ToME: the Tales of Maj'Eyal

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 Post subject: Re: Werebeast class v1.2
PostPosted: Sun May 12, 2013 8:03 am 
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Cornac

Joined: Tue Sep 20, 2011 5:57 pm
Posts: 41
HousePet wrote:
Get more strength! :P
Then you do more damage.


Does that help? The tooltip only indicates mindpower, and of course mindstars themselves scale on will/cunning.

Checking some str gear I have (not as good as having another character prepared with a boatload of str to compare, of course) doesn't seem to help it, any, but I could be mistaken.


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 Post subject: Re: Werebeast class v1.2
PostPosted: Sun May 12, 2013 9:24 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
Physical Power improves any weapons damage.

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 Post subject: Re: Werebeast class v1.2
PostPosted: Sun May 12, 2013 9:47 am 
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Cornac

Joined: Tue Sep 20, 2011 5:57 pm
Posts: 41
HousePet wrote:
Physical Power improves any weapons damage.


Fair enough point, so I ran a little test while backing up my save.

With the ~30 some total strength I had before (didn't record my previous physical power but either way it's not like I had a lot of it), bumps averaged ~27 from the mindstar hits, + 43 per mindstar hit for ~140-160 total. This is by Ardhungol, so pretty unimpressive considering a lot of your weapon skills won't do a whole lot of damage due to the nature of how psiclaw works.

Then I added 50 stat points via LUA console and capped my str, giving me 44 physical power which isn't really high but it's not like we're a normal melee class with weapon mastery so whatever. The bumps went up to ~37 for a 10 point increase (or a total of 20 per bump), which is... not very much, at all.

So... yeah. Nevermind how impossible that would be obviously since I had to add 50 stat points to get that, more physical power doesn't benefit wimpy mindstar damage nearly enough in this instance. It's still workable, but it feels like it's more on the basis of the wolf summons being amazing when they're allowed to do their thing.

edit: That said, while thinking more of it, part of the problem is the sustain itself might need something else attached to it. The phys crit, while nice, doesn't do a whole lot for you because the part of the attack that's critting is so horribly weak to begin with. And going psiclaws makes a lot of the skills that use weapon damage feel meaningless because they're modifying the same weak hits. I'm not sure what you'd do about it though if you wanted to try and keep it distinct from psiblades, is the only problem...


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 Post subject: Re: Werebeast class v1.2
PostPosted: Sun May 12, 2013 11:35 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
Damn overpowered Psiblades!

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 Post subject: Re: Werebeast class v1.2
PostPosted: Fri May 17, 2013 8:59 pm 
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Uruivellas

Joined: Sat Jan 14, 2012 12:02 am
Posts: 703
You could switch them to unarmed. There are a lot of mindstar classes in the game, and only one unarmed class.

Alternatively, or as well, you could have a crit with psiclaws reduce cooldown on stealth.


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 Post subject: Re: Werebeast class v1.2
PostPosted: Tue Jun 04, 2013 1:35 pm 
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Archmage

Joined: Tue Nov 11, 2003 10:54 am
Posts: 379
Location: Wroclaw/Poland
Hey,

It seams that the addon messes around with the psiblades behavior. It causes problems with psiblades talent, learned in zigur.
I tried the following:

Character with only Oozing Heart equiped.
Activating psiblades: Willpower and Cunning bonus is not updated
Deactivating psiblades: Willpower and Cunning bonus is subtracted
Activating psiblades: Willpower and Cunning bonus is not updated
Deactivating psiblades: Willpower and Cunning bonus is subtracted
and so on...

After a few Activate/Deactivate i had 1 Willpower and a few Cunning points.
I think the sustains are deactivated and activated again after changes have been made the the skills so thats why the problem showed up during stat change.
Bu You can reproduce is easier just by manually deactivating the sustain "psiblades"
Cheers.


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 Post subject: Re: Werebeast class v1.2
PostPosted: Wed Jun 05, 2013 7:52 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
You aren't supposed you use Psiblades with this class :P

Anyway, it appears there is a clash between this addon and the Psiblades stat bug fix.
Will fix in next update.
In the mean time, avoid using this update and Psiblades at the same time. :)

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 Post subject: Re: Werebeast class v1.2
PostPosted: Wed Jun 05, 2013 12:09 pm 
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Archmage

Joined: Tue Nov 11, 2003 10:54 am
Posts: 379
Location: Wroclaw/Poland
Quote:
You aren't supposed you use Psiblades with this class

I have not used this class and psiblades. I loaded the addon up, just to get my hands on the new artifacts (does this work actually?). I played with a standard summoner with this addon enabled.

Cheers.


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 Post subject: Re: Werebeast class v1.2
PostPosted: Sat Jun 15, 2013 6:21 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
Minor update coming soon.
Will be fixing Psiblades and checking Psiclaw interactions attack talents.

Anything else need fixing, or improving?

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 Post subject: Re: Werebeast class v1.2
PostPosted: Mon Jun 17, 2013 10:33 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
Good news everybody!

I've upgraded the damage bonus from Psiclaws.
It will use the multiplier of whatever attack you used and it will do critical damage if you had critically hit.

I'm going to do the same to Weapons of the Woods and Staff Mastery2 bonus damage. (maybe Nature's Avatar as well)

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 Post subject: Re: Werebeast class v1.2
PostPosted: Mon Jun 17, 2013 4:49 pm 
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Halfling

Joined: Mon Mar 05, 2012 10:35 pm
Posts: 118
HousePet wrote:
Minor update coming soon.
Will be fixing Psiblades and checking Psiclaw interactions attack talents.

Anything else need fixing, or improving?

Set up Psiclaws so you can use the Psiblade Mastery special attacks with it active?


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 Post subject: Re: Werebeast class v1.2
PostPosted: Tue Jun 18, 2013 8:31 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
I guess I can do that. But wouldn't it be easier to just use Psiblades?

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 Post subject: Re: Werebeast class v1.2
PostPosted: Tue Jun 18, 2013 11:48 pm 
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Halfling

Joined: Mon Mar 05, 2012 10:35 pm
Posts: 118
HousePet wrote:
I guess I can do that. But wouldn't it be easier to just use Psiblades?

I suppose so. You can use the skills from the wolf tree without psiclaws, right?


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 Post subject: Re: Werebeast class v1.2
PostPosted: Wed Jun 19, 2013 8:29 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
Yeah.

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 Post subject: Re: Werebeast class v1.3
PostPosted: Thu Jun 20, 2013 11:24 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
Updated!
Bug fixes. (always with the bugfixes)
Psiblades clash fixed.
Psiclaws damage now uses attack multiplier and critical bonus.
Minor tweaks.

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