Tales of Maj'Eyal 1.5 Beta!
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Re: Tales of Maj'Eyal 1.5 Beta!
You probably shouldn't be able to possess the Mouth or Grrrgglk... whatever. The one with the tentacles.
Re: Tales of Maj'Eyal 1.5 Beta!
Just call 'im griggly. And... I'unno. There's other 100% res/100% cap (or whatever in the case of the mouth... iirc that thing's just flat invincible to player originated damage, and no amount of respen is going to fix it*) enemies out there (mostly high level rares and crap), but probably none quite so easy for a possessor to get their hands on. Most curious how movement (doesn't) work with the mouth,** and if the whole spawn/tentacle stuff is still functioning on the two of 'em when you're in the driver seat. It'd be hella' neat if you were still spitting out the stuff that gets 'em killed. Might even make it mostly a non-issue to leave them as a possess target.
*Though I may have just forgotten what it actually does and am confusing its shtick with necropsyches.
**E: Though now I notice the image that shows it's indeed immobile. Gotta' get that controlled phase door rollin' :3
E2: Also, I'm not sure if it actually matters, because if you can kill one of the things you're probably not going to have trouble winning the game anyway, but you can also possess training dummies
E3: ... also, the post-kill no-level change thing also applies to debug mode changes to zone/level/etc. Think an exception to the rule might be good, there, ehehe.
*Though I may have just forgotten what it actually does and am confusing its shtick with necropsyches.
**E: Though now I notice the image that shows it's indeed immobile. Gotta' get that controlled phase door rollin' :3
E2: Also, I'm not sure if it actually matters, because if you can kill one of the things you're probably not going to have trouble winning the game anyway, but you can also possess training dummies

E3: ... also, the post-kill no-level change thing also applies to debug mode changes to zone/level/etc. Think an exception to the rule might be good, there, ehehe.
Re: Tales of Maj'Eyal 1.5 Beta!
I remember a few days ago DarkGod was throwing level 500 god ranked horrors at people which had over 500% resist all. Imagine possessing one of those.
Re: Tales of Maj'Eyal 1.5 Beta!
well the problem with possessing the mouth is that you have to be a dwarf that's basically trying to play tome2 deathmold, no level of tedium is worth it. easy fix to tl500 thick skin enemies is res capping themFrumple wrote:Just call 'im griggly. And... I'unno. There's other 100% res/100% cap (or whatever in the case of the mouth... iirc that thing's just flat invincible to player originated damage
uniques and bosses are literally the same thing so mastery amulet is probably betterFrumple wrote:Huh. Is getting bosses on possessors not worth the cat point to you, or are you relying on mastery amulets for it?
New dual weapon training, intuitive shots (this was there before though but now archer is even worse) and light armor training are probably not going to be fun for melee lol, in early to midgame light armor on a rare+ is going to make it unhittable if you have locked/no Combat Techniques or no dex investment. Dual Weapon Training's parries give shieldwall levels of armor when they proc which is really bad on a class so offensively strong.Micbran wrote:Issues with rare+
Also regarding rogue rare+ can we cap shadow dance's cooldown at like, 10 if it isn't already.
tedium has no place in tome4; additionally there are still very good talents to steal like unstoppable, stone wall, GWF, forgery and some offensive talents since with charm mastery the CD is really low.darthsawyer wrote:Now that we have Possessors stealing abilities, would you take a look at Morrigor? Currently it steal abilities at level 3, there aren't that many abilities that are worth the turn to cast at only 3.0. I'm thinking it should start stealing abilities at 1.0, and gradually increase the more souls you steal. Maybe something like 1000 stolen souls for it to steal talents at level 5? That would be an increase of 0.1 every 25 kills.
No surprises there, vaults are always easy. Terrorise working off accuracy means it hits things at least so cool, you get a stun when you break stealth for the first time fighting a randboss and another after shadow dance. Doesn't sound broken to me since if you're fighting more than 1 relevant enemy on a stealth build you'll probably die due to the way parry mechanic works.[/quote]darthsawyer wrote:I opened a vault and it was trivial
It is, shame it's on the only class that doesn't need any of those bonusesdarthsawyer wrote:Lichform level 7 is awesome
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered
Re: Tales of Maj'Eyal 1.5 Beta!
Some replies in no particular order:
Intuitive Shots is capped at 50%... which is a tad too high. Will drop that to 40%. And yeah, Shadow Dance is capped to 10. Something probably does need to be done about how insanely tanky things can get vs melee with Parry/LAT but I'm not sure what the best method is yet that doesn't involve specifically nerfing it for NPCs.
Combat Veteran probably does need some changes but I used up all my 'rework everything' capital this patch - maybe 1.5?
Bows in general might need something. Sling having the advantage of being able to use a shield for even more free stats is a lot more noticeable than any minor bonuses a bow might have over them.
LAT armor scaling is a bit screwy yes - I didn't do all the code for it so I'll sit down with Hachem and co and see if there's a better way to do it. The reason it gives hardiness is that, well, armor is crazy good and no amount of defense can replace it - so you still get some armor, just not as much (and defense etc in place).
