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[1.0.1] Give malestrom an effect on distorted npcs

Posted: Sat May 04, 2013 12:16 pm
by jenx
The other three talents have a bonus effect when the hit distorted npcs. It would be good if Maelstrom did as well.

What about +1% physical resistance penetration per turn in the maelstrom, fading at -1% for every turn not in maelstrom?

Re: [1.0.1] Give malestrom an effect on distorted npcs

Posted: Sat May 04, 2013 2:29 pm
by PureQuestion
The point of maelstrom is that it distorts them for the other talents. Not to mention, sine maelstrom hits repeatedly, any distortion effect would instantly be triggered the next turn.

Re: [1.0.1] Give malestrom an effect on distorted npcs

Posted: Sun May 05, 2013 2:30 am
by jenx
True, but the other talents also distort. I guesst its main effect is centrifuge.

The distortion tree is underpowered in my view, so I've been thinking of ways to buff it.

Re: [1.0.1] Give malestrom an effect on distorted npcs

Posted: Sun May 05, 2013 2:37 am
by PureQuestion
They all distort, but Maelstrom is the one that spreads distortion the best.

Re: [1.0.1] Give malestrom an effect on distorted npcs

Posted: Mon May 06, 2013 12:33 am
by edge2054
PureQuestion wrote:They all distort, but Maelstrom is the one that spreads distortion the best.
This. It's an always up Distortion effect.

Re: [1.0.1] Give malestrom an effect on distorted npcs

Posted: Mon May 06, 2013 2:09 am
by SageAcrin
If anything, giving Distortion an intrinsic effect would make more sense.

What, though? The tree doesn't really need a buff, either...

Re: [1.0.1] Give malestrom an effect on distorted npcs

Posted: Mon May 06, 2013 3:41 am
by jenx
I think the tree does need a buff myself.

I also hope this issue can be addressed: http://forums.te4.org/viewtopic.php?f=42&t=37665, as maelstrom takes two turns to apply.

Re: [1.0.1] Give malestrom an effect on distorted npcs

Posted: Mon May 06, 2013 3:58 pm
by edge2054
A physical damage bonus of some kind in the tree would make it more interesting and give it better synergy with hammers and maybe thought-forms (I don't honestly remember if they inherit +damage and would have to look).

Something like +1% per talent point invested.

Thoughts?

Re: [1.0.1] Give malestrom an effect on distorted npcs

Posted: Mon May 06, 2013 4:25 pm
by SageAcrin
I'd rather see that attached to the Distortion timed effect, as that fixes both the fact that Distortion is a non-status outside of enabling skills(Not actually a large issue, it's just a little weird.).

Maybe drop the target's physical resistance by 5%+1% per level of talents in the tree?

Granted, Distortion Bolt ignores resistance, but the rest of the tree would work with that, as would other trees...still, I guess that's a good argument for making the physical resistance drop higher.

Re: [1.0.1] Give malestrom an effect on distorted npcs

Posted: Mon May 06, 2013 4:56 pm
by edge2054
Yeah, this doesn't sound too bad. I'm really not convinced the tree needs to be buffed, going to do a bit of testing with it.

I know it doesn't do as much damage as Psychic Assault but it's not meant too. It's a control tree with better range than other Solipsist trees.

Re: [1.0.1] Give malestrom an effect on distorted npcs

Posted: Mon May 06, 2013 5:07 pm
by SageAcrin
To be honest, I was decently impressed with Distortion Bolt/Maelstrom even before they got friendly fire ignoring abilities.

Not that that was a bad change, as I also tended to do more damage to myself than any enemy did to me, at that time, by accidentally hitting myself with the bolts...still, I tend to be a little iffy on the tree needing buffs due to that.

Re: [1.0.1] Give malestrom an effect on distorted npcs

Posted: Mon May 06, 2013 5:53 pm
by edge2054
Yeah, I'm not really sure it needs buffs but I do like the idea of it having some synergy with dream hammers and thought forms. It's just a lot easier to increase mind damage than it is to increase physical damage.

Re: [1.0.1] Give malestrom an effect on distorted npcs

Posted: Mon May 06, 2013 10:38 pm
by jenx
edge2054 wrote:A physical damage bonus of some kind in the tree would make it more interesting and give it better synergy with hammers and maybe thought-forms (I don't honestly remember if they inherit +damage and would have to look).

Something like +1% per talent point invested.

Thoughts?
The issue with this is that when you take Mental Tyranny, you would lose the bonus, unless the bonus itself also converts if Mental Tyranny is taken. But I haven't seen any talent that interacts with a prodigy like that.

Re: [1.0.1] Give malestrom an effect on distorted npcs

Posted: Mon May 06, 2013 11:24 pm
by stinkstink
jenx wrote:
edge2054 wrote:A physical damage bonus of some kind in the tree would make it more interesting and give it better synergy with hammers and maybe thought-forms (I don't honestly remember if they inherit +damage and would have to look).

Something like +1% per talent point invested.

Thoughts?
The issue with this is that when you take Mental Tyranny, you would lose the bonus, unless the bonus itself also converts if Mental Tyranny is taken. But I haven't seen any talent that interacts with a prodigy like that.
Honestly, Solipsists need some reasons to NOT take Mental Tyrrany.

Re: [1.0.1] Give malestrom an effect on distorted npcs

Posted: Mon May 06, 2013 11:29 pm
by edge2054
I didn't know Solipsists were required to take Mental Tyranny, my apologies.