Rewriting the Physical Conditioning Tree

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

Moderator: Moderator

Message
Author
Aquillion
Spiderkin
Posts: 503
Joined: Sun Jun 12, 2011 7:02 am

Re: Rewriting the Physical Conditioning Tree

#16 Post by Aquillion »

Tireless seems too boring to me.

What about a talent that lets you go into negative stamina to pay for talents, as far as you want, but reduces your health regeneration the further you lower your stamina -- exponentially, so if you push yourself too hard you'll be working yourself to death. Obviously, higher talent levels decrease the rate at which it lowers your health regen.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Rewriting the Physical Conditioning Tree

#17 Post by edge2054 »

The stamina for health regen effect sounds interesting. I'll have to think about it though. It sounds kinda tricky to balance.

What about an effect that just converted a percentage of health regen or straight up health into stamina? Or a sustain that let you continue to use stamina after it hit 0 (and stopped other sustains from turning off if it was active) but every point of stamina spent would cost you X health (with the conversion being better the higher the talent level was)?

Here's another idea.

Shake it Off
Each turn you have a chance to shake off one stun, blind, pin, or slow that is affecting you. X% of your physical save is checked against the power of the detrimental effect and if it's greater the effect will be removed. At most one effect can be shaken off per turn.

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Rewriting the Physical Conditioning Tree

#18 Post by Frumple »

Make it just flat 'one physical effect'?

Would it be a sustain, active, or passive?

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Rewriting the Physical Conditioning Tree

#19 Post by edge2054 »

The effect idea doesn't really work for all physical effects. I can't picture shaking off a disease, poison, being on fire, etc.

But it'd be a sustain or passive I was thinking. I have some concerns about it though it sounds interesting.

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Rewriting the Physical Conditioning Tree

#20 Post by Frumple »

... the semi-joke suggestion that must be done. Change Unflinching Resolve to...

"Just a Flesh Wound" Active, high cooldown.
Talent creates a table of the next X+tlvl damages you've taken. These attacks do no damage. Every X-tlvl turns, you are healed for (20*tlvl)% of next most recent damage on the table.

Grants (20*tlvl)% silence immunity.

At tlvl 5, if killed while there are still damages on the table, you turn into an immobile head whose only talents are 'bite', which does minor physical damage, and 'roll', which moves you one space at half your normal movement speed. The head is generated with your helmet and amulet as equipment. Should you manage to kill a humanoid with the bite talent, you are resurrected at the killed enemy's max HP.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Rewriting the Physical Conditioning Tree

#21 Post by edge2054 »

Alright, I think this is looking better. Thoughts?

Unflinching Resolve - passive
You've learned to shake off effects that would disable you. Each turn you have a 50(+talent level*5)% chance to remove a single stun effect that's affecting you. At talent level 2 you may also shake off blindness, at level 3 confusion, level 4 pins, and level 5 slows. Only one effect may be removed each turn.

Something - active would be good

Quick Recovery - passive
Increases your life regen and healing modifier when your health drops below 50%. Additionally you recover faster from poisons, diseases and wounds; reducing the duration of all such affects by 10% per talent level.

Adrenaline Surge - active
A surge of adrenaline that increases your physical damage by X% for a few turns. While the effect is active you continue to fight beyond the point of exhaustion. Your stamina based sustains will not be disabled if your stamina reaches zero and you may continue to use stamina based talents at zero stamina but at the cost of life.

Avianpilot
Thalore
Posts: 148
Joined: Fri Aug 19, 2011 5:06 pm

Re: Rewriting the Physical Conditioning Tree

#22 Post by Avianpilot »

edge2054 wrote:Something - active would be good
I love it!

But seriously, I'm liking what you've come up with. This is certainly a tree that I'd spend points in, especially Unflinching Resolve. I usually pray that I'll find an Anorithil so that I can get Providence, so it'll be nice if the more physical classes have a way to get rid of some of these annoying effects on their own.

Silvermoon
Higher
Posts: 77
Joined: Thu Mar 16, 2006 4:42 pm

Re: Rewriting the Physical Conditioning Tree

#23 Post by Silvermoon »

edge2054 wrote:Something - active would be good
Immortal Frame - Instant
20 Stamina - Cooldown 20

Reduce 20/40/60/80/100% of incoming damage for one turn.

Your body can withstand anything.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Rewriting the Physical Conditioning Tree

#24 Post by edge2054 »

