Comprehensive Mindslayer rework

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

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Doctornull
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Re: Comprehensive Mindslayer rework

#46 Post by Doctornull »

grayswandir wrote:Here's a quick idea for a thermal talent:

Thermal Balance
If above 50% psi, spend X psi and deal strong fire damage in radius 1.
If below 50% psi, gain X psi and deal weak ice damage in a line length 3.
I really like the idea of changing how the attack works based on %psi, but I dislike the binary either/or and I dislike the fact that it gets "weak" at low Psi when IMHO it should get stronger at low Psi.

So I'd suggest that it do both fire and ice damage, with ice damage being inversely proportionate to your current %psi remaining.
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bpat
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Re: Comprehensive Mindslayer rework

#47 Post by bpat »

HousePet wrote:That's a nice idea grayswandir.

I'm not keen on resistance penetration outside of magic based classes for flavour reasons, and it adds an interesting distinction. (Oozemancer feels like playing an Archmage to me, which is the opposite class thematically :( )
It just seems weird that you could burn something that is completely immune to fire, without serious reality messing with, for example.
I'm sure I could be talked into some resistance penetration, as long as it wasn't a whole 50% and didn't function exactly the same as the Archmage mastery talents. :)

Anyway, I'm still coding along. Some of these talents aren't simple to code. :P
I still need to adjust Conduit. Though I'm thinking about merging the talent effects including the single aura bonuses into just the Projection category. Having a wasted talent that requires investment in a different category is annoying.
I've done Impale and Telekinetic Assault.
Focussed Combat won't work out well, so I've put Shattering Charge in that slot and placed Skate as the start of Augmented Mobility, shunting the rest down.
Quick as Thought has picked up the bonuses from Perfect Control.
Grip and Finer Energy Manipulation are all done.
Haven't started on Force yet.

Perhaps Iron Will and Reach could be merged?
I'm also tired of Archmage sustain clones giving 10% damage and 50% resistance penetration. I was thinking more like 20% penetration.

You might be right about Conduit, it's an annoying point sink as it is. Maybe just replace the aura sustain damage with Conduit of that element, since you're still limited to just two at a time.

Yeah, Focused Combat was going to be awkward. It's good that Shattering Charge is being moved out of generics. To make Skate and Quick as Thought not overlap too much, Quick as Thought could give attack speed instead of movement speed.

I don't think Reach can really be merged with anything because it's so good. Maybe Projection Mastery could be removed and replaced with Reach and Iron Will could be added to Focus, but I'm not sure if deleting Projection Mastery is a great idea.
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Doctornull
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Re: Comprehensive Mindslayer rework

#48 Post by Doctornull »

bpat wrote:I'm also tired of Archmage sustain clones giving 10% damage and 50% resistance penetration. I was thinking more like 20% penetration.
Yeah. Archmagi need the 50% respen because they are expected to specialize in one element. Mindslayers don't have that issue, so they don't need that solution.
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Re: Comprehensive Mindslayer rework

#49 Post by bpat »

Here are two ideas for talents for the advanced thermal and charge categories.

Brain Freeze
Psi cost: 40
Range: 5
Cooldown: 25
Travel speed: instantaneous
Usage speed: 1 turn
Is: a mind power
Quickly drain the heat from your target's brain, dealing (combatTalentMindDamage(t, 11, 330)) cold damage and brainlocking for 3 turns. For the next 3 turns, your target has a 30-60% chance for talents to fail and be put on cooldown for 2-10 turns.

Neural Overload
Psi cost: 50
Range: 4
Cooldown: 30
Travel speed: instantaneous
Usage speed: 1 turn
Is: a mind power
Shock your target's nerves, greatly increasing its sensitivity to pain. For the next 5-8 turns, whenever your target takes damage, it takes an additional 30-50% of that damage as lighting damage, up to a maximum of (combatTalentMindDamage(t, 5, 70)) each hit.

