Race/Class Idea: Elementals [Coders aquired?]

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AlexMdle
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Re: Race/Class Idea: Elementals

#16 Post by AlexMdle »

Rectifier wrote:Either way, multiplicative talents are very susceptible to being overpowered by their exponential nature. More conservative numbers may be appropriate.
There is no multiplication xD. It just converts damage done from one type to the other. On talent level 5 it splits 100 cold damage into 50 cold and 50 blight damage, or 120 fire damage into 60 fire damage and 60 blight damage.

No extra damage is added.

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Race/Class Idea: Elementals

#17 Post by AlexMdle »

#Log 8

Alright. Im not entirely sure about this one, just tell me what you think of the idea and if it's worth following upon.

Slime Elemental

Slime Elemental is basically a puddle of jelly. Yes, you're playing as a gelatenous cube.
You are incapable of wielding any weapon or wearing any armor or trinket and your inventory functions as your stomach, where you can store items for digestion.


Main stats: Constitution, Strength, Dexterity
Ressource used: Slime (Gain slime by consuming enemies or items. Generally, 1 item gives 10/20/30/40/50 slime depending on material tier. Max. Slime starts at 100 and increases with constitution.)






Elemental/Devourer [Generic Points]

Consume (Passive) (Start with 1 point, cannot unlearn)


The crux of your being, the ever-present hunger for more. Allows you to store items you walk over in your stomach.
Increases stomach capacity to 8/12/16/20/24 items.
Allows you to store and digest items of quality up to tier 1/2/3/4/5.

Digesting an item also grants you experience based on the item's rarity.

Max. space increases with constitution.
---
Reminiscence (Passive)

Make the power of the digested items your own. Provides a 50 turn buff when digesting an item powered by a specific source:

Arcane: Increase spellpower by 12/16/20/24/28 and critical spell chance by 2/4/8/6/10%.
Nature: Increase life regeneration by 1/2/3/4/5 and defense by 2/4/6/8/10.
Disruptive: Increase all non-physical resistances by 5/10/15/20/25%.
Technique: Increase physical power by 10/14/18/22/26 and all damage done by 20/23/26/29/32%.
Psionic: Increase mental save by 8/14/20/26/32, sense all intelligent enemies in range of 4/5/6/7/8.
Unknown: This delectable treat increases all your stats by 8/11/14/17/20.

All bonuses increase with constitution.
---
Engulf (Active) [Range 1]

Engulf the target enemy with your mass. Encases the enemy inside the slime, dealing 10/20/30/40/50 acid damage and restoring 5/6.25/7.5/8.75/10 slime and health every turn for 5 turns.

Damage and healing increase with constitution.
---
Gluttony (Passive)

Increases max slime by 25/50/75/100/125. Digesting an item now recovers 25/50/75/100/125 health.

---


Elemental/Regurgitation [Class Points]
Corrosive Spit (Active) [Range 5]
Slime: 25


Spit a wad of corrosive slime at the target, dealing 45/51/57/63/69 acid damage and reducing their armor by 7/9/11/13/15.
On Level 3, it also blinds the target for 2 turns.

Damage and armor reduction increase with strength.
---
Noxious Geysier (Active) [Range 5]
Slime: 30


Fires a cone of poisonous vapors in the target direction, poisoning all enemies for 23/26/29/32/35 nature damage per turn for 5 turns.
The high-pressure release also knocks the Slime 3 tiles backwards.

Damage increases with Strength.
---
Toxic Mist (Sustained)
Slime: 10 per cast


Your Regurgitation spells consume 10 more slime to cast, but leave a tile of toxic mist on every affected tile. Enemies walking
over a toxic tile have to make a physical save or suffer a 18/21/24/27/30% chance to become stunned or confused for 2 turns.

The toxic mist tiles last 1 to 3 turns.

Chance and duration of stun/confusion increase with strength.
---
Adhesive Pool (Active) [Range 3]
Slime: 50

Releases a carpet of harmful, sticky goo, dealing 44/52/60/68/76 acid damage to all enemies in range of 3 and pinning them down for 2/2/3/3/4 turns.

Damage and pinning duration increase with strength.

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Race/Class Idea: Elementals

#18 Post by PureQuestion »

BUMP

Alright, so, this has been laying dormant for far too long. Anyone willing to try making these?

