Spell Runes

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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HousePet
Perspiring Physicist
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Re: Spell Runes

#31 Post by HousePet »

How about change it completely to Freeze then, so it does no damage?
My feedback meter decays into coding. Give me feedback and I make mods.

darkgod
Master of Eyal
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Re: Spell Runes

#32 Post by darkgod »

In svn:
Taint of telepathy: haved cooldown; gives a big mindpower boost
Wild growth infusion: halved cooldown; huge damage boost; grants armour & hardiness
Lightning rune: grants a 2 turns effects after use that makes you shrug off one attack per turn by moving you around (like the Elemental Surge: lighning prodigy)
Heat beam rune: removes one random detrimental physical effect from the caster
Frozen spear rune: removes one random detrimental mental effect from the caster
Insidious Poison infusion: removes one random detrimental magical effect from the caster
Acid wave rune: corrodes
Vision rune: now prodives ESP to one of: "humanoid","demon","dragon","horror","undead","animal"
Invisibility rune: healing penalty removed
Phase door rune: provides big amounts of resists all, defense and effects duration reduction

I believe all runes & infusions should now have some good use, at least good niches :)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

phantomglider
Archmage
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Re: Spell Runes

#33 Post by phantomglider »

darkgod wrote:In svn:
Heat beam rune: removes one random detrimental physical effect from the caster
Frozen spear rune: removes one random detrimental mental effect from the caster
What a godsend for undead. Suddenly if you miss the Wintertide Phial you have a way to deal with confuse and silence.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

Mewtarthio
Uruivellas
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Joined: Mon Jul 16, 2012 6:03 pm

Re: Spell Runes

#34 Post by Mewtarthio »

darkgod wrote:Wild growth infusion: halved cooldown; huge damage boost
:shock: Did you intend to change the damage from 40% of your mindpower to 360% of your mindpower? That's not a typo?

...I think might actually start caring about finishing the Brotherhood quests.

darkgod
Master of Eyal
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Re: Spell Runes

#35 Post by darkgod »

not a typo ;) the damage was pitifully low
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Spell Runes

#36 Post by SageAcrin »

Vision's still a little flaky, but since one of the types is Humanoid, I could see a swap in for the Prides if nothing else. So it has a niche.

Lightning...is now probably the weakest. Not because of the effect, but the fact that it already had the worst damage combined with the fact that it's more of a general defensive effect.

I'm not sure it's actually bad, though, and that's more of an oddity of lightning in general. So that seems okay.

(Really, lightning damage range should be damage/2 to damage, not damage/3, given the power range of lightning talents. And, since enemies can pull out the top end, you don't even get the fun of having lightning talents be non-threatening for enemies, either...)

So yeah, it's definitely far better now. :)

darkgod
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Re: Spell Runes

#37 Post by darkgod »

Well the full avoidance of damage can be great when you can predict huge spikes :)
Also, all lightning damage, while they can range from dam/3 to dam are weighted toward the middle; you have less chance to get a very low (or high) damage.
However usualy lightning talents have a higher max than most other talents .. I just checked the rune and it has a LOWER max .. whoops :)
Fixed!
[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 ;)

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Spell Runes

#38 Post by SageAcrin »

That explains a lot-I thought the damage seemed surprisingly low on them, when I was looking at them for Golem reasons. :)

The weighting towards the middle helps, but that still means they average damage in the same spot-66% of the listed value. 75% feels more right given the spellpower/talent values of lightning talents, for me.

But it's not a big deal, obviously-the only lightning talents that don't see much use right now are Wyrmic's, and only one of those has the damage variance anyways.

wobbly
Archmage
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Re: Spell Runes

#39 Post by wobbly »

Could we have blinded foes not prevent stealth? Would give rogues some extra mileage on sun infusions. Nice for stealth shadowblades too.

lukep
Sher'Tul Godslayer
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Re: Spell Runes

#40 Post by lukep »

wobbly wrote:Could we have blinded foes not prevent stealth? Would give rogues some extra mileage on sun infusions. Nice for stealth shadowblades too.
I would actually want to see this expanded to include everything that can not see you, so invisibility would work as well.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

CaptainTrips
Wyrmic
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Re: Spell Runes

#41 Post by CaptainTrips »

Mewtarthio wrote:
darkgod wrote:Wild growth infusion: halved cooldown; huge damage boost
:shock: Did you intend to change the damage from 40% of your mindpower to 360% of your mindpower? That's not a typo?

...I think might actually start caring about finishing the Brotherhood quests.
It's always nice to see some aspect of the game you've learned to ignore suddenly become interesting again. :D

Attack runes that remove status effects? Yes, please.

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