Look at/grab ideas from
my first attempt at expanding ranged egos, if you haven't already. Now on to my idea(s):
(note, I will be saying bow/arrow for brevity, take it to mean bow or sling and arrow or shot)
- Make most of the egos be bow/arrow ego sets based around damage types, similar to how the wyrm mindstars are (but preferably not requiring you to use the item).
- Make the ammo have simple, single damage types (as a suffix, with bonuses such as reloading, capacity and self-loading as a prefix). For example, a quiver of elm arrows of fire would give +5 fire damage on hit and the ability to form sets with a fire bow.
- have bows have (some) greater egos that give multiple damage types for sets. For example, an elemental bow can form sets with fire, cold, acid, or lightning arrows, as well as giving +2 fire/cold/lightning/acid damage.
- have each set give damage conversion as well as some other bonus, in line with the weapon egos. For example, a quiver of Fire and an elemental bow would give the fire set bonuses, for (10 * quiver material level) damage conversion to fire and + (1 * bow material level) global speed.
Damage type set ideas: fixed (10 * quiver material level)% damage conversion to stated type, other bonus is for the bow, based on material level.
Physical: Physical bleed damage, +(sand mindstar set) bonuses
Arcane: Arcane (plain?) damage, + spellpower
Fire: modified fireburn damage (deals 100% fire + 50% burn, instead of 50% + 50%), +1*ML global speed
Cold: Ice damage, + armour
Lightning: Lightning Daze damage (modified to actually have a chance of dazing...), + all stats
Acid: Acid Blind damage, +life regen
Nature: (some type of) poison damage, + resist all
Blight: corrupted blood damage, + ???
Light: Illuminating Light damage (light damage + chance of Illuminated status effect), + heal mod
Darkness: ???(darkness stun?) damage, + see through stealth/invisibility
Mind: Mind/madness damage (can cause debuffs as Doomed passive?), + mindpower
Temporal: Temporal + slow damage, + ???
Bow egos, and their sets: (note, they also give other bonuses)
(basic elements, some other ones as well as single possibilities): obvious ones
(mindslayer pairs [thermal/kinetic/charged]): obvious ones
Elemental: fire/acid/lightning/cold
Nightmares: Darkness/mind
Refractive: Light/darkness
Corrupt: Blight/Darkness
Wyrm's: cold/physical/acid/fire
As said above, arrow egos would be restricted to a single possible set, to prevent completing more than one with the bow (eg. thermal arrows + elemental bow)
Examples of completed sets:
Wyrm's yew longbow:
+ (some bonuses related to wyrms)
+ 3% global speed (from set)
quiver of elven wood arrows of fire
+ 8 fire damage on hit (ranged)
Damage conversion: 40% fire+burn (from set)
Refractive Dragonbone longbow
+ 2 light radius
+ 15% healing modifier
Quiver of dragonbone arrows of light
+ 12 accuracy
+ 7% chance to blind, +15 light damage on hit (ranged)
Damage conversion: 50% illuminating light (from set)
This may or may not be what you are looking for. Is there somewhere that you have started/will start on this, that we can look at it and critique it?
Oh, and some things I would not like (and reasons):
- AoE weapon damage, either ball or beam. The potential for abuse/unintended power is very high with scatter shot and volley of arrows. (note: burst damage like a flaming weapon is fine, in moderation, I'm talking about
weapon damage, similar to shattering impact)
- range boosts above 10. Nothing else can go that far, archery shouldn't be able to either.
- boosts to anything other than archery in the quiver. This has never been in ToME 4, which is very good (I'm thinking of ToME 2's artifact arrows here)
- highly desirable effects on crit. Archers can get 100% crit rate with Aim, making "rare" effects happen all the time, unbalancing them.
- 100% of status effect (eg. poison, burning, bleeding) on hit. It clogs up your status effects and makes curing dangerous effects very difficult. I'm also guilty of this in my ideas (and, melee weapons are too. My mindslayer inflicted an average of 7 effects in the first round of combat with an enemy. Providence? bah. Wild infusions? meh.)