ToME: the Tales of Maj'Eyal

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PostPosted: Mon Nov 18, 2013 10:24 pm 
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Joined: Mon Nov 18, 2013 7:44 am
Posts: 4
Mayfair wrote:
MrWendal wrote:
Donated via paypal from te4.org, how do I get the donation rewards?

Should automatically be added rather soon.


Auto ... ah crap, used a different email for my ToME account and Paypal ...


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PostPosted: Tue Nov 19, 2013 2:41 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2275
Location: Ambush!
MrWendal wrote:
Mayfair wrote:
MrWendal wrote:
Donated via paypal from te4.org, how do I get the donation rewards?

Should automatically be added rather soon.


Auto ... ah crap, used a different email for my ToME account and Paypal ...
Get on the IRC channel and talk to DarkGod about it.

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PostPosted: Tue Nov 19, 2013 4:46 am 
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Yeek

Joined: Wed May 29, 2013 9:08 am
Posts: 12
No clue where to put this, but. Is there a reason in the latest version that Flame causes the game to lag horrendously each and every time it starts/stops/starts again?


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PostPosted: Fri Nov 22, 2013 6:22 am 
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Halfling

Joined: Sun Aug 04, 2013 9:26 pm
Posts: 84
Not sure if this deserves its own thread or not but posting it here in case.

Is it possible to rebind the keys for manual targeting? I rebound the keys for movement from the arrow keys and/or numpad as such:

Code:
7 8 9      O P [
4 5 6  ->  L ; '
1 2 3      , . /


I'd like to be able to use SHIFT with these keys to perform manual targeting, but I see no way to rebind that. Instead I have to use SHIFT + ARROW KEYS, which is very inconvenient. Is there some way that I'm missing?

This wasn't a huge issue for me until 1.0.5 changed how targeting works for traps, making it necessary to manually target in order to place a trap anywhere but directly underneath you. Pain in the posterior, it is.


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PostPosted: Sat Nov 23, 2013 1:08 pm 
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Joined: Mon Nov 18, 2013 7:44 am
Posts: 4
Sent a message to dark god using the contact page, he fixed my donation status thingy. Thanks Dark God!


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PostPosted: Sat Nov 23, 2013 6:18 pm 
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Joined: Tue Nov 12, 2013 6:37 pm
Posts: 2
So... why don't I see a lot of builds on the vault with Aether Permeation? It sounds pretty much excellent... 70% aether resistance would give you 46,2% resistance to basically everything else. Plus grab a wild infusion. You can max your resistance to everyhting.


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PostPosted: Sun Nov 24, 2013 7:27 am 
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Sher'Tul

Joined: Wed Jan 07, 2004 5:01 pm
Posts: 1303
Location: Finland
Danny wrote:
So... why don't I see a lot of builds on the vault with Aether Permeation? It sounds pretty much excellent... 70% aether resistance would give you 46,2% resistance to basically everything else. Plus grab a wild infusion. You can max your resistance to everyhting.

Good question. I haven't ever gotten an archmage (or any other magic char (except for melee Reaver)) high enough level to bother with prodigies, but I'd guess there are other more desirable prodigies to choose from and mage gear might often give high enough resistances to really bother with Permeation.


Edit: My own newbie question to follow: Why is the Weapon Mastery physical attack bonus show on character sheet? Is it only because it's for specific weapons type or what? It still gets applied even though it's not showing, right? Or have I been using weapon that incorrectly categorizes for something not covered by my chosen mastery?

I actually noticed this first on a brawler whose mastery affected unarmed. That means both real unarmed and gloves/gauntlets/mittens/vambraces, right?

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PostPosted: Sun Nov 24, 2013 2:55 pm 
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Joined: Sun Nov 24, 2013 2:51 pm
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Playing a rogue, I got the alchemist quest elixir of avoidance and the fox, and after quaffing both my defense went from 51 to like 52. Is that +6 defense/ranged defense not going to show up on my sheet, or are there some serious diminishing returns involved here?


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PostPosted: Mon Nov 25, 2013 12:37 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2275
Location: Ambush!
Ramc wrote:
Playing a rogue, I got the alchemist quest elixir of avoidance and the fox, and after quaffing both my defense went from 51 to like 52. Is that +6 defense/ranged defense not going to show up on my sheet, or are there some serious diminishing returns involved here?
The latter, but it does still help.

Basically, every point of Defense / Attack / etc. is scaled according to how much you already have.

1-10: each point costs 1
11-20: each point costs 2
21-30: each point costs 3
... etc.

So by the time you have 51, each point of improvement costs 6 raw input points.

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PostPosted: Sun Dec 01, 2013 8:43 pm 
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Joined: Sun Dec 01, 2013 7:40 pm
Posts: 3
Can someone explain to me exactly how tiers on items work? I did the tutorial and all but I still got confused halfway through somehow. And the wiki didn't really make me go less 'duh-huh?' to it.

Seems like higher-tier items have some diminishing return mechanic, is that mitigated by having say, tiers in the weapon spec/armor spec talents? Or are they just stronger base items and less about getting the full bonus from their stats? And if so, does that carry over to say the robes for mages?


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PostPosted: Sun Dec 01, 2013 10:42 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2275
Location: Ambush!
Higher tiers = stronger base items, always.

Higher tiers = different access to egos, some more powerful (and some maybe less powerful but IMHO that's a bug rather than a feature).

Oftentimes you will look at two items, for example a t2 with two fantastic egos and a t3 with one not-so-hot ego, and you'll decide the lower tier item is better. That's fine. Over time you will tend to find higher tier items with better egos, but it's random, so at any given time your best item in any random category may be lower tier.

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PostPosted: Mon Dec 02, 2013 12:56 am 
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Joined: Sun Dec 01, 2013 7:40 pm
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Right, I thought as much. Thank you.

Still doesn't seem to address the returns thing tho, however. Like it seems I'll get smaller bonuses than listen on the item. Say, +12 spell power, I get maybe +6 or something on a higher tier item(numbers pulled out of thin air, not an exact figure). That a feature... Or am I just really bad at maths and adding wrong? ;p


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PostPosted: Mon Dec 02, 2013 1:29 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2275
Location: Ambush!
Some ego benefits do scale with tier, some "scale" randomly, some are buffed by specific egos more than by tiers.

The spellpower bonus on a Staff, for example, scaled with tier in 1.0.4, but in 1.0.5 there are a bunch of poorly balanced egos which overwhelm the tier benefits... so in practice a lower-tier Staff has a random spellpower bonus which may exceed a higher-tier staff.

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PostPosted: Mon Dec 02, 2013 2:37 am 
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Thalore

Joined: Fri Mar 15, 2013 9:58 am
Posts: 152
Sporkie wrote:
Right, I thought as much. Thank you.

Still doesn't seem to address the returns thing tho, however. Like it seems I'll get smaller bonuses than listen on the item. Say, +12 spell power, I get maybe +6 or something on a higher tier item(numbers pulled out of thin air, not an exact figure). That a feature... Or am I just really bad at maths and adding wrong? ;p

If you mean that you get a +12 item, and then the spellpower on your character sheet only goes up 6, then yes, there are diminishing returns on many stats. I believe it works that for every 10 points in a stat, it takes one more point to increase it by one. So 10-20 takes 2 points, 20-30 takes 3 etc.


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PostPosted: Mon Dec 02, 2013 2:50 am 
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Spiderkin

Joined: Sat Feb 11, 2012 1:12 am
Posts: 543
Accuracy, Defense, and power/saves work on tiering. Each tier is 20 points though, not 10.


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