill of the Engineer class for the Charge Bar when Fullcharge. By replacing the Orb with the Ice Crown. It would also be nice if Ice Crown shot Ice.  :)

Hmm, or maybe an Aura like this. ;D
Spoiler

« Last Edit: January 23, 2019, 03:36:37 PM by Sch123 »

Offline Korzeam

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Re: Deathknight class
« Reply #31 on: January 23, 2019, 08:16:13 PM »
What's wrong with my beam ?  :'( :'(

I've uploaded a new version with all the faces and hairs, and added 4 pale skins with blue eyes for each gender.
Finally I've managed to handle the pupils.

There a few changes in 'Veteran of the 3rd War' and 'Bone Shield' to improve the survability.
I will see for the damage boost later.

Offline Sch123

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Re: Deathknight class
« Reply #32 on: January 24, 2019, 03:09:58 AM »
What's wrong with my beam ?  :'( :'(
Beam is very good. :D

Don't know about the others, but this is what I feel when playing:
- Beam blocks a view to see enemy
- A little dizzy when I see a beam moving (maybe it's only me who feels it) :-[

Quote
I've uploaded a new version with all the faces and hairs, and added 4 pale skins with blue eyes for each gender.
Finally I've managed to handle the pupils.
In the female gender it seems that the pupils are all gone. Maybe because the standing style used makes her pupils disappear. Because this also happened to the Emberblade Class which has the same standing style as the Deathknight.

Quote
There a few changes in 'Veteran of the 3rd War' and 'Bone Shield' to improve the survability.
I will see for the damage boost later.
I agree, this will strengthen the Deathknight.



~ Maybe you can boost more HP Recovery to some skill like Death Strike, Boiling Blood & also passive skill Veteran of the 3rd War to improve the survability.

~ Also need to add effects to Passive skills, such as:
- % Chance to Break enemy Shield
- % Chance to Block enemy Attack
- Absorb MP

~ Undead Hounds, Gargoyles & Sindragosa skills need Ice Explosion when they disappear / die.

~ Raise Dead, Army of the Dead & Dark Transformation skills need an additional duration of 12 seconds to 15 seconds.

~ The Skill Murderous Efficiency might be used for pets and other Minions not only for Raise Dead & Army of Dead skills.
« Last Edit: January 24, 2019, 04:51:46 AM by Sch123 »

Offline Korzeam

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Re: Deathknight class
« Reply #33 on: January 25, 2019, 05:58:47 PM »
In the female gender it seems that the pupils are all gone. Maybe because the standing style used makes her pupils disappear. Because this also happened to the Emberblade Class which has the same standing style as the Deathknight.
Yes it's the animation that removes pupils.

Quote
~ Maybe you can boost more HP Recovery to some skill like Death Strike, Boiling Blood & also passive skill Veteran of the 3rd War to improve the survability.
Yes I will raise health gains for Veteran of the 3rd War and Living Blood, No for Death Strike .

Quote
~ Also need to add effects to Passive skills, such as:
- % Chance to Break enemy Shield
If it can be made in a passive way I wil add some in Precise Trikes. Do you have an example of that ?

Quote
- % Chance to Block enemy Attack
No need.

Quote
- Absorb MP
No need.

Quote
~ Undead Hounds, Gargoyles & Sindragosa skills need Ice Explosion when they disappear / die.
I have a technical issue to do that. I will ask for some help on Discord.

Quote
~ The Skill Murderous Efficiency might be used for pets and other Minions not only for Raise Dead & Army of Dead skills.
With the current numbers of the skill it would be too powerful but I have an idea to implement an intermediate solution.


