Immunity/Save synergies

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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

Immunity/Save synergies

#1 Post by lukep »

Having good (but not perfect) saves and good (but not perfect) immunities is not very effective currently. I think that the system would work better if, instead of a straight chance to ignore an effect, it reduced the power of the attack by that amount. This would make immunities in the 50-95% range much more consistent. An example:

You are hit by a mage's (40 spellpower, which is 60 untiered power) freeze spell when you have 60% stun immunity, so instead of checking your save against 40, you check it against 22 (60 untiered power * 0.4 not immune = 24 untiered, or 22 tiered power)

I believe that this would deemphasize 100% immunities for players, which I think would be a good goal.
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jotwebe
Uruivellas
Posts: 725
Joined: Fri Apr 15, 2011 6:58 am
Location: GMT+1

Re: Immunity/Save synergies

#2 Post by jotwebe »

I like this a lot.
Ghoul never existed, this never happened!

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: Immunity/Save synergies

#3 Post by bricks »

Me too! Immunities could be capped for players, too, if this was changed.
Sorry about all the parentheses (sometimes I like to clarify things).

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: Immunity/Save synergies

#4 Post by jenx »

Best idea in months! Recent betas are getting too difficult to play. Powerful characters can die in one turn with almost no way to avoid this.
MADNESS rocks

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