] FinalMaster Drain your con to shake the enemies around you. Think like a fearful battle cry that shatters thier will [perhaps lowering their accuracy [damned archers] and readiness to right [willpower].
[15:24] edge2054 A Fearsome Presnece type of talent might be interesting for this type of tree actually.
[15:25] FinalMaster There we go! That's what I was trying to think of - I knew there was a D&D name for this...
[15:26] edge2054 It could even have more effect on smaller actors.
[15:26] FinalMaster That I like. Fighters have a huge lack of crowd control outside of taking a beating
[15:27] edge2054 I sorta like it as a sustain.
[15:27] FinalMaster It just doesn't feel as cool as a sustain though
[15:27] edge2054 Could drain stamina when you take a hit but also trigger then you get hit.
[15:27] FinalMaster Though, that as an activation method could be cool
[15:27] edge2054 In other words, when someone hits you in melee you turn and just grin wickedly at them. "Was that suppossed to hurt?"
[15:28] FinalMaster Right now I'm kind of envisioning how in Dragonball Z - they transform and do this big cry that kind of blows everything away [though, not going that route exactly]
[15:28] edge2054 Yeah, I'm trying to stick to more of a.. 'I'm just that f'iing tough' theme.
[15:29] FinalMaster Agreed
[15:29] FinalMaster But that's the most .. I guess commonly available/easiest way to describe how I kind of picture it.
[15:29] edge2054 Think like in the movies when the good guy hits the bad guy in the face with a shovel and the bad guy just looks at him and smiles.
[15:29] FinalMaster nods
[15:29] edge2054 Something like that could be a sustain with a low stamina cost.
[15:30] edge2054 But that drains stamina when you do get hit. Basically maintaining that air of I'm just this bad ass takes some extra energy.
[15:30] edge2054 Could set the stamina drain at intervals.
[15:30] edge2054 So for every 10% of your health the hit deals it drains X stamina.
[15:30] edge2054 Smaller hits wouldn't even drain stamina because you really are that tough.
[15:31] FinalMaster SW is like 30 right? I could see this as second or 3rd tier at 10/15 stamina but draining .5/.25 a turn and <edge2054> So for every 10% of your health the hit deals it drains X stamina. <--- that as well
[15:31] edge2054 Yeah, not per turn.
[15:31] edge2054 We'd trigger the stamina drain when the affect gets triggered.
[15:31] edge2054 Put a mental/morale debuff on the enemy when it goes off.
[15:32] Zonk_ Was trrying to think of something more exotic but still non magical as an active con effect
[15:32] edge2054 Kinda like a psychic riposte I guess.
[15:32] FinalMaster tlvl increases radius from you effected and lowers the amount of drain/10% of max hp but if the attack does less than 5% max hp it won't trigger maybe?
[15:32] Zonk_ something about fighting temporary effects..
[15:32] FinalMaster 'cause its really not worth your time to get riled up...
[15:32] edge2054 Yeah, talent level could increase radius. I guess the effect could really effect everyone that sees it.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Rewriting the Physical Conditioning Tree

#25 Post by edge2054 »

Okay, I think these look good. Could use some help with names though because I'm not too keen on Daunting Presence or Rebound (turns out Quick Recovery was already a talent >.>)

Rebound --passive

Code: Select all

[[You recover faster from poisons, diseases and wounds; reducing the duration of all such affects by %d%%.
		Additionally you gain %0.2f life regen and %d%% healing modifier for 4 turns when your life drops below 50%%.
		The healing modifier and life regen will scale with your Constitution.]]
Daunting Presence --sustain

Code: Select all

[[Enemies in melee range are intimidated by how much punishment you can take.  When struck by a significant hit in melee combat (10%% of your maximum life before any reduction is applied) you reduce the accuracy and damage of all adjacent foes by %d.
		Each time this affect is triggered you lose %d stamina.  This effect can only occur once per turn.]]
Unflinching Resolve --passive

Code: Select all

[[You've learned to shake off effects that would disable you. Each turn you have a %d%% chance to remove a single stun effect.
		At talent level 2 you may also shake off blindness, at level 3 confusion, level 4 pins, and level 5 slows. 
		Only one effect may be removed each turn and the chance to remove an effect scales with your Constitution.]]
Adrenaline Surge --active

Code: Select all

[[You feel a surge of adrenaline that increases your attack power by %d%% for a %d turns. While the effect is active you may continue to fight beyond the point of exhaustion.
		Your stamina based sustains will not be disabled if your stamina reaches zero and you may continue to use stamina based talents while at zero stamina at the cost of life.]]

Silvermoon
Higher
Posts: 77
Joined: Thu Mar 16, 2006 4:42 pm

Re: Rewriting the Physical Conditioning Tree

#26 Post by Silvermoon »

Maybe I'm missing something here, but what's the point in having Daunting Presence only work once per turn? Otherwise, looks decent to me.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Rewriting the Physical Conditioning Tree

#27 Post by edge2054 »

It's an AoE that affects all adjacent targets and drains stamina when it happens. What would be the point of it happening more often then once per turn other then to drain stamina faster?

I suppose it could stack.

Silvermoon
Higher
Posts: 77
Joined: Thu Mar 16, 2006 4:42 pm

Re: Rewriting the Physical Conditioning Tree

#28 Post by Silvermoon »

Right, wasn't even thinking about the Stamina thing. But it should stack -- if you're taking enough damage to proc it multiple times, they damn well ought to be afraid :shock:

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Rewriting the Physical Conditioning Tree

#29 Post by edge2054 »

haha... good point.

jotwebe
Uruivellas
Posts: 725
Joined: Fri Apr 15, 2011 6:58 am
Location: GMT+1

Re: Rewriting the Physical Conditioning Tree

#30 Post by jotwebe »

Names:

Rebound -> Comeback? Vital Reserves?

Daunting Presence -> Unflinching Aspect? Poker Face? Veneer of Invulnerability?
Ghoul never existed, this never happened!

Post Reply