make antimagic powered items disrupt timed effects

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lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

make antimagic powered items disrupt timed effects

#1 Post by lukep »

I think that antimagic items could gain more flavour and utility by disrupting magical timed effects on the wielder. This would also give AM characters better ways of dealing with debuffs, while penalizing magic users for using AM items more.

One way of balancing this would be to give a chance each turn of removing a timed effect (magic only, but can be beneficial or detrimental). I think a good balance would be:

+ (matierial level)% chance for each item, doubled if the wielder has antimagic
+ 10-20% chance for levels in Resolve (maybe).

This would mean that a starting AM character could get up to 25% chance per turn easily, (3x tier 1 items, +12% for resolve), while a endgame character could get as much as 60% (4x tier 5 items + 20% resolve).
Some of my tools for helping make talents:
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Annotated Talent Code (incomplete)

Dervic
Halfling
Posts: 83
Joined: Thu Jun 21, 2012 9:37 am

Re: make antimagic powered items disrupt timed effects

#2 Post by Dervic »

Antimagic items already have a chance per turn of disrupting magic sustains... Now what I'd like to see was the opposite: a chance for arcane items to disrupt gifts.

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

Re: make antimagic powered items disrupt timed effects

#3 Post by edge2054 »

I like this idea.

I think material level % (just like sustains are) is fine with the bonus doubled for antimagic characters. Figure 4 material level 5 items equals 20% chance per turn, doubled that's 40% which is an amazing passive bonus.

I'm not sure the added bonus for resolve is needed (it's already a great talent).

*edit* Keep in mind someday antimagic egos will be added for other item types so collecting a full set of antimagic items will eventually be possible (so 14 tier 5 items equals 70%, doubled for antimagic means you'll purge magical effects every turn).

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: make antimagic powered items disrupt timed effects

#4 Post by Sirrocco »

This is true, and would be quite powerful... but collecting a full set of antimagic gear (or even just the 5 slots-worth needed for 100% on antimagic characters) is going to seriously limit your options. Further, it's going to mean that the character has sacrificed large chunks of their potential specifically to handle arcane stuff - They'll have gone antimagic, and then filled their slots with antimagic gear, just so they can get a nifty antimagic effect. That's going to cost you when you find yourself dealing with anything that uses anything other than magic. Might be worth it, but not as overpowered as it might look at first.

Planetus
Archmage
Posts: 346
Joined: Sat Jun 23, 2012 8:44 pm

Re: make antimagic powered items disrupt timed effects

#5 Post by Planetus »

Good, that's in line with the whole anti-magic theme, especially now that it's been upgraded. I like the general idea. I agree that Resolve is powerful enough and that the disruption bonuses you're describing are potent enough as they are. I don't think anyone should be getting 100% chance to disrupt the negative magical effects on them (and let's face it, an anti-magic character isn't going to get many positive magical effects on them) every turn. That'd just be overpowered.

I'd also like to see the equipment give a cumulative chance to reduce magical-soured damage by the same percent, so at high concentration a 20-40% chance to reduce any magical attack damage by 20-40%. Or maybe reduced damage reduction, 10-20%?

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