The 1.00 Tweaks Topic
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- Archmage
- Posts: 372
- Joined: Fri Jan 20, 2012 12:13 am
Re: The 1.00 Tweaks Topic
Thalore got a buff in SVN - the innate is 10+Wil(10) instead of 7+Wil(10), the summons last for 8 turns, and the resistance talent not only gives 20% disease immunity per point it also gives 2% resist all.
I am looking forward to making a thalore with 25% innate resist all.
I am looking forward to making a thalore with 25% innate resist all.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.
Re: The 1.00 Tweaks Topic
It is required under certain circumstances.supermini wrote:They are avoidable - stay away from the graveyard. It is not a required zone.
Not everyone can get precognition. Also, iirc the negative consequences of not opening coffins are independent of their actual contents.supermini wrote:Also, precognition works on coffins in b43.
Yes, giving mana regen when resting to everyone with a mana pool, no mana regen, and a manasurge rune would make things less tedious while hardly affecting balance.Dwindlehop wrote:Give arcane blades a passive mana regeneration which is put on cooldown whenever they act. So 'r' gets you full but you don't get the combat regen of a mage.
Die early, die often.
Re: The 1.00 Tweaks Topic
Some ideas for racial tweaks:
-Each point in the ghoul talent tree should reduce the ghoul speed penalty by a fixed amount, say 0.5%. This will make ghouls more appealing as a race, as they can work towards eliminating the 20% speed penalty, and it gives additional incentive for investing in ghoul talents. 20% speed reduction is too much of a drawback.
-Whenever cornacs improve a talent category mastery with a category point (instead of unlocking one or spending it on an infusion/rune), it could also improve it by an additional x0.10 (raising the cap from 1.50 to 1.60). Fits the cornac theme, opens other options, and definitely useful for some builds.
-The following talents should be modified in the following way:
Higher:
Gift of the highborn - scales off of the highest of will/con. Power scales with level.
Born of magic - +arcane damage% is only useful to a few builds, and +arcane resist% is only useful against a few enemies. This needs to be changed. Perhaps fire/cold/di
Shalore:
Grace of the Eternals - scales off of the highest of dex/mag. Power scales with talent level.
Secrets of the Eternals - Reduce cooldown to 0. Have invisibility power scale off the highest of dex/mag. Invisibility power scales with level. Possibly increase the chance that this ability procs, but maybe this will be enough.
Thalore:
Wrath of the woods - scales off the highest of will/con or will/str? Power scales with level.
Unshackled - not interesting enough for a talent. Maybe increase physical/mental save for the purpose of reducing effect duration/triggering cross effects? Otherwise, buff these resistances, +7 should be enough. Compare this with power is money, which gives a +7 buff to all resists per talent level.
Guardian of the woods - Buff the disease resistance and blight resistance.
Nature's Pride - scales off will/con or will/str? Power of the treants scales with talent level.
Edit - looks like they already got a buff, ignore my comments for Unshackled and Guardian.
Dwarf:
Dwarf Resilience - Scales off the highest of two of Strength, Con, and Willpower. Power scales with talent level.
Stoneskin - Have the armor increase to a particular cap based on talent level (12 per talent level?) have the cap increase with talent level, increase the chance of this triggering, and have this slightly increase armor hardiness when it triggers, 2% per talent level?
Stonewalk - Reduce the stat scaling and increase the talent level scaling. Clearly state that it moves through x length of walls.
Halfling:
Luck of the Little Folk - Scales off the highest of Dex/Cun. Power scales with talent level.
Militant Mind - Perhaps slightly increase the power/save increase. Change 0.6 per foe to 0.8.
Yeek:
Dominant will - Scales off the highest of Will/Cun. Power scales with talent level.
Unity - how does silence resistance fit, aren't yeeks psionic?
Wayist - Heard this talent was a little too weak, it may need to be buffed and scaling may need to be increased. Scale with the highest of Wil/Cun.
-Each point in the ghoul talent tree should reduce the ghoul speed penalty by a fixed amount, say 0.5%. This will make ghouls more appealing as a race, as they can work towards eliminating the 20% speed penalty, and it gives additional incentive for investing in ghoul talents. 20% speed reduction is too much of a drawback.
-Whenever cornacs improve a talent category mastery with a category point (instead of unlocking one or spending it on an infusion/rune), it could also improve it by an additional x0.10 (raising the cap from 1.50 to 1.60). Fits the cornac theme, opens other options, and definitely useful for some builds.
-The following talents should be modified in the following way:
Higher:
Gift of the highborn - scales off of the highest of will/con. Power scales with level.
Born of magic - +arcane damage% is only useful to a few builds, and +arcane resist% is only useful against a few enemies. This needs to be changed. Perhaps fire/cold/di
Shalore:
Grace of the Eternals - scales off of the highest of dex/mag. Power scales with talent level.
Secrets of the Eternals - Reduce cooldown to 0. Have invisibility power scale off the highest of dex/mag. Invisibility power scales with level. Possibly increase the chance that this ability procs, but maybe this will be enough.
Thalore:
Wrath of the woods - scales off the highest of will/con or will/str? Power scales with level.
