Assassin Class v 1.8

By Ninjasassin

A flexible class designed to fill the role of the weaker, more damage oriented rogue type. A new skin, recolored armor and a custom icon distinguish him from the alchemist and give him a killer/rogue feel. I am currently refining the ability balance and diversity to give the class an even more distinct feel. I have done only a little early game testing but so far it seems fairly well balanced and fun to play, enjoy my first mod.

If you have a comment or info on balance, please visit http://forums.runicgames.com/viewtopic.php?f=20&t=10313)

Recent Change Log:
v1.8
Recolored character select icon to better fit the Assassin.
Increased duration and cooldown of Precison to 45 seconds and slightly increased mana cost.
Increased the mana cost for Impale, Dance Of Death, Poison Dart and Executioner.
Buffed mid-high level damage increases for Firebomb.
Buffed Whirling chains slightly.
Fixed an item pathing error, thanks to Webbstre for pointing this out.

Screenshot:

Skill Trees:

Killer: Focuses on close combat damage skills and passive abilities that increase overall damage.
active skills:3 buffs:3 debuffs/auras:0 passives:3

Sniper: Offers some long range skills, debuffs and passives, focuses on wearing down the enemy without being hit.
active skills:4 buffs:1 debuffs/auras:1 passives:5

Ninja: Focuses on traps and croud control as well as skills that keep you from taking as much damage.
active skills:4 buffs:1 debuffs/auras:1 passives:5

Current Conflicts/Issues: Conflicts with other mods that add a character class. I recently ran into a single isntance where a buckled helm was not showing up with the right mesh, I have yet to fix this but it shouldnt be too serious of a problem.

Credits: I can't believe I forgot to thank Ugmojoe here earlier, without his Class Item fixer my Assassin's helms would stick out of his face and his armor wouldn't show up.

(Note, I have yet to completely balance executioner, I suspect it is slightly OP at the moment. If anyone finds that the Executioner skill stands out as being overpowered or underpowered please tell me)

36 comments

By cisconetdude
3 days 22 hours ago

This is an awesome mod and

This is an awesome mod and has breathed new life into the game for me, Wondering if you can do a change to use the vanquishier skin for this mod.

By Webbstre
4 weeks 1 hour ago

A crash, probably easy to fix

I was playing as the Assassin just now and my game suddenly crashed. I checked the ogre log file and found this:
16:52:15: [Genericmodel] Error creating entity
Unable to find file : MEDIA/WARDROBE/ASSASSIN1/ALCHEMIST_SUIT2_SHOULDER_DROP.MESH

So I'm guessing something is missing or misspelled in the file? It's probably easy to fix. Great work and I look forward to an update.

By Ninjasassin
3 weeks 6 days ago

Found it

It looks like I misspelled the filepath in one of the item files, a_shoulders_normal_02c. I did so many of those item files at a time that I may have made few small mistakes like that, even after double checking all of them the first time.

Thanks for pointing this out to me, I found the file in my mod and have edited it, so in the next version this should be fixed. It looks like I should release the next version soon, just to get this fix out quickly.

EDIT: I just updated, so you can now download the new version which includes the fix.

By Webbstre
3 weeks 6 days ago

Thanks!

Thanks for the fast response! I'll load it up when I get home from work today. I'll let you know if I stumble across any other problems.

By Fhucker
4 weeks 2 days ago

Hair and menu icon

The hair of my Assassin this white one, should he be red? And he doesn't appear his icon in the menu of characters' choice. Does anybody know as repairing that?

Sry bad english "/

By Ninjasassin
4 weeks 1 day ago

How Odd

I don't understand how so many people get these problems when I know that the original files are fine and work.

If the Assassin Icon isnt showing up you probably have a problem with logo.dds or logo.imageset, both of these problems are probably caused by a bad download, or possibly by a mod conflict.

I would advise deleting and re-downloading my mod using torchleech. If you have further problems post another comment.

By MikePushkin
4 weeks 6 days ago

Feedback

Heya there, Mike again.

Restarted the game again, created the character again.

-The bug with additional skill points in skills Toxicology and Fletchette Trap seem to be resolved, no more additional points except one in the Tactician skill.

