ToME: the Tales of Maj'Eyal

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PostPosted: Tue May 15, 2018 9:06 am 
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Thalore

Joined: Mon Feb 13, 2017 4:43 pm
Posts: 146
Sadly, you will not really deal any damage with Thunderstorm while in Resilience.
Relevant code:
Code:
self:project(tg, a.x, a.y, DamageType.LIGHTNING_DAZE, {dam=rng.avg(1, self:spellCrit(t.getDamage(self, t)), 3), daze=(self:attr("lightning_daze_tempest") or 0) / 2})

Note the very beginning. It is you that is projecting the damage.


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PostPosted: Wed May 16, 2018 10:06 am 
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Wayist

Joined: Mon May 14, 2018 1:57 pm
Posts: 20
Erenion wrote:
and I'll likely change Seal Mind to be a mindpower-based offensive talent.


What about changing "Seal Mind" to something like "Share Pain" (working title) which can be cast on an enemy that has the Pain condition and that then gives that condition to all nearby enemies in a radius based on talent level?
It could have a fairly long cooldown (15ish?) and maybe also some passive effect. A possible one is to increase the range of Conduit of Woe.

Combined with a slight reduction in the cooldown of Harvest of Tears, and causing mind damage becomes suddenly much easier.

In addition, there is currently a significant functional overlap between "Mental Wound" and "Deadly Cadence". Both basically make a single enemy take extra damage over a very short amount of time. Maybe "Mental Wound" should be modified? I have a fondness for the Psyshot talent "Mind Worm" and would not mind to see it adapted to the Ruined class.


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PostPosted: Thu Jun 07, 2018 3:21 am 
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Thalore

Joined: Mon Feb 13, 2017 4:43 pm
Posts: 146
Current status:
- Persistence no longer bombards my face with Lua errors. It also seems to work now.
- Seal Mind has been replaced with Echo of Suffering. This new talent echoes (almost) all mental debuffs from a target onto nearby other targets, dealing mind damage and debuffing them while increasing the debuff duration on the original target. Certain debuffs are excluded for game sanity reasons.
- Deepest Pain has actually, despite what I said earlier, been replaced. The new talent is called Reflection of Suffering and it does the following: Whenever you take damage, you store part of that damage (more if Resilience is active). Whenever you reach a certain threshold of stored damage, you gain a Reflection charge, which causes Pain to not have a cooldown and drastically faster use speed (but consumes the charge).


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PostPosted: Thu Jun 07, 2018 11:42 am 
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Wayist

Joined: Mon May 14, 2018 1:57 pm
Posts: 20
Erenion wrote:
Current status:
- Seal Mind has been replaced with Echo of Suffering. This new talent echoes (almost) all mental debuffs from a target onto nearby other targets, dealing mind damage and debuffing them while increasing the debuff duration on the original target. Certain debuffs are excluded for game sanity reasons.
- Deepest Pain has actually, despite what I said earlier, been replaced. The new talent is called Reflection of Suffering and it does the following: Whenever you take damage, you store part of that damage (more if Resilience is active). Whenever you reach a certain threshold of stored damage, you gain a Reflection charge, which causes Pain to not have a cooldown and drastically faster use speed (but consumes the charge).


These changes all sound great! I think that I'll try to make a new character to try them out. Btw, does infusion of Madness work with Hidden Resources/Highborn bloom now? Probably does not matter - I'll try a mindpower build.


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PostPosted: Thu Jun 07, 2018 12:03 pm 
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Wayist

Joined: Mon May 14, 2018 1:57 pm
Posts: 20
Erenion wrote:
Current status


Could the new version be uploaded?


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PostPosted: Thu Jun 07, 2018 1:23 pm 
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Thalore

Joined: Mon Feb 13, 2017 4:43 pm
Posts: 146
Sorry, I'm still working on it - it's not quite bug free yet. I also want to rework Broken Spirit (and maybe Infusion of Madness) before I release the new version.


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PostPosted: Thu Jun 07, 2018 2:10 pm 
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Wayist

Joined: Mon May 14, 2018 1:57 pm
Posts: 20
Erenion wrote:
Sorry, I'm still working on it - it's not quite bug free yet. I also want to rework Broken Spirit (and maybe Infusion of Madness) before I release the new version.

Understandable - take your time. Btw, I wanted to mention that on my system the shield graphic in the hollow generics tree causes the system to freeze for about 20-30s whenever it is turned on. This also happens when rares that have that skill appear. Would it be possible to replace the graphic by something lighter?


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PostPosted: Fri Jul 27, 2018 10:41 pm 
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Thalore

Joined: Mon Feb 13, 2017 4:43 pm
Posts: 146
Update 1.1.0 is released!

Changelog:
- Added Punishments as an unlocked class tree (and thus Mental Tyranny as a viable prodigy)
- Persistence now accelerates cooldowns while below 0 life
- (slightly) changed some scaling formulas
- Changed Crescendo to no longer be infinitely stackable
- Fixed Spite being able to be triggered every turn
- Saving and exiting no longer triggers Arcing Power if you have spell sustains

SKILL CHANGES:
Broken Spirit, Stolen Life:
Sets you to 0 hp if you are above that value, blood locks you there, gives you large amounts of additional die_at and, when the effect expires, gives you the health lost upon activation back.
Passively: You gain bonus damage if you start a turn below 0 hp. A percentage of your maximum health is converted to negative health, but your beneficial max health scalings from this class are left untouched.

Echo of Suffering (was Seal Mind):
Choose a target. (Almost) all mental debuffs on them will be spread to random enemies in range and will have their duration increased on the original target.

Reflection of Suffering (was Deepest Pain):
Whenever you take damage, you store part of that damage (more if Resilience is active). When the stored damage reaches a certain threshold, you gain a charge of Reflection of Suffering. If you have at least one charge, Pain consumes a charge upon casting but is cast faster and without a cooldown.

Greater Lightning Rod (was Infusion of Madness):
Mark a target. For the duration of the mark, all Arcing Power and Thunderstorm strikes will hit this target, ignoring the "hit a target only once per trigger" restriction.


Important Request
Please try to break the max health conversion from Broken Spirit. And if you are able to, report what you did here. This skill is coded in an extremely risky and unhealthy way that basically makes it scream "SNAPSHOTTING" at the top of its voice through a megaphone, and I want to be sure it doesn't break.

Known Bug: Taking off equipment that gives maximum health when knowing Broken Spirit loses you more current health than maximum health. This is working as the game intended, but sadly doesn't play well with the conversion from Broken Spirit. Just don't change health-giving equipment during fights and you should be fine.


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