On an other subject I would like to change the Living Blood skill into a toggle skill.
Do you have an example of a class that have toggle abilities ?
 :-\

Offline Sch123

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Re: Deathknight class
« Reply #34 on: January 25, 2019, 06:51:31 PM »
If it can be made in a passive way I wil add some in Precise Trikes. Do you have an example of that ?
You can try Passive Skill:

- "Bash" in the Destroyer class (TL1CP)
- "Deep Penetration" in the Mongol Archer class (FEP+)
- "Demolitionist" in the Monster Hunter class (FEP+)

Quote
On an other subject I would like to change the Living Blood skill into a toggle skill.
Do you have an example of a class that have toggle abilities ?
 :-\
You can try Toggle Skill:

Mongol Archer (FEP+)
- Eagle Eye
- Relentless Assault
- Dynamic Prowerss

Plaguelord (Variant)
- Lord of the Flies
- Body Boost / Vital Burst

Destroyer (TL1CP)
- Spectral Echo
- Aura of Throns
- Entropic Aura



Suggestion:
Maybe you can consider adding the effects of this Passive skill "Symbiosis" from Plaguelord (Variant) to "Living Blood". Or maybe you can see the Minion system that used in the Plaguelord class.
« Last Edit: January 25, 2019, 10:18:12 PM by Sch123 »

Offline Sch123

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Re: Deathknight class
« Reply #35 on: January 25, 2019, 08:40:53 PM »
Quote
~ Undead Hounds, Gargoyles & Sindragosa skills need Ice Explosion when they disappear / die.
I have a technical issue to do that. I will ask for some help on Discord.

Maybe you can see the "Spirit Wolf" Skill in the Archer class (Variant). In that skill when the wolf dies / disappears they will explode ice. ;)


Offline Sch123

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Re: Deathknight class
« Reply #36 on: January 26, 2019, 07:43:22 PM »
@Korzeam

I have tried the latest Deathknight Mod, there is a problem with the Living Blood Skill. The skill must be manually dragged to the slot box in order to use it. Unlike other skills you only need to Right Click the Mouse button to automatically enter the skill box slot.

By the way, the toggle skill in Living Blood it's works. You can set the On / Off skill, only by activating the skill again to turn it off. ;D

I also want to ask, have you added explosive effects when they died / disappeared in the Summoning skill in the Frost Tab Skill? If it has been given, it seems that the effect doesn't work.

Also, thank you for adding the duration to the minions on Unholy Tab skill and giving extra boost to some skills, this is quite helpful to make you survive. ;)
« Last Edit: January 26, 2019, 07:47:14 PM by Sch123 »

Offline Vkoslak

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Re: Deathknight class
« Reply #37 on: January 26, 2019, 07:44:52 PM »
It's frustating.
The model I made is the only one where I managed to remove pupils.
I don'y know why it's working for this one and not for the others.

@Phanjam, @Vkoslak
Do you know how the eye pupils are working and how to remove them ?

The pupils are part of the face mesh. They are a disconnected hexagon above the surface of the eye, but below the eyelid.  You can just remove those polygons and no more pupils.

You might be able to do it by making the pupil transparent and setting the material to allow alpha transparency.  But getting rid of the mesh if probably the best way.


Offline Korzeam

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Re: Deathknight class
« Reply #38 on: January 27, 2019, 06:52:09 AM »
Thanks for the answer @Vkoslak:)

You might be able to do it by making the pupil transparent and setting the material to allow alpha transparency. 

I tried to make pupils transparent but it did'nt work.
But I don't know how to allow the material to handle alpha transparency though.

So now I just changed the color of the pupil to be the same of the eye background and it's ok (but not perfect).


Offline Korzeam

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Re: Deathknight class
« Reply #39 on: January 27, 2019, 07:09:22 AM »
I have tried the latest Deathknight Mod, there is a problem with the Living Blood Skill. The skill must be manually dragged to the slot box in order to use it. Unlike other skills you only need to Right Click the Mouse button to automatically enter the skill box slot.
Ok I will check that (I always drag to the slot manually so I didn't noticed).

