Adept change and boost

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GlassGo
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Adept change and boost

#1 Post by GlassGo »

Change Adept so it could be a viable choice, for now only enthusiasts using it.
Let make Adept to empower other prodidgies - maybe not all, but those who made as talents, even maybe not all from them.
I can imagine ithat's a lot of work, same as with Blighted Summoning, but it's could be somethings interesting.

At lest now it looks like not entirely bad idea. :lol:
English isn't my native language.

Snarvid
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Re: Adept change and boost

#2 Post by Snarvid »

It boosts granted Tinker talents (toxic canister, fatal attractor, etc), and its already top tier for Possessors. I haven’t played enough with it in the game to know if there are other classes where it lets you achieve important breakpoints as with Doomed or Oozemancer, but some are discussed here.

While it might need a boost if the goal was for it to become a mainstream Prodigy choice, there are plenty of other Prodigies in need of serious help to even have a single class or build where they are the best choice. Adept already clears that bar with ease.

Arcvasti
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Re: Adept change and boost

#3 Post by Arcvasti »

All adept needs to be better is higher numbers. 0.5 or so to all talents would be more noticeable on classes without artificial breakpoints, but still not as good as many other prodigies. 0.3 is just insultingly low.

Frumple
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Re: Adept change and boost

#4 Post by Frumple »

.3's the difference between adventurer and everything else :P

... was, anyway. Haven't actually paid attention to if that's changed lately.

Not like I'd complain about more, though. Just rather it be something sexy like adding an extra 5% to all proc chances or somethin'. .3 mastery, 1.3 multiplier for proc chances?

Arcvasti
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Re: Adept change and boost

#5 Post by Arcvasti »

Frumple wrote:.3's the difference between adventurer and everything else :P
Because of how tome's scaling works, going from 1.3 to 1.6 is a smaller jump in power then going from 1.0 to 1.3, so .3 on a class that has 1.3 mastery trees adept is less then the diffrence between adventurer and everything else. That's one of the reasons why adept is bad in the first place.

Tryble
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Re: Adept change and boost

#6 Post by Tryble »

A 1.6 rating does have one unexpected benefit. It allows you to reach effective talent level 3 with only two points spent, if the tree was originally at 1.3.
I'm not familiar enough with all the classes to know if there's any classes with a number of 3 talent breakpoints (death dance on zerker is one), but it might be worth an extra talent point or two on top of its usual benefits.

If it granted +0.4, it'd also allow you to reach effective talent level 4 with 3 points in a talent. That'd probably earn most classes at least a couple of extra points.
Pronounced try-bull, not tree-bell

Zeyphor
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Re: Adept change and boost

#7 Post by Zeyphor »

adept is plenty powerful as it is, and does not need any buffs at all whatsoever
not every prodigy needs to be good for every class(weapon classes); it does just fine as a caster prodigy

some talents hit certain breakpoints with extra mastery
call shadows gets a third shadow, letting you save a category point and not have to rely on umpraphage dropping
slumber goes from 5 turns to 6 turns, making it take substantially more damage to make it immediately wear off
discharge can fire an extra bolt or two per turn(as if you'd get discharge, though)
defiling touch can affect rings, and amulets if you CP it
creeping darkness gets another spot of darkness with which to take advantage of dark vision, which enables you to move even faster
mosses last for an extra turn
the summoner's summons last for an extra turn
damage reduction talents get even more ridiculous, which means that even less enemies are capable of threatening you than beofre
et cetera
and thats not even getting into the spellcasters

adept is fine, and, in fact, I'd say it'd still be fine if it was only +.2 mastery

Snarvid
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Re: Adept change and boost

#8 Post by Snarvid »

Tryble wrote:A 1.6 rating does have one unexpected benefit. It allows you to reach effective talent level 3 with only two points spent, if the tree was originally at 1.3.
I'm not familiar enough with all the classes to know if there's any classes with a number of 3 talent breakpoints (death dance on zerker is one), but it might be worth an extra talent point or two on top of its usual benefits.
Essentially every Tinker talent level is a breakpoint, since ability to use a schematic is an all-or-nothing affair. You definitely want salves, and Alchemist's Helper, Thunder Grenade, Botanical Shell, Solid Shell, and Crystal Plating (among others, but these are particularly good) are all also available at 3.

Delmuir
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Re: Adept change and boost

#9 Post by Delmuir »

I agree that Adept is pretty solid. It's not usually my first choice but it's almost always my second on a mage and a few other classes, such as Doomed when I'm not anti-magic.

I suppose if someone wanted to make it better without simply increasing the master, one could sneak in an added "break point" artificially on a number of skills as a kind of flat bonus but honestly, I don't think it's necessary.

GlassGo
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Re: Adept change and boost

#10 Post by GlassGo »

Snarvid wrote:While it might need a boost if the goal was for it to become a mainstream Prodigy choice, there are plenty of other Prodigies in need of serious help to even have a single class or build where they are the best choice. Adept already clears that bar with ease.
But it's not mainstream choice by any means (I mean it's not even close to Antimagic).
For now it only viable for Doomed, you said for Oozer too, and for other classes it's questionable choice really, maybe as a third prodidgy but I dunno, it's not worth the hassle.
I don't think anything bad if for example Adept would boost Irresistible Sun lol - it will make it less trash which is good.

Now, it such boost worth the time spent on ajusting/changing many prodigies from the point of view of devs - that another deal...
Arcvasti wrote:Because of how tome's scaling works, going from 1.3 to 1.6 is a smaller jump in power then going from 1.0 to 1.3, so .3 on a class that has 1.3 mastery trees adept is less then the diffrence between adventurer and everything else. That's one of the reasons why adept is bad in the first place.
Interesting note, didn't think about that, good catch.
Zeyphor wrote: slumber goes from 5 turns to 6 turns, making it take substantially more damage to make it immediately wear off
discharge can fire an extra bolt or two per turn(as if you'd get discharge, though)
mosses last for an extra turn
the summoner's summons last for an extra turn
damage reduction talents get even more ridiculous, which means that even less enemies are capable of threatening you than beofre
et cetera
Not sure that all of that worth a prodidgy point. On the other hand it boost everything by small amount, so...
English isn't my native language.

Snarvid
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Re: Adept change and boost

#11 Post by Snarvid »

And Possessor, for whom it’s amazing. It’s worth looking at for any class that would otherwise want to spend a category point boosting mastery.

? Comparison to Antimagic? AM doesn’t cost a Prodigy so it’s not clear what the comparison gets us. (Or do you mean Spell Feedback? And where are the stats on that coming from?) (edit: or Arcane Might, which is also abbreviated AM sometimes? Yes, it’s not as broadly used as the top weapon-damage-boosting Prodigy, but that’s not a bad thing for it to be more niche than “do I use weapons and can afford to boost Magic, if so take this Prodigy even if I never use spells.”)

Using Adept to boost other underused Prodigies seems the wrong way round. Boost them to be good on their own without requiring both your Prodigy choices.

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