ToME: the Tales of Maj'Eyal

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PostPosted: Mon Jul 09, 2018 5:09 pm 

Joined: Fri Oct 10, 2014 4:00 pm
Posts: 872
The "Bone" group in Command Staff includes darkness, blight, acid, and cold damage types. The "Vile" group already includes blight and acid damage, and bone/minion spells tend to deal physical damage, so it would make more sense thematically if either blight or acid in the Bone group were changed to physical damage.

PostPosted: Tue Jul 10, 2018 2:08 am 
Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5777
I'd remove acid and replace with physical. Then it is also of use for Blood and Bone Corruptors.

I think we need a better system for this though, as there are still many combinations that don't have a good choice. Such as Earth Archmages. And adding enough combinations is just going to create large amounts of overlap.

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

PostPosted: Tue Jul 10, 2018 2:21 pm 

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 670
Location: Middle of Nowhere
I agree with HousePet that this is getting overly complicated and only stands get more complicated as more types of mage are added. In practice, Command Staff just let's you choose one element to boost. The only exception are ego'd staffs that boost all elements of one 'flavor' (and fixedarts). I would suggest changing command staff to simply allow you to choose the element directly and remove the flavor system. The ego can be changed to allow you to choose two (or however many) elements to boost. Fixedarts that boost more than one type are generally already fixed to one flavor, iirc, so the boost could just be put directly on the staff and command staff can be removed from them.

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