Quote
By the way, the toggle skill in Living Blood it's works. You can set the On / Off skill, only by activating the skill again to turn it off. ;D
Thanks, I had to make many tests to make it work.  :-X

Quote
I also want to ask, have you added explosive effects when they died / disappeared in the Summoning skill in the Frost Tab Skill? If it has been given, it seems that the effect doesn't work.
No it's not implemented yet, I will work on it today.

Quote
Also, thank you for adding the duration to the minions on Unholy Tab skill and giving extra boost to some skills, this is quite helpful to make you survive. ;)
I have a doubt that the change in Murderous Efficiency is working properly. I need more tests.

Offline Korzeam

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Re: Deathknight class
« Reply #40 on: January 27, 2019, 09:49:11 AM »
I've implemented explosions for ice minions (Thanks @Sch123 for the example).
I've raided the cooldwon for ice summons because whan you reinvoke them if makes the old ones explode (which can be strategical).

I've also add a silence effect to Dark Command.

I think I've done everything what I wanted to do, I'll try to add some sets and a few weapons now.
« Last Edit: January 27, 2019, 09:55:00 AM by Korzeam »

Offline Sch123

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Re: Deathknight class
« Reply #41 on: January 27, 2019, 10:49:54 AM »
I've implemented explosions for ice minions (Thanks @Sch123 for the example).
I've raided the cooldwon for ice summons because whan you reinvoke them if makes the old ones explode (which can be strategical).

I've also add a silence effect to Dark Command.
You are welcome @Korzeam. ;)

Hahaha... :D Yeah I know what you mean, we can intentionally make Minions disappear to trigger the explosive effect. By increasing the duration of cooldown I think it's the right solution to reduce that "strategy" so it doesn't happen often. I feel it's like a hidden strategy to play, because not everyone will think the strategy like that.:P

By adding silent I felt like a real "Dark Lord" before an opponent, with his command to make the enemy silent & immobile. ;D

By the way, The Living Blood skill has been fixed. Thanks.

Quote
I think I've done everything what I wanted to do, I'll try to add some sets and a few weapons now.

That awesome, can't wait to see it. :)

I will also test further, especially will I survive when using Synergies Mod...



Bug Report:

I found a small bug in the "Pillar of Frost" skill. When using these skills there will be a small icon that tells us the duration and effect of the skill that works. But there is an error notification of duration information, it should be 15 seconds but there are 3 seconds written there.

Suggestion:

What if the "Pillar of Frost" skill also traps enemies so they can't get out of the area, so they can enter the "Pillar of Frost" area but can't get out. With them trapped we can combine them with Blood Falls and Summoning Minion skills.
« Last Edit: January 27, 2019, 10:55:49 AM by Sch123 »

Offline Sch123

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Re: Deathknight class
« Reply #42 on: January 28, 2019, 02:06:54 PM »
@Korzeam

Feedback:

Are you sure you don't add the "Chance to block attack" effect? on Frost passive skills (for example: Icecrown Citadel or Remorseless Winter). Because in my opinion it will help us to be more safe from enemy attacks (Especially when fighting Boss / Champion Monsters).  ;)

I look at skill Unholy it's seems to encourage us that we are not using a shield, because there are bonus effect if we do not use a shield.

After trying to play using shield I felt safer, even if using skill from Unholy it wouldn't be as strong if I didn't use a shield, but from my test using shield it was very helpful (especially at the beginning of the game). After your level reaches at least level 18-20 you can change the way you play. Maybe, focusing more on Unholy skills with dual weapon and increasing attack speed is quite promising. ;D



Also can you make light for Charge Beam not too bright, keep the light more gentle. That way it won't make it too bright for my eyes and also allows us to see the enemy behind the Charge Beam :)



The idea for a Deathknight Weapon:

Note: If it's not used by the Deathknight Class, Curse will work. :P

Curse Sword / Deathscythe;
- Curse = Reduces a player's HP every second
- Effect = Give high damage, Absorb Hp & Mp each attack, etc...

