Training dummies
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- Uruivellas
- Posts: 656
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Training dummies
Be nice to have some kind of training dummy to test out equipment choices on. Maybe in your fortress? Maybe with customisable resistances?
I still get mega-confused about weapon attributes.
I still get mega-confused about weapon attributes.
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- Sher'Tul
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Re: Training dummies
If you would post your questions about how weapons or any other thing[s] function, we would be more than happy and able to assist you.
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Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Re: Training dummies
A dummy to beat up on would still be cool though ;)
Re: Training dummies
If these go in, maybe multiple ranks of training dummies then? They'd scale to your level or the level a monster of that rank would expected to be at your level. Be good to see how well things can be confused or stunned or whatnot. Be kinda funny if you died to one though unless there's a way to remove the "Attack" talent from things.
Re: Training dummies
Actually...passive dummies sounds boring, what about a mini arena/training room that can summon 'special'(holograms, shadows, whatever..)copies of some level-appropriate monsters?
Would be awesome if you could pick from a list of any foe you've fought before, including bosses - maybe you just feel like replaying a battle with different tactics/experience and see how it could have turned out.
Of course these enemies would give no drops or experience, and you couldn't really die from them.
Would be awesome if you could pick from a list of any foe you've fought before, including bosses - maybe you just feel like replaying a battle with different tactics/experience and see how it could have turned out.
Of course these enemies would give no drops or experience, and you couldn't really die from them.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
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- Uruivellas
- Posts: 656
- Joined: Thu Jul 25, 2002 8:07 am
- Location: Leafy East Surrey, UK
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Re: Training dummies
I like the idea of a training room, but I had thought about dummies for the express purpose of being able to beat on them over and over again...
Re: Training dummies
I like dummies, they would give instant feedback on what all of the different things do. (eg, is my elemental stralite longsword more powerful than my Voratun mace of Rage when I use a plain attack? what about when I use talents with it? What about Diamond Ring vs. Ring of Massacre?)
Re: Training dummies
That's not as necessary though, because 29 has/will have a compare function that lets you see how a specific equipment piece stacks against what you're currently use.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: Training dummies
IMO, it would need to be extremely comprehensive (too much so to be readable) to replace the use I see for Training Dummies. It would need to either include or take into account:
combinations of equipment
talent masteries
melee projection (eg, fire damage on hit)
increased damage percentages (eg. +10% physical damage)
physical power/stat mod
all stats, and their effects on talents and damage
the effects of sustains, including their changed power based on equipment
the effects of timed effects, as above
And possibly, depending on how advanced the dummies are:
the effects of resists/resist penetration
the effects of enemy antimagic shields
How long it takes to destroy a bone shield (IIRC, with elemental weapons, it is faster)
Slowing enemies from slime/talents/effects (to see how many actions it takes before death)
I wrote the wiki pages on talents, (here) and understand how weapon attacks work well, but would still use a testing dummy to figure out damages, as it would be much more convenient than asking or doing all of the math manually.
combinations of equipment
talent masteries
melee projection (eg, fire damage on hit)
increased damage percentages (eg. +10% physical damage)
physical power/stat mod
all stats, and their effects on talents and damage
the effects of sustains, including their changed power based on equipment
the effects of timed effects, as above
And possibly, depending on how advanced the dummies are:
the effects of resists/resist penetration
the effects of enemy antimagic shields
How long it takes to destroy a bone shield (IIRC, with elemental weapons, it is faster)
Slowing enemies from slime/talents/effects (to see how many actions it takes before death)
I wrote the wiki pages on talents, (here) and understand how weapon attacks work well, but would still use a testing dummy to figure out damages, as it would be much more convenient than asking or doing all of the math manually.
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- Wyrmic
- Posts: 227
- Joined: Thu Mar 10, 2011 9:10 pm
Re: Training dummies
A sort of training room as a fortress unlock would be very cool. My idea: have it unlock when you've reached x total energy collected, starting with the option to summon only a simple training dummy, and add the option to summon any other creature you've killed y times. No xp or gold, but I would even consider letting the enemies be 'live' - if you have the hubris to summon them, you have should have to deal with the consequences.
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- Uruivellas
- Posts: 656
- Joined: Thu Jul 25, 2002 8:07 am
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Re: Training dummies
THis is the best revision yet.CaptainTrips wrote:A sort of training room as a fortress unlock would be very cool. My idea: have it unlock when you've reached x total energy collected, starting with the option to summon only a simple training dummy, and add the option to summon any other creature you've killed y times. No xp or gold, but I would even consider letting the enemies be 'live' - if you have the hubris to summon them, you have should have to deal with the consequences.