ToME: the Tales of Maj'Eyal

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PostPosted: Mon Jul 26, 2010 2:45 am 
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Wayist

Joined: Thu Jun 24, 2010 8:40 pm
Posts: 28
Here is my winner from version 6 immediately after completing Mt. Doom. I refrained from using the shop bug to get extra money, but I really didn't buy anything from the shops anyway. I found the Blood of Life which had to be used in my fight with the Master. Most everything went fairly smoothly, and I even was able to easily complete the thieves quest shortly after completing the Trollshaws.

Code:
Sex:   Male
Race:  DĂșnadan
Class: Anorithil
Level: 41

Exp:  96%
Gold: 954.53

Life:    895/895
Stamina: 252/252

STR:  39
DEX:  20
MAG:  83
WIL:  26
CUN:  26
CON:  47

Attack(Main Hand):  19
Damage(Main Hand):  97
APR   (Main Hand):   5
Crit  (Main Hand):   9%
Speed (Main Hand): 1.00

Spellpower:  119
Spell Crit:   17%
Spell Speed:   1

Fire damage:  10%
Light damage:  66%
Darkness damage:  66%

Fatigue:         22%
Armor:            6
Defense:         10
Ranged Defense:  10

Physical Resist:  28
Spell Resist:     34
Mental Resist:    20

Fire Resist:  20%
Nature Resist:  10%

Number of NPC killed: 3033
Most killed NPC: uruk-hai (165)


Equipment:
  • Elven Wood Staff of Wizardry (+5 magic, +5 willpower, +34 maximum mana, +19 spellpower, +4% spell critical)
  • steel ring of magic (+4)
  • gold ring of magic (+4)
  • Fiery Choker (previously Choker of Dread)
  • Arkenstone of Thrain
  • Black Robe
  • Steel Helm of Hammerhand
  • Frost Treads

Archers were my biggest enemy as they could easily out range most of my spells and could deal significant amounts of damage. I even found a hill orc archer to be more of a threat than a mage. I also found that the archers could often see me when I couldn't see them even after moving around. I would have won the fight in the orc ambush if it wasn't for them (admittedly I should have used starfall on the archers instead of all of the orcs in the center.) This made balance seem very off as melee units had no chance against me (in fact, they still all seemed to be pushovers even on insane difficulty), but the archers (which I always view as a lower rank according to orcs) were sometimes a nightmare to kill.

I found the powers of the Anorithils to be an interesting change over the mage but problematic in some areas.
  1. The only power that wasn't limited in range was the moonlight ray. This limitation caused lots of problems when fighting other ranged units as they could almost always out range me. Limited range made the Rak'shor tribe very difficult to go through because of all of the open areas.
  2. Chant of Light is the final power in the chants category while Hymn of Shadows is the first in the hymn category. This seems like a strange choice as most of the offensive powers are darkness powers which makes Hymn of Shadows much more valuable but I can max it out much earlier.
  3. Sun Flare only causes fire damage which seems out of place and made it much less powerful than my other powers available. Considering the category that its in, I would expect it to cause something like half fire and half light damage. Causing it to do light damage would also make Chant of Light seem more useful.
  4. Healing light didn't heal as much as it said it would which proved problematic and very unhealthy in my encounter with the Master... Actually, most of the powers didn't the amount of what they said they would do. I found that even with the powers disabled the descriptions were always high or low. This is especially noted with sunburst which is listed as causing a pathetic amount of damage but is actually reasonably useful.
  5. Most every power either drained negative power or replenished positive power which meant that I just had to periodically remember to cast Twilight which I never had to put more talent points into.
  6. Negative energy/positive energy needs a new name (sunlight/starlight, sunlight/moonlight, light/darkness, whatever as long as it's reasonable) especially since decreasing negative energy is not the same thing as increasing positive energy...
  7. Glyphs were very unusable. I spent a category point and five talent points only to discover that they weren't place-able. I thought the point of a glyph was to offer some protection, but for me to run up to a door to try to place one would be closer to suicide than anything else. Even a limited range of 5 (preferably this would increase as more points are placed into the talent) would turn this whole category into something very useful.

That's all that I can think of right now. Unfortunately I'm rather busy with real life right now, so I don't know when I can test another character on the new version.


