ToME: the Tales of Maj'Eyal

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PostPosted: Sun Aug 11, 2013 7:01 pm 
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Thalore

Joined: Fri Sep 07, 2012 1:34 am
Posts: 149
Incomplete, obviously.

Arcane Combat
Arcane Combat's trigger chance is halved if you are dual-wielding. Neither telekinetic weapons nor shields count as dual-wielding (but if you ARE dual-wielding, your telekinetic weapon will suffer the trigger chance penalty). If your listed trigger chance is 120%, your dual-wielding trigger chance is 60%.
When Arcane Combat triggers, it aims the spell in the direction of the creature that was hit. In the case of Hammer Toss, Call of the Ooze, etc, this can cause it to fire directly into a wall.
In addition to the obvious, Arcane Combat triggers on:
- Call of the Ooze attacks.
- Dream Smith hammer attacks, including Hammer Toss and the echoes from Forge Echoes.
- Reaving Combat blows.
- Telekinetic weapon attacks.
- Wave of Power.

Arcane Combat does not trigger on Gesture of Pain.

Forge Shield
Neither Riposte, Spectral Shield, nor Eternal Guard have any effect. Does not count as wearing a shield in pretty much any way (e.g. you can't use it to use the Shield Defense and Guardian trees without a physical shield).

Greater Weapon Focus
Greater Weapon Focus triggers on the same attacks as Arcane Combat. It is a common misconception that Greater Weapon Focus can only trigger once per turn - in actuality, there is no such limit. The only restriction on Greater Weapon Focus triggers is that they cannot occur on attacks that themselves originated from Greater Weapon Focus. So, when using dual weapons, it is perfectly possible for Greater Weapon Focus to trigger twice, or six times with Flurry. If an attack leads to a Flexible Combat strike, it can trigger on that, too, so long as the original melee blow in question did not come from Greater Weapon Focus; the same goes for a Cripple that comes from the Flexible Combat strike.
Greater Weapon Focus blows triggered by Flexible Combat cause you to attack with the weapon that triggered Flexible Combat, not with your unarmed attack (unless, obviously, you actually are unarmed or disarmed).

Heals
The following effects have the is_heal flag and cannot be used while frozen, invisible (depending on how you got the invisiblity), or with <=0% healing modifier:
- Arcane Reconstruction
- Body Reversion
- Conversion
- Heal
- Healing Light
- Infusion: Healing
- Life Tap
- Nature's Touch
- Pride of the Orcs
- Re-assemble
- Undeath Link
- Waters of Life

The following effects set allow_on_heal and thus will trigger Arcane Shield and Fungal Growth:
- Arcane Reconstruction
- Bathe in Light's field of light, if a single application would heal you for 100 life or more, *before* applying healing modifier. This is basically impossible.
- Body Reversion
- Conversion
- Fungal Blood
- Heal
- Healing Light
- Infusion: Healing
- Life Tap
- Nature's Equilibrium
- Nature's Touch
- Pride of the Orcs
- Re-assemble
- Swallow
- Turtle's Grand Arrival effect
- Undeath Link
(No, Draconic Body isn't on there.)

Only the actual Regeneration effect triggers Ancestral Life. Other "regeneration" effects like Providence do not.

Reaving Combat
Reaving Combat may only trigger once per action.
When determining offhand weapon damage, the game takes the higher of the Dual Weapon Training and Reaving Combat multipliers, and ignores the rest. These talents can make an offhand mindstar's multiplier higher than 100%, but not lower than 100%. They have no effect on telekinetic weapons.
In addition to the obvious, Reaving Combat triggers on Arcane Combat spell casts.
Reaving Combat does not cause your telekinetic weapon to attack.

Shadow Veil
Shadow Veil does not provide immunity to 'other' status effects, such as Smeared.
Telekinetic weapons continue attacking during Shadow Veil.

Shadowstrike
Shadowstrike affects all criticals, not just physical criticals; spells and mind powers used from stealth are always criticals and have the critical multiplier bonus.

