Geomancer tweaks

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Toxic_Chicken
Cornac
Posts: 42
Joined: Sat Jan 14, 2012 7:23 pm

Geomancer tweaks

#1 Post by Toxic_Chicken »

Rebalanced Earth and Stone spells.

Geomancer is probably the least played elemental specialist. The main problem people seem to have with geomancers is that they're perceived as boring and weak.

Earth talents

Stoneskin gives very little protection. Strike is useful, but dull. Dig is a tactically interesting. And Stone Wall is great.

Stone talents

Earthen Missiles is abusable. By itself it's pretty weak, but you can get its cooldown to zero. And use a bunch of speed+ and spell-activated items to attack over a dozen times per turn.

Body of Stone is too expensive for what it gives - easily available resistances and cd reduction. And it prevents you from moving, which, unlike Aim, costs a turn to deactivate. Earthquake is okay, but the damage is a bit low. Crystalline Focus is fine.

Changes:

* Stone Skin grants physical resistance instead of armor.

* Replaced Body of Stone's physical and knockback resistance with acid and stun resistance.

* Slightly increased Earthquake's damage.

* New talent: Mudslide (40 mana, 12 cooldown)
Conjures a mudslide dealing physical damage in a radius. Any creatures caught inside will be knocked back. The damage will increase with your Spellpower.

* Doubled the cooldown of Earthen Missiles to make it less abusable. The damage was increased and the cost was raised to 14.

Edit: Removed link. Most of these changes are going to be added to the game.
Last edited by Toxic_Chicken on Thu Mar 29, 2012 10:00 pm, edited 11 times in total.

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

Re: Geomancer Tweaks

#2 Post by edge2054 »

Earthen Missiles damage used to be really good. But other mage spells have been buffed along the way and the damage as fallen way behind. I'd like to buff it myself and take a look at body of stone.

Earthquake stuns, that was my reasoning behind the damage being less then inferno.

Toxic_Chicken
Cornac
Posts: 42
Joined: Sat Jan 14, 2012 7:23 pm

Re: Geomancer Tweaks

#3 Post by Toxic_Chicken »

Recent changes:

* Fixed Body of Stone not deactivating.
* Slightly reduced Earthquake's damage and lowered the cost. It was a bit too powerful.

Check the 1st post for the new version.
edge2054 wrote:Earthen Missiles damage used to be really good. But other mage spells have been buffed along the way and the damage as fallen way behind. I'd like to buff it myself and take a look at body of stone.

Earthquake stuns, that was my reasoning behind the damage being less then inferno.
I thought the chance to stun was lower than it actually was, which is why I raised the damage. It seems to have the same chance as ice storm.

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: Geomancer Tweaks

#4 Post by yufra »

Toxic_Chicken wrote: I thought the chance to stun was lower than it actually was, which is why I raised the damage. It seems to have the same chance as ice storm.
Double check that spell power is being used to apply the stun... if it isn't that might explain why the stun is hitting less frequently than it is coded.
<DarkGod> lets say it's intended

Toxic_Chicken
Cornac
Posts: 42
Joined: Sat Jan 14, 2012 7:23 pm

Re: Geomancer Tweaks

#5 Post by Toxic_Chicken »

Recent changes (v4):

* Fixed a minor bug.
* Doubled the cooldown of Earthen Missiles to make it slightly less abusable (no more 0 cooldown). The damage was increased and the cost was raised to 14.

Check the 1st post for the new version.
yufra wrote: Double check that spell power is being used to apply the stun... if it isn't that might explain why the stun is hitting less frequently than it is coded.
It was my fault.

Toxic_Chicken
Cornac
Posts: 42
Joined: Sat Jan 14, 2012 7:23 pm

Re: Geomancer Tweaks

#6 Post by Toxic_Chicken »

Recent changes (v5):

* Removed a bunch of unnecessary files.
* Made Mudslide more 'muddy'.

Check the 1st post for the update.

I tested a geomancer against the prides. Earthen Missiles is pretty good now. I'll probably need to do some more testing before I finish.

Toxic_Chicken
Cornac
Posts: 42
Joined: Sat Jan 14, 2012 7:23 pm

Re: Geomancer Tweaks

#7 Post by Toxic_Chicken »

I wrote an explanation for this add-on in the OP. I would've done it sooner, but I'm lazy. Anyway, I tested two geomancers for awhile. One with my add-on, and one without. And I made some minor changes.

