thoughts about differentiating reavers from corruptors

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Zeyphor
Archmage
Posts: 399
Joined: Fri Jan 04, 2013 3:20 am

thoughts about differentiating reavers from corruptors

#1 Post by Zeyphor »

i was thinking about how similar corruptors still are to reavers; chat apparently thinks that they still aren't that different, and I agree with them
so I'd thought; does corruptor thematically need corruption/bone?
and then I'd thought that they could maybe go without it and focus more on the enemy's life-force
so I'd thought up one new talent:

basically, it'd be a sustain that drains vim, but only when you're in combat; the sustain causes you, when you deal blight damage to your enemy, steal some of the life force that your target is still using(or something, and thus cannot be turned into your vim) and wrap it around yourself, and because the enemy's life force is wrapped around you, when the enemy or anything else attacks you, 4% of the damage that you would take is taken by the enemy instead, and you also gain basetlvl resist armor; this effect can be on up to basetlvl*2 enemies at once, up to a hard cap of 15 enemies, and granting you a maximum of 60% damage reduction(not a resistance) and basetlvl*15 resist armor, with the 60% damage taken being split evenly across the 15 enemies
enemies must remain in line of sight, lest they get their life force back after 3 consecutive turns of being out of LoS
casting drain on an enemy while this sustain is active will cause the next tlvl attacks against you within 2 turns to be fully absorbed by that enemy, provided that it lives for that long and stays in LoS for long enough
manaburn damage against you will deal 50% extra damage to your enemies, since it directly destroys your enemy's life force, rather than simply injuring it

perhaps a new category could revolve around it, and replace corruption/bone for corruptors

the first talent would be that there sustain
the second talent could cause this to afflict the affected enemies with negative life regen while granting you vim regen for the duration, according to how many enemies you're connected to; this will offset the sustain's vim drain when ??? enemies are connected to you
the third talent could be some kind of debuff placed upon all affected enemies, involving the direct corruption of your enemies
and the fourth talent could do something bad to all of the enemy life force surrounding you to do... something, which will hurt your enemies, at the cost of disconnecting you from your enemies

PseudoLoneWolf
Wyrmic
Posts: 257
Joined: Tue Jan 03, 2017 7:12 pm

Re: thoughts about differentiating reavers from corruptors

#2 Post by PseudoLoneWolf »

I like this so I'm going to mock up a concept for it.

Dreadtheft
Sustain
CD 10
Drains 5 vim per turn in combat

When you deal blight damage to an enemy, you rip away bits of its life essence to reinforce your body. Affected enemies are marked with Dreadtheft. When you take damage, 4% of incoming damage will be redirected to each of up to [tLvl*2] closest marked enemies.

You also gain a bonus to resistances per marked enemy, adding [tLvl]% to all resistances and resistance cap per up to [tLvl] marked enemies in LOS. Maximum: [(tLvl^2)]%

Dreadtheft wears off after three turns unless reapplied, which will refresh the duration.

Casting Drain on an enemy while this sustain is active will cause the next [tLvl] attacks against you within 2 turns to be fully absorbed by that enemy. If the enemy dies the effect ends.

Manaburn damage directed against you will deal 50% extra damage to your enemies, as it burns through your living soul shield to reach your body.

Notes: Three turn "debuff" duration helps prevent stacking huge crowds of trash mobs for your shield since you have to hit them with damage to proc. Also handily solves the LOS expiry. Not sure what you mean by resist armor so I've included it as a bonus to resistances and res caps. This can be tweaked - with current math this actually enables your res caps to go over 100% which may or may not cause a problem, in general raising res cap by a lot is a bad call.

I've decided to cap the effects on number of enemies individually rather than cap the number of enemies you can mark. This helps make sure you can still mark an enemy if you somehow had hit your cap already. The deflection shield works on a basis of nearest-first, up to a cap. I'm modifying someone else's idea here, of course, so this is all up for discussion.



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Sublimate Flesh
Passive

The flesh of your enemies withers under the assault to their soul.

Enemies affected by Dreadtheft have their natural HP regen reduced by [tLvl*2]. You regenerate [0.5*tLvl] points of vim per turn per enemy affected in LOS up to [tLvl*2] enemies.


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Subjugate Will
Cost 15 Vim
CD 12/10/9/8/7

All enemies affected by Dreadtheft have all saves reduced by [8%/14%/19%/23%/25%] for [2,3,4,5,6] turns.

