[1.0.1] Give malestrom an effect on distorted npcs

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SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: [1.0.1] Give malestrom an effect on distorted npcs

#16 Post by SageAcrin »

I kinda wish Crushing Will had gotten in out of that set, too.

People feel obligated to take Mental Tyranny with mindmages because it's the only thing that directly raises their damage. In actual fact, you can get some perfectly legitimate defensive setups going instead.

Of course, you can build a Str/Wil/Cun Solipsist and take Superpower for massive Dream Hammer damage, a fairly large spike in Mindpower, and a small loss in overall durability as compared to Will/Cun/Con.

By the way, this change would most help that kind of a build. :) Superpower was partially designed for Solipsist.

Amphouse
Thalore
Posts: 186
Joined: Mon Feb 04, 2013 9:31 pm

Re: [1.0.1] Give malestrom an effect on distorted npcs

#17 Post by Amphouse »

Oh man. A str/wil/cun dwarf solipsist who wields massive hammers instead of mindstars and focuses on both forge trees and dream hammer...MASTER OF THE FORGE! To the planning stage!

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

Re: [1.0.1] Give malestrom an effect on distorted npcs

#18 Post by jenx »

jenx wrote:The other three talents have a bonus effect when the hit distorted npcs. It would be good if Maelstrom did as well.

What about +1% physical resistance penetration per turn in the maelstrom, fading at -1% for every turn not in maelstrom?
Yeah - DG has implemented this in the svn!
MADNESS rocks

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