Unshackled - not interesting enough for a talent. Maybe increase physical/mental save for the purpose of reducing effect duration/triggering cross effects? Otherwise, buff these resistances, +7 should be enough. Compare this with power is money, which gives a +7 buff to all resists per talent level.
Guardian of the woods - Buff the disease resistance and blight resistance.
Nature's Pride - scales off will/con or will/str? Power of the treants scales with talent level.
Edit - looks like they already got a buff, ignore my comments for Unshackled and Guardian.
Dwarf:
Dwarf Resilience - Scales off the highest of two of Strength, Con, and Willpower. Power scales with talent level.
Stoneskin - Have the armor increase to a particular cap based on talent level (12 per talent level?) have the cap increase with talent level, increase the chance of this triggering, and have this slightly increase armor hardiness when it triggers, 2% per talent level?
Stonewalk - Reduce the stat scaling and increase the talent level scaling. Clearly state that it moves through x length of walls.
Halfling:
Luck of the Little Folk - Scales off the highest of Dex/Cun. Power scales with talent level.
Militant Mind - Perhaps slightly increase the power/save increase. Change 0.6 per foe to 0.8.
Yeek:
Dominant will - Scales off the highest of Will/Cun. Power scales with talent level.
Unity - how does silence resistance fit, aren't yeeks psionic?
Wayist - Heard this talent was a little too weak, it may need to be buffed and scaling may need to be increased. Scale with the highest of Wil/Cun.
Re: The 1.00 Tweaks Topic
Under very specific circumstances of unlocking a certain class or going for a certain ability with that class.5k17 wrote:It is required under certain circumstances.supermini wrote:They are avoidable - stay away from the graveyard. It is not a required zone.
I don't think that qualifies as a big exception.
Certain escorts in b43 give precognition.Not everyone can get precognition. Also, iirc the negative consequences of not opening coffins are independent of their actual contents.supermini wrote:Also, precognition works on coffins in b43.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
<darkgod> brb buffing boulder throwers
Re: The 1.00 Tweaks Topic
Small online vault nitpicks:
A: For some reason, I can't look at sustain effect tooltips(Such as, say, Striking Stance, which doesn't have a skill entry). A small grey empty box comes up for me.
B: I don't see any place I can see a tooltip to see where/what a character died/died to on a run, anymore. This was a shame, it was a neat insight to what the character found problematic. It used to be visible by hovering over the Deaths entry, but it doesn't seem to be there anymore.
(Hope I'm not just missing something/having an error on this end, though the latter seems unlikely after checking it with two browsers.)
A: For some reason, I can't look at sustain effect tooltips(Such as, say, Striking Stance, which doesn't have a skill entry). A small grey empty box comes up for me.
B: I don't see any place I can see a tooltip to see where/what a character died/died to on a run, anymore. This was a shame, it was a neat insight to what the character found problematic. It used to be visible by hovering over the Deaths entry, but it doesn't seem to be there anymore.
(Hope I'm not just missing something/having an error on this end, though the latter seems unlikely after checking it with two browsers.)
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- Thalore
- Posts: 126
- Joined: Sat Jan 21, 2012 4:51 pm
Re: The 1.00 Tweaks Topic
Remove friendly fire from Detonate - especially with the range nerf of the summoner, it is an extremely awkward skill to try and use without nuking yourself or your other allies. (That, and a couple of detonates don't friendly fire as is, which is inconsistent behavior)
Re: The 1.00 Tweaks Topic
Amethysts have +3% damage instead of +4%.
Re: The 1.00 Tweaks Topic
Random idea for Legacy of the Naloren: Maybe obtaining it should give you the ability to obtain a special Trident from Slasul, by talking to him after you obtain the skill?
The simple way to do it would be to buff Trident of the Tides, push it into Special Artifacts, then have that be the only way to obtain it, but this has the downside of making Exotic Weapons a worse option than it already is for most characters.
Of course, making a special new Trident is an option, as is just having him cough up a merchant level tier 5 randart.
I'll try to think of an artifact idea for this, as it's a neat concept.
The simple way to do it would be to buff Trident of the Tides, push it into Special Artifacts, then have that be the only way to obtain it, but this has the downside of making Exotic Weapons a worse option than it already is for most characters.
Of course, making a special new Trident is an option, as is just having him cough up a merchant level tier 5 randart.
I'll try to think of an artifact idea for this, as it's a neat concept.
Re: The 1.00 Tweaks Topic
I think it's a good idea. I would also suggest giving all nagas in the game a chance to drop a trident.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
<darkgod> brb buffing boulder throwers
Re: The 1.00 Tweaks Topic
Disclaimer: I wrote this half asleep. It may not work-though, the only really odd trait it has is the fact that it has multiple on-hit skills, and I know those work fine on gloves.
I'll test it a bit later when I'm not dead on my feet, but for now, it's here as an idea for the aforementioned trident.
It makes you good at rushing people, beating the stuffing out of them, has a bunch of psionic, nature and physical abilities, and hits like a train. I think it's probably about right.