Stealth
In general, anything involving activating/deactivating a talent, or making a melee attack, breaks stealth, unless the talent in question specifically says it doesn't. Telekinetic weapons are a notable exception. Actions that occur without talents being explicitly used generally do not break stealth.
The following actions do not break stealth:
- Arcane Destruction explosions.
- Body of Fire bolts.
- Call Shadows.
- Corona bolts.
- Dreamforge strikes.
- Gloom effects.
- Hymn of Moonlight beams.
- Mind Storm bolts.
- Telekinetic weapon attacks.
- Thunderstorm bolts.
- Unseen Force strikes.
The following actions do break stealth:
- Arcane Combat spells.
- Dream Hammer attacks (in case you were thinking of using Hammer Toss, then immediately activating stealth).
- "Talent on hit" stuff, such as Life Drinker's Blood Grasp.

Telekinetic weapons
Telekinetically wielded weapons use Cunning to determine accuracy, instead of Dexterity (the formula is otherwise the same). Any strength and dexterity modifiers on the weapon are replaced by willpower and cunning modifiers, respectively. However, the total bonus from stats (even stats unaffected by the substitution) is multiplied by 60% before being used in any formulas (unless you have Greater Telekinetic Grasp in which case the percentage is greater). This occurs after Psiblades' multiplication of the stat modifiers, but you should have been able to figure that out on your own.
Lethality's conversion of strength mondifiers to cunning modifiers takes precedence over telekinetic weapons' conversion, so if you have Lethality, telekinetically wielded daggers will have their strength modifier converted to cunning, not willpower (and it will still be multiplied by 60%).
Telekinetic weapon attacks do not break stealth or Lightning Speed. Telekinetic weapon attacks do break movement infusions, Step Up, and Reflexive Dodging.

Other
Arcane Cunning and Shadow Cunning stack additively.
Combat Accuracy affects telekinetic weapons, Dream Smith attacks, and pretty much any other weapon attack you can think of.
Dreamscape and Fearscape may not be used concurrently. However, Paradox Clone may be used concurrently with either.


Last edited by minmay on Thu Sep 05, 2013 1:12 am, edited 12 times in total.

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PostPosted: Sun Aug 11, 2013 7:39 pm 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
Posts: 2000
Location: Nahgharash
Reaving combat can trip arcane combat. Does this mean it can trip arcane combat twice (but not reaving combat twice.? Example: Bump -> Arcane Combat proc -> Reaving combat proc (from arcane combat spell) -> Arcane combat proc (since reaving combat can trip arcane combat)

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PostPosted: Sun Aug 11, 2013 8:50 pm 
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Sher'Tul Godslayer

Joined: Mon Mar 14, 2011 10:32 am
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Location: Canada
IIRC, reaving combat -> arcane combat -> reaving combat loop was fixed, but I'm not exactly sure how.

Also a note on mindstars (not adventurer specific, really): They are floored at 100% multiplier AFTER talents are calculated, but only for the offhand. For example, let's say you flurry (50% damage) with two mindstars. Your mainhand does 50% damage, but your offhand does (50% from talent * 50% standard offhand mult = 25%. 25 < 100, so bump up to 100%) 100% normal damage. If you level dual weapons high enough, it would do: (50% from talent * 150% boosted offhand mult = 75%. 75 < 100, so bump up to 100%) the same damage in that case.

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PostPosted: Sun Aug 11, 2013 9:07 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
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Location: Ambush!
lukep wrote:
IIRC, reaving combat -> arcane combat -> reaving combat loop was fixed, but I'm not exactly sure how.
I read through that code recently, so I can shed some light. Reaving Combat has a proc-per-turn flag which it checks and then sets when it triggers. The flag is cleared once per turn, so Reaving Combat will only proc once per turn.

