Rares + Stunlock = not really very fun

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lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Rares + Stunlock = not really very fun

#16 Post by lukep »

marvalis wrote: So you had a skill that gives you 100% stun resistance. It is pretty much irrelevant if that resistance/immunity comes from a skill or from equipment. You still have/use it.
It is not irrelevant at all.

100% immunity to stun from equipment means that you will never be stunned. The free action (stun immunity) effect of movement infusions must be activated before a stun check is made in order to be effective, and can only be active about 35% of the time at most (with that char, or up to 70%+ with a different setup).

Unlike immunity from equipment, having a movement infusion inscribed provides no protection from surprise rush+dazes (as from a Naga myrmidon), cannot be relied upon to provide perfect stunlock immunity, and is rarely as effective against groups of enemies or in prolonged fights due to the saturation effect.

Also, the free action timed effect from my movement infusion was far from my main way of dealing with enemies that could stun. I generally killed them quickly enough to avoid them using stuns, or cured it with a wild infusion, or tanked through it (maybe with a regen thrown in), or used Providence, or teleported away, or ran away, (maybe using the movement infusion's speed boost, but rarely its free action), or kiled them despite the damage penalty.

tl;dr: having a movement infusion adds options for dealing with stuns. Having more options is better. Having 100% resist equipment/passive talents removes the need for those choices, but IMO is not necessary.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

Re: Rares + Stunlock = not really very fun

#17 Post by marvalis »

Yes, my choice of words was bad and my language to strong.
I notice that people still complain about rush, so perhaps we could consider lowering the damage of it a bit if that has not already happened.

Smauler
Low Yeek
Posts: 6
Joined: Thu Aug 26, 2010 5:13 pm

Re: Rares + Stunlock = not really very fun

#18 Post by Smauler »

supermini wrote:Confusion resistance: Helm of dwarven emperors, lantern of clarity, and +30% on cloak (I forget the name of the ego) should get you to 90% if I'm not mistaken. Of course the helm is far from a guaranteed drop, but I've had 100% confusion resist before Dreadfell.
I'm new to this iteration of TOME. I've been killed by confusion and stun/freeze more than anything else, and hang on to confusion resist equipment whenever possible. I don't think I've ever hit 50% confusion resistance prior to dreadfell - maybe I've been unlucky.

My last Yeek archmage after opening up all of just about all of the west, and opening all the shops before and after melinda had an amazing 41% resist to stun, at level 28 - every stun % equipment was kept and worn (which was 3 crap pieces of annoying armour).

I obviously was unlucky - but it's frustrating.

In my opinion, stun and confusion resist are _way_ too important now, compared to other resists. You can counter the others with just about every class, and get away or just stop them. Stun and confusion kill sometimes instantly.

Bear in mind, I'm relatively new to 41... so if there is balance I'm not seeing my point is moot.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Rares + Stunlock = not really very fun

#19 Post by edge2054 »

Confusion should be a bit more manageable next release.

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