ToME: the Tales of Maj'Eyal

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PostPosted: Tue Dec 25, 2018 9:13 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5797
Ah that was it. Res All is handled weirdly and I get the interactions a bit mixed up.
High Res All stair guardians are just asking to be walked past.

However, even the Archmage Res Pen talents got extra effects, because 50% res pen is boring. (Okay partly that is the implementation of it.)
Loads of classes doesn't have a Res Pen mechanic and work fine.

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My feedback meter decays into coding. Give me feedback and I make mods.


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PostPosted: Tue Dec 25, 2018 9:41 am 
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Low Yeek

Joined: Sun Dec 16, 2018 9:48 am
Posts: 6
Right, I can just superload on_set_temporary_effect and increase the apply power. That will also have an effect in case something else than spellpower was used but it should be alright.
The bonus should be rather high (like +4 spellpower equivalent per talent level for all Arcane Blade talents) so increasing spellpower will be too powerful.
I don't want to put code in every talent that applies effects (almost every talent) as that is very inconvinient.


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PostPosted: Wed Dec 26, 2018 5:42 pm 
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Low Yeek

Joined: Wed May 23, 2012 1:19 am
Posts: 7
Played this all xmas eve. What a nice gift. The design and art work are really well done. I think because of the name, one has expectations from the Arcane Blade. The game design of this class neatly thwarts those.

I haven't gotten far yet, but in another recent game with another class,

I had a neat experience w/ an NPC.

In Kor'Pal, something rare was blasting me w/ a fire spell that wasn't completely killing me. It behaved so strangely I had to look and see what it was. Surprise, it was a Spell Blade rare chasing after me with that weak fire spell and two enchantments blazing. I don't remember whether I closed on it or not. I had a Moon Paladin and they are mostly fighting close. I think I shielded up. A nice damage shield torque shuts down all those little hits pretty completely.

Its lovely to see how additional classes are filling in gaps an nuances and expanding game play.

Oh. I think this might be considered a bug, unintended behavior or some such thing.

Since the Spell Blade does not have much ST, I built straight towards Augmentation. And I am relying upon it for my Encumberance. Each time I change levels, the +/- ENCUMBERED thing flashes over my character. It appears that some sustained talents have to be jiggled somehow when you cross zones. The jiggling at the moment in the Spell Blade seems a little 'iffy'.

I really enjoyed how you paired some older talent trees that I hadn't really seen together much, along w/ your created talents which gave rise to a very satisfying chance to go big on the Light spell.


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PostPosted: Thu Dec 27, 2018 3:19 pm 
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Low Yeek

Joined: Sun Dec 16, 2018 9:48 am
Posts: 6
I'm glad you like the class.
smithfield wrote:
Oh. I think this might be considered a bug, unintended behavior or some such thing.

Since the Spell Blade does not have much ST, I built straight towards Augmentation. And I am relying upon it for my Encumberance. Each time I change levels, the +/- ENCUMBERED thing flashes over my character. It appears that some sustained talents have to be jiggled somehow when you cross zones. The jiggling at the moment in the Spell Blade seems a little 'iffy'.

The same happened to me while I was playing a Mindslayer who also has a sustained talent that increases strength. I don't think it can be fixed at all.

I also wrote up the other talent ideas I have:
Code:
Prismatic Blade
Your blade enhancement skills also improve the corresponding resistance penetration by 10..40% and the damage by 2..10%.

Prismatic Strike
Overload two of your knives with magical energy before throwing them at a target. This will cause an explosion that does x damage to everyone in a radius 1..3 ball an has additional effects depending on your active blade enhancement skills. If less than 2 are active, you instead use the damage type of the throwing knives.
Fire damage will spellshock and stun the targets, cold damage freeze the targets, lightning damage will apply 2 stacks of charge to the targets, arcane damage will spellshock the targets and overload them with arcane energy, and physical damage will cause bleeding wounds.

Artifice
Reload 3..6 enhanced throwing knives. For the next 3..7 turns your knive attacks get the same effects from your active blade enhancements as melee attacks do.

Wind Slicer
Your knives spin wildly around you giving you some time to prepare a powerful attack. For the next 2 turns every adjacent enemy that attacks you will be hit by a free throwing knive attack for 60% damage consuming 1 stack of Wind Slicer. The total number of stacks is equal to 2 times the number of throwing knives left.
When the effect expires while there are stacks left, and if you have at least 15 stamina, you attack every target within radius 1 for 60..180% weapon damage with your dual-weapons and also do a throwing knive attack for 60..180% damage if you have throwing knives left. This attack occurs on your next turn and is not instant.
Code:
Rock Knives
Each turn you move or rest you automatically shape 1 knive made of stone costing 6 mana. You can hold up to 4..9 rock knives.
The base power, accuracy, armour penetration, and critcal strike chance of your knives increase with talent level and damage is improved with Combat Casting.
Rock Knives count as spell for the purpose of on-hit effects.
Stats same as Throwing Knives (?) but doing bleed damage.
When deactivated, if you have at least 20 stamina, you shatter the remaining rock knives in order to create sharp rock needles that you blast in all directions doing x bleed damage to all enemies within radius 2..4.

Rock Edge
Cover your main-hand weapon with a layer of sharp rock and strike the target for 100..220% weapon damage with 6..40 additional armour penetration and 20..50% additional physical resistance penetration.
After the impact the rock layer shatters and you blast the fragments at the target. The duration of all cut effects is increased by 3 turns and for each cut effect the target is stuned, pined, crippled, or disarmed for 4 turns.

Stone Warden
You focus on the target for 3..6 turns. Each time the target attacks you with a non-instant talent, while a throwing knive effect is active and you have at least one knive left, you reflexively throw a knive at the target. A ranged attack will target an adjacent tile instead of you, a melee attack has a 50% chance to miss you.

Stone Walls
Range: 2..6
Infuse your rock knives with mana and throw them at different locations in order to errect 3 tiles long walls of stone at the target location for 4..8 turns. This costs 10 mana for each wall.
When the walls shatter while you are within range 2 you take the opportunity to reshape a rock knive if you have at least 6 mana.


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