Resource Leech

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lukep
Sher'Tul Godslayer
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Resource Leech

#1 Post by lukep »

Resource Leech seems useless to me unless you have an entire set of equipment dedicated to boosting it, and possibly even then. A single powerful item gives about a 10% chance of 2 leech, an average of 0.2 mana (or 0.04 psi or other resources) per attack, at a cost of about 0.8 HP/round. A very good kit (main hand, offhand, body armour, gloves, boots) gives about 40% chance of 10 leech, an average of 4 mana (or 0.2 Hate) per attack. This is at the cost of about 4 HP/round and 10% healing mod, along with tying up five equipment slots. Are there any situations where resource leech is worthwhile?

EDIT: fixed Hate amount in example.
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Tom
Spiderkin
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Re: Resource Leech

#2 Post by Tom »

lukep wrote: Are there any situations where resource leech is worthwhile?
It sounds good. :lol:

Tom

Frumple
Sher'Tul Godslayer
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Re: Resource Leech

#3 Post by Frumple »

Cursed, I think, can get resource (and life -- definitely life, at least) leech as one of their random cursed-item benefits, and there's at least one ego (though I forget which it is, of course) that gives resource leech without penalties involved. Those, at least, might be able to become useful for certain classes.

... I can't really think of which classes could really use it, though. Not very many of them have serious resource problems, from what I've seen, and the amount that resource leech brings in probably isn't going to make too much of a difference anyway.

Does anyone know what exactly the leech pings off of, though? Is it just melee attacks, or any whatsoever? If it was anything, I could see a definite use for it for classes with AoE DoT stuff, like corrosive vapour or retch. Especially if it were checked for each individual hit, yeah.

In any case, the effect currently seems 'pretty but useless'. Nice to look at, but not nice to wear. At the very least, it's not a very strong contender for actual EQ slots, heh.

Canderel
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Re: Resource Leech

#4 Post by Canderel »

I have to say no.

Maybe if the leech was a % of damage or something and could leech hp too. Now we are talking.

But even then its a defensive ego no offensive. Currently its a suicidal one.

Aquillion
Spiderkin
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Re: Resource Leech

#5 Post by Aquillion »

Why does it have the downside? It doesn't seem to me that it'd be that useful even without the HP drain.

lukep
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Re: Resource Leech

#6 Post by lukep »

tl,dr:
Full kit = 100% chance of 20 leech
Leech triggers on every time you do damage
Cursed can use Resource Leech somewhat effectively

My equipment slots available were incomplete, you can actually get it in main hand, offhand, amulet, armour, cloak, helm, belt, gloves, boots, and digger. Everything but rings and light sources. This brings a full kit to about 100% chance of 20 leech.

It triggers on melee hit, melee project damage (eg. elemental weapons give four extra chances), gloom life leech, poison damage (checks each time), and damage when hit and I have not found anything that it does not trigger on, so I assume that it checks every single time that any damage is done, not on talent use or on hit.

Cursed can get life leech, not resource leech on their weapons (they can, however get 0.03 hate on strike bonuses). This is one class that could benefit from resource leech, although they only get 0.05 Hate per 1 resource leech. A build focusing on resource leech (as well as having Life Leech, Ruined Cut, and maybe Cleave and elemental weapons) could be an effective way to fight bosses one on one. See this thread.
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edge2054
Retired Ninja
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Re: Resource Leech

#7 Post by edge2054 »

Sounds like damage over time builds and dual wielders with stacked elemental damage would benefit a lot from this mechanic, for instance poison rogues, fire mages, and reavers/corruptors along with triple wielding elemental mindslayers or melee wardens.

For everyone else (not that my example didn't cover a lot of classes) it sounds pretty weak.

Hedrachi
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Re: Resource Leech

#8 Post by Hedrachi »

20 of a resource you've already learned how to keep in an ideal range before the ego was introduced is hardly reason to deal with -20 to -30 life regen with a nasty -% to heal mod on top of that, though.
Having satellite internet is a lot like relying on the processes described in those RFC's for your internet. Except, instead of needing to worry about statues interrupting your connection, this time you worry about the weather. I have satellite internet. Fun, no?

lukep
Sher'Tul Godslayer
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Re: Resource Leech

#9 Post by lukep »

A melee warden build wouldn't get the full benefit of other classes, as it doesn't affect Paradox. From Actor.lua:

Code: Select all

	-- Resource leech
	if value > 0 and src and src:attr("resource_leech_chance") and rng.percent(src.resource_leech_chance) then
		local leech = src.resource_leech_value
		src:incMana(leech)
		src:incVim(leech * 0.5)
		src:incPositive(leech * 0.25)
		src:incNegative(leech * 0.25)
		src:incEquilibrium(-leech * 0.35)
		src:incStamina(leech * 0.65)
		src:incHate(leech * 0.05)
		src:incPsi(leech * 0.2)
		game.logSeen(src, "#CRIMSON#%s leeches energies from its victim!", src.name:capitalize())
	end
Hedrachi wrote:20 of a resource you've already learned how to keep in an ideal range before the ego was introduced is hardly reason to deal with -20 to -30 life regen with a nasty -% to heal mod on top of that, though.
It isn't that bad, I made a debug Cursed with a full set of equipment, it gave it -2.5 HP regen, -10% healing mod, and -60 HP as the drawbacks.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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