-Precision Strikes: Dammit, hate to tell it to you, but the number of additional critical hit chance just doesn't seem to be working right, maybe instead of that you could change it to critical damage and make it like +50% and +10% with each level of ability. Also, would be fun if you'd increase the duration to 1 min and cooldown as well. It would remove the pain in the ass of recasting all the time. Skill seem to be working fairly, except this minor ****ness with critical hit chance. it gives me incorrect ammount of additional crit strike chance.
P.S. on Precision Strikes: Well... dammit! The skill appears to be not just bugged but also harmful. When I had a basic critical hit chance of 8% (thanks to items and Lethality skill) I casted PS. I got a slight attack bonus and my CritChance (will use CC instead) became 10% (it's only +2, not +6 as skill description says). When the PS expired, my critical hit chance became 4% (instead of 8%) and remained until the very moment I left the dungeon using te scroll of Town Portal. That sucks.

-Fire Bomb: Skill is way too UP. Whenever I have a imple fight, I throw a FB in the crowd of enemies. At the very beginning of the game it was fun and refreshing, - the bastards were burning during 5-6 seconds, leaving only corpses left. With my level growing, the FB becomes less and less useful. It's absolutely useless against Champions, so I won't even mention that, but for the crowd control it has to be better! My suggestion is: increase damage and increase cooldown OR decrease fire damage and make skill dependant on strenght 100%, that will let fir bomb be more powerful with the same level enemies OR decrease fire damage and set skill damage dependant on one's DPS (I think something about 20-40% DPS).

-Evade: Skill has only 10 levels which is Booo for Level cap remover, for example. I mean, we will have 40% Evade chance on 10th level of the skill? It's OP I believe. My suggestion would be to decrease the Evade chance to 2% (and maybe add additional effect) as well as increae the skill cap to 20.

-[Quote] Adrenaline now gives a roughly 10% bonus to it's affect per level.
-> If it is true, the description in game is incorrect and have to be fixed. Also, if it is true, then this has to be nerfed, because even 1st level of adrenalin let me cut down whatever enemy or Champion I meet :O Indeed an OP skill.

-Whirling Chain: Skill is not OP anymore, but at the moment it appear much less effective than the first attacking skill in assassin's arsenal. My suggestion is to increase the damage of the chain by 10% - 15% and give more space to level it, maybe up to 18 or 20. If that sounds a little harsh, then you can add 1 more second of cooldown, which will make Whirling chain an efficient mass controller, without making it OP again.
P.S. - So far, Whirling Chain and Fletchette Trap have the best animation on my taste, they look cinematographic. I also love the Adrenaline's animation,, the aura effect on enemies :D

-Impale: An awesome skill which lets assassin easially fight with overwhelming ammounts of enemies, lets him cut through the enemy lines. The problem here is that the mana cost is a little too little (lol), that's why I would like to make a suggestion of increasing it JUST a little. It might be that an increase on 5-10 points will be just right, since assassin start with +1 additional mana regen.

Gonna keep the feedback coming, like your mod a lot.

Right now: 11th lvl.
Sincerely,
Mike.

By MikePushkin
4 weeks 6 days ago

About Skills

The interesting thing that I started the game not only with one point in Tactician & Fletchette Trap, but also with one point in Toxicology :D. Feel myself a cosmanaut now >:D

By piinyouri
5 weeks 20 hours ago

In 1.7, are you aware that

In 1.7, are you aware that you start out with 1 point in Flechete Trap and 1 point in Tactician?

By Ninjasassin
5 weeks 17 hours ago

Really? Not sure why...

I put the point in Tactician in intentionally and I think I have integrated it fairly well. I dont even remember assigning a point in Flechette Trap, in addition, I just checked my current version (I haven't changed the player file since 1.7) and it doesnt start with Flechette Trap, I dont know how your Assassin started with a point in Flechettte Trap. I would suggest re-downloading, though if the problem persists I could just re-upload.

By piinyouri
5 weeks 16 hours ago

Weird. I think I'll just

Weird.
I think I'll just uninstall and re-DL in Torchleech.
Hopefully that will fix the issue and maybe the hair/shoulders texture issue as well.
Though is was a bit of fun having Fletchete Trap at the beginning. XD

EDIT: Re DL'ed. Fletchete Trap is gone, but the blank textures persist. :[
I suppose I will deal with it.

I thought the texture thing may have been because of a Alchemist skin I had installed, but I unticked that to check and it still wouldnt show right so IDK.

By Ninjasassin
5 weeks 11 hours ago

Yeah, I don't even see why...