I wonder if it's possible that you can also make Deathscythe 1H to be used together with Shield.

Curse Shield;
- Curse = Make Player more slower
- Effect = Absorb damage, High chance to block, High resistance to all element, etc...
« Last Edit: January 28, 2019, 05:39:57 PM by Sch123 »

Offline Korzeam

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Re: Deathknight class
« Reply #43 on: January 30, 2019, 07:15:04 PM »
I found a small bug in the "Pillar of Frost" skill. When using these skills there will be a small icon that tells us the duration and effect of the skill that works. But there is an error notification of duration information, it should be 15 seconds but there are 3 seconds written there.
It's not a bug. The effect lasts 3 seconds but is refreshed regulary.
It is made like that because you have to loose the buff when you leave the area of effect.

Quote
What if the "Pillar of Frost" skill also traps enemies so they can't get out of the area, so they can enter the "Pillar of Frost" area but can't get out. With them trapped we can combine them with Blood Falls and Summoning Minion skills.
I won't do that because it would block also you pet and minions (like the Embermage version).

Quote
Are you sure you don't add the "Chance to block attack" effect?
Yes I'm sure.  :P

Quote
Also can you make light for Charge Beam not too bright, keep the light more gentle.
I'll see what I can do.

Quote
The idea for a Deathknight Weapon ...
I'm not a fan of Curse things so No.
But I took your idea of a 1H scythe for one weapon.

I've made an update with a little change in Glacial Advance Tiers.
I've also implemented three lvl 100 weapons.

Item codes :
item DK_BLOODMOURNE
item DK_DEATH_SCYTHE
item DK_FROSTMOURNE

The Frostmourne weapon took me a little time for obvious reasons.  :)



« Last Edit: January 30, 2019, 07:20:21 PM by Korzeam »

Offline Sch123

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Re: Deathknight class
« Reply #44 on: January 30, 2019, 08:21:26 PM »
I won't do that because it would block also you pet and minions (like the Embermage version).
Maybe you can see skill from ninja class "Earth Trap", that skill can trap the enemy but not you. Or you can see from Classless Mod skills made by @Phanjam. In skill "Earth Shield Wall" you, pet and your companion can cross the wall but not with the enemy. :)

Quote
The Frostmourne weapon took me a little time for obvious reasons.  :)
I understand, and the results are very satisfying. Congratulations on making this cool weapon. ;)

By the way, can you adjust the position to hold the DK_DEATH_SCYTHE weapon so it's not too above. Can it be made so that can hold on below position. Because this looks strange, especially if he is attacking by holding a weapon too above.:D

There is an example of a weapon Code: STURM_POLEARM.
On the weapon, the position he holds is just right not too above and not too below. Maybe you can use the method used in this weapon.



Idea:

I see the DK_FROSTMOURNE weapon is very good, moreover you give a kind of blue particle that makes the weapon better.

I have an idea, maybe it would be good if DK_BLOODMOURNE was given red particles to make it look like blood & DK_DEATH_SCYTHE was given dark purple colored particles to look like death. ;D

And also you can make these weapons for each Deathknight tab skill. By giving an effect that can improve the quality of each skills when using this weapon. :P

Blood = BLOODMOURNE
Frost = FROSTMOURNE
Unholy = DEATH_SCYTHE

This may be OP, but it is interesting if applied:

What if DEATH_SCYTHE is given a 2% chance to Instant Kill (Not work for Boss & Champion) & for BLOODMOURNE is given a 1% chance to FullHeal effect. :P

Maybe you can add effects that will open if you reach certain conditions, for example you have killed as many as 100 enemies and certain skill effects will open. Because I found there was a weapon like that besides the existing effect, it also had an additional effect that would open if we had fulfilled certain conditions.


« Last Edit: February 01, 2019, 10:25:57 AM by Sch123 »

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