Limiting Slow Projectiles to 95%
Moderator: Moderator
Limiting Slow Projectiles to 95%
Referring to the function in actor that slows projectiles. If this couldn't reduce projectile speed by more then 95% I think it would prevent future head aches.
Re: Limiting Slow Projectiles to 95%
Perhaps let it scale straight up to 100%, but have a minimum projectile speed? That why it could still be quite useful against very fast projectiles without having potential breakage issues. It'd also make it a little less overpowering vs. slower stuff.
... on the flip side, if someone could make >100% actually cause ranged attacks to backfire, that would be incredibly awesome
... on the flip side, if someone could make >100% actually cause ranged attacks to backfire, that would be incredibly awesome
Re: Limiting Slow Projectiles to 95%
I got a debug character to 101% (with only + levels/equipment, so it is possible without debug) and the projectiles just stayed in place. Some hit you if you stepped on their tile, some didn't. I support a cap of 95%, as a farportal boss with two different slow projectile effects could easily destroy a archer with its 120-150% slowed projectiles.
Another way to do it would be to give projectiles a max lifetime of what it would take for them to go twice their max range (arrows last ~2 turns, Body of Fire = ~5 turns etc...). This would make anything above 50% reduce the maximum range of enemies, which could be cool, but would take a lot more coding and balance than a simple cap.
Another way to do it would be to give projectiles a max lifetime of what it would take for them to go twice their max range (arrows last ~2 turns, Body of Fire = ~5 turns etc...). This would make anything above 50% reduce the maximum range of enemies, which could be cool, but would take a lot more coding and balance than a simple cap.
Re: Limiting Slow Projectiles to 95%
Thanks for finally posting about this, edge!
In b31, one can get 100% slow_projectile by unlocking Field Control with a brawler (1.3 mastery), increasing the category mastery by 0.2, boosting dex to 100, and wearing the Crown of Command (+0.2 field control). Not a likely build, but possible. In b32, brawlers will get Field Control unlocked at 1.0 mastery, so it won't be as easy. Marauders, on the other hand, begin with Field Control at mastery 1.3 (but I doubt most builds will have an extra cat point to spare), so they can get 100% slow_projectile with a cat point, 100 dex, and the Crown of Command. Probably not worth doing, though.
So, yeah, Slow Projectiles doesn't need nerfed, buffed, or significantly changed... it could just use a cap of 95%. Only two talents can slow projectiles, so it's easy enough to apply the changes for those two talents. I can imagine a talent that freezes all projectiles for a number of turns (perhaps for a cost per projectile), so I think 100% slow should still be possible in Actor.lua
In b31, one can get 100% slow_projectile by unlocking Field Control with a brawler (1.3 mastery), increasing the category mastery by 0.2, boosting dex to 100, and wearing the Crown of Command (+0.2 field control). Not a likely build, but possible. In b32, brawlers will get Field Control unlocked at 1.0 mastery, so it won't be as easy. Marauders, on the other hand, begin with Field Control at mastery 1.3 (but I doubt most builds will have an extra cat point to spare), so they can get 100% slow_projectile with a cat point, 100 dex, and the Crown of Command. Probably not worth doing, though.
So, yeah, Slow Projectiles doesn't need nerfed, buffed, or significantly changed... it could just use a cap of 95%. Only two talents can slow projectiles, so it's easy enough to apply the changes for those two talents. I can imagine a talent that freezes all projectiles for a number of turns (perhaps for a cost per projectile), so I think 100% slow should still be possible in Actor.lua
Code: Select all
Index: game/modules/tome/data/talents/chronomancy/energy.lua
===================================================================
--- game/modules/tome/data/talents/chronomancy/energy.lua (revision 4312)
+++ game/modules/tome/data/talents/chronomancy/energy.lua (working copy)
@@ -61,7 +61,7 @@
sustain_paradox = 75,
cooldown = 10,
tactical = { BUFF = 2 },
- getPower = function(self, t) return 10 + (self:combatTalentSpellDamage(t, 10, 50)) end,
+ getPower = function(self, t) return math.min(10 + (self:combatTalentSpellDamage(t, 10, 50)), 95) end,
activate = function(self, t)
game:playSoundNear(self, "talents/heal")
return {
Index: game/modules/tome/data/talents/techniques/field-control.lua
===================================================================
--- game/modules/tome/data/talents/techniques/field-control.lua (revision 4312)
+++ game/modules/tome/data/talents/techniques/field-control.lua (working copy)
@@ -115,7 +115,7 @@
tactical = { BUFF = 2 },
activate = function(self, t)
return {
- slow_projectiles = self:addTemporaryValue("slow_projectiles", 15 + self:getDex(10, true) * self:getTalentLevel(t)),
+ slow_projectiles = self:addTemporaryValue("slow_projectiles", math.min(15 + self:getDex(10, true) * self:getTalentLevel(t), 95)),
}
end,
@@ -125,6 +125,6 @@
end,
info = function(self, t)
return ([[Your great dexterity allows you to see incoming projectiles (spells, arrows, ...), slowing them down by %d%%.]]):
- format(15 + self:getDex(10, true) * self:getTalentLevel(t))
+ format(math.min(15 + self:getDex(10, true) * self:getTalentLevel(t), 95))
end,
}Re: Limiting Slow Projectiles to 95%
Completely unsure, but just to double check -- can circle of warding be jacked up to >=100%? I've never used the talent on an actual ano-whatsit, so I'm not really sure if it's an issue there or not.
Re: Limiting Slow Projectiles to 95%
The slow effect on circle of warding is very small compared to the two sustains. It's also not up 100% of the time so even if it could go up to 100% it wouldn't be as game breaking.
Re: Limiting Slow Projectiles to 95%
This discussion makes me want to see a ZA WARUDO talent for Chronomancers, where they stop time and can then fire a huge number of arrows which all hit their target at once once time resumes...