lukep wrote:
- The download also includes another .teaa file inside of it. No big deal, but it should be removed before a final version.
That was just part of rushing to get out a fixed version.
lukep wrote:
- Looking at invertpairs (in hooks for damage types), I'm not sure if some of the interactions would work like you would want. For example, most of the special darkness damage type currently remove all of their special effects, commenting out those entries would still swap the damage, but not affect the special effects. (note: I'm not very sure about this one)
Intended
lukep wrote:
- They have +8 to their stats on birth, while all other classes (except Adventurers) have +9.
Fixed.
lukep wrote:
- Astral Path being a beam makes it funny? (haven't tested, but it looks like it will drag you step by step)
Doesn't trigger til the projectile is done. The beam is just for the indicator. I'd suggest testing them first.
lukep wrote:
- Galactic Pulse has a radius of 2, I expected 1 from the description.
- Galactic Pulse only has chance to pull in, not certain, mention that in the description?
It was intended to be 1. Fixed now
lukep wrote:
- When is the 30 negative energy used in Supernova? (before or after calculating radius?)
After
lukep wrote:
- It looks like Celestial Acceleration can be targeted by talents that remove buffs (eg. Corrupted Negation). There should be a flag to fix that, somewhere.
Fixed.
lukep wrote:
- For Polarization, having on_learn/on_unlearn effects running off of effective talent level instead of raw is very dangerous. (Amulets of Mastery and category points can mess it up)
Fixed.
lukep wrote:
- Reflection spells look amazing.
Thanks, the third unfinished one's going to be changed very likely though btw. It could be rather exploitable, though I do want a duplication spell.
lukep wrote:
- Light Speed is very, very powerful.
Any ideas of what I can do to help balance it? I'd prefer to keep it as simple as possible.
lukep wrote:
- Several of the talents you have use self:combatTalentSpellDamage(t, 80, XXX) to calculate damage, making them scale much more slowly with spellpower than other spells, and be much more powerful at low spellpower. (~225% increase from 0 spellpower to 100 spellpower, instead of ~400-700% for most other spells, damage should be equal at 100 spellpower)
Yeah I couldn't find where that was defined so I tried to base it off existing values. Yeah the two aoes have too low a lower bound. I fixed lucent pulse and supernova.