Artifact Slings and Shots

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

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HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Artifact Slings and Shots

#1 Post by HousePet »

There is a distinct lack of low teir artifact slings and shots.
There are only 2 artifact slings, both t3. (yes I do know there is a t5 in the svn :P)
There are 4 t4 artifact shots.

I think we need some more.

Pwease
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Artifact Slings and Shots

#2 Post by jenx »

+1

I've tried about 50 Nightmare Roguelike archers and slingers, on various races, and it is just not possible. If there was a tier 1 which I randomly found in the first 1-2 dungeons, then there might be a *slight* chance of surviving for a few more levels!!!
MADNESS rocks

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Artifact Slings and Shots

#3 Post by PureQuestion »

I try to make as much as I can but I don't enjoy playing archers so it's difficult for me!

You're free to try and make your own, it isn't hard, Housepet ;)

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Artifact Slings and Shots

#4 Post by HousePet »

I know it isn't hard. :P

I'm tired now though. Maybe later.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Artifact Slings and Shots

#5 Post by HousePet »

Here are a few ideas...

Slings:

Silk Bandage:
Technique t1
+10% healing mod
+1 life regen
+20% disease resistance
Activate for Cures Bleeding, but disarms you.

Funeral Veil:
Arcane t2
Increased drop chance from Celia.
+10 dark damage
+10% cold resist
+10% dark resist
+0.2 mastery spell/grave
Activate for Chill of the Tomb.

Alchemist's Sling:
Arcane t4
Can use alchemist gems as ammo.
+10 spellpower
+10 dexterity
+10 accuracy
+0.2 mastery spell/explosives
+0.1 mastery spell/fire-alchemy
+20% fire resist
+20% fire damage
Description: Smells like brimstone. A bit like that halfling hermit.

Dreamcatcher:
Psionic t4
Counts as a psionic focus
+10 mindpower
Uses willpower
On Crit puts the target to sleep.
+0.2 mastery psionic/dreaming
Activate for Waking Nightmare
Description: Doesn't look solid enough to hold shots, but somehow they don't fall out of the web of threads.

Frost Giant's Sling:
Technique t5
+10 strength
10% chance of Hurl Boulder on hit
+10 cold damage
+10 physical save
+20% cold resist
Increased damage based on weilders size
Description: The stitching on this sling is remarkably detailed, suggesting it was crafted by highly cultured people. Its like nothing you've ever seen Giants using.

Baulderdash:
Nature t5
10% chance of Rolling Boulder
+20% movement speed
Activate for Burrow.
+20% physical damage.
+10% physical penetration
Description: You feel a strange urge to collect gems.

Shots:

Puffball:
Nature/Arcane Disrupting t1
Converts physical damage to Slime.
If Zigur Follower, contains infinite ammo.

Conkers:
Nature t2
On crit, stuns.

Grapeshot:
Technique t2
On hit burst, 20 physical damage.
Cooldown reduction: Scatter Shot -4, Multishot -2.
Description: An elegant wineskin, decorated with grapes and vine leaves. Its a shame the contents is too lumpy to drink.

Amnesia:
Psionic t3
+30 darkness damage.
Special effect on hit, puts a random talent on cooldown.
Description: I forgot it. :P

Drops of Blood:
Arcane t5
Infinite ammo
-1 life regen
Bleeding immunity -50%
+50 blood boil damage.
Description: You feel a small jolt of magic as you touch this pouch. A small bead of blood forms on your finger where you touched it. It quickly detaches itself and floats into the pouch.

Prism Stars:
Technique t5
Damage conversion 50% to light.
On hit burst, 50 bright light damage.
Description: Beautifully cut stars of glass. It almost seems a shame to launch them in combat.
My feedback meter decays into coding. Give me feedback and I make mods.

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Artifact Slings and Shots

#6 Post by PureQuestion »

Great ideas!

Get coding :)!

Planetus
Archmage
Posts: 346
Joined: Sat Jun 23, 2012 8:44 pm

Re: Artifact Slings and Shots

#7 Post by Planetus »

I thought I had posted this earlier, but I guess it didn't get on here somehow. I love most of these ideas, but a couple of comments:

Funeral Veil: First off, slingers won't get anything from the bonus to spell/grave, and Chill of the Tomb would be a spellpower-based alternative to attacking, which wouldn't be terribly attractive to a class that doesn't normally invest much in Mag. If you want this to be tempting to necros, you should add some +Mag and/or +spellpower. If you're trying to make this for slingers, I'd suggest replacing those two with something like a 10% chance on hit (ranged) to cast Chill of the Tomb at talent 1. It's not much, but it'll be free, and Chill of the Tomb expands with talent points, so this will keep it to a small radius (and thus keep you out of it most of the time). Secondly, a tier2 from Celia isn't much. I usually have at least tier3 equipment by then, and often tier3 uniques. I'd say either make it tier3, with appropriate boosts, or make it more likely to drop from something earlier.

Puffball: Infinite ammo is huge for a tier1. I'd suggest replacing that with auto-reload every 3 turns or something, maybe that for Zigurites and double that for non-Zigurites.

Drops of Blood: -1 HP regen AND -50% healing combine to a very hefty penalty. For some characters, it may mean a constant HP drain when equipping this. That's a lot to pay for infinite ammo and +50 damage, especially considering the Void Quiver does something similar without any penalties. I'd suggest taking one or the other of those, but not both.

I'd also like to see more on-hit effects for the ammo. Maybe give Prism Stars a chance to blind (it would be fitting).

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Artifact Slings and Shots

#8 Post by HousePet »

Many of these will need refinement.
So refine away. :D

I'm not too worried about Puffball being overpowered. You would be seeing t2 equipment by the time you can survive the Zigur challange anyway.
My feedback meter decays into coding. Give me feedback and I make mods.

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