I'll look at the Sentinel targeting, that sounds odd.
Concealment uses the same break function as Stealth, so that's a bit odd. Might be a weird interaction with how instant talents don't break Stealth.
Regarding Sniper vs Agility - the intent is that both should end up being fairly equal in different ways. To go into a bit of detail...
Concealment vs Agile Defense - these are the core defensive talent for both of the tree, although obviously function quite differently. Agile Defense at 5/5 and a good shield is about a 50% chance to deflect 120 damage from attacks - basically a souped up Cloak Tesselation without the projectile evasion. Great vs diseases etc and chip damage, less so against big attacks.
In comparison, Concealment doesn't quite have the same always-on defense. But at 5/5, it's a 75% Leaves Tide style evasion - which persists for 3 turns afterwards (at 75, 50, 25% over the 3 turns). Short duration, but quite impressive as it affects all forms of damage. Not only that, you also get the benefit of a 100% damage bonus to your Steady Shot, turning it into an auto-marking mini Vital Shot. And to top it all off, +3 attack range - if you can engage a mob with clear LoS, you get to fire off several shots without them being able to fight back at all. Then you can run away and repeat. Obviously this doesn't work in all situations but it's potentially quite good. It also makes you less likely to explode when a mob attacks you on the edge of your LoS.
Aim vs Rapid Shot - another mirrored pair. It's quite hard to evaluate which is the superior option in terms of damage. Both are intended to be roughly equal at their optimal range - but Rapid Shot also grants a large movespeed boost so you can kite and step-shoot easier. Aim does have the advantage of greater physical power for landing debuffs, and the +speed to land shots quicker and bypass Gravity Locus etc. Of course, Rapid Shot requires you to be up in mob's faces - a more dangerous situation, which does count against the defenses of the tree slightly.
The remaining talents aren't exact mirrors. Bull Shot is a massive chunk of damage, and Vault is a great defensive/mobility option - but suffer from the Agility drawback of close range. Shadow Shot is longer cooldown, but a very powerful combo of effects - the dim vision/confuse combo seriously disables mobs (and each effect checks immunity separately, so still effective vs confuse or blind immunes) and also puts you back into Concealment with all it's benefits. And Snipe gives you a turn of 70% damage resistance (not resists, actual damage reduction) + total debuff immunity followed by a near-Vital Shot. Bit like Block, but actually good vs high damage levels as it buys you a turn for more cooldowns to tick down.
From testing, both trees are roughly equal in pure damage, with Sniper edging things out slightly especially in shorter fights where you can go Concealment>Steady>Headshot>Shadow Shot>Steady Shot>Headshot>Snipe for enormous burst and a lot of defense.
So that's the design goal - not sure if I've quite hit it yet, but gives an idea of what I'm going for.
Intuitive Shots is capped at 50%... which is a tad too high. Will drop that to 40%. And yeah, Shadow Dance is capped to 10. Something probably does need to be done about how insanely tanky things can get vs melee with Parry/LAT but I'm not sure what the best method is yet that doesn't involve specifically nerfing it for NPCs.
Combat Veteran probably does need some changes but I used up all my 'rework everything' capital this patch - maybe 1.5?
Bows in general might need something. Sling having the advantage of being able to use a shield for even more free stats is a lot more noticeable than any minor bonuses a bow might have over them.
LAT armor scaling is a bit screwy yes - I didn't do all the code for it so I'll sit down with Hachem and co and see if there's a better way to do it. The reason it gives hardiness is that, well, armor is crazy good and no amount of defense can replace it - so you still get some armor, just not as much (and defense etc in place).
I'll look at the Sentinel targeting, that sounds odd.
Concealment uses the same break function as Stealth, so that's a bit odd. Might be a weird interaction with how instant talents don't break Stealth.
Regarding Sniper vs Agility - the intent is that both should end up being fairly equal in different ways. To go into a bit of detail...
Concealment vs Agile Defense - these are the core defensive talent for both of the tree, although obviously function quite differently. Agile Defense at 5/5 and a good shield is about a 50% chance to deflect 120 damage from attacks - basically a souped up Cloak Tesselation without the projectile evasion. Great vs diseases etc and chip damage, less so against big attacks.
In comparison, Concealment doesn't quite have the same always-on defense. But at 5/5, it's a 75% Leaves Tide style evasion - which persists for 3 turns afterwards (at 75, 50, 25% over the 3 turns). Short duration, but quite impressive as it affects all forms of damage. Not only that, you also get the benefit of a 100% damage bonus to your Steady Shot, turning it into an auto-marking mini Vital Shot. And to top it all off, +3 attack range - if you can engage a mob with clear LoS, you get to fire off several shots without them being able to fight back at all. Then you can run away and repeat. Obviously this doesn't work in all situations but it's potentially quite good. It also makes you less likely to explode when a mob attacks you on the edge of your LoS.