I dont even see any reason that the textures wont work for you, you have a lot of mods, sure, but I'm pretty sure none of them conflict with Assassin. Also, because you had that extra point in Flachette one of your mods itself may just be glitchy or you might have a problem on your computer, I dont know. You should try re-downloading my mod (maybe all of your mods would be a better idea) if you havent already, it might help.

By dravenryoma
5 weeks 1 day ago

Waiting for torchleech to

Waiting for torchleech to update before trying this out. hopefully the update would be much better than 1.6.

By MikePushkin
4 weeks 6 days ago

Indeed it is better

Torchleech made it able to update now, try it out it's Alright!

By MikePushkin
5 weeks 1 day ago

Erm...

I have another problem now... I did as you suggested, and now in torchleech it says that I have the Assassin mod v. 1.7, the problem is I don't see a single one of new skills and that leads me to believe that you uploaded a wrong file :(

Could you fix it please?

By Ninjasassin
5 weeks 1 day ago

simple fix I think...

I think I know whats wrong, you might still have the same .adm files lying around among other files and the game would still draw its resources from them, I'm about 75% sure that this is what happened.

To fix this all you need to do is deactivate and then reactivate a mod in torchleech, it will wipe all of the .adm files and some other files that store previous data from mods. (Torchleech does this automatically when you download new mods through it, but since you didnt this should get your version working.)

That should work, if it doesn't, I guess I can just re-upload the mod, I have only made a few tweaks since 1.7 so my current version should be fine. Try what I said above first and if it doesnt work you can post again and I will re-upload the mod.

By MikePushkin
5 weeks 1 day ago

Works

Your way of fixing it works, thank you! Gonna keep feedback coming, I have a good feeling about your mod!!!

By MikePushkin
5 weeks 1 day ago

Cannot update

The Torchleech thing still says that the lastest version is 1.6 , what is wrong?

By Ninjasassin
5 weeks 1 day ago

Manual Updating

Torchleech isnt always exactly up to date, I think it took them 2-3 days to put my mod up to begin with and it usually takes about 1-2 days for them to come around again and update it. I put version 1.7 up at 5 this morning so I would be seriously impressed if they already had it updated.

If you want to update now you could just download it off of this site, unzip it, and move it to this destination folder: Roaming/runic games/torchlight/mods. You might not have exactly that destination, but it will probably be close, after that its basically just cut/paste.

You should be able to find a link to the folder in your torchlight files. Once you find it you can just make a shortcut on your desktop and it wont take as long.

By MikePushkin
5 weeks 1 day ago

What the hell?!

I just donwnloaded new 1.6, and there's already new update! :O Cheers, pal, I think I gonna love your way of working, gonna keep the feedvack going!

By Ninjasassin
5 weeks 1 day ago

Interesting

You posted that right after I updated too, you suprised me there. Yeah, I just finished 1.7 a few minutes ago and thought I would post it, I think I made a few signifigant changes. The new skill is a lvl 20 DoT skill that I based off of Slashing Attack, I'm hoping to make it an integral skill to the Killer tree and the others are passives. I also made the character select icons bigger, something thats been long overdue.
I don't always update this fast, but I try to keep the updates coming. Thanks for keeping the feedback coming, it helps to know what could use changing.

By dravenryoma
5 weeks 2 days ago

Oh wow. Combat

Oh wow. Combat Expertise/Lethality nerfed. Now my Assassin is way underpowered on a 999/200/30 Mod.

On a 999/200/30 mod:

-Basic chars will get 40% more exp/fame but my assassin wont.
-Basic chars will get +30 Crit Rate/360%(or so) Crit Dmg Inc but my assassin wont.
-Destroyer got 1 sec cooldown on its AOE skills, but my assassin would stand there spamming other skills because Whirling Chains got high cooldown.

I'll pass this update. My Assassin is underpowered as it is.

By piinyouri
5 weeks 2 days ago

Really great class here, but

Really great class here, but I encountered some problems.
The hair and(so far of what I've played and seen) the shoulders and helm have no texture and are just blank, white shapes.

As far as playing the class, really fun and not too overpowered. :)

By Ninjasassin
5 weeks 2 days ago

More Info

Can you give me more info on the problem? I need to know the conditions under which this happened, so that I can find out what caused it. A list of any other mods you have installed and what version of my mod you are using as well as possible other problems that may have caused this would help. Otherwise, all I can tell you is that it normally works and that something is probably interfering with its ability to find the files it needs for those textures.