Notes: Sort of steps on the toes of Curse of Defenselessness I guess, but it also stacks. Corruptors want to land bleeds and diseases, no?

Note that there's no enemy cap on this one.


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Steal Heart
Cost 30 Vim
CD 12

All enemies affected by Dreadtheft take X/Y darkness/physical damage [Note: so as to not proc Dreadtheft], modified by Spellpower. You heal for [tLvl*5]% of the damage dealt and gain a damage shield for half that amount. Dreadtheft is removed from all affected enemies.

Notes: I'm not good at balancing damage numbers, so someone else would have to take a crack at that.



Thoughts?
Let slip the toast of war.

Zeyphor
Archmage
Posts: 399
Joined: Fri Jan 04, 2013 3:20 am

Re: thoughts about differentiating reavers from corruptors

#3 Post by Zeyphor »

I'm going to refine(and modify) psuedolonewolf's mockup of my ideas:

Corruption/Lifeforce

Wrest Lifeforce
Sustain
CD 10
Drains 5 vim per turn in combat

Whenever you deal blight damage to an enemy, you attempt to rip away some of its lifeforce, which will still be attached to and used by the enemy, and cause it to swirl around you[this creates a ghastly particle effect around you and creates a link between you and your enemy ala cursed/dark sustenance], acting as a living shield for [(tlvl/2)+1] turns. You may have up to [lower of 15 or tlvl*2] of these living shields at once. Each living shield causes 4% of the damage[not a resistance, is calculated before all means of damage reduction, including shielding runes and such] that you would take to damage your enemy[your damage mods do not apply; this cannot crit] instead of you, and additional living shields decrease the damage that you take by an additional 4% each, without causing more damage to be re-directed to each individual enemy. In addition, each living shield reduces all damage taken by you by 4 after the damage re-direction.[that part is what the game calls resist armor] Dealing blight damage to an affected enemy will refresh the duration, and the chance to rip away an opponent's lifeforce increases with your spellpower.[your spellpower must beat their spell save before you may use the enemy's lifeforce as a living shield, making curse of defenselessness and pacification hex be more important] Each link has a maximum range of 15 and cannot break line of sight, so going beyond this range or breaking line of sight will give that enemy's lifeforce back to it.[the living shield buff and debuffs are magical; the buff can be removed by dispersion and such, and the debuff by wild infusions and whatnot]

Casting Drain on an enemy while this sustain is active will cause the next [tLvl] attacks against you within [(tlvl/4)+1] turns to be fully absorbed by that enemy. If the enemy dies, the effect will end early.

Manaburn damage that is dealt to you and your living shield(s) will cause your enemies to take 50% more damage from the damage re-direction because the manaburn destroys the enemy's life-force[this does not cause 50% more damage to be re-directed, but rather, it increases the damage taken from the damage-re-direction by 50%].

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Drain Lifeforce
Passive

You passively drain the lifeforce of enemies that you use as a living shield.

This causes you to reduce the natural health regeneration of all enemies affected by wrest lifeforce by [1/3rd that of devour life], granting you vim each turn equal to 10% of the health drained from all enemies.[as vim regen; obviously, more affected enemies means more vim per turn] The draining effect will increase with your spellpower.

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Corrupt Lifeforce
Cost ?? Vim
CD ???

You directly corrupt the lifeforce of all enemies that you are currently using as a living shield; this will deal x blight damage[based on spellpower and tlvl] and stun them for [(tlvl/2)+1] turns. This will not refresh the duration of any of your living shields. The stunning effect cannot be saved against, but can be resisted, and it will not stun foes that it does not deal damage to.[so you can't use this to stun a WtW without blight resistance penetration] The damage will increase with your spellpower.

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Sever Lifeforce
Cost ??? Vim
CD ???

You sever the lifeforce(s) swirling around you from your enemies, dealing irresistible blight damage equal to 4% of their maximum health[not affected by damage mod, cannot crit]. You then use the severed life force to replenish your vim[.25 vim per damage dealt], and then, if any is left over, you project the rest into a narrow radius 10 cone[half of standard cone width], dealing x blight damage to its victims, which will not trigger Wrest Lifeforce.[based on spellpower, talent level, and how much hp from the living shields are left over; each hp left over contributes .1 raw spellpower to the damage dealt by the by the cone] You must have at least one living shield in order to cast this spell, and the damage dealt will increase with your spellpower and the amount of excess hp drained.




I think dreadtheft was a bad name

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