[b38] Rebalance tweak

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donkatsu
Uruivellas
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[b38] Rebalance tweak

#1 Post by donkatsu »

Based off of a combination of this data and my own observations, I've tweaked some of the numbers on the outlier talents for Warrior, Rogue, and Mage metaclasses (that is, the non-volatile metaclasses). I tried to be as conservative as possible, so many of these tweaks are probably too conservative. I couldn't get a .teaa file to work so instead I just zipped the folder into a rar. Overloads the respective talent files, as well as mod.class.interface.Combat, so it won't be compatible with addons that do the same.

Here is a full list of changes, as well as some explanation for them:
  • Dual weapons/ Precision
    Instant cast
    It's hardly ever worth spending a turn to activate Precision

    Shield offense/ Shield Pummel
    Removed the part about the damage multiplier increasing with Strength, as this is false, and correctly tells you that both shield strikes are affected by Shield Expertise.

    Shield offense/ Assault
    Correctly tells you that leveling the talent increases the damage of the two weapon strikes.

    Shield defense/ Last Stand
    Also grants 6 + talent * Con * 0.02 life regen while sustained.
    Rarely worth spending a turn to use, but the name suggests it should be a talent that requires a real commitment, so instead of making it instant cast just make it worth spending a turn.

    Archery prowess/ Pinning Shot
    Reduce duration to (3, 3, 4, 4, 5) turns.
    Pinning is an absurdly good status effect. In the hands of a player who knows about ToME's asymetrical LOS system, it's equivalent to a full paralyze.

    Combat veteran/ Fast Metabolism
    +(0.8 + Con*0.014)*talent health regeneration per turn
    All heal/regeneration effects need to scale with something besides talent level, otherwise they end up being too strong early game and too weak late game.

    Combat veteran/ Spell Shield
    +(8, 16, 24, 32, 40) spell save
    Equivalent racial talents give +5 to two saves, while the Dwarf racial gives +7 to three saves, so +6 to just one save is rather pathetic by comparison.

    Finishing moves/ Haymaker
    +(10-15)% damage per combo point you have
    Haymaker is mostly for the damage, but the damage doesn't scale very well with talent level because the combo point bonus doesn't scale.

    Shadow magic/ Shadow Cunning
    Spellpower bonus increased to match Arcane Dexterity.
    First, spellpower doesn't actually help Shadowblades that much. Second, even in this form that's still only 6.5 spellpower per class point if you have 100 Cunning; realistically it gives much less. As a comparison, you can get 6.5 accuracy or physical power per generic point with a much lower requirement.

    Ambush/ Shadow Ambush
    Dazes for 1 turn, checking stun immunity.
    Currently all it does is drag the spellcaster, which simply walks away from you before you can do anything. Not much of an "ambush".

    Fire/ Fireflash
    Reduced radius scaling to cap at 4
    Max Fireflash hits the entire screen, and also snipes things around corners too much. Without Spellshaping this is accompanied by the drawback of hitting yourself, but with Spellshaping it's just a "kill everything on the screen instantly" spell. So this is more of a nerf to Spellshaping than to Fireflash itself.

    Fire/ Flame
    Does not become a beam at level 5
    Does way too much damage to also be a beam spell, but this way it's a nice single-target specialist.

    Earth/ Stone Skin
    Increased armor bonus from (10, 20) to (15, 35).
    As a comparison, Carbon Spikes is (20, 50).

    Water/ Corrosive Vapor
    Increase damage from (4, 50) to (8, 60)
    It does less damage than Flame, with nearly triple the cooldown, double the mana cost, and spread out over 8 turns instead of 3. Also it does acid damage, which doesn't benefit from Uttercold and a cryomancer probably isn't going to be stacking +acid damage.

    Air/ Feather Wind
    Increase defense against projectiles from (4, 30) to (6, 50)
    It's limited to archers and even with this it's not going to be enough defense to dodge anything worthwhile by itself.

    Meta/ Quicken Spells
    Reduces cooldown of all spells by (9, 12, 15, 18, 21)%, sustain cost reduced by 10
    With boots of spellbinding, it keeps the maximum below 34%, which is what you need to turn your 3-cooldown spells into 2-cooldown spells.

    Phantasm/ Illuminate
    Fix blind duration to 4 turns.
    For a spell that costs basically nothing and covers a radius of 12, 10 turns of blind is way too much.

    Phantasm/ Blur Sight
    Increase defense bonus from (4, 30) to (5, 40)

    Phantasm/ Phantasmal Shield
    Lower sustain cost to 30
    A trivial benefit should at least have a trivial cost. It probably deserves a more interesting buff later on down the road, but simply buffing its damage could make it too punishing for melee types.
Attachments
tome-rebalance_tweak.rar
(64.26 KiB) Downloaded 143 times

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: [b38] Rebalance tweak

#2 Post by jenx »

Some good ideas here. Hope some make it into the game. Having abilities scale properly throughout the game is very important.
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darkgod
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Re: [b38] Rebalance tweak

#3 Post by darkgod »

Very nice, some of it made it in :)
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donkatsu
Uruivellas
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Re: [b38] Rebalance tweak

#4 Post by donkatsu »

Woohoo, thanks DG.

belmarduk
Halfling
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Re: [b38] Rebalance tweak

#5 Post by belmarduk »

Does not become a beam at level 5
Does way too much damage to also be a beam spell, but this way it's a nice single-target specialist.
Just for the record: Have you considered the balance effects this has on arcane blades, who are already among the worst classes in the game, and depend on this for almost all of their damage?

Grey
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Re: [b38] Rebalance tweak

#6 Post by Grey »

Arcane Blades depend on melee for their damage - Flame is a side bonus, and the beaming effect of it not so relevant to them.
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