Mewtarthio wrote:I like the idea, but I don't think it's possible to have a three-item set. You could do the two-out-of-three option, but it would probably have to be done like the drake mindstars, where you use one mindstar on the other to create the set bonuses.
Mewtarthio, you can, if you read his post /quote]
No, I mean you can't set it up so that an item gets a set bonus when combined with two other items. Doesn't matter if it's three mindstars or a helmet/boots/cloak combination; an item set is always a single pair of items.
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.
<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
Mewtarthio wrote:I like the idea, but I don't think it's possible to have a three-item set. You could do the two-out-of-three option, but it would probably have to be done like the drake mindstars, where you use one mindstar on the other to create the set bonuses.
Also, the names remind me of MGS 3. Fix that.
MGS 3? Google gives me Metal Gear Solid, never played any of those, so it's all in your head. The names are supposed to be one worders, the "power of pain" stuff is just a random comment thrown in there for fun, if you meant those.
About the feasability:
No prob if the triple thing isn't possible, I just wanted these to be attractive for several different classes.
I guess the tricky part for the pairs is that each mindstar would would have to be able to be part of two different sets. And doing it with the "use" option would make it impossible to use a mindstar for a talent.
So maybe have it work like this:
use Fear to form set with Pain -> give Pain on use talent
use Pain to form set with Sorrow -> give Sorrow on use talent
use Sorrow to form set with Fear -> give Fear on use talent
Mewtarthio wrote:I like the idea, but I don't think it's possible to have a three-item set. You could do the two-out-of-three option, but it would probably have to be done like the drake mindstars, where you use one mindstar on the other to create the set bonuses.
Also, the names remind me of MGS 3. Fix that.
MGS 3? Google gives me Metal Gear Solid, never played any of those, so it's all in your head. The names are supposed to be one worders, the "power of pain" stuff is just a random comment thrown in there for fun, if you meant those.
Metal Gear Solid 3 has a group called the COBRA unit as its supporting villains: The Pain, The Fear, The End, The Fury, and The Sorrow. They are quite possibly the most bizarre bosses the series has to offer, and since other games pit you against a fourth-wall-breaking telepath and a vampire in a Harrier jet, that's saying a lot.
Anyway, I figured you didn't do it intentionally; I just thought it was funny that all three of those names were MGS 3 bosses.
No prob if the triple thing isn't possible, I just wanted these to be attractive for several different classes.
That's what I liked about them. It fits with a lot of the mindstar egos that offer specific benefits to certain classes (such as hungering mindstars boosting Voracity and Dark Sustenance). Plus the set's useful for an arcane class (Wardens), which makes it unique among mindstar sets.
I guess the tricky part for the pairs is that each mindstar would would have to be able to be part of two different sets. And doing it with the "use" option would make it impossible to use a mindstar for a talent.
There are workarounds. For instance, the use option could read "forge a permanent bond with another temporal mindstar," then be completely replaced with a new charm activation after use. It might also be possible to do the replacement in the on_set_complete function, then switch it back to "form a set" in the on_set_broken function.
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.).
SageAcrin wrote: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%).
I actually wanted to get rid of the blood mastery bonus after trying it in the game but forgot, oops =P
The idea with the disease/poison weakness is that you have infected blood dripping all over which probably isn't terribly healthy, but I'm not really fond of it either, yeah.
SageAcrin wrote: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.
on_melee_hit is damage when hit, not damage on hit (that's melee_project). So it doesn't give your Flurry an extra 300 damage. Though it will give you an extra 300 damage if something hits you with Flurry!
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.
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.
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.
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%
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... 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)