Search found 20 matches
- Sat Feb 22, 2014 9:57 am
- Forum: Ideas
- Topic: Mobility Removed - Light Armour Training Moving
- Replies: 11
- Views: 3712
Re: Mobility Update - Light Armour Training Moving
Evasive Movement looks complicated to use. Maybe it could work more like lighting run with % chance to avoid any attack by instant move to near tile. If there are no free tiles then evasion always fails.
- Tue Feb 18, 2014 11:17 pm
- Forum: Ideas
- Topic: Combat Accuracy talent scaling for Insane/Madness
- Replies: 6
- Views: 3783
Re: Combat Accuracy talent scaling for Insane/Madness
But tiers don't practically exists for Accuracy and Physical Power when effective skill level is 20 or more. Linear scaling means that those skills will always give >100 PP and >100 Accuracy after tier rescaling. When you look on Rare/Bosses stats in tier 2 dungeons it looks like that: Melee/archer ...
- Mon Feb 17, 2014 5:37 pm
- Forum: Ideas
- Topic: Combat Accuracy talent scaling for Insane/Madness
- Replies: 6
- Views: 3783
Re: Combat Accuracy talent scaling for Insane/Madness
Well, actually only two things are really broken on Insane/Madness. Those two things are created by scaling effect from skills: Accuracy - increased by Combat Accuracy Physical Power - increased by Weapon Master X Mindpower or Spellpower will not be as high as Physical Power because there is no comm...
- Sun Feb 16, 2014 2:19 pm
- Forum: Ideas
- Topic: User-Defined Combo Buttons
- Replies: 5
- Views: 2306
Re: User-Defined Combo Buttons
++
Also ability to trigger combos the same way current talents can be triggered. Combos could have targets for example for Paradox Mage: Redux, Gravity Well, Gravity Spike.
Also ability to trigger combos the same way current talents can be triggered. Combos could have targets for example for Paradox Mage: Redux, Gravity Well, Gravity Spike.
- Sun Feb 16, 2014 1:35 pm
- Forum: Ideas
- Topic: Combat Accuracy talent scaling for Insane/Madness
- Replies: 6
- Views: 3783
Combat Accuracy talent scaling for Insane/Madness
I know and agree that those difficulties are not fair for the Player but Combat Accuracy talent scaling makes one of the core game mechanics almost useless on Insane/Madness. On Insane/Madness Combat Accuracy talent on melee/archer rares/bosses is adding to much Accuracy. Almost all this enemies (ev...
- Sun Feb 16, 2014 10:12 am
- Forum: General Discussion
- Topic: Overpowered random enemies
- Replies: 104
- Views: 47964
Re: Overpowered random enemies
With Mucus, an Oozemancer can get ~10 allies without expending any resources (including any turns). By existing, these allies restore the Oozemancer's only resource faster than it can be spent. They do this again without using any turns; instead they use their turn to shoot ally-friendly beams of u...
- Sat Feb 15, 2014 3:44 pm
- Forum: Ideas
- Topic: Idea for Sun Paladins, and how to make them more interesting
- Replies: 13
- Views: 3167
Re: Idea for Sun Paladins, and how to make them more interes
I made an addon for testing some of this ideas: http://forums.te4.org/viewtopic.php?f=50&t=40595
- Sat Feb 15, 2014 3:40 pm
- Forum: Addons
- Topic: Sun Paladin Tweaks
- Replies: 0
- Views: 816
Sun Paladin Tweaks
Sun Paladin Tweaks This addon is more exercise then any real attempt to create proper mod but maybe some will be interested in it. I implemented some ideas from this thread: http://forums.te4.org/viewtopic.php?f=39&t=40575 Change list: Weapon Of Light will grant ability to wield 2H weapons in o...
- Fri Feb 14, 2014 11:53 am
- Forum: Ideas
- Topic: Idea for Sun Paladins, and how to make them more interesting
- Replies: 13
- Views: 3167
Re: Idea for Sun Paladins, and how to make them more interes
Or maybe just give Sun Paladins unique ability to wield Two-Handers in one hand. This effect could be connected to Weapon of light skill. This could work well with suggestion that they could start with Exotic Weapon Master and wield Tridents with Shields.
- Wed Feb 12, 2014 4:49 pm
- Forum: Ideas
- Topic: Give life-saving skills a 'counter'
- Replies: 12
- Views: 3144
Re: Give life-saving skills a 'counter'
"Final Destination"
- Wed Feb 05, 2014 12:30 pm
- Forum: Bugs Archive
- Topic: [1.1.5] Indiscernible Anatomy increases "Crit. Shrug Off"
- Replies: 5
- Views: 2186
Re: [1.1.5] Indiscernible Anatomy increases "Crit. Shrug Off
Name "Crit. Shrug Off" is not misleading, description of the Indiscernible Anatomy skill is misleading. On character info screen you have two different attributes: A. "Crit. Shrug Off" B. "Crit. Multipl. Reduction" Those two attributes work differently. Indiscernible An...
- Mon Feb 03, 2014 7:12 pm
- Forum: Bugs Archive
- Topic: [1.1.5] Indiscernible Anatomy increases "Crit. Shrug Off"
- Replies: 5
- Views: 2186
Re: [1.1.5] Indiscernible Anatomy increases "Crit. Shrug Off
Something is wrong with description or with the skill. Skill description is "lower Critical multiplier" but on character screen it increases "Crit. Shrug Off".
Anyway in current state it makes Oozemancers (player and bosses) immune to critical hits.
Anyway in current state it makes Oozemancers (player and bosses) immune to critical hits.
- Sat Feb 01, 2014 10:56 am
- Forum: Bugs Archive
- Topic: [1.1.5] Indiscernible Anatomy increases "Crit. Shrug Off"
- Replies: 5
- Views: 2186
[1.1.5] Indiscernible Anatomy increases "Crit. Shrug Off"
Description for Indiscernible Anatomy: All direct critical hits (physical, mental, spells) against you have a %d%% lower Critical multiplier (but always do at least normal damage). but actual effect increases "Crit. Shrug Off" (ignore_direct_crits) which makes this talent really overpowere...
- Mon Jan 13, 2014 11:10 pm
- Forum: Bugs Archive
- Topic: killing yourself gives exp [1.1.5]
- Replies: 5
- Views: 1765
Re: killing yourself gives exp [1.1.5]
Tested with Paradox Mage. You can actually exploit this because of this bug http://forums.te4.org/viewtopic.php?f=42&t=39795 Steps to reproduce: 1. In Point Zero cast Precognition. 2. Cast attack spell on yourself. 3. Attack one of the Guardians of Reality. 4. Guardians should kill you before pr...
- Mon Jan 13, 2014 7:39 pm
- Forum: Bugs Archive
- Topic: [1.1.3] Duplicated hero with Precognition
- Replies: 1
- Views: 1091
Re: [1.1.3] Duplicated hero with Precognition
Same thing happened to me in version 1.1.5. Workaround: when I damaged my clone with spell it disappeared.