Please help: 1.2.0 dev test

Everything about ToME 4.x.x. No spoilers, please

Moderator: Moderator

Post Reply
Message
Author
phalaris
Cornac
Posts: 37
Joined: Sun Sep 05, 2010 10:00 pm

Re: Please help: 1.2.0 dev test

#91 Post by phalaris »

Shibari: Skirmisher - Slings seems to be still bugged as of test8. I noticed there was a change to killshot or one of called shots from test6 to test8 so I guess some one looked at the code.

Have played into the east with skirmisher on normal. Having called shots pass through enemies was very useful, and killshot was fun and shaped play style to use it more.

The pin for kneecapper doesn't scale, generally scaling seems to little for called shots. adding too many shots to noggin knocker might be overpowered but at least one more seems like it would be fine.

From acrobatics tree i used tumble the most, very useful for getting maximum range out of killshot, and general repositioning. Vault was nice sometimes but in most situations i found i wanted to retreat and vaulting tended to put me in the wrong direction.

StelasEldrasia
Wayist
Posts: 24
Joined: Fri Nov 22, 2013 10:47 am

Re: Please help: 1.2.0 dev test

#92 Post by StelasEldrasia »

If an armor or weapon is 30% chance to daze, the shift-compare becomes a little odd when you check anything else (it gets translated into '+0(-30) item lightning daze' or something similar) but I can't think of any better way to display it. Having something like '0% chance to daze (-30%)' would be nicer but I don't know how fiddly that would be within the code to take into account the more verbose wording of all the different stuff.

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

Re: Please help: 1.2.0 dev test

#93 Post by edge2054 »

Sun Ray says it's a beam but is not a beam. Also no mention of the damage type or that it causes blindness to individual targets before talent rank 4.

Bathe in Light no longer mentions that it damages undead (should it still? Healing Light heals undead).

ZyZ
Thalore
Posts: 141
Joined: Wed Jan 08, 2014 4:56 pm

Re: Please help: 1.2.0 dev test

#94 Post by ZyZ »

I think reflex defence has some issues. I had limited number of lives so im not 100% sure what caused it.

I was fighting with one of urh'rok generals. Every square was dark (umbral horror lurking around). I couldnt see general most of the time. His damage including damage from firestorm was reduced by 0. Skill was triggered but dmg was reduced by 0 points. My effective defence was above 0.

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: Please help: 1.2.0 dev test

#95 Post by Marson »

Typo in Unarmed discipline/Combination Kick: "effected" -> "affected"
(You affect someone with an effect.)

MarginalMagus
Halfling
Posts: 82
Joined: Wed Jun 26, 2013 3:51 am

Re: Please help: 1.2.0 dev test

#96 Post by MarginalMagus »

The bug where killing blows don't give progress to the cryomancer and pyromancer achievements is still active.
milo wrote:Odd. My friendly Inner Demon fearscaped me. Guess that's how they say hi.

StelasEldrasia
Wayist
Posts: 24
Joined: Fri Nov 22, 2013 10:47 am

Re: Please help: 1.2.0 dev test

#97 Post by StelasEldrasia »

StelasEldrasia wrote:If an armor or weapon is 30% chance to daze, the shift-compare becomes a little odd when you check anything else (it gets translated into '+0(-30) item lightning daze' or something similar) but I can't think of any better way to display it. Having something like '0% chance to daze (-30%)' would be nicer but I don't know how fiddly that would be within the code to take into account the more verbose wording of all the different stuff.
Further to this, they don't stack properly. If I compare an 18 resource burn weapon to a 19 resource burn weapon, I'll see this:

19 arcane resource burn
Damage (Melee): +0(-18) item manaburn arcane

rather than

19(+1) arcane resource burn

as I would expect.

StelasEldrasia
Wayist
Posts: 24
Joined: Fri Nov 22, 2013 10:47 am

Re: Please help: 1.2.0 dev test

#98 Post by StelasEldrasia »

Reflexive Defence should probably not mitigate drowning.

