ToME: the Tales of Maj'Eyal

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 Post subject: Re: Mesmer class addon
PostPosted: Mon Jul 28, 2014 9:43 pm 
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Archmage

Joined: Mon May 24, 2010 1:33 pm
Posts: 303
Kinda silly, but I noticed that the dark faerie clone damage reduction (50%) and the illusion damage reduction are additive, not multiplicative. So I get illusions of clones with -135% all damage.

Fortunately I don't think they heal on hit...

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 Post subject: Re: Mesmer class addon
PostPosted: Tue Aug 05, 2014 9:39 pm 
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Wayist

Joined: Thu Apr 04, 2013 7:34 pm
Posts: 26
10 levels in with a Mesmer. Maxed all the Traits, two in the basic attacks and one up on things as they become available.

So. First off. This is definitely the reason I still play roguelikes. Tactical! You've created the perfect character for a cooldown heavy environment. I WANT you to make all the rest of the GW2 classes if at all possible, especially Engineer.

Something does need to be done for gear, though. There isnt enough "light" gear in TOME to make a design around fatigue ruining everything. Class option somewhere that reduces fatigue by enough you can wear things is probably the most effective, or I like the make-it-illusory option mentioned elsewhere. Perhaps a full on make your own gear thing, since Mesmers are all about prep-time? Illusory equipment is definitely in theme.

More pressing, to me, is the ability to move illusions around the battlefield. In GW2 they spawn right next to the guy, and it feels really weird to be playing an honest to god Mesmer over here and its not happening. A turn spent on zooming an illusion forward certainly feels like it could fit, given the weight of cool-downs, and the fact that they could easilly die in the process.

Seriously, though, 9/10 production. I just got the Wrap of Stone from Kor'Pul and I cannot wait to dive back in.


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 Post subject: Re: Mesmer class addon
PostPosted: Wed Aug 06, 2014 12:57 am 
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Wayist

Joined: Thu Apr 04, 2013 7:34 pm
Posts: 26
Error when I use Illusionary Wave.

Phase Retreat and Mesmeric Dodge are fizzling occasionally as well - Running away from an encounter and resting seems to be the only thing that gets them working again.
No other addons active.
Edit for further bug noticing - Mirror Blade is producing Mesmeric Overload, not Power Overload. Plus, you can stack into Winds of Chaos. Minus, you cant do the apparently intended combo-stacking.
Further edit for yet more bug - Spatial Surge just teleported me to the far end of its range, like it was a strike-through ability. Third or so time its done it - Not sure what causes it, perhaps hitting a bunch of dudes out of view? Maybe.
Image

And now that I've passed 30 and made the mistake... Eye of the Tiger is useless to mesmers, it turns out. >_<


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 Post subject: Re: Mesmer class addon
PostPosted: Wed Aug 20, 2014 1:25 am 
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Wyrmic

Joined: Tue Feb 15, 2011 12:01 am
Posts: 282
I'll be playing this!


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 Post subject: Re: Mesmer class addon
PostPosted: Fri Aug 22, 2014 7:12 pm 
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Wayist

Joined: Thu Apr 04, 2013 7:34 pm
Posts: 26
Awww. Mesmer skills arent in Adventurer options. I could easilly see any of the trees being useful splashes, and interesting costs in point balancing.


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 Post subject: Re: Mesmer class addon
PostPosted: Sun Dec 21, 2014 3:50 pm 
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Yeek

Joined: Sun Jun 29, 2014 8:54 pm
Posts: 11
I found myself with a spare moment and decided to update the Mesmer addon.

@joebobjoe
> Vault rules are fairly simple:
@Sradac
> I have a question on the fatigue mechanic though. I think its a really awesome concept, and forces the "squishiness".
@marshmallowpeep
> I think you're dramatically overestimating the impact of leather armor by itself on survivability.
@Teyar
>There isnt enough "light" gear in TOME to make a design around fatigue ruining everything.

Thank you all. Based on these sorts of discussions I have changed the Fatigue handling slightly for Mesmers. In brief, since Fatigue increases the resource costs of talents in ToME, fatigue for Mesmers also increases the resource cost of talents -- but for the Mesmer, the resource is "cooldown time". (See README/changelog elsewhere).

@marshmallowpeep
> I would like it if Mesmeric Dodge had a cooldown of 3, but only gave the turn of invulnerability and the clone every other use, so I can at least reposition when I swap. Or maybe add some other 5 cool down talent with a swap built in somewhere?

Interesting. I haven't run into this myself -- between the occasional bit of movement, healing, charm use, and the like, I don't find that I have to manually swap that often. Or perhaps it's just a price I'm willing to pay. Have others found that they spend too much time with all current-weapon talents on cooldown? Adding a step-and-swap talent would not be impossible if there is demand.

>I can actually enter Zigur,

Thanks -- fixed.

@Thrantar
>Possible bug with the increased buff duration signet. Only applies to the first time ever you use any given buff.

Hmm. I cannot reproduce that as reported. It is only supposed to apply once per buff. If only applies when you take an action, so very quick buffs will miss it. But it definitely applies multiple times. Example: buy a Rune of Shielding and set it to auto-activate on enemy sighted (or adjacent or whatever). You should see the extended duration each time. Has anyone else run into this bug?

@Teyar
> is the ability to move illusions around the battlefield.

Hmm. Their static nature is an explicit class feature in my mind, but I thought about your comment when adding the new "shortblade" talent category. You may find some options there for illusion mobility.

>Error when I use Illusionary Wave.

Thanks, fixed.

