ToME: the Tales of Maj'Eyal

Everything about ToME
It is currently Mon Sep 16, 2019 6:15 am

All times are UTC




Post new topic Reply to topic  [ 32 posts ]  Go to page Previous  1, 2, 3  Next
Author Message
PostPosted: Thu Jun 06, 2019 2:23 am 
Offline
Wyrmic

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 278
One thing that immediately sticks out to me, I'm not sure if it does for anyone else. I like to put points into DEX on almost every character except those with mindstars because of accuracy and defense. It generally serves me well, and in this case also goes into Bark Guard.

Thing is, I look at the Treekin tree and I kinda scratch my head because of that. Replacing a stat with WIL for glove damage is all well and good, but it doesn't do you a whole lot of good to boost STR outside of armor on the tree if you want to strike in melee (unless you gather a whole bunch of accuracy and put points into the accuracy talent anyway, you don't have Perfect Strike outside of a pickaxe but you do have Force of Nature's sustain which helps). This is also at odds with mudslinger, which uses DEX and CUN in it's calculations.

Maybe it's a better idea to replace the STR part with WIL in this case? I don't know how everyone else feels about this one, a lot of this is preference to me.


Top
 Profile  
 
PostPosted: Thu Jun 06, 2019 4:10 am 
Offline
Cornac

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 31
I played another Grovekeeper, this one melee focused.

It's a melee. It's not as fun as a Floramantic Grove Keeper, and it seems stronger.

A) Treekin seems too strong. I just strolled through the Scourged Pits, deleting people with Flailing Limbs.
B) Bark Fist does a lot. It gives you free unarmed attacks, it gives you unarmed mastery, and it stuns. You would be perfectly justified pulling out Rhytidome Rage into the 2nd talent of the tree.
C) Leaf Blast and Root Storm are both kind of bland melee-attacks with some AoE. You only have 3 active attacks, there's no room for repetition or blandness. (Leaf Blast is more unique and interesting, also weaker.)
D) There's a lot of Nature Damage and no Light Damage in this tree (same with Mud Slinger) which is a little disappointing.
E) A Treekin gets a lot more mileage out of Moss than a Floramancer.

No outright bugs here!


Top
 Profile  
 
PostPosted: Thu Jun 06, 2019 10:57 pm 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 781
Location: Middle of Nowhere
Treekin has unarmed mastery, but they use mostly weapon attacks with offhand procs. Only one talent directly attacks with the offhand. So Strength is the dam mod for your main weapon, and you need Strength for weapon mastery. Going massive armor is not necessarily bad, either. Your Bark Guard won't be as strong, but on the other hand you have massive armor to reduce the damage your Bark will take, plus near crit immunity between H.A.T. and Nature's Protector. There are also prodigies to consider, both Super Power and Flex being quite good for Treekin. Most of Grove Keeper's kit needs Mindpower for worthwhile durations, to buff your plants damage and healing, or to land statuses, etc. So they will want to build Willpower and Cunning, as well. Cunning also gives you an accuracy boost via Verdant Warrior, as you say. So, that's why I went Strength/Willpower/Cunning for the glove dam mods. I feel that

Regarding Treekin, it's fair to say the attacks aren't very interesting. They are pretty generic melee attacks without much interplay with the other talents, even within the tree itself. It is meant to be the tree for people who want to bash stuff, but it may be a bit too simplistic. This tree might end up seeing some revisions. At least keeping things simple kept it bug free ;P


Top
 Profile  
 
PostPosted: Fri Jun 07, 2019 12:21 am 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 781
Location: Middle of Nowhere
Also

v1.0.8
---

[Photosynthesis]
Burst no longer hits allies.


Top
 Profile  
 
PostPosted: Sun Jun 09, 2019 4:19 am 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 781
Location: Middle of Nowhere
So... accidentally put an underscore where there didn't need to be one... and copied the mistake a few times. Fixed that and tweaked a few numbers in Botany and Symbiosis, as well as buffing Verdant Song a bit and sprucing up its visual effect.

v1.0.9
---
[General]
Photosynthesis burst, Leaf Blast bleed, and Mire splash damage now properly ignore friendly targets.

[Ragevine]
Slightly improved pull range scaling.

[Verdant Song]
Now also increases your plants' mind speed by 25% while active.
Improved visual effect.

[Bioluminesence]
Improved effect duration scaling.

[Photosynthesis]
Light burst now triggers at 4 stacks, down from 6.

[Thorn Barrage]
Improved radius scaling.


Top
 Profile  
 
PostPosted: Fri Jun 14, 2019 4:25 am 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 781
Location: Middle of Nowhere
v1.1.0
---

[Shed Bark]
Number of effects is now based on percent of maximum shield used, rather than the numerical value.

[Mud Slinger]
Slow power for Slime damage now scales with Mindpower. It will start off lower, but can scale considerably higher, than previously.

[Muck]
Reworked.
Effect now changes on-hit Slime damage and Mire splash Slime damage into random Moss damage. Moss effects improve with the corresponding talent, if it is known.

