ToME: the Tales of Maj'Eyal

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 Post subject: Re: Artifact & Ego ideas
PostPosted: Thu May 07, 2015 7:46 pm 
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Higher

Joined: Sat Dec 21, 2013 5:40 pm
Posts: 49
New Ego: Of Mania

Provides boost to global and/or mind speed, mind damage, and mindpower, at the cost of Mind save and Confusion resist

I don't think I've seen anything like this around, and I figured it was a fun idea. Not sure what item type it would go on in particular.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sat May 23, 2015 2:22 pm 
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Halfling

Joined: Fri May 10, 2013 2:10 pm
Posts: 106
don't really have a name or a desc for this one but felt something like it is missing

Sling t5
Infused by Nature
Crafted by Master
Acc Bonus: +.1% dam/acc
Attack Speed +150%
Firing Range: 10

When wielded/Worn:
OnRangedHit: 10% Kill shot ETL: 2.2
Phys Pen: +15%
Phys Dam: +10%
Reduces Cooldown of Swift Shot by 1
Reduces Cooldown of Hurricane Shot by 3

Specificly, a good sling (and prehaps some reasonalbe Ammo) for the Antimagical Skirmisher


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Fri Aug 21, 2015 1:01 pm 
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Uruivellas

Joined: Fri Oct 10, 2014 4:00 pm
Posts: 785
Dienes wrote:
Tangentially related: how about an ego that boosts phys/spell/mind power for the purpose of inflicting effects only. Playing on nightmare I've found rares and uniques can often get very high saves that make inflicting effects quite hard. These are also the enemies that status effects would be most useful against. I'm thinking especially about my Paradox Mage who just ran into a boss with substantial temporal and physical resists. Cease To Exist seems specifically made to use against that kind of enemy since it reduces phys and temporal resists by 23-57%. But being a boss the monster had so much spell save that I had a very small chance to actually make the effect stick. That makes Cease To Exist and other similar talents only useful for killing enemies that you could kill without the help anyway.

The normal way to make an effect stick is to increase (spell)power, but that increases (spell) damage as well so making (spell)power egos more powerful would be quite unbalancing. Adding egos to boost power only when calculating effects but make them boost it more than an equal power ego would give the player the option of trading some raw damage for more likely status effects.


I really want to see a change on this type. Debuffs become too unreliable on higher difficulties, which leads most people to focus on pure damage instead.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Mon Feb 01, 2016 10:13 pm 
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Halfling

Joined: Wed Feb 06, 2013 6:04 pm
Posts: 85
I'd like to see an artifact set of a short staff and crystal ball (basically an arcane mindstar). I like the potential of the short staff to pair with other things, but because it's new it doesn't have a lot of usage.

I'd also love some more alchemist items; maybe a staff that "eats" gems like the Spellhunt Remnants do for arcane artifacts?

This could actually have some utility for the short staff ego too, now that I think about it. A short staff and "wrench" (dagger or small mace) to focus on golem improvement stuff.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Thu Feb 04, 2016 1:29 am 
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Wyrmic

Joined: Sun Nov 30, 2014 9:06 pm
Posts: 279
Fayd wrote:
I'd like to see an artifact set of a short staff and crystal ball (basically an arcane mindstar). I like the potential of the short staff to pair with other things, but because it's new it doesn't have a lot of usage.

1.4 added a double-weapon property that makes two-handed weapons count as dual-wielding. Might be an interesting alternative to item sets.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Fri Mar 25, 2016 11:37 pm 
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Wayist

Joined: Fri Mar 25, 2016 6:54 pm
Posts: 17
I do realize it would be really, really hard to balance. But, on some kind of artifact, maybe...


"Increase all talent modifiers by 0.1"?