The only possible problem is that it might cheapen Trident of the Tides a bit-it is mostly better. Of course, you don't have to have a Prodigy to get Trident of the Tides, either, and it's legitimately usable for Arcane Blades and Berserkers without any Exotic Weapons Mastery, thanks to their physical power boosting skills. And it's not even cleanly better for Arcane Blades, who have all that Magic power to spam the Freeze charges that Tides has. (To say nothing of the fact that you can actually get Exotic Weapons Mastery without Legacy.)
So it's probably okay, though having some other secondary requirement to get it could work too.
I'll test it a bit later when I'm not dead on my feet, but for now, it's here as an idea for the aforementioned trident.
Code: Select all
newEntity{ base = "BASE_TRIDENT",
power_source = {nature=true, psionic=true},
define_as = "LEGACY_NALOREN",
unided_name = "incredibly ornate orichalcum trident",
name = "Legacy of the Naloren", unique=true, image = "object/artifact/trident_of_the_tides.png",
desc = [[This incredibly beautiful-and powerful-trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs.
It is imbued with the greatest strengths of all of the most powerful Naga warriors.
Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted.]],
require = { stat = { str=35 }, },
level_range = {40, 50},
rarity = false,
cost = 350,
material_level = 5,
combat = {
dam = 84,
apr = 20,
physcrit = 20,
dammod = {str=1.4},
damrange = 1.4,
talent_on_hit = { T_STUNNING_BLOW = {level=1, chance=10}, T_SILENCE = {level=3, chance=10}, T_SPIT_POISON = {level=5, chance=10} }
},
wielder = {
lite = 2,
combat_dam = 12,
combat_mindpower = 12,
inc_stats = {
[Stats.STAT_STR] = 4,
[Stats.STAT_DEX] = 4,
[Stats.STAT_MAG] = 4,
[Stats.STAT_WIL] = 4,
[Stats.STAT_CUN] = 4,
[Stats.STAT_CON] = 4,
[Stats.STAT_LCK] = 10,
},
resists = {
[DamageType.COLD] = 15,
[DamageType.NATURE] = 20,
[DamageType.ACID] = 10,
},
inc_damage = {
[DamageType.COLD] = 15,
[DamageType.NATURE] = 25,
[DamageType.MIND] = 10,
},
talent_cd_reduction={
[Talents.T_RUSH]=3,
[Talents.T_SPIT_POISON]=2,
},
talents_types_mastery = {
["technique/combat-training"] = 0.3,
["technique/combat-techniques-active"] = 0.3,
["psionic/psychic-assault"] = 0.3,
},
max_power = 60, power_regen = 1,
use_talent = { id = Talents.T_IMPLODE, level=2, power = 40 },
}
The only possible problem is that it might cheapen Trident of the Tides a bit-it is mostly better. Of course, you don't have to have a Prodigy to get Trident of the Tides, either, and it's legitimately usable for Arcane Blades and Berserkers without any Exotic Weapons Mastery, thanks to their physical power boosting skills. And it's not even cleanly better for Arcane Blades, who have all that Magic power to spam the Freeze charges that Tides has. (To say nothing of the fact that you can actually get Exotic Weapons Mastery without Legacy.)
So it's probably okay, though having some other secondary requirement to get it could work too.
Last edited by SageAcrin on Fri Dec 07, 2012 7:32 am, edited 2 times in total.
Re: The 1.00 Tweaks Topic
Very nice! I would have it give 12 mindpower as well.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
<darkgod> brb buffing boulder throwers
Re: The 1.00 Tweaks Topic
Actually, it probably ought to give that instead of Spellpower.
The values on the stats there are somewhat of a joke on Eldritch Pearl, but it's not an Arcane weapon. Spellpower doesn't fit. I'll change that to Mindpower.
The values on the stats there are somewhat of a joke on Eldritch Pearl, but it's not an Arcane weapon. Spellpower doesn't fit. I'll change that to Mindpower.
Re: The 1.00 Tweaks Topic
Can you get the merchant to create a whip or trident for you?
If not, maybe it should be added.
If not, maybe it should be added.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: The 1.00 Tweaks Topic
Can't do bullets or arrows, either.
On a related note, maybe that page should be cut into two windows, with a "More items/Previous items" option at the bottom.
(Also, I still feel escorts and the randart merchant should have a "Are you sure you want X?" prompt to confirm that you picked something.)
On a related note, maybe that page should be cut into two windows, with a "More items/Previous items" option at the bottom.
(Also, I still feel escorts and the randart merchant should have a "Are you sure you want X?" prompt to confirm that you picked something.)
Re: The 1.00 Tweaks Topic
Oh, I almost forgot.
Adventurers still cannot get Lichform in the maingame, to my knowledge, even in SVN. I think this is now the only notably unobtainable skill for them.
I think this is the relevant code?
Physical beatdown liches will thank you.
Adventurers still cannot get Lichform in the maingame, to my knowledge, even in SVN. I think this is now the only notably unobtainable skill for them.
Code: Select all
resolvers.generic(function(self)
self:grantQuest("lichform")
if game.state.birth.campaign_name ~= "maj-eyal" then self:setQuestStatus("lichform", engine.Quest.DONE) end
Physical beatdown liches will thank you.
