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ToME: the Tales of Maj'Eyal • View topic - Artifact & Ego ideas

ToME: the Tales of Maj'Eyal

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 Post subject: Re: Artifact & Ego ideas
PostPosted: Wed May 29, 2013 7:23 pm 
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Uruivellas

Joined: Mon Jul 16, 2012 6:03 pm
Posts: 717


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Wed May 29, 2013 7:57 pm 
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Master Artificer

Joined: Fri Feb 03, 2012 3:53 am
Posts: 726
I think you could theoretically have a set bonus with three items, but it would involve some shenanigans.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Wed May 29, 2013 8:08 pm 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
Urkis' Glory - Gloves
Dropped by Urkis.
These gloves have been crafted from lightning, frozen to its core, slowly wrapped around pure energy by Urkis after years of study. Lightning constantly arcs around on the inside of these gloves, and only a being with great willpower, and powerful magic would be able to tame them.

25 Magic
35 Willpower

+0.3 Storm Mastery
+5 Magic
-40 Mana (You need to focus to have them on and all.)
+30% Lightning Resistance
+15% Lightning Damage
+10% Crit Chance for Storm Spells.

The Glove's chaotic nature spills out if a spell reaches critical power.
+25% Chance to cast Chain Lightning on a spell crit.


First attempt at this.
Hopefully it's okish.

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<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Wed May 29, 2013 8:39 pm 
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Uruivellas

Joined: Fri Apr 15, 2011 6:58 am
Posts: 725
Location: GMT+1

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Ghoul never existed, this never happened!


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Wed May 29, 2013 9:22 pm 
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Sher'Tul

Joined: Fri May 21, 2010 8:16 pm
Posts: 1022
Location: Inside the minds of all
You can have a set bonus of 23429382982138920 items if you want, you just have to generate a new field for it. It's actually quiet easy now.

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Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Thu May 30, 2013 3:09 am 
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Uruivellas

Joined: Mon Jul 16, 2012 6:03 pm
Posts: 717


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Thu May 30, 2013 3:49 am 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 280
All of these were made under the influence of a bad cold, so I have no boring/unbalanced/bad idea filter at the moment, nor coherent writing ability: http://pastebin.com/it6LU8s7
I made (awful) tiles for some of them:






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 Post subject: Re: Artifact & Ego ideas
PostPosted: Thu May 30, 2013 5:00 am 
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Sher'Tul Godslayer

Joined: Tue Apr 10, 2012 6:52 pm
Posts: 1884
General thoughts;

Bleeding Bone: Up Spellpower to 20, Spellcrit to 20, ditch the (remarkably large) Blood bonus(Or lower it to 0.1. Or give it a Bone 0.1 bonus instead.). Ups the general versatility and makes it usable for more mages in general, gives it a niche as a general use critstaff for that rank. Disease/Poison weakness seems athematic, not sure why it's there, Nature weakness could use a (smaller) corresponding Blight resist(15-20%).

Unity: Suffers from not actually being all that useful of a niche; Very few mages actually use all elements, or more elements than that are on a Greater staff. Best idea I have, up Spellpower/Spellcrit to more normal levels for tier 5(35/20) and give it all damage conversion 10% Physical/Fire/Cold/Lightning/Acid/Darkness/Light/Temporal/Arcane/Nature, so that it turns every attack into a blend of elements, but even then it's basically worse than Tarelion or Telos Top for the most part.

Iron Mind: Very much like a worse Helm of the Dwarven Emperors, which is found in the same tier. Basically would have to redesign it as an entirely new artifact to change that.

Eye of the Storm: Very much like Storm Fury...which is a bow, yes, but it still strengthens a lot of the same things and boosts Spellpower. While some of the ideas here could be used to strengthen Storm Fury, it'd be redundant to have two tier 5 weapons that do the same thing, and Storm Fury has a rather neat unique mechanic, so I'd rather see it buffed than replaced with a staff.

First Stone: Is a better shield than many shields of that tier, and is a Mindstar. Generally hard to work with without removing any point it has to exist(Removing the high physical resist and armor hardiness would make it generic, yet it's hard to come up with values that wouldn't make it an extremely powerful defensive weapon or a very generic one.).

Storm Star: Probably too good if picked up right as it becomes available and used for a dualwielder-that's a very large bonus to damage at that point for them on top of daze chances. Probably pretty bad for most anyone else. Sorta hard to work with. Also, largely not very good for Alchemists(You can slot it into your Golem, I guess, if they're dualwielding...).

Temporal Hole: Sorta bad for the most part, those bonuses only come into play for a small subset of players, and then the large physical resistance hit makes them think twice about blowing a Stralite Ring/imbue on it. Also, utterly useless for Alchemists. Not really sure what to do with it.

Alchemist's Smock: Seems fine, if simple.