_________________
http://i.imgur.com/nrxUyOp.png


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Tue May 10, 2016 6:12 am 
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Wayist

Joined: Fri Jul 31, 2015 9:54 pm
Posts: 28
Banhammer
T5 Maul or Mace, dealer's choice
Powered By Arcane Forces
Crafted By A Master
Average damage for a t5 maul or mace, exact numbers escape me
Damage conversion: 30% Temporal
Increases damage: 20% Temporal
Increases penetration: 20% Temporal
Damage Shield Penetration (this weapon only): 50%
Out of phase buff after a teleport, power 10

It can be used to cast the spell Time Skip, costing 50 power out of 50. Edit: Effective talent level of 2.

Requesting description that somehow makes it out to be the weapon of a mighty yeek.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sat May 14, 2016 11:16 pm 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
Posts: 1422
Thought for an artifact tweak: How about having the Skin of Many scream (extra loud!) when there's stealthed or invisible units within a certain radius? Probably 2-3 tiles. Maybe nothing but a message ala Prox's Halfling's Foot and traps, maybe something a bit extra as well (reducing enemy stealth/invis power if they're inside the radius?).

Right now, the poor thing is... kinda' boring. And pretty weak, t'boot, with little going for it even for undead (the fear resistance in particular is something of a joke :lol:). Could probably even leave the effect for undead, retool the message/effect a little (screams coming from the nearby air, nice and spooky-like, instead of the armor itself, ferex).

E: Also, full artifact idea... no clue if something similar has been proposed previously, though. Could be an ego, too, but the effect is a little too niche to recommend that. The actual artifact type is fairly irrelevant other than being non-weapon... probably make it either whatever has the least current artifacts, or whatever doesn't have artifacts of its type that has race specific effects.

"Foo of the Chameleon"
<Appropriate stats for item type, if it has armor or defense, probably at least mat level 3>
+Cunning, +Defense, +Stealth
Reduces adjacent enemy's confusion resistance (possibly make an active instead of passive, using whatever an appropriate talent would be)
Treats player as any race/class combination in regards to activating race et al specific artifact effects and talents.
<Appropriate description>

And that's about it. Something that would treat the player as a demon, as undead, as halfling, as dwarf, as etc., etc., etc. all at the same time. Probably set up so they only get beneficial effects, but... maybe not, as well. No clue how the yeek-fur robe would react to you being both a halfling and a yeek at the same time, though :lol:


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Mon May 30, 2016 10:48 pm 
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Uruivellas

Joined: Sat Aug 24, 2013 5:55 am
Posts: 671
New ego: "of despair"

Make it available on helmets, lamps, and amulets.

It reduces saves of you and any enemy that you target by 50%.

Such an ego would be immensely useful on higher difficulty levels.

New ego: "of reciprocity"

Make it available on helmets, armor, belts, boots, and cloaks.

Grants a 50% chance to inflict upon any enemy the same status effect that they attempt inflict upon you, at whatever your relevant power is.

New ego: "of heritage"

Available only on amulets.

Grants +.30 to any racial category.

New ego: "of excellence"

Available only on helmets and amulets.

Grants +.10 to all talent or all generic categories, regardless of class.

New ego: "Workman's"

Available only on belts and tools.

Allow any talent to now scale off 50% of constitution, if it's higher than the normal stat.

New ego: "of contagious ineptitude"

Available only on melee weapons.

Causes both you and enemy to have a 33% chance of talent failure. Doesn't affect runes or gear or generics... just class talents.

New ego: "of omniscience"

Only available on helmets and amulets.

Grants Telepathy: all.

And lastly, my ideas for a few new belts:

Belt of Braided Intestines:

This belt can only be worn by Necromancers and is Tier 5. Arcane powered.

Positives:
+10 armor
+30 to carry capacity.
+20 constitution and causes any talent to scale off 50% of constitution, if it's higher than normal stat.
Reduces bleeding duration by 50%.
Physical damage affinity 10%.
+.10 Advanced Necrotic Minions
5% chance to cast "blood spray" when you use a spell.

Negatives:
-10 defense.
Reduces heal mod by 20%.
Reduces disease resistance by 20%.


