ToME: the Tales of Maj'Eyal

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 Post subject: Re: High Guard v1.5.7
PostPosted: Sat Oct 26, 2019 7:31 am 
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Halfling

Joined: Sun Aug 24, 2014 7:09 am
Posts: 80
Location: A Holding Pattern on the Eidolon Plane
Magical Defense still talks about "non-blockable damage (check your Block talent)", which is based on old shield mechanics. As of 1.6, all shields block everything but Mind, now they just get a bonus of 50% block value to elements they offer resistance to.


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 Post subject: Re: High Guard v1.5.7
PostPosted: Sat Oct 26, 2019 12:27 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 838
Location: Middle of Nowhere
Good catch, I forgot about Block mechanics changing. This class might be a bit buggy at the moment in regards to Block behavior. Should be a quick little fix; I'll update it as soon as I have time, probably this evening.

Thanks for the report :)


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 Post subject: Re: High Guard v1.5.9
PostPosted: Sun Oct 27, 2019 12:07 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 838
Location: Middle of Nowhere
v1.5.9
---
[General]
Adjusted talent mastery levels to be in line with 1.6 conventions (either 1.3 or 1.0).
Reduced Survival to 1.0.

[Magical Defense]
Damage type interaction removed, now provides bonus block and projectile deflection only.
The old effect was really just a way to have Block be fairly reliable mitigation without Spectral Shield, which is no longer needed.

[Phase Stride]
Mana cost per teleport increased to 15 (plus fatigue).

[Greater Channel Staff]
The shield hit is now limited to once per target per base turn, rather than once per target per player turn.
In effect this limits the number of times you can trigger the effect with Phase Stride + Boltfury to once per base turn per target, and doesn't have much effect otherwise.


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