Recent changes (v6):

* Returned Body of Stone to its original cost.
* Slightly nerfed Earthen Missiles.

This is the final revision. Check the 1st post for the update.

darkgod
Master of Eyal
Posts: 10750
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Location: Angolwen
Contact:

Re: Geomancer Tweaks

#8 Post by darkgod »

added some of it
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Toxic_Chicken
Cornac
Posts: 42
Joined: Sat Jan 14, 2012 7:23 pm

Re: Geomancer Tweaks

#9 Post by Toxic_Chicken »

Updated for b38.

I managed to win with a geomancer back in b37.

Code: Select all

  [ToME4 @ www.te4.org Character Dump]

Sex              : Male         STR:  52
Race             : Dwarf        DEX:  20
Class            : Archmage     MAG:  98
Level            : 50           WIL:  92
Exp              : 1222%        CUN:  37
Gold             : 5678.54      CON:  82

Accuracy(Main Hand):  26        Life             :     1114/1114Encumbrance      : 60/133
Damage  (Main Hand):  72                                        Difficulty       : Normal
Permadeath       : Roguelike
APR     (Main Hand):   0        Mana             :     564/573
Crit    (Main Hand):  16%       
Speed   (Main Hand): 1.00       
                                
                                Equilibrium      :     0
                                

Accuracy(Off Hand):  26
Damage  (Off Hand):  31
APR     (Off Hand):  11
Crit    (Off Hand):  32%
Speed   (Off Hand): 1.00

Fatigue          : 0%           Spellpower       : 79.5
Armor            : 21           Spell Crit       : 55.745181141926%
Armor Hardiness  : 30%          Spell Speed      : 1
Defense          : 26.25        
Ranged Defense   : 26.25        
All damage       : 7%
Physical damage  : 35%
Lightning damage : 17%
Acid damage      : 22%
Blight damage    : 30%
Darkness damage  : 22%
Temporal damage  : 17%

Physical Save    : 79.8392711775
Spell Save       : 79.739271177498
Mental Save      : 61.6625

All Resists:  22%
Physical Resist(cap):  29%( 70%)
Fire Resist(cap):  34%( 70%)
Cold Resist(cap):  49%( 70%)
Lightning Resist(cap):  45%( 75%)
Acid Resist(cap):  34%( 70%)
Nature Resist(cap):  38%( 70%)
Blight Resist(cap):  38%( 70%)
Light Resist(cap):  26%( 55%)
Temporal Resist(cap):  38%( 80%)
Poison Resistance:  13%
Bleed Resistance:  30%
Confusion Resistance: 100%
Blind Resistance: 100%
Stun Resistance: 100%

Number of NPC killed: 4242
Most killed NPC: cold drake hatchling (178)

  [Winner!]

Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy

The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.

You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.

The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.

Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.

You may continue playing and enjoy the rest of the world.

After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
The rest of the dumplog.

This was, by far, my easiest win. I got really lucky with artifacts, despite skipping a large amount of content.

Early game: Easy. I avoided fighting whenever possible, and I only went after bosses. I used Corrosive Vapour and Freeze alot. I unlocked the Stone school asap.

Mid-game: A bit less easy. I nearly died in Dreadfell when I was swarmed by 4 dreadmasters while fighting the Master. I used Earthquake, Corrosive Vapour, and Ice Storm for most battles.

Endgame: I became near invincible by the time I reached the Far East. I found Life Drinker and the Black Robe. And Earthen Missiles is still broken when used with spell-activated items. I think at one point I dealt over 2,000 damage due to the spells activating repeatedly for every missile. I wonder how much more ridiculous it would've been with 0 cooldown..

I had max stun, blindness, and confusion resistance by the time I started doing the prides. And my saves were godly, due to my artifacts, which made me immune to basically all status effects. I skipped most of the bosses in high peak, and the final battle went smoothly.

Body of Stone is very good. Earthen Missiles is still cheesy. Mudslide is good, but I didn't use it much. And I underestimated how useful Earthquake is. Earth has great synergy with water talents. Everything dies so quickly when hit with enough damage over time abilities. :)
darkgod wrote:added some of it
Cool.

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