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

Re: Race/Class Idea: Elementals [Coder required!]

#19 Post by yufra »

Most of the coders have their own projects, and historically if you want something coded up your best bet is to do it yourself. Having said that, the coders (myself included) are more than happy to lend assistance to those that want to learn. I remember chatting with you and Caleb about this on IRC, and would love to see it done so let me know if you guys need help. Cheers.
<DarkGod> lets say it's intended

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

Re: Race/Class Idea: Elementals [Coder required!]

#20 Post by edge2054 »

Yarr, teach a man to fish and all of that.

Otherwise be patient. Darkgod does like these ideas and said he'd probably incorporate them into another campaign. But yeah, be patient. That could be years down the road.

Anyway, I'm sure Darkgod has it bookmarked PureQuestion. This thread hasn't been forgotten about.

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Race/Class Idea: Elementals [Coder required!]

#21 Post by PureQuestion »

Hopefully Alex/Caleb will be happy to hear this. :)

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Race/Class Idea: Elementals [Coder required!]

#22 Post by AlexMdle »

Heh, I guess this leaves me ample time to refine on some of the aspects I haven't worked out yet.

Im not fully happy with some of the skills (Composture Rank 4, Hive etc), so I think I should rework them.

Also, I noticed that heat is absurdly easy to keep at it's max at all times, the rate at which it diminishes should increase by 5 for ever turn spent not casting or attacking (or using items/infusions(/runes)?)

darkgod
Master of Eyal
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Re: Race/Class Idea: Elementals [Coder required!]

#23 Post by darkgod »

yes it is bookmarked :)
[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 ;)

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Race/Class Idea: Elementals [Coder required!]

#24 Post by AlexMdle »

Dont want to make it sound like I dont want any outside input though.
Some of the best ideas and tweaks for the skills were made when people in the IRC had ideas.

If you have any that would improve the skills, by any chance let me know about them.

eliotn
Wyrmic
Posts: 244
Joined: Mon Sep 26, 2011 1:49 pm

Re: Race/Class Idea: Elementals [Coder required!]

#25 Post by eliotn »

For slime elementals, I would restrict it to just digesting gems. Digesting other items may be too abusive, as all items are common. This gives gems an increase slime benefit for the elemental.

For Reminiscence, I would have each gem give a set of basic bonuses, with additional bonuses being dependent on the type of gem.

I like the idea of engulf, reminds me of Nethack. The monster should be able to attack the slime while within though.

For corrosive spit, you ommited the duration of the armor reduction. I would have the damage be over time, and would have the blind duration scale.

For Noxious gysier, you could have the knockback and range scale.

For toxic mist, you should only put a sustain cost there if the talent actually has one, not if it causes other talents to have a higher cost. To make it more interesting, why not have it have a small constant effect, with a bigger one if a regurgitation spell is cast. Other than that, it looks pretty weak.

Dude892
Cornac
Posts: 31
Joined: Wed Jan 18, 2012 9:29 pm

Re: Race/Class Idea: Elementals [Coder required!]

#26 Post by Dude892 »

So with Tainted Might and Corrupted Power all of elemental damage would be blight? Sounds like it would be horrible to go against anything with high blight resistance. Thinking it should be 25% with just Corrupted Power and then an additional 25% with Tainted Might. If I was wrong though completely ignore this.


Anyways, this sound completely amazing and hope it gets implemented soon(if it does)!

PureQuestion
Master Artificer
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Joined: Fri Feb 03, 2012 3:53 am

Re: Race/Class Idea: Elementals [Coder required!]

#27 Post by PureQuestion »

Tainted Might is an active effect; It's only active when you want it to be.

donkatsu
Uruivellas
Posts: 819
Joined: Mon Dec 12, 2011 4:33 pm

Re: Race/Class Idea: Elementals [Coder required!]

#28 Post by donkatsu »

Took a look at the Fire and Earth elementals so far; here are some suggestions.