By piinyouri
5 weeks 2 days ago

Mods I'm

Mods I'm using:
Assassin
Baklah's Finest Gear
Better Balanced Sale Prices
Better Random Quest Rewards (Exp, Fame, Gold)
Better Random Quest Rewards
Bigger Gems
Brighter Map
Champions Mod
Crouching Pet & Hidden Beast
DarNified AutoMap
Enchant Never Wipe
Jetlaw's Stat Pot Mod
KelinTor's Mercenary Company
Korrupt Alchemist
Level999Mod SP1
Medieval Spawn
Merchant Pack
New Stashes and Telekineticist
Persistent Skeletons
Respec Mod
Shaped Gems
Starch the Monster Hunter
Tribal Vamp Vanquisher
Underground Temple

And Torchleech says the mod is ver 1.6

By Ninjasassin
5 weeks 2 days ago

Nothing obvious, try this...

After going over your list I downloaded most of the mods to make sure, I didn't see any obvious conflicts, but it's possible that your Alchemist skin is using the Aclhemist hair.dds, because it doesnt have one of it's own. However, since my own mod uses a modified alchemist hair with the same name as the original, it may be possible that that has something to do with your problem, however, it's unlikely. I would try deactivating each mod you think could be causing this systematically, that way if you find one that it works without you know that it is the cause, other than this I would adivse you check your Assassin wardrobe folder for the hair.dds file. Im about to start the game with the same mods, if I find anything out I will update this post.
EDIT: I just played with the mods, but I didnt get the same results, Im not really sure if I simply didnt have the mod that was affecting the Assassin or if its a different problem entirely.

By piinyouri
5 weeks 1 day ago

Hmm, not sure

Hmm, not sure either.
Torchleech says no conflicts though, so I'm stumped.

By dravenryoma
5 weeks 5 days ago

I love this mod. But I got a

I love this mod. But I got a few suggestions:

-How about just putting adventurer? i dont want to waste 10 points on +fame and -vendor prices but take a huge penalty on armor. My assassin will die pretty fast in hard/very hard mode with this. >.<

-I wont use Deflect because some armors already have chance to reflect missile damage anyway. why not just add an AoE skill or two? or any stun AoE like a Destroyer does.

-The cooldowns are too long. (2-sec cooldown on a default skill T_T)

-assassins should be able to take down tough monsters in littlest time possible. but where are the spammable skills?

By Ninjasassin
5 weeks 4 days ago

Concerning Changes

Thanks for commenting, I thought I may have been too harsh with that -armor penalty for exp and vendor prices. In my edit the -armor penalty wont be taken away, but it will be drastically reduced, capping out at -10. This way there is still a trade off, but its not nearly as bad of one.

Deflection is there as a skill to give people a different route to follow, in the future I plan to make it reduce attack speed as well as cancel out with Precision, offering two different modes for the Assassin. One that favors picking enemies off relatively safely and the other that favors all out slaughter and damage with increased risk.

I have also decided to lower a few of the cooldowns and mana costs to make skills a little less restricted in use, however, depening on balance I may nerf them a bit if needed.

In respect to taking down big monsters, one of the main things I do is use hit and run, DoT and range attacks, thats why Impale has range. I also have yet to add a few skills I am working on, one of these, Vital Strike, is supposed to do signifigant damage as well as armor reduction and dps and is meant to be used on large targets.

At the moment I would suggest putting more points into passives and buffs and using a combo of Impale, Firebomb and maybe Poison Dart as active damage skills.(also, you have a few AoE's already, Impale does some AoE in a short line, Ice Bomb and FireBomb do AoE, Multishot hits multiple targets, and Poison dart ricochets.)

Im still trying to get that next update done, Im glad to hear you like my mod. Hopefuly after a few more updates it will be a little closer to perfection.

By dravenryoma
5 weeks 3 days ago

After a few hours of playing

After a few hours of playing Assassin (level 53 in 7 hours, lol), I was already able to adjust on how to play this char. But right now, what eludes me at the moment is how Vanishing Act works. Does teleport range increase per level ? or is it just the damage/knockback/stun chance that increase? Anyway, this is a good skill for getting in/out of combat and catch those pesky running mobs. last thing I want to say is how about changing some skills so it should work with the level 999/200/30 mod? im using this mod at the moment and i can predict that my assassin is going to be way underpowered compared to the basic chars because almost all their skills reach level 30 unlike Assassins getting to only level 10 (Except for the shared skills)

-More power and i love your mod. G2G because i need to play my Assassin now. Cheers.