[Mud Spray]
Now also grants a passive chance for the Mud Slinger proc to trigger a random Moss talent that is.not on cooldown, centered on the target. This costs Equilibrium and puts other Moss talents on cooldown as usual, but cannot fail due to Equilibrium. If all Moss talents are on cooldown, one will have its cooldown reduced by one turn instead. Chance scales with Cunning.

[Treekin]
Root Storm has been removed and the Rhytidome Rage effect from Bark Fist has been moved to its own talent in its place as the third talent in the tree. Improved stun duration scaling.

[Leaf Blast]
Plant allies in the area will now gain X global speed for [1-2] turns. Speed improves with Mindpower.

[Flailing Limbs]
Renamed to:
[Botanical Strike]
Greatly reduced damage.
Plant allies within [1-2] tiles will have their remaining time extended by [1-2] turns if the first attack lands.


Last edited by nsrr on Fri Jun 14, 2019 8:05 pm, edited 1 time in total.

Top
 Profile  
 
PostPosted: Fri Jun 14, 2019 7:56 pm 
Offline
Archmage

Joined: Mon May 24, 2010 1:33 pm
Posts: 307
The slow from mud slinger's slime appears to slow by, uh, 1774%?

_________________
Burb Lulls wrote:
"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"


Top
 Profile  
 
PostPosted: Fri Jun 14, 2019 8:03 pm 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 781
Location: Middle of Nowhere
Shoot, must have forgotten to divide by 100 when I changed it from fixed power to scaling power. Thanks for the report! Should be a quick fix once I get back to my computer in a bit.


Top
 Profile  
 
PostPosted: Fri Jun 14, 2019 10:29 pm 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 781
Location: Middle of Nowhere
Quick and easy fix. Also had forgotten to add the check to make sure your offhand is empty before determining if Moss talents should proc from Mud Spray passive. That is fixed as well.

v1.1.1
---
[Mud Slinger]
Now grants the proper slow power for Slime damage, instead of 100 times the amount intended :oops:

[Mud Spray]
Now checks that your offhand is empty and you have a sling equipped before determining if Moss talents should proc.


Top
 Profile  
 
PostPosted: Sat Jun 15, 2019 6:55 pm 
Offline
Archmage

Joined: Mon May 24, 2010 1:33 pm
Posts: 307
The healing effect from muck is healing for a huge amount as well. The normal nourishing moss talent works as expected.

_________________
Burb Lulls wrote:
"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"


Top
 Profile  
 
PostPosted: Sat Jun 15, 2019 10:08 pm 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 781
Location: Middle of Nowhere
Zaive wrote:
The healing effect from muck is healing for a huge amount as well. The normal nourishing moss talent works as expected.


Thanks again!

Version 1.1.2 is now up, correcting this mistake. Additionally, Muck has been tweaked a bit. The short duration was a remnant of when it applied stun and I intended to change it when I updated the talent, but I forgot.

v1.1.2
---
[Muck]
Nourishing Moss procs now heal for the intended amount, rather than 100 times that amount.
Cooldown increased from 8 to 16.
Duration scaling improved from [2-4] to [4-8]. Larger scaling range allows the duration to reach a little over 50% up time with full investment and accounting for mastery level.


Top
 Profile  
 
PostPosted: Sun Jun 16, 2019 2:43 am 
Offline
Archmage

Joined: Mon May 24, 2010 1:33 pm
Posts: 307
...And if nourishing moss is triggered by mud spray's passive it also does stupid amounts of healing.

_________________
Burb Lulls wrote:
"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"


Top
 Profile  
 
PostPosted: Sun Jun 16, 2019 12:27 pm 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 781
Location: Middle of Nowhere
Zaive wrote:
...And if nourishing moss is triggered by mud spray's passive it also does stupid amounts of healing.


Sorry about those bugs; this is what happens when you use godmode to level up in dev mode to test things instead of forcing level up to a specific level. I noticed high values, but didn't think twice and just assumed it was because godmode boosts all damage by about 1000%.
It doesn't help that the engine is very inconsistent in its use of whole numbers vs decimals. Even in Moss, for instance, the Slow power from Grasping is passed as a whole number and then divided by 100 in the damage type itself. Not the case for the healing factor on Nourishing moss. Not a good excuse, but there it is. More extensive testing on my part should have found these issues.

Thanks once more for your report, and I appreciate your patience with my mistakes.

v1.1.3 is now up, correcting this issue.


Top
 Profile  
 
PostPosted: Sun Jun 16, 2019 11:42 pm 
Offline
Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5931
You can use the weak damage option in the debug menu to cancel that down again.

Alternatively, you can use the lua console to set your All damage bonus back to 0. Careful with that though. Breaking that table makes a mess. XD

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


Top
 Profile  
 
PostPosted: Mon Jun 17, 2019 12:54 am 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 781
Location: Middle of Nowhere
v1.1.4
---
No changes, just an update to load a new preview for the Steam workshop.

v1.1.5
---
Added a sanity check to the dam mod modification from Bark Fist. I encountered an error that seemed to be caused when an enemy used Bleeding Edge. Evidently getDammod is not always passed combat table with a defined dammod.

I was not able to upload this version to Steam. I will try again, but I've been getting an unusual error that seems to in some way related to having uploaded a preview image with the previous version.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 32 posts ]  Go to page Previous  1, 2, 3  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group