And lastly,

The Burning Baldric:
Tier 3 unique

+5 armor
Increases attack speed, if using a one-handed sword, by 10%.
Grants 25% fire resistance and 25% fire affinity.

On melee strike: +20 physical damage and +20 fire damage.

When hit: inflicts 30 burning damage over 3 turns. Can obviously stack.


Last edited by Delmuir on Tue Aug 15, 2017 8:39 am, edited 2 times in total.

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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sun Aug 13, 2017 11:41 pm 
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Joined: Sun Aug 13, 2017 10:36 pm
Posts: 1
"...of the Snapshot"

Ego
X = [1 Turn (+1 per Tier) (2 Turns at T1, 3 at T2...)]

Gives an Item Skill for use - Snapshots the user's current Health, Phys/Spell Effects, and Location. After X turns, returns the user to that Snapshot.
Cooldowns and mental effects are not touched - physical and spell effects are rewound or un-applied as appropriate.
Teleportation effect.

Ego+
Also affects Mental effects

Ego++
Also reduces the remaining cooldown of up to (X / 2) [1, 1, 2, 2, 3] random Talents by X

.

"Blitzing..."

Ego
The next attack receives +5% (+3% per Tier) (8% - 20%) Damage per tile moved since the turn began (Max 50%).

Ego+
Applies to [1, 1, 2, 2, 3] additional attacks that turn

Ego++
Grants Movement Speed equal to current Blitz Damage bonus for [1, 1, 2, 2, 3] Turn(s) after you attack.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Tue Aug 15, 2017 9:52 am 
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Uruivellas

Joined: Sat Aug 24, 2013 5:55 am
Posts: 671
Hands of Oryx the Ogremage

Tier 5 Gloves

Severed hands of an ogre mage fashioned into gloves by a Necromancer.

+10% stat contribution on runes and inscriptions
+12 spellpower
+10% darkness penetration
Reduces enemy healing by 50% on melee or ranged strike (not spells).
+10% damage to undead and constructs


Immortal Shield

Tier 5 shield

Block power 180

+16 Armor
+10% resistance caps
+15% resist all
+10 Life Regen
Heal Mod +15%
Any attack that would kill user has a 10% chance of being negated entirely.
Reduce all non-melee damage by a flat 30 damage.


Chain of Eyes

Tier 4 Necklace

Telepathy all
+2 Infravision
+2 Light Radius
+1 Sight Range
+1 all non-melee attack range (spells included).
+50% Blindness resistance
+33% Confusion resistance
+20 mental save
Slows projectiles by 15%


Staff of Legion

Tier 5 short staff - set 1/3

+4 spellpower for every party member
+ 0.20 Necrotic Minions
+1 additional minion with Create Minions
+20 cunning
No Command Staff or bonus to damage

On use: All living creatures within your necrotic aura have their global speed, all resistances, and saves reduced by 30% for 4 turns.


When set is complete:

Minions gain +20% movement speed
+3 spellpower for every party member
+1 additional minion with Create Minions.


Stone of Souls

Tier 5 amulet - set 2/3

+10% resist all
+5% resistance caps
+1 Necrotic Aura radius
+15 spellpower
+20% silence resistance
+2 mana per turn

When set is complete:

+0.10 Necrotic Minions
+Shrug off critical hits 15%.
Gains on use ability: Summons a Blood Lich equal to your level.


Patchwork Shield

Tier 5 Shield - set 3/3

A cobbled together shield of ragged bone and leather from dead beasts of great power

+60 block power
+12 Spellpower
+10 constitution
+10% resist nature, physical, acid, cold, and blight damage
Only die when reaching -100 life
Instantly converts 10% of life into mana, when mana reaches zero, thus preventing sustains from shutting down. Only works with positive life.

When set is complete:

+2 to life regen for you and all minions
+1 to newly created minion level
Gains on use ability: Sacrifice all minions, excluding Husks, to create a damage shield equal to 1/2 the max life of all minions sacrificed. Lasts for 5 turns.


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