ToME: the Tales of Maj'Eyal

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 Post subject: 1.5 Antimagic.
PostPosted: Sun Mar 19, 2017 3:58 am 
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Halfling

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 104
How much better are the results with the tree for warriors now that they can run off of physical power? I was running a Zigurite Berserker not long ago and already noticed Resolve hitting much bigger percentages at 3/5 than before.

Equilibrium may be a bit of a problem with holding up a shield without much investiment in Will, but I can see Mana Clash being way more useful now and worth the investment.


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 Post subject: Re: 1.5 Antimagic.
PostPosted: Sun Mar 19, 2017 12:21 pm 
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Higher

Joined: Fri Jan 01, 2016 2:23 pm
Posts: 71
It needs a nerf on physpower scaling. I won the game on 1.5 nightmare with dwarf berserker without Antimagic Shield ever breaking once it had 4/5 tl or getting any real damage from wyrms and mages.
Completely trivializes heavy magic damage encounters, I didn't even need fungus or anything more than 1 healing infusion.

I think devs forgot how easy it is to attain very high physical power levels compared to mindpower.


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 Post subject: Re: 1.5 Antimagic.
PostPosted: Sun Mar 19, 2017 1:56 pm 
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Wyrmic

Joined: Tue Feb 10, 2015 1:41 pm
Posts: 268
Let's be honest, orc mage hunter elites (not even rare+) are cancer for anorithils. There's no way to keep some energy around with them. 1v1 they aren't much to mention if you have good armor at least but if they have friends you are practically turned into an antimagic anorithil with them around.


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 Post subject: Re: 1.5 Antimagic.
PostPosted: Sun Mar 19, 2017 2:06 pm 
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Spiderkin

Joined: Tue Dec 13, 2016 7:05 pm
Posts: 492
Dopaminka wrote:
Completely trivializes heavy magic damage encounters

ok but nothing dangerous actually heavily uses magic damage

e: well vor does for 1 turn, and elandar might for like 5

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<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered


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 Post subject: Re: 1.5 Antimagic.
PostPosted: Sun Mar 19, 2017 2:26 pm 
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Wyrmic

Joined: Tue Feb 10, 2015 1:41 pm
Posts: 268
Magic damage is a little broad though. It stops poisons (nature) too. Only Physical and Mind ignore it.


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 Post subject: Re: 1.5 Antimagic.
PostPosted: Sun Mar 19, 2017 2:32 pm 
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Uruivellas

Joined: Sun Jun 15, 2014 12:19 am
Posts: 902
Location: Yeehaw, pardner
Honestly AM buffs seem better for NPC's than players (lol).

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 Post subject: Re: 1.5 Antimagic.
PostPosted: Sun Mar 19, 2017 2:41 pm 
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Wyrmic

Joined: Tue Feb 10, 2015 1:41 pm
Posts: 268
Maybe Orc Magehunters shouldn't spawn with 24 at all the antimagic talents when they are level 100 in the high peak :D


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 Post subject: Re: 1.5 Antimagic.
PostPosted: Sun Mar 19, 2017 3:14 pm 
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Spiderkin

Joined: Tue Dec 13, 2016 7:05 pm
Posts: 492
Mordy wrote:
Maybe Orc Magehunters shouldn't spawn with 24 at all the antimagic talents when they are level 100 in the high peak :D

25 turn mana clash buff when it's got CD 10 is very fun to deal with, what are you talking about?

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<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered


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