Earth Elemental

Composture --> Composure? (Composture is not a word)
Level 1: Increases armor by 6 and armor hardiness by 10%
Level 2: Increases Stun and Knockback resistance by 15%
Level 3: As is
Level 4: As is
Level 5: Physical resistance raised by 10%
Does not scale with Constitution. (These kinds of bonuses tend not to scale with a stat)

Shape Weapon --> Attune Weapon (Too similar to Reshape Weapon, which is already a Mindslayer talent)
Shape Armor --> Attune Armor (Same reason as above)

Plate of Genesis
Armour: +23/25/28/30/33
Changes resistances: Also Lightning resistance
Stun/Freeze immunity: +17/19/21/23/25%
(Endgame body armors are really, really powerful so the Plate looked like it would need a buff to compete)


Fire Elemental

Beware of resources that deplete over time. You have to make it totally infeasible to keep it up while exploring, otherwise you end up with a situation like Celestials are in right now, which everybody hates.

Consume: The heal values listed are really low, so hopefully it scales with spellpower by a LOT.

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Race/Class Idea: Elementals [Coder required!]

#29 Post by AlexMdle »

@eliot

I haven't really fully thought out the slime tree at all yet, so Im not sure what attribute of an item changes it's effect. I get your point though, just need ideas as to what each item type would provide, for how long and etc. It should take into account the slime's impossibility to wield weapons or wear armor.

Oh. Also, before I continue. Ive done some severe changes to the tree already, especially regarding engulf. I'll post the current list, forgive the lack of formatting.


Elemental/Devourer [Generic Points]

Consume (Passive) (Start with 1 point, cannot unlearn)

The crux of your being, the ever-present hunger for more. Allows you to store items you walk over in your stomach.
Increases stomach capacity to 8/12/16/20/24 items.
Allows you to store and digest items of quality up to tier 1/2/3/4/5.

Digesting an item also grants you experience based on the item's rarity.

Max. space increases with constitution.

---

Reminiscence (Passive)

Make the power of the digested items your own. Provides a 50 turn buff when digesting an item powered by a specific source:

Arcane: Increase spellpower by 12/16/20/24/28 and critical spell chance by 2/4/8/6/10%.
Nature: Increase life regeneration by 1/2/3/4/5 and defense by 2/4/6/8/10.
Disruptive: Increase all non-physical resistances by 5/10/15/20/25%.
Technique: Increase physical power by 10/14/18/22/26 and all damage done by 20/23/26/29/32%.
Psionic: Increase mental save by 8/14/20/26/32, sense all intelligent enemies in range of 4/5/6/7/8.
Unknown: This delectable treat increases all your stats by 8/11/14/17/20.

All bonuses increase with constitution.

---

Gluttony (Passive)

Increases max slime by 25/50/75/100/125. Digesting an item now recovers 25/50/75/100/125 health.

Health recovery increases with constitution.

---

Hunger Instinct (Sustained)

Your body has come to metabolize your "food" without you even realizing such!
As long as this talent is active, you will automaticly consume an item when your slime or health fall below 20%, without consuming a turn.
Attacking an enemy also recovers 1/1.2/1.4/1.6/1.8 slime.

---


Elemental/Regurgitation [Class Points]

Corrosive Spit (Active) [Range 5]
Slime: 25

Spit a wad of corrosive slime at the target, dealing 45/51/57/63/69 acid damage and reducing their armor by 7/9/11/13/15.
On Level 3, it also blinds the target for 2 turns.

Damage and armor reduction increase with strength.

---

Noxious Geysier (Active) [Range 5]
Slime: 30

Fires a cone of poisonous vapors in the target direction, poisoning all enemies for 23/26/29/32/35 damage per turn for 5 turns.
The high-pressure release also knocks the Slime 2/2/3/3/4 tiles backwards.

Damage increases with Strength.

---

Toxic Mist (Sustained)

Your Regurgitation spells consume 10 more slime to cast, but leave a tile of toxic mist on every affected tile. Enemies walking
over a toxic tile have to make a physical save or suffer a 18/21/24/27/30% chance to become stunned or confused for 2 turns.

The toxic mist tiles last 1 to 3 turns.

Chance and duration of stun/confusion increase with strength.

---

Adhesive Pool (Active) [Range 3]
Slime: 50

Releases a carpet of harmful, sticky goo, dealing 44/52/60/68/76 damage to all enemies in range of 3 and pinning them down for 2/2/3/3/4 turns.

Damage and pinning duration increase with strength.