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PostPosted: Mon Jul 26, 2010 3:35 pm 
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Reaper

Joined: Mon Jan 22, 2007 6:31 pm
Posts: 1534
Location: East of the sun, west of the moon
Regarding point 4:

you were playing on insane difficulty ;)

that means that healing done and damage dealt by you is decreased by 20% (I think)... AFAIK that is not factored into the description of the talents atm... and it probably would be a good idea to do that.

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Oliphant am I, and I never lie.


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PostPosted: Mon Jul 26, 2010 3:50 pm 
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Wayist

Joined: Thu Jun 24, 2010 8:40 pm
Posts: 28
Quote:
you were playing on insane difficulty

I didn't think about that. I was just annoyed when I saw my health at -3. Still, the sunburst description said that the damage done was supposed to be ~4-6 depending on the power level even though I would do in the mid 300s of damage with it.


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PostPosted: Mon Jul 26, 2010 4:03 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10438
Location: Angolwen
Sunburst description was bugged in beta6 :)

Anyway, congrats well done!

About range, yeah anorithils are not (so much) limited by ressources so they pay it with range :)

Hymn of shadow is first because without it it felt like damage would be too weak at start, no ?

What would be your ideas to make melee units harder for ranged ? Giving more of them the rush talent ?

As for the glyphs, you are quite right I'll change it.

BTW do I get the feeling that insane mode is clearly not insane enough ?
Any ideas to make it harder, I mean, realy insane ?

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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PostPosted: Mon Jul 26, 2010 5:50 pm 
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Higher

Joined: Thu Jul 01, 2010 12:14 am
Posts: 79
Aside from the main points, it might be nice to get some sort of "ladder" set up for posting our successful characters.


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PostPosted: Mon Jul 26, 2010 9:30 pm 
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Halfling

Joined: Tue Aug 22, 2006 9:27 am
Posts: 83
Location: Israel
I Think http://angband.oook.cz/ is the best place to store and brag about character dumps...


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PostPosted: Mon Jul 26, 2010 10:07 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10438
Location: Angolwen
na it was but now T4 is jsut not an *band anymore, once online profiles work we can add chardump uploads to te4.org itself :)

_________________
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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PostPosted: Mon Jul 26, 2010 10:13 pm 
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Higher

Joined: Thu Jul 01, 2010 12:14 am
Posts: 79
Yeah I know about oook, but there's not a ToME 4 entry is there?


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PostPosted: Mon Jul 26, 2010 11:55 pm 
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Wayist

Joined: Thu Jun 24, 2010 8:40 pm
Posts: 28
Quote:
About range, yeah anorithils are not (so much) limited by ressources so they pay it with range :)

This statement is very true. I would like to see some powers drain positive energy to counterbalance this. As of now, archers can win a long range duel with me especially if they pin me to the ground.

It would be nice if Sun Flare would have unlimited range like Moonlight Ray, but cost positive energy and deal half light and half fire damage. I had very little reason to use it as I had many better close range attacks.

Quote:
Hymn of shadow is first because without it it felt like damage would be too weak at start, no ?

I agree with this. It's just that Chant of Light requires more talent points, you get it later, and it seems that fewer important powers are affected by it which makes it seem somewhat expensive and underpowered in comparison.

Quote:
What would be your ideas to make melee units harder for ranged ? Giving more of them the rush talent ?

Melee units seem like they need more health. As soon as they came in range I could blast them with everything I had with impunity. Even the few that rushed me before I saw them I could take out quickly.

Quote:
Any ideas to make it harder, I mean, realy insane ?

The archers did feel like insane mode. It was the melee units that seemed week. More health and more power to their attacks seems necessary to try to bring them up to the level of the archers. Also, a slight speed boost to melee units that have a high level or are elite would give more of a challenge. In my fight with the spider boss (forget his name) I noticed that his shadow attack rendered me completely unable to use almost all of my powers because nothing was illuminated around me. More things like this would greatly increase the challenge and the necessity to use scrolls of phase door and teleport.


I noticed that the pinning shot used by archers keeps you from moving off of where you are standing even after you teleport. Is this intended? And does coming back to life remove paralysis?


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PostPosted: Tue Jul 27, 2010 6:39 am 
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Halfling

Joined: Tue Aug 22, 2006 9:27 am
Posts: 83
Location: Israel
darkgod wrote:
na it was but now T4 is jsut not an *band anymore, once online profiles work we can add chardump uploads to te4.org itself


Character dumps will be submitted to the profile? Hmmm... So I will add timestamp to the characters name
to ensure uniquness.

The only question is, will the dumps synch between local and online? Because it could be nice :)


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