I don't know if these are balanced with their current numbers, the numbers can be changed if needed.
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HousePet
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Re: Comprehensive Mindslayer rework

#50 Post by HousePet »

New version of addon for testing/experimentation.
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Doctornull
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Re: Comprehensive Mindslayer rework

#51 Post by Doctornull »

Gave this a quick try.
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bpat
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Re: Comprehensive Mindslayer rework

#52 Post by bpat »

HousePet wrote:New version of addon for testing/experimentation.
If you PM me you're email address, I can give you access to the Google doc so we can keep it properly updated. I'll go test this out today, is there anything in particular you'd like tested?

Edit: I found a few errors so far. One is that Telekinetic Shove does damage and attempts to pin 4 times regardless of whether or not the enemy is pushed into a wall. Another is Warding Weapon causes me to get hit many times and gives a bunch of almost identical lua errors.
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HousePet
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Re: Comprehensive Mindslayer rework

#53 Post by HousePet »

I've only had time to test that the talent tooltip works and done a basic check that each talent works in basic situations.
Unfortunately, this was done with god mode on, so most talents kill things instead of inflicting debuffs...

So initially, find out which talents are broken. Then test the overall feel and fun of the class.
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HousePet
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Re: Comprehensive Mindslayer rework

#54 Post by HousePet »

And I've fixed those bugs. (I hope)

There is something wonky with the descriptions of Mindhook and Telekinetic Leap and I can't work out why it won't display the range correctly.
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HousePet
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Re: Comprehensive Mindslayer rework

#55 Post by HousePet »

Changed a load of text on the design document to blue.

Wasn't sure if I should update it to reflect everything I done in the addon or not. eg. Skate, Shattering Charge, Brainstorm etc...
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bpat
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Re: Comprehensive Mindslayer rework

#56 Post by bpat »

Pretty much anything you've coded can be changed to blue. I'll test out the rest of the new talents over the next few days and let you know if I find any bugs. The numbers could use some tweaking but that can always be done after all the bugs are sorted out.
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bpat
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Re: Comprehensive Mindslayer rework

#57 Post by bpat »

Played to level 9 just now, so far I've only noticed three bugs.

1. Warding Weapon doesn't break the game anymore but it doesn't do anything.
2. Mindhook only pulls the target a single tile.
3. Telekinetic Assault only uses the mainhand rather than all physical weapons (mainhand and offhand).

Other than that it looks really good so far. Telekinetic Shove appears completely fixed. Some talents are definitely too strong but we can worry about balance later.

Edit: Forgot another bug: Thermal and Charge Leeches appear to give much less psi than intended.
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HousePet
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Re: Comprehensive Mindslayer rework

#58 Post by HousePet »

I think I've fixed Weapon Warding.
Mindhook/Telekinetic Leap are driving me mad.
Telekinetic Assault fixied.
The amount of Psi restored by the Leaches is affected by the current Psi scaling. Is that why the numbers were off?

This is a summary of the current revision's category/talent layout with my thoughts for each category attached:
Class categories.
Absorption: Defensive sustains. Kinetic Shield, Thermal Shield, Charged Shield, Absorption Mastery.
-Not happy with the ability to spike all three shields at once.
Voracity: Crowd control and psi management. Kinetic Leach, Thermal Leach, Charged Leach, Insatiable.
-Looks all good to me.
-Possibly activate relevant aura for free if available?
Focus: Psicast damage dealing. Mindlash, Pyrokinesis, Brainstorm, Reach.
-Should remove the conduit bonus damage from Mindlash to make the damage more sane.
Psi Fighting: TK Smash, Augmentation, Conduit, Frenzied Psifighting.
-Conduit needs to be nuked.
-A bit scattered as far as use goes. TK Smash and Frenzied Psifighting are about TK weapons, whereas Augmentation is more for conventional weapon wielding.
Projection: Spikable damage auras. Kinetic Aura, Thermal Aura, Charged Aura, Projection Mastery.
-Will make it apply Conduit like effects without the penalties for non tk focus wielders.
-Not sure reseting cooldown is useful, maybe have it activate auras as well?