---


Elemental/Sphere [Class Points]

Trample (Active)
Slime: 20

Form a mighty ball and roll 4/4/5/5/6 tiles in chosen direction, trampling everything in the way.
Dazes all enemies hit for 1/1/2/2/3 turns and attempts to pick up all items you rolled over.

---

Spindash (Passive)

Improves your velocity, passively increasing movement speed by 3/5/7/9/11%.
Trample now deals 40/55/70/85/100 damage to all enemies hit.

Gives 50% chance to bypass any trap during Trample.

Damage increases with dexterity.

---

Engulf (Active)

Engulf the target enemy with your mass. Encases the enemy inside the slime, dealing 10/20/30/40/50 damage and restoring 5/6.25/7.5/8.75/10 slime and health every turn for 5 turns.

Damage and healing increase with dexterity.

---

Amalgam (Passive)

You're a living katamari ball, nothing is fully safe from your sticky touch.
Trample now automaticly attempts to Engulf all enemies hit for 1/1/2/2/3 turns.
Also decreases the cooldown of Trample by 1/2/3/4/5.


---

Elemental/Cellular [Generic Points]

Hidden Armament (Actuve) [Range 1]
Slime: 10

Strike an adjacent enemy using one of your consumed weapons, dealing 120/135/150/165/180% physical damage.
Passively deals 1 point of physical damage per sword/dagger/arrow quivers currently in stomach to all melee attackers.

Attack damage increases with strength.

---

(Thats as far as this goes.)

I would also disagree with the monsters attacking the slime from within, mostly because there's no mechanic to spit the enemies out. A careless engulf could mean unavoidable death in that case.

Regurgiation is sort of the spellcaster tree of the slime class, I figured the first skill should deal a solid chunk of damage. Damage over time is usually unreliable in that.

You got a point on Geysier. How does 2/2/3/3/4 tiles sound?

(Removes slime cost from toxic mist tooltip)
Not sure about a lingering effect. One idea would be absorption/release of incoming nature damage in damaging poison clouds.

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Race/Class Idea: Elementals [Coder required!]

#30 Post by AlexMdle »

donkatsu wrote:Took a look at the Fire and Earth elementals so far; here are some suggestions.

Earth Elemental

Composture --> Composure? (Composture is not a word)
Level 1: Increases armor by 6 and armor hardiness by 10%
Level 2: Increases Stun and Knockback resistance by 15%
Level 3: As is
Level 4: As is
Level 5: Physical resistance raised by 10%
Does not scale with Constitution. (These kinds of bonuses tend not to scale with a stat)

Shape Weapon --> Attune Weapon (Too similar to Reshape Weapon, which is already a Mindslayer talent)
Shape Armor --> Attune Armor (Same reason as above)

Plate of Genesis
Armour: +23/25/28/30/33
Changes resistances: Also Lightning resistance
Stun/Freeze immunity: +17/19/21/23/25%
(Endgame body armors are really, really powerful so the Plate looked like it would need a buff to compete)


Fire Elemental

Beware of resources that deplete over time. You have to make it totally infeasible to keep it up while exploring, otherwise you end up with a situation like Celestials are in right now, which everybody hates.

Consume: The heal values listed are really low, so hopefully it scales with spellpower by a LOT.

Those sound like very reasonable tweaks, gimme a sec to edit the skills.

Oh, also, I dont grasp the problem with depleting resources, can you elaborate on this?

Edit: I also dont really see a problem with "Reshape armor". It enhances any armor worn, rather than improving a singular item, acts as a requirement for an armor class and enhances different stats altogether.

Edit 2: After talking with Pure, I think I should reword the rules regarding Asha's resource management:

Heat drain is 5 per turn, even if in battle.
Each turn outside of battle the heat drain increases by 5, up to 25.
You are treated as in battle if using skills or attacking and only if those actually have a valid target. (Even if attacks miss/Spells cause 0 damage)

Some examples as how the skills treat it:

I'm going to reword Lingering Fires. Instead of restoring 5 heat when the value reaches a certain minimum point, it just sets the drain rate to 0. This way there's a certain minumum of heat you have when roaming around.

This does not mean however, that the previous degenration value is forgotten. Using Eruption when on the minium value for Lingering Fires will increase your heat by 100, but if the drain rate prior to that was 25, you will still lose 25 heat per turn unless you attack somebody/use a spell on them, at which point the heat drain will reset to 5.

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