Arcane Combat has no such flag -- putting one in would screw dual-wielders too hard, I guess? -- so you can totally get 3 Arcane Combat triggers per bump attack (regular attack -> arcane combat -> reaving combat -> arcane combat, then bonus TK staff bonk -> arcane combat).

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PostPosted: Sun Sep 01, 2013 9:08 pm 
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Halfling

Joined: Sun Aug 04, 2013 9:26 pm
Posts: 84
Telekinetic weapons:
-do not break Lightning Speed, allowing you to zoom around an enemy hitting them dozens of times in a few turns.
-do not break Stealth, allowing for repeated Shadowstrikes.
*These feel like exploits, really


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PostPosted: Sun Sep 01, 2013 9:56 pm 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
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Location: Nahgharash
On a related note, what about other instant/on start of turn things. Body of fire, Corona, Hymn of moonlight? Will those trip shadowstrike bonus damage, will they break stealth, and how broken is it to have them on while under stealth if it doesn't break? Seems to trip in about the same way, at the start of each turn.

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Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:
DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.


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PostPosted: Sun Sep 01, 2013 10:31 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
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Location: Ambush!
adamn wrote:
*These feel like exploits, really
I feel that exploits are kind of the point of the Adventurer. :)

That, and "concept builds", which is how I tend to use Adventurers.

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PostPosted: Mon Sep 02, 2013 1:28 am 
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Halfling

Joined: Sun Aug 04, 2013 9:26 pm
Posts: 84
Good point. It is how the Adventurer makes up for lack of sheer power.


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PostPosted: Mon Sep 02, 2013 1:31 am 
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Halfling

Joined: Sun Aug 04, 2013 9:26 pm
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Crim, The Red Thunder wrote:
On a related note, what about other instant/on start of turn things. Body of fire, Corona, Hymn of moonlight? Will those trip shadowstrike bonus damage, will they break stealth, and how broken is it to have them on while under stealth if it doesn't break? Seems to trip in about the same way, at the start of each turn.

I dunno, but worth checking out. Arcane Combat breaks stealth/Lightning Speed/Rampage, but that doesn't necessarily mean anything about the talents you mention.


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PostPosted: Mon Sep 02, 2013 2:13 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
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Crim, The Red Thunder wrote:
On a related note, what about other instant/on start of turn things. Body of fire, Corona, Hymn of moonlight? Will those trip shadowstrike bonus damage, will they break stealth, and how broken is it to have them on while under stealth if it doesn't break? Seems to trip in about the same way, at the start of each turn.

I'm pretty sure anything that can crit will benefit from Shadowstrike, I don't think it will break it either.

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PostPosted: Mon Sep 02, 2013 2:39 am 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
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If none of those break stealth, and I know hymn of moonlight can crit, then that combination just sounds disgustingly, obscenely, powerful.

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Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:
DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.


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PostPosted: Mon Sep 02, 2013 5:02 am 
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Thalore

Joined: Fri Sep 07, 2012 1:34 am
Posts: 149
Those indeed don't break stealth, but the usual method of making them actually good (talent on spell items) does.


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PostPosted: Mon Sep 02, 2013 8:17 am 
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Halfling

Joined: Sun Aug 04, 2013 9:26 pm
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Not that it combos with any of those, but Dreamforge should be considered as well, if I'm not mistaken?


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PostPosted: Wed Sep 04, 2013 1:16 pm 
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Higher

Joined: Sat Jun 22, 2013 2:42 pm
Posts: 59
This is really helpful!

A couple other questions, if they're easy to answer. Does wielding a weapon telekinetically reduce the Arcane Combat proc chance? (I'd have expected that it wouldn't, but in practice I felt like it did.) Does Time Shield's healing effect count as a regeneration effect for purposes of Ancestral Life? Do it, Bathe in Light, or Providence count as healing effects for purposes of Fungal Growth?


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PostPosted: Thu Sep 05, 2013 1:09 am 
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Thalore

Joined: Fri Sep 07, 2012 1:34 am
Posts: 149
No, no, no.


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