TK Combat: Advanced weapon and TK weapon attacks. Impale, Warding Weapon, TK Assault, Shattering Charge.
-Should do something about Shattering Charge requiring a spiked tk shield.
Force: Advanced utility and defense. TK Shove, Iron Will, Deflect Projectiles, Forcefield.
-Forcefield overlaps with spiked shields a bit, maybe it could be change to spike all relevant defensive talents active?
Grip: Advanced utility and physical damage. Bind, Redirect, Implode, TK Throw.
-Overlaps a lot with the Force category.

Generics
Augmented Mobility: Movement based utility: Skate, Mindhook, Quick as Thought, TK Leap.
-All good, except the ranges are getting messed up somehow.

Finer Energy Manipulations: Advanced equipment and resource utility. Realign, Reshape Weapon, Reshape Armour, Matter is Energy.
-Not sure this needs to be advanced. Could also merge the two Reshapes.
-Change Reshape to a sustain.
Dream Forge: Advanced all rounder talents. Forge Shield, Forge Bellows, Forge Armour, Dreamforge.
-Generics are for sharing.

Next we have a proposed revision to about half the categories.
Psi Fighting: Basic Mindslayer combat stuff. TK Shove, Augmentation, Warding Weapon, Shattering Charge.
TK Combat: Advanced TK weapon combat. TK Smash, Impale, Frenzied Psifighting, TK Assault.
Force: Advanced TK allround talents. Bind/Implode, Deflect Projectiles/Redirect, TK Throw, Forcefield.
Finer Energy Manipulations: Basic willpower generic utility talents. Realign, Reshape Weapon/Armour, Matter is Energy, Iron Will.
Bind and Implode merged as they are basically the same effect, one is just strong enough to hurt.
Deflect Projectiles and Redirect are merged into a spikable sustain. Deflect Projectiles effects remain. Spike for Redirect.
Reshape Weapon/Armour merged. Could be made a sustain as some people don't like what it does to item vaulting.

Two new advanced class categories with suggested talents.
Advanced Thermal
Heatlash: active. Mindlash but inflicts fire damage and flameshock.
Thermal Balance: active. Ranged ball. fire damage based on your current psi, cold damage based on your max psi minus your current psi.
Brain Freeze: active. Quickly drain the heat from your target's brain, dealing (combatTalentMindDamage(t, 11, 330)) cold damage and brainlocking for 3 turns. For the next 3 turns, your target has a 30-60% chance for talents to fail and be put on cooldown for 2-10 turns.
Accelerant: active. Target burning creature is engulfed in an explosion, damaging them and nearby creatures, and setting them on fire more.

Advanced Charged
Electrify: active. Wrap target creature in wildly fluctuating electric fields, causing lightning damage every turn. At high levels it can hurt adjacent enemies too.
Sensitize: active. Increase target creatures ability to feel pain. Anytime they do or take damage they take a fraction of it as mind damage.
Clinging Static: active. Creates a charged zone that does lightning damage and slows creature moving through it.
Heartstart: active. Cures stuns and dazes and makes you immune to them for a short period. You also can survive with negative hp until this effect expires.
Stored Charge: passive? Slowly accumulate electric charge from movement and discharge it into whoever strikes you next.
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anonymous000
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Re: Comprehensive Mindslayer rework

#59 Post by anonymous000 »

The changes look fantastic and I agree on most of the proposed revisions. But I am not sure about the advanced thermal and advanced charge. Now Mindslayer already have Auras and Focus for psi-casting, adding two more categories seems unnecessary. Maybe merging the skills would be better, say merging Sensitize with Brainstorm to have Brainstorm to do something more interesting than the vanilla daze. If there is a new category I would like to see some interesting passives.

HousePet
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Re: Comprehensive Mindslayer rework

#60 Post by HousePet »

Yeah those two new categories came out a bit too castery focussed and too many actives.
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