>Phase Retreat and Mesmeric Dodge are fizzling occasionally as well

Can't reproduce. Is this in vaults? Phase Retreat and Mesmeric Dodge count as teleports so certain zones block them.

>Mirror Blade is producing Mesmeric Overload,

Good catch, fixed.

>Awww. Mesmer skills arent in Adventurer options. I could easilly see any of the trees being useful splashes, and interesting costs in point balancing.

Hmm. Given the equipment restrictions I had thought they would make a poor splash, but perhaps I was overly restrictive. Would anyone else like to seem them in adventurer lists?


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 Post subject: Re: Mesmer class addon
PostPosted: Sun Dec 21, 2014 3:51 pm 
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Yeek

Joined: Sun Jun 29, 2014 8:54 pm
Posts: 11
******* Changes from v3 to v4:

Add a "Shortblade" line of Mesmer attacks, admitting the use of one-handed
swords and/or daggers (put what you like in your off-hand).
Shortblade attacks feature non-standard targeting (e.g., two-stage
attacks, often with two targeting steps). With their focus on
complicated positioning and targeting they add options for skilled
players.

Complete reworking of Mesmer Fatigue. Based on forum comments (e.g.,
light armor isn't actually that helpful, not being able to use gear
"feels bad", don't change gear because it messes up the item vault,
etc.), Mesmers can now use any gear but their primary talent
cooldowns are influenced by fatigue. That is, where fatigue
would influence mana cost of an Archmage's spell, here fatigue
influences the"time cost" of a Mesmer's talents.

Weapons available: broaden the set of available weapons. Greatblade
talents require greatswords or tridents; Shortblade talents require
swords or daggers; and Staff talents require staves or greatmauls.

Phantasmal Warlock, Berserker and Bladefighter: reduce the starting
health and damage percentages slightly to nerf these summons a bit.

Mesmers now start with a (useless) "Mana Pool" so that they look like
a magic-using class (e.g., for Zigur).

Fixed an "infinite combat_atk" bug related to applying "on melee hit"
effects.

Remove the special Mesmer combat talent stat damage calculation and replace
it with the vanilla one. This slightly reduces Mesmer damage in the
early game.

Illusionary Wave -- fixed a crashing bug.

Mirror Blade typo: it now (correctly) states that it applies Mesmeric
Overload (not "Power Overload"). The intent is to have only one
"mesmer bounce power buff" to worry about (and we max/merge the
power and the duration if you re-apply it to yourself from any
source).


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 Post subject: Re: Mesmer class addon
PostPosted: Sun Dec 21, 2014 9:36 pm 
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Uruivellas

Joined: Sat Oct 04, 2014 8:03 pm
Posts: 892
The OP link is broken at the moment. You have an extra "http".

Working link: http://te4.org/games/addons/tome/Mesmer

Okay, just tried Mesmer. The level up screen is a mess-the fifth ability in every tree is cut off, making it hard for me to properly figure out how to build my character.

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 Post subject: Re: Mesmer class addon
PostPosted: Mon Dec 22, 2014 1:29 pm 
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Yeek

Joined: Sun Jun 29, 2014 8:54 pm
Posts: 11
> The level up screen is a mess-the fifth ability in every tree is cut off, making it hard for me to properly figure out how to build my character.

Sorry that it's not working for you (perhaps a low-resolution setup?). Thanks for taking the time to try it out.


Attachments:
File comment: Screenshot of leveling screen working fine.
tome-1.2.5-1419254710.jpg
tome-1.2.5-1419254710.jpg [ 195.26 KiB | Viewed 1554 times ]
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 Post subject: Re: Mesmer class addon
PostPosted: Mon Dec 22, 2014 4:07 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
ayyy im happy to see this updated. Now if the old Illusionist class would also get updated.


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 Post subject: Re: Mesmer class addon
PostPosted: Mon Dec 22, 2014 9:48 pm 
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Uruivellas

Joined: Sat Oct 04, 2014 8:03 pm
Posts: 892
I'm on an old laptop with a small screen, that's likely the case. However, since I really can't up the resolution, could you make it detect what the resolution is and go into two rows if the resolution is below X by Y?

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It hasn't worked yet.


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 Post subject: Re: Mesmer class addon
PostPosted: Tue Dec 23, 2014 2:21 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
It should do that already red. I have a 15 inch monitor, 1366 x 768. Too many talents wrap down to the next row for me.


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 Post subject: Re: Mesmer class addon
PostPosted: Tue Dec 23, 2014 2:22 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
Also I just noticed this...Why is the Mesmer in the "Rogue" archetype???


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 Post subject: Re: Mesmer class addon
PostPosted: Fri Jan 02, 2015 3:27 am 
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Wayist

Joined: Thu Apr 04, 2013 7:34 pm
Posts: 26
Niiiiiiiiice. I like that the shortsword requires one to be vastly more agressive, and I'm enjoying testing greatsword and staff builds with it.

Vortex does seem to be inconsistent in application of Power though. Cant quite nail down whats going on, but sometimes it produces zero?

(Oh and the fizzing on the teleports earlier WAs indeed vaults, now I know!)


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 Post subject: Re: Mesmer class addon
PostPosted: Wed Feb 04, 2015 5:34 pm 
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Uruivellas

Joined: Fri May 24, 2013 4:27 pm
Posts: 717
Red, the mess if Steam UI's fault.
Mesmeric Dodge causes player's MO be replaced with illusion's MO for a turn, making the frame and the lifebar look completely wrong.
I feel like forcibly updating MOs on both player and illusion might help.


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