Aim vs Rapid Shot - another mirrored pair. It's quite hard to evaluate which is the superior option in terms of damage. Both are intended to be roughly equal at their optimal range - but Rapid Shot also grants a large movespeed boost so you can kite and step-shoot easier. Aim does have the advantage of greater physical power for landing debuffs, and the +speed to land shots quicker and bypass Gravity Locus etc. Of course, Rapid Shot requires you to be up in mob's faces - a more dangerous situation, which does count against the defenses of the tree slightly.
The remaining talents aren't exact mirrors. Bull Shot is a massive chunk of damage, and Vault is a great defensive/mobility option - but suffer from the Agility drawback of close range. Shadow Shot is longer cooldown, but a very powerful combo of effects - the dim vision/confuse combo seriously disables mobs (and each effect checks immunity separately, so still effective vs confuse or blind immunes) and also puts you back into Concealment with all it's benefits. And Snipe gives you a turn of 70% damage resistance (not resists, actual damage reduction) + total debuff immunity followed by a near-Vital Shot. Bit like Block, but actually good vs high damage levels as it buys you a turn for more cooldowns to tick down.
From testing, both trees are roughly equal in pure damage, with Sniper edging things out slightly especially in shorter fights where you can go Concealment>Steady>Headshot>Shadow Shot>Steady Shot>Headshot>Snipe for enormous burst and a lot of defense.
So that's the design goal - not sure if I've quite hit it yet, but gives an idea of what I'm going for.
Re: Tales of Maj'Eyal 1.5 Beta!
Hum ? Not sure I understandPisastrish wrote:Not sure if this is intended or not, but when using possessor's weapon trees, if you have the required equipment in your main set but are currently using your off set you can't switch with the talents.
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Tales of Maj'Eyal 1.5 Beta!
I have tried two Marksman and found that the attack speed for Trueshot didn't work properly. Even with two or three points I got about 12% attack speed (was testing on another PC offline sorry don't remember actual numbers sorry). Bullseye attack speed works fine and even one rank of it was giving me more attack speed than three ranks of Trueshot.
Re: Tales of Maj'Eyal 1.5 Beta!
I see - problem is in marksmanship.lua, line 178:
self:setEffect(self.EFF_TRUESHOT, dur, {src=self, speed=speed})
Should be
self:setEffect(self.EFF_TRUESHOT, dur, {src=self, power=speed})
As it is, it's just getting the default 10% speed.
self:setEffect(self.EFF_TRUESHOT, dur, {src=self, speed=speed})
Should be
self:setEffect(self.EFF_TRUESHOT, dur, {src=self, power=speed})
As it is, it's just getting the default 10% speed.
Re: Tales of Maj'Eyal 1.5 Beta!
Does that mean that I can just change a line of text in my game and change it and then play with the increased speed? Or does it just mean that it'll be working as intended come patch day?
Re: Tales of Maj'Eyal 1.5 Beta!
psychic crush description:
handeed should be handed
X% chances should be X% chance
psychic wipe description:
powerfull should be powerful
handeed should be handed
X% chances should be X% chance
psychic wipe description:
powerfull should be powerful
Last edited by jenx on Thu Feb 02, 2017 11:51 am, edited 1 time in total.
MADNESS rocks
Re: Tales of Maj'Eyal 1.5 Beta!
As we're in beta, feel free to change it - it'll be under /data/talents/techniques/marksmanship.lua. I'll either fix it myself or speak to DG tonight and it'll be in the next beta version.
Re: Tales of Maj'Eyal 1.5 Beta!
I am not even sure I found the right thing. game/modules/example/data and then there is a file called talents.lua which I cannot seem to open or do anything with ?
Re: Tales of Maj'Eyal 1.5 Beta!
what does "new shimmer option unlocked" mean? I get it after I wear items.
I can't find any explanation of this anywhere....
I can't find any explanation of this anywhere....
MADNESS rocks
Re: Tales of Maj'Eyal 1.5 Beta!
ok, I"m really confused by possessor talents - i have Psionic disruption and mind whip. Psionic disruption only works if I have one-handed weapon and offhand mindstar. I like that. But then I use Mind Whip and it auto switches to two mind stars in offset. and now psionic disruption is not working, as I have two mindstars.
So, I thought I'd try dropping the two mindstars in the offset - surprise (not), mind whip doesn't work.
This is poorly designed in my view. If I invest in a passive talent, I expect to be able to use it all the time. But here, I have to lose a turn by changing sets in order to use it.
So, I thought I'd try dropping the two mindstars in the offset - surprise (not), mind whip doesn't work.
This is poorly designed in my view. If I invest in a passive talent, I expect to be able to use it all the time. But here, I have to lose a turn by changing sets in order to use it.

MADNESS rocks
Re: Tales of Maj'Eyal 1.5 Beta!
Psionic Disruption: I have it maxxed, and it says, I have 175% more of my mindstar's mindpower and mind critical chance, yet the numbers on the char sheet don't change, the damage I do doesn't seem to change either - is this working?
MADNESS rocks