ToME: the Tales of Maj'Eyal

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PostPosted: Sun Jun 09, 2019 12:39 am 
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Uruivellas

Joined: Sat Aug 24, 2013 5:55 am
Posts: 737
I'd like to see this be slightly more appealing to a wider range of classes. As such, here is my proposal:

1. Eliminate bonus to defense and saves but keep life and armor bonus.

2. Make it such that armor now applies to ALL damage types, i.e., including magic and similar.

3. Add +15% crit shrug off

4. Reduce resource drain effects by 75% of your constitution. This serves as an anti-magic counter, which is thematically appropriate given the requirement to get it.

Now you have a skill that is useful for most any class. Thoughts?


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PostPosted: Sun Jun 09, 2019 6:55 am 
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Spiderkin

Joined: Wed Jan 22, 2014 1:46 pm
Posts: 531
Don't remove one of my best way to stack defense/saves so i can keep telling people those are actually good.

Armor already apply to all damage type.

Adding 1 item worth of crit shrug, why not, starts to be a lot of numbers on one talent but why not.

Reducing resource drain in general is weird. Given the number of relevant drain source once you're 30, you're just saying "counter manaclash" and putting something just to counter 1 talent on another talent is bad (and even worse this is in a prod)

Your new version is not more useful because you lost the def/save part, and definitely not for most class. Arguably it's better for mages against the 2 specific base type that use mana clash. But taking a prod because it protects you from a couple fight in the whole game is meh at best.

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Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)


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PostPosted: Sun Jun 09, 2019 8:09 am 
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Uruivellas

Joined: Sat Aug 24, 2013 5:55 am
Posts: 737
Armor applies to magic or mental damage and similar? I don't think it does but IF it does then yes, this wouldn't be particularly useful.

Your point about defense and saves seems reasonable enough, I just think said prodigy needs a bit of a boost.


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PostPosted: Sun Jun 09, 2019 9:57 am 
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Spiderkin

Joined: Wed Jan 22, 2014 1:46 pm
Posts: 531
You misunderstand how damage works in ToME, don't worry that's quite common :p

Armor protects from all weapon attack which is totally unrelated from the damage type. It reduce the weapon damage value, before the damage type is even known. Weapon can be something different than physical, for example the void quiver deal darkness and temporal, ice claw force your weapon damage to cold, etc...

You can't apply armor to spell/mindpower because of how it works. What you want, I think, is flat DR, which already exist, like in Subcutaneous prodigy, or AM Shield.

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I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)


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PostPosted: Mon Jun 10, 2019 12:49 am 
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Uruivellas

Joined: Sat Aug 24, 2013 5:55 am
Posts: 737
No, I understood that. I apparently didn't articulate the mechanics of what I intended properly so here's another crack at it:

1. Use the armor stat as a flat damage reduction (or some appropriate percentage of it).


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