Please let it keep doing so anyway, it's funny.

Matanui3
Higher
Posts: 66
Joined: Sun May 04, 2014 1:00 am

Re: Please help: 1.2.0 dev test

#99 Post by Matanui3 »

Trying to corrupt the Sandworm Heart just results in errors.

Relic
Halfling
Posts: 114
Joined: Mon Dec 13, 2004 4:48 pm

Re: Please help: 1.2.0 dev test

#100 Post by Relic »

Skeleton Brawler

Cunning / Tactical -> Tactical Expert (3 currently)
Your Defense is increased by 11 for every adjacent visible foe, up to a maximum of +52[->60] Defense.
The Defense increase and maximum Defense bonus scales with your Cunning.

On two occasions, completely surrounded by undead it only gave a +21 defense bonus.

Does not state any maximum limit of adjacent foes, so it should have been maxxed with 8 enemies next to me (stepped on trap).

using test8

Pucker
Wayist
Posts: 18
Joined: Sat Nov 05, 2011 5:08 pm

Re: Please help: 1.2.0 dev test

#101 Post by Pucker »

/\/\/\
You sure it's not just the diminishing returns on defense kicking in?

I won with a Yeek Brawler on test8 (normal/roguelike) yesterday. New brawler might be stronger than solipsist was on release. I killed all the stair guardians in 1-2 turns and the final fight was just a bump attack rushdown.

It's not so much the damage that took me by surprise, it's the survivability of the new monk. Unified body, tempo, and reflex defense are just far too strong compared to other choices of talents.
These talents combined with the conditioning tree changes allow you to become virtually unkillable while investing in purely offensive stats.

I should note that all of these comments are within the context of normal difficulty though. I'm not sure if you redesigned brawler to be playable on the hardest difficulties, but this is the view from normal mode.

Plak
Higher
Posts: 49
Joined: Wed Jan 29, 2014 10:32 am

Re: Please help: 1.2.0 dev test

#102 Post by Plak »

I'm currently steamrolling the prides with a Thalore Brawler on Insane and can confirm that their defenses have been way overbuffed. I barely ever feel threatened by anything, and if I had gone Antimagic I'm confident that I could beat 90% of bosses just by holding down an arrow button with a regen infusion on auto-use. With Striking Stance mitigating weak hits and Reflex Defence completely neutering strong blows, there just isn't much that can take a Brawler down. Striking Stance's armor is fine and I think Brawler needs it, but with the ability to dodge projectiles and so many ways to shut down strong enemies with just a few combo points, what it doesn't need is taking only a fifth the damage of any strong attack. I would suggest lowering Reflex Defence's cap to 60-50%, adjusting the scaling so that it is still reached at about 80 defense. Tempo's res-all boost could also stand being nerfed to 10-15%.

StelasEldrasia
Wayist
Posts: 24
Joined: Fri Nov 22, 2013 10:47 am

Re: Please help: 1.2.0 dev test

#103 Post by StelasEldrasia »

Dumb little niggle: it would be nice if Disarm couldn't be applied to someone not actually using a weapon. It sucks as a brawler to get hit by stun and disarm, hit your wild infusion, and have disarm be the one that falls off.

Plak
Higher
Posts: 49
Joined: Wed Jan 29, 2014 10:32 am

Re: Please help: 1.2.0 dev test

#104 Post by Plak »

Artifact gloves do not have any accuracy bonus listed on the tooltip. I do not know if one is still applied.

Dhurke
Higher
Posts: 62
Joined: Thu Apr 11, 2013 4:41 pm

Re: Please help: 1.2.0 dev test

#105 Post by Dhurke »

Graphical glitch on this tile, weird enough..
Anorithil class, male, Shalore in case thats important.

/Dhurke
Attachments
Tome4_1.20_graphglitch.jpg
Tome4_1.20_graphglitch.jpg (131.01 KiB) Viewed 5623 times

Post Reply