Talent use on hit (spell)

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

Talent use on hit (spell)

#1 Post by lukep »

The effects of the Fiery Choker, Lunar Shield, Black Robe, and Eelskin armour activate much too indiscriminately in my opinion. They have a chance to trigger every time damage is done by a spell, including damage over time, map effects, and item activated spells like Fiery Choker's Volcano (not 100% sure if they can activate themselves, but they can activate others, which can then activate the original one again).

This leads to an absolute deluge of free spells, especially with a Global Speed + Body of Stone + Earthen Missiles build (up to 20 or more chances per normal speed turn), or a Burning Wake build (one chance per enemy per layer of burning wake), and the Fiery Choker can create many more chances to activate as well.

These effects should be restricted to one chance per spell that the player casts directly, so no multiple chances for DoT effects (on enemy or map), only one chance per AoE effect, and no activation from Thunderstorm, Body of Fire, or "on hit" skills from equipment.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Aquillion
Spiderkin
Posts: 503
Joined: Sun Jun 12, 2011 7:02 am

Re: Talent use on hit (spell)

#2 Post by Aquillion »

lukep wrote:The effects of the Fiery Choker, Lunar Shield, Black Robe, and Eelskin armour activate much too indiscriminately in my opinion. They have a chance to trigger every time damage is done by a spell, including damage over time, map effects, and item activated spells like Fiery Choker's Volcano (not 100% sure if they can activate themselves, but they can activate others, which can then activate the original one again).

This leads to an absolute deluge of free spells, especially with a Global Speed + Body of Stone + Earthen Missiles build (up to 20 or more chances per normal speed turn), or a Burning Wake build (one chance per enemy per layer of burning wake), and the Fiery Choker can create many more chances to activate as well.

These effects should be restricted to one chance per spell that the player casts directly, so no multiple chances for DoT effects (on enemy or map), only one chance per AoE effect, and no activation from Thunderstorm, Body of Fire, or "on hit" skills from equipment.
That would make them useless in some situations where IMHO they ought to still provide some benefit. And I think some synergistic benefit is good, just not that much.

Maybe, alternatively, make it so they can only activate once every X turns? That way, you could still get a chance to use them with any strategy, but no strategy would be overwhelming.

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

Re: Talent use on hit (spell)

#3 Post by lukep »

Aquillion wrote:That would make them useless in some situations where IMHO they ought to still provide some benefit. And I think some synergistic benefit is good, just not that much.
Which part/parts are you referring to here? No DoT activation, no AoE activation, no recursive activation, or no sustained spell activation? My proposal would basically change it from "on hit" to almost "on cast". I don't know of any situations that would make them be useless, but certainly less powerful.

EDIT: also, synergistic with what? More attacks, or the items triggering each other?
Last edited by lukep on Tue Aug 02, 2011 8:26 am, edited 1 time in total.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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

Re: Talent use on hit (spell)

#4 Post by edge2054 »

Suddenly my Reaver really wants Fiery Choker. All those dot tics, gg.

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