By MikePushkin
5 weeks 6 days ago

Suggestions

Hi there! Wanted to thank you for your mod because I really like it!

Now back to the point, I wanted to suggest you to change few things. I don't know if you will or not , I just wanna do that.

Impale - makes assassin's attacks look like a bee, which is anything but serious, when you use this attack frequently assassin looks kinda stupid.

Lethality - this skill is OverPowered. I would like to suggest you to reduce the number of benefits it does, especially the weapon damage and critical hit chance, because this skill makes the Assassin way too powerful.

Combat Expertise - I think it is OP. Maybe you could change the number of additional expirience to 2%/lvl, because it's whole 40% on the 10th level of skill! It's a lot!

Precision Strikes - doesn't work properly, doesn't add a critical hit chance. For the comfortable usage lacks cooldown, because you just don't remember when the hell did you casted it so you cannot keep yourself buffed all the time.

Infamous - I think it's OP. Maybe you could change it to something like +2% fame/lvl; 8% prices decrease/lvl; 3% armor decrease/lvl.

Incapacitate - really hard to use it effectively it's UnderPowered. It has way too long cooldown, which increases from level to level I guess. I would love to suggest you to make cooldown fixed to 2 secs and the stun time lower 2x times. Then we will be able to use it more efficiently on hard targets, 'cuz the bosses and champions are immune anyway.

Fire Bomb - I think you should make the firebomb depending on DPS just because it feel to be so weak, and by increasing strenght of this firework skill, also increase the cooldown! That'd be the Independence day then!

Thanks for your attention, keep up the great work!

By Ninjasassin
5 weeks 6 days ago

Changes Due

Thanks for the comment, I'm glad you like my mod. It's great to have some feedback to work with, because it gives me a better feel of how the class is currently balancedand what I need to do to coninue improving it.

Your comments are mostly accurate and I plan on making most of the changes you mentioned. Your comment on Precision worries me though, I will have to go back and look at the Affix/pathing/etc. on that skill as I can't think of anything I blatantly got wrong on that skill. As far as the changes to Impale, animations are extremely difficult for me to work on because I know all of 5% of what I'm doing with them, but I will try to refine the animation so that it looks cooler. With some contiued tinkering I will may figure out what I'm doing with the skill Animations and once that happens I should be able to make Impale look better.

I haven't really been working on this mod as much recently because of my (mostly futile) attempts at the Ironman challenge, since my most recent ironman char (lv 16) died recently D: I will probably be getting back to work on this class.

I'm glad you like my class, if you find anything else I can do to improve it please let me know. I hope you continue to enjoy my mod as much as I enjoy improving it.

By izlakid
8 weeks 3 days ago

i finally found a melee

i finally found a melee alchemist model looking character and it has a lot of conflict with my installed mods T_T

By Ninjasassin
8 weeks 3 days ago

Conflict

I'm not too knowledgable as to what mods you have but it may be the charactercreate or item files that are causing the conflict. If it is the charactercreate there is an easy solution, otherwise you would have quite a bit of copy/pasting to do.... D:

By Kaster5
4 weeks 5 days ago

Armor on Assassin

Love the class but can't stand that the armor doesn't fit on him properly. Shoulders look like a shield on the back and helm looks like a face mask. Any idea how to fix? Thanks

By Ninjasassin
4 weeks 5 days ago

Item Files

Originally, that is what the armor looked like before the /media/units/items files. Pehaps you somehow lost that folder or the files in it aren't working properly.

I would suggest checking to see if you have the files that should be in the /media/units/items folder, including those in the subfolders. If that doesnt work, I would definately suggest re-downloading, or if you have a mod conflict removing one of the conflicting mods.

You might have a mod that conflicts with the Assassin's item files, or the files might have downloaded wrong or not be working properly. Another user had a similar, and possibly related problem dealing only with the shoulder and helm textures.

I think part of the problem could be how the item files for the shoulders and helms differ from the others, by using ITEM_MESH to define their textures instead of TEXTURE. Normally this works, but perhaps on some computers, like yours, this may not be enough. Other than that I'm not sure what's wrong, the armor files normally work.

You should re-download to begin with, then if the problem persists I may try changing the way the shoulders and helms are drawing their textures, which will probably be an increadibly tedius process, and may not even work. In the meantime I will check other mods that dont seem to be having this problem and look to see what they have done differently.