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Re: Infinite 500: Gameplay Beyond Level 50
Posted: Sun Dec 02, 2012 1:23 am
by Parcae2
Damage Smearing appears to be broken (never increases beyond 2 duration, regardless of paradox or talent level).
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Sun Dec 02, 2012 3:12 am
by Hachem_Muche
Parcae2 wrote:Damage Smearing appears to be broken (never increases beyond 2 duration, regardless of paradox or talent level).
Found and fixed.
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Sun Dec 02, 2012 6:52 am
by Parcae2
Could we get the fixed version uploaded? I have a hankering for some Temporal Warden action.
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Thu Dec 06, 2012 12:51 am
by Reidan
so can adventurers become liches with this?
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Thu Dec 06, 2012 4:41 am
by Hachem_Muche
Normally, only necromancers can become liches, and I have not specifically enabled the lichform quest chain for adventurers. The chain, once started, can be finished in the I.D. with this addon, however.
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Tue Dec 18, 2012 11:38 pm
by Hachem_Muche
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Wed Dec 19, 2012 8:05 am
by Crim, The Red Thunder
Addon appears to be mis-reading randomly, deciding that it's acceptable and approved one time, and deciding the next that it's a bad add-on version, causing validation to fail. May be your addon, may be general RC1 bug, topic link here:
http://forums.te4.org/viewtopic.php?f=42&t=35729
Chat log isn't certain which, I was advised to report in both places.
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Mon Dec 24, 2012 4:37 am
by Hachem_Muche
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Wed Dec 26, 2012 3:28 am
by Hachem_Muche
Version 1.6 for RC3 is now available at:
http://te4.org/sites/default/files/game ... 0v1.6.teaa
Includes the latest (relevant) bug fixes.
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Wed Dec 26, 2012 7:11 am
by wobbly
Quick question, does the addon only change talent scaling in the infinite dungeon or does it do both?
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Wed Dec 26, 2012 5:37 pm
by Hachem_Muche
If I'm understanding your question correctly, it affects scaling of talents in the I.D. Maj'Eyal, and arena campaigns.
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Sat Dec 29, 2012 10:56 pm
by Parcae2
I've been playing this addon a lot recently. I like the basic conception but some of the scaling could be improved (not surprising considering the sheer number of talents affected). In particular, I noticed that a number of Temporal Warden talents, particularly Invigorate and Damage Smearing, have significantly shorter durations even before level 50. This is problematic; while the talents in question are certainly very powerful, I don't think that the class as a whole needs a nerf, given that it is already one of the more difficult classes to get off the ground.
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Sun Dec 30, 2012 5:12 am
by Hachem_Muche
Parcae2 wrote:I noticed that a number of Temporal Warden talents, particularly Invigorate and Damage Smearing, have significantly shorter durations even before level 50
Parcae, thanks for the feedback. There are no nerfs to Temporal Wardens designed into the addon.
I have rechecked the formulas and they should give almost exactly the same duration (within one turn) as the base talent up to talent level 5. Bear in mind that your talent level is multiplied by your paradox modifier to get a working talent level, and that if you have a high mastery in these talents and run with high paradox, you will start seeing diminishing returns. I tweaked the duration of invigorate just a bit, but you probably won't notice the difference below level 50. Damage smearing, being an instant use talent is designed not to become a constant use talent at high levels, and invigorate is designed to not be better than the similar talent, Quicken Spells, on average.
What other talents are you seeing short durations on?
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Sun Dec 30, 2012 6:56 am
by Parcae2
Mostly those two. I run with 400 paradox (the minimum after sustains) and see about 30% shorter duration compared to my vanilla characters. Believe me, it's noticeable. Invigorate caps out at about 8 instead of 11-12ish in vanilla.
I understand that you wouldn't want those talents to get out of control - they're among the best talents in the game - but they're part of a class that is quite difficult to handle and on the whole far from overpowered. I feel that a hard cap at level 6 (which would be similar to many solipsist talents) would be better than nerfing a class that already struggles early on.
Edit: Forgot to congratulate you on your very impressive work.
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Sun Dec 30, 2012 7:36 pm
by ironroby
Hachem_Muche wrote:If I'm understanding your question correctly, it affects scaling of talents in the I.D. Maj'Eyal, and arena campaigns.
Sorry if it's a noob question, but is the cap on character level also removed from the original, Maj'Eyal main campaign? So that, with this addon, you could reach a few levels above fifty before the end fight? Especially if you carefully do all the areas you can with a yeek or a cornac and/or use Farportal a lot?