Celestial Resource Final Thread

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

Moderator: Moderator

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

Re: Celestial Resource Final Thread (Hopefully)

#46 Post by HousePet »

Full dark should make using Healing Light and similar impossible. :twisted:
My feedback meter decays into coding. Give me feedback and I make mods.

Red
Uruivellas
Posts: 892
Joined: Sat Oct 04, 2014 8:03 pm

Re: Celestial Resource Final Thread (Hopefully)

#47 Post by Red »

I don't code, so I have no idea if this suggestion is even remotely possible, but what if your level of Luminosity affected mastery? So at max Luminosity, you gain a .5 or so mastery bonus to light trees and -.5 to dark trees, vice versa for minimum Luminosity.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Celestial Resource Final Thread (Hopefully)

#48 Post by 0player »

A fleeting advantage of 2.5 talent levels is not something I consider either balanced or interesting, sorry. It's just not really impactful, multiplicative, and can be done in a better way.
Not so hard to implement, though.

Red
Uruivellas
Posts: 892
Joined: Sat Oct 04, 2014 8:03 pm

Re: Celestial Resource Final Thread (Hopefully)

#49 Post by Red »

It seemed like an interesting choice for something that would effect both offensive, defensive, and utility choices equally. Though I guess with varied amounts of scaling based on TL as compared to stats or power, it wouldn't work. Ah well.

I disagree, somewhat, with Housepet, but perhaps it should be set up so full dark builds are far more of glass cannons than light builds? Perhaps dark could grant +spellpower, +dark/-light damage, +dark penetration, and -healmod, while light grants +allresist, +light/-dark damage, +saves, and +healmod?
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Celestial Resource Final Thread (Hopefully)

#50 Post by 0player »

Last time I checked, any glass cannons were a terrible idea in ToME.
Celestial/Light tree is specifically not tied to Twilight bonuses, because again, the status of your resource bar is fleeting.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Celestial Resource Final Thread (Hopefully)

#51 Post by 0player »

Things are looking grim, as some of very Celestial-specific code is buried amidst completely unrelated code in lovely ToME fashion :D.
I'm tempted to make it a fork instead of an addon now; would that be alright with everyone or should I try to work around it?
(About 80% of work is done, by the way, by my calculations at least; should take a couple of days until alpha.)

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: Celestial Resource Final Thread (Hopefully)

#52 Post by darkgod »

Forks are bad and evil, just make a new class with your new ressource and duplicate talents you need; way simplier for people to try
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

donkatsu
Uruivellas
Posts: 819
Joined: Mon Dec 12, 2011 4:33 pm

Re: Celestial Resource Final Thread (Hopefully)

#53 Post by donkatsu »

Here's a list of Anorithil utility effects, separated by dark and light:

Light
Healing Light - Healing
Bathe in Light - Healing
Barrier - Damage shield
Providence - Status removal
Chants - Various kinds of damage mitigation
Sun Flare - Blind

Dark
Hymn of Perseverance - Status prevention. Currently no one takes it but if you went full dark and gave up Corona, you would take this instead of Hymn of Moonlight
Jumpgate - Mobility (if it weren't so cumbersome to use)
Mind Blast - Confusion, pretty much permanent when paired with Totality.
Shadow Simulacrum - Powerful meat shield (but please make it work on bosses like Inner Demons)
Starfall - Stun
Totality - Cooldown reduction and resist penetration
Darkest Light - Nothing useful right now but it's so broken that there's room to make it useful and thus give dark another utility tool if it's needed

I tallied these up when I made the original proposal and noted that, surprisingly enough, you get more or less the same amount of defensive utility on both sides. Light has the obvious Chants and Light trees, which just scream "defense", but dark also has a lot of non-obvious defensive abilities, mostly active, that would prevent them from being complete glass cannons, if the Twilight level affected dark/light utility and not just damage. The idea is that this could then factor into your decision to be a dark/light/corona Anorithil. This is really non-critical though, and it sounds to me like it would be a lot of work to make that part happen, so +/- % damage would be fine for now.

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Celestial Resource Final Thread (Hopefully)

#54 Post by Sradac »

I would say Manaburn should burn towards 0. The point of Manaburn is to remove all magical taint from a creature. Whether they are in the "positive" or "negative" really dosent matter, they're still filled with arcane powers of some sort. Remove all light or all dark energies from the creature and leave them with nothing.

Red
Uruivellas
Posts: 892
Joined: Sat Oct 04, 2014 8:03 pm

Re: Celestial Resource Final Thread (Hopefully)

#55 Post by Red »

Remove all energy... And make Corona easier to use.

Luminosity has benefits for all extremes, including the middle.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Celestial Resource Final Thread (Hopefully)

#56 Post by 0player »

I would agree that Manaburn should move towards zero, as this is "burning latent spell energy". Otherwise, attuning to the opposite of what you need before the fight would be a rather cheesy strategy.
Corona should probably be just knocked off by a successful manaburn, not terribly hard to accomplish.

Donkatsu, I've read through your compilation, and most Dark defensive effects cannot be, sadly, scaled in an effective way (multiplying arbitrary numbers won't work). Right now, Dark still provides mixed damage/utility while in Light, damage and defense are strong and separated. Maybe buffing up Sunlight endgame damage is the way to go, making it more investment-heavy and more rewarding path.

Post Reply