Cultist Rebalance [v1.0.0]

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Lackluckster
Low Yeek
Posts: 5
Joined: Sat Nov 07, 2020 10:31 am

Cultist Rebalance [v1.0.0]

#1 Post by Lackluckster »

So, after a good couple hundred hours playing cultist and being disappointed with just how little versatility it has regarding viable builds, I finally did something about it, with a lot of help from the ToME discord. Especially to that extremely sad Rifts tree, which had no purpose besides 1.5k crit shields. Really, I don't think I even made the class that much stronger, just more versatile in build.

I hope someone wishes to try it and provide feedback. It can be found here

also sorry that it has a few junk tags applied to it i cant figure out how to get rid of those.

visage
Archmage
Posts: 345
Joined: Fri Jan 10, 2014 4:09 pm

Re: Cultist Rebalance [v1.0.0]

#2 Post by visage »

Since there doesn't seem to be a changelog anywhere, here's an attempt at putting one together:
  • Regen on Void Stars improved from ((14, 9), 5) to ((12, 7), 5)
  • Nullmail's shield improved from 50 + getCombatSpellDamage(30, 200) to 50 + getCombatSpellDamage(40, 250)
  • Activating Reality Fracture is instant, creates the rifts before attempting to buff rifts, and gives 10 more insanity.
  • Reality Fracture has a 50% chance of creating a rift, up from 30%.
  • Power Overwhelming, at level 4+, averages your darkness and temporal damage bonuses.
  • Cultist life rating improves to -1 from -4.
Did I miss anything?

Lackluckster
Low Yeek
Posts: 5
Joined: Sat Nov 07, 2020 10:31 am

Re: Cultist Rebalance [v1.0.0]

#3 Post by Lackluckster »

sorry! i left out the balance changes for the forum post because i didnt wanna clutter up the post too much. theyre included on the addon page itself.

also! you got it backwards, reality fracture *costs* 10 more insanity, from -10 to -20. i felt the other changes to the skill made it a little too spammable/easy to use early on in a fight, not to mention the increased availability of quantum tunneling as an escape option as a result of the skill being 0% of a turn now, so i nerfed the insanity cost so that cutlist still has to build up a little more insanity before using it. or, alternatively, using it is now at a greater cost to the availability of other skills.

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: Cultist Rebalance [v1.0.0]

#4 Post by nsrr »

you got it backwards
Well, actually...

A negative cost is a gain. It's an understandable mix-up since negative resource costs are fairly uncommon. They are correct, however. You have doubled the insanity gain. If you want to nerf it, you'd have to make it a smaller negative value or a positive value. Note that any negative value, even a smaller one, won't affect how often you can cast this spell, but will reduce your ability to cast other spells. If you want to make it so you can't cast this spell as often, perhaps increase the cooldown?

Edit:

Disregard. You are correct. Insanity is reverse from everything else for some reason. The code is misleading if you're used to 'normal' resources. My apologies.

Lackluckster
Low Yeek
Posts: 5
Joined: Sat Nov 07, 2020 10:31 am

Re: Cultist Rebalance [v1.0.0]

#5 Post by Lackluckster »

nsrr wrote: Mon Jun 07, 2021 6:15 pm
you got it backwards
Well, actually...

A negative cost is a gain. It's an understandable mix-up since negative resource costs are fairly uncommon. They are correct, however. You have doubled the insanity gain. If you want to nerf it, you'd have to make it a smaller negative value or a positive value. Note that any negative value, even a smaller one, won't affect how often you can cast this spell, but will reduce your ability to cast other spells. If you want to make it so you can't cast this spell as often, perhaps increase the cooldown?

Edit:

Disregard. You are correct. Insanity is reverse from everything else for some reason. The code is misleading if you're used to 'normal' resources. My apologies.
i think you mean *everything else is reverse from Insanity, the game's One True Resource :wink:

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