Cracked Cuirass: Has pretty little focus; The Blight boost is the only really notable trait it has, and for a Reaver oriented armor, it doesn't really stand out as notably better than Thalore-Wood Cuirass at the same level.

Scourge of Light: Not really synergistic or logical for any current class...but I kinda like it anyways due to the heavy resistances/saves. Basically makes a good dualwielder pseudo-shield defensive weapon, and unlike First Stone, isn't basically better at it than shields due to that lack of synergy. Might be a little too good at its job, but I like a whip that's effective, and the fact that it's tier 3 means it won't dominate long term any time soon. Seems good.

Prismatic Blade: Probably would be the best twohander in the game, overtopping Legacy of the Naloren at what it does. I'd drop the breath chances down to 2%(Still a good 10% chance of strong on-hits), cut the Talent Masteries out, and have it do a prismatic damage conversion. (17% to Fire/Cold/Acid/Nature/Lightning.) That makes it harder to strengthen than most weapons(which helps justify the good resist/damage boost spread on a twohander), and makes it less of a Chromatic Harness mirror with all the masteries(Plus, 1.7 masteries for a lucky Wyrmic on a massive spread of categories might be a bit much.).


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Thu May 30, 2013 11:19 pm 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 280


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Thu May 30, 2013 11:48 pm 
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Sher'Tul Godslayer

Joined: Tue Apr 10, 2012 6:52 pm
Posts: 1884
Oh. Misread that.

50 damage when hit isn't very good in general, then. It'd be solid enough if it was tier 1 and if gems didn't have a required skill or access to Angolwen to use.

As it is, I guess I'd short term stuff it into a Golem myself, if I was an Alchemist and happened to see it... but yeah...not very strong on the whole.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sat Jun 08, 2013 12:03 am 
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Sher'Tul

Joined: Fri Apr 23, 2010 4:56 am
Posts: 1050
50 damage when hit is huge for the beginning-to-middle game. As a tier 1, you could get early access to angolwen with one of your first boss drops, slot it into your first copper ring, and coast on it for quite some time. Unfortunately, for non-alchemists, higher tier gems cost more to use. Also, tier 3 is about the point where damage-on-hit starts being pretty useless. I think this might actually be pretty balanced as a tier 2. The 50 damage on hit alone woudn't be enough, given that you also have to track down a steel ring and pay to get it set (thus pushing damage-when-hit further towards obsolescence), but the fact that it's daze is actually worth a fair bit. defensively.

How would First Stone do if kicked up a tier?

Temporal hole suffers twice. First, it has a significant phys vuln. Second, anyone who cares about the temporal damage buff will avoid it like the plague because the teleport resist makes it unplayable for them. So... it's essentially +20% physdam and a few random resists for -30% physres and 75% teleport resist... for a gem, in a tier where the generic damage boost gem is +12% to all with no penalties (IIRC). I don't really see it happening.


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Sun Jun 16, 2013 9:56 am 
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Uruivellas

Joined: Fri Apr 15, 2011 6:58 am
Posts: 725
Location: GMT+1
After using a hateful torque quite a lot to keep hate up a bit between fights, I've a small ease-of-use suggestion to make there. How about changing that ego so that it (short description) "adds X points to minimum hate"?

To elaborate, adjustments to maximum hate are mostly useful while in a fight, but due to hate decay being so quick at high hate, don't really make a difference long term. Now if the hateful ego made hate decay stop at some level above zero, and adjusted decay values at higher levels accordingly, it should make you effectively have X points more hate.

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Ghoul never existed, this never happened!


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Tue Jul 02, 2013 10:16 am 
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Halfling

Joined: Fri May 10, 2013 2:10 pm
Posts: 106
Nimams Blindfold
Head
30 Dexterity
25 Cunning

6 Defense
0 Armor
-1000 Light (same way as Stealth works)
+10 Infravision
Chance when taking damage (Evasion effective talent level 5.2)
Chance when dealing a physical critical (+3 Accuracy, +2 Physical Power, stacks up to 3 times, duration 3) //same deal as the spellpower when spell crit for staffs
+5% Phys Crit
Change Physical Penetration +10%

----

... Intended to be a Brawler/Rogue Hat ~tier 3-4 and found in Far East ... Nimam was my first Roguelike winner back in Slash'EM (Elven Monk if i recall correctly)

specific numbers is up for debate


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Wed Jul 10, 2013 12:28 pm 
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Sher'Tul

Joined: Sat Mar 01, 2003 4:01 pm
Posts: 1067
Bump just bring up again that the alchemist crown( viewtopic.php?p=119353#p119353 ) could be really nice in game with the proper limitations.

Also, still think we need some low level Vim themed artifacts. The Iron Mail of Bloodletting really doesn't count :(

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ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system


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 Post subject: Re: Artifact & Ego ideas
PostPosted: Wed Jul 10, 2013 1:37 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6166
There is that awesome bloody axe. :)

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My feedback meter decays into coding. Give me feedback and I make mods.


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