ToME: the Tales of Maj'Eyal

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 Post subject: Re: High Guard v1.5.1
PostPosted: Thu Dec 13, 2018 8:56 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 708
Location: Middle of Nowhere
Arcvasti wrote:
Pretty sure it doesn't consider ESP. At least, it doesn't consider Track.

There's a special thing for applying daze on the end of the trick that the new daze on-hit uses. That should probably work more cleanly.

Ah, Magic Burst doesn't check spell save? I thought it did for some reason. It's probably fine as it is in that case.

25% respen at max would be fine. Crit chance would need to go down to compensate though.

The thing is, I never actually noticed debuffs getting extended or buffs getting removed. Like, not at all. I might just have been missing something though.

By the time you have Eldritch Echoes stacked up, the enemy is already dead. The damage is piddling compared to how much you deal just by bumping. That definitely doesn't change if you have to bump a bunch of times to get Eldritch Echoes doing anything at all. I guess it has limited utility on the turn before you kill an enemy, making sure they don't take you with them.


I'm going to test out the 'in combat' and see how that works out for the slow. If it's too wonky I'll try an 'enemy in sight' approach.

Switching out the daze for blind experimentally.

Magic Burst actually is checking save for the status at the moment.It has changed a few times in revisions and I had myself confused. Testing out a slightly buffed spell save debuff with no check and no defense debuff. Deepsight is being moved to the first talent in Battle Channeling and High Guard will start with a point in Combat Accuracy. Blinkguard I'm experimenting with to make it very good one-shot protection (the chance to trigger will increase with the amount of damage recieved, such that at max talent level and 100 SP you'll have a 100% chance to avoid hits over ~65% max life, with minimum trigger value of 15% max life). Talent will be banned from NPCs, and moved to tier2 in place of Deepsight.

25% res pen sounds good. I'll add a new function for the power so the crit scales seperately.

I tested Magically Malady quite a bit to make sure it was doing it's thing, but unless you are checking durations every turn it can be easy to miss. It's overly complicated, though, so I plan to rework it a bit while keeping the basic idea of making your melee hits shorten/remove buffs and extend debuffs.

Fair points on Eldritch Echoes. I wanted it to take a bit of build up before it could start applying nasty debuffs, but the current implementation is too restrictive. Scraping the damage check and just giving each tick a chance to debuff. Without a daze or any other way to reduce phys/mental save just applying with Spellpower and checking immunities should limit it a lot.


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 Post subject: Re: High Guard v1.5.2
PostPosted: Sat Dec 22, 2018 3:50 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 708
Location: Middle of Nowhere
v1.5.2
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[General]
Slight changes to talent scaling all around.

[Magical Defense]
Now also gives a passive chance to deflect projectiles.

[Battle Channeling]
The slow effect is now only applied when enemies are within sight.
Deepsight has been moved to tier 1 and Blinkguard to tier 2.

[Blinkguard]
Triggering damage increased to 15% max life. Chance to avoid damage is now increased by the percentage of your max life the damage represents, plus an amount that scales with talent level and spell power. This means that a hit for 100% of your max life or more will always be avoided so long as the per-turn limit has not been reached. At TL 5 and 100 spellpower you will have a 100% chance to avoid damage of ~65% max life or more. NPC's may no longer use this talent. Mana cost scales down with talent level.

[Phasestride]
Now deactivated on rest.

[Phase Strike]
Range increased to 8.
If there is not an empty tile adjacent to the target, the spell will fail (without using turn energy or setting cooldown, etc).

[Magic Burst]
The Aether Affliction effect no longer checks save when it is applied and now only reduces Spell Save (Defense reduction has been removed).

[Eldritch Empowerment]
Eldritch Echoes now deals more damage, and ticks have a chance to apply pin, silence, or disarm regardless of the amount of damage dealt.

[Sorcerous Block]
Reworked into:
[Sorcerous Retribution]
Whenever you take damage from, or are afflicted by a negative effect from, a hostile actor 5 or more tiles away, you have a 10% chance to gain one stack of Sorcerous Might. If you have at least 4 stacks of Sorcerous Might, you will also attempt to afflict a Mark of Retribution upon the source. The mark will last 3 turns and increases all damage you deal to the target by Y% per stack of Sorcerous Might, so long as the target is 5 or more tiles distant.
Passively increases the maximum number of Sorcerous Might charges by Z.


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 Post subject: Re: High Guard v1.5.3
PostPosted: Sun Dec 23, 2018 6:23 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 708
Location: Middle of Nowhere
I realized I forgot to fix the typos that were reported, and I found some weird behavior with the restructured Phase Strike.
If something rare happens, such as an actor moving onto the tile you were attempting to teleport to, the spell will now abort and you will see a message in your combat log that the spell has 'fizzled'. This could still be a little wonky and if anyone notices any strange behavior, I would appreciate feedback on what you notice.

v1.5.3
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[Phase Strike]
Checks adjusted to account for rare situations in which an actor moves onto the tile you are attempting to teleport to.

[General]
Fixed the typos I failed to fix in the last version, including one were I re-wrote almost the entire description... except for the part with the typo :facepalm:


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