rexorcorum wrote:Oh, but the blind is AoE, you have to push to talent level 4 to unlock it though.
the blind is AoE at level 4 yes but the part of the description i quoted was before the part where it says at level 4 the blind becomes an AoE ^^
also i can't believe i forget to say that every post but there is a bug when comparing gloves as a brawler. if you have heavy gloves on and you compare lighter one, the higher end of base power never display right, it'll always say the lighter gloves are better, the lower end of base power works fine though. and the problem doesn't appear if you have light gloves equipped and compare any gloves with them.
I write guides and make addons too now, apparently
You can go here for a compilation of everything I wrote, plus some other important stuff!
Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)
StelasEldrasia wrote:I have 0% blight and fire resist. Decrepitude Disease and Burning are being entirely tanked by my armor.
Decrepitude Disease from Ghast hits Aki for (18 resist armor), 0 blight.
Burning from Armoured skeleton warrior hits Aki for (20 resist armor), 8 fire.
I think this was happening to poisons too. It's welcome, but doesn't quite seem right. My armor shouldn't even be resisting that much - I have 12/43%.
This is actually the flat damage reduction on Striking Stance that scales with strength. It always shows in the log as armor for whatever reason, but prior to this its only been used on like.. 2 items I think. Easy to get confused. Is there a better word than armor I could replace the log message with?
New brawler is just awesome. I'm having great fun with it.
Suggestion: 'Unified body' should not be unlearnable to prevent people from shuffling points simply to qualify for armor/thick skin.
Another suggestion: I would lock combat techniques and unlock unarmed discipline for them. It seems more natural to have a 1.3 tree that's native to the class unlocked than a 1.1 general purpose one. Unless there are gameplay/balance reasons for this?
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
I'm not sure about the new way stats are displayed on items. For instance:
To me, this implies that the top list of effects (when wielded/worn) applies when you wear the item, and the bottom list (General effects) doesn't. I also don't understand the distinction it makes...Why is mental and spell crit different from physical crit? Why is damage on being hit different from lightning resist? It seems arbitrary and confusing.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
There is very little incentive to push Axe Kick beyond talent level 3. Maybe rebalance it so that the final duration increase (to 4 turns) comes on talent level 5.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
Strider: The description says: "You literally dance around your foes...". That doesn't seem right. No one does the waltz in combat. 'You dance around your foes' seems just fine if that's what you want to go with, although with what the talent actually does - it's called Strider, it increases your movement speed and reduces some cooldowns - I'm not sure where the connection to dancing is, and it works out of combat as well. Maybe 'Intense practice has made you faster, increasing your movement speed...' instead?
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
comparing ring is broken, if both your rings have same stats you see something like this : Maximum life: +0.00 (-25.00-20.00) and it's ok (although a coma between the numbers would look better ^^) but if some of the stats are only on one ring then the ring in your inventory is compared to that stat and you don't know which ring has it.
i used an add-on in 1.1.5 that allowed me to compare to my rings and circle between them by hitting shift, if that could be implemented into 1.2 that would be great
I write guides and make addons too now, apparently
You can go here for a compilation of everything I wrote, plus some other important stuff!
Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)
Wild infusion: The description is doubly misleading. Change it to 'Activate the infusion to remove 1 detrimental <type> or <other type if applicable> effect from you chosen at random, and increase your resistance to all damage by <x%>.
And while we are on the subject, thalore racial buff suffers from the same problem. 'Reduces all damage you take by x%' is not the same as 'increases your resistance to all damage by x%' which is what these buffs do. Resistances can be pierced, which is something you intuitively know if you play ToME a lot, and the current description doesn't imply that at all.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
I really like the new tile sets for the Deep Below and the Heart of the Gloom, but I've noticed that they can sometimes very effectively hide stairs. Took my about 5 minutes to locate them on one level last night. Maybe prevent the stairs from generating on southern wall on these maps?
As skirmisher: deflecting with a buckler should still apply the counterstrike debuff to enemies when block is active, otherwise the skill is very anti-synergistic.
As archer: I can no longer tell what stats the sling and bow respectively use.
As berserker: 'incoming' is misspelled in the Shattering Shout description.
The new tiles look nice, but a few of the more unusual trees look like enemies in the map when on the south wall of a room or corridor. As has been mentioned, the tiles cover a lot of free space in a potentially confusing manner. It is possible that I and others will quickly get used to them, so it may or may not be an issue.
In response to supermini, point shuffling happens often with skeleton and similar skills, and has so far been permitted.
milo wrote:Odd. My friendly Inner Demon fearscaped me. Guess that's how they say hi.
MarginalMagus wrote:As skirmisher: deflecting with a buckler should still apply the counterstrike debuff to enemies when block is active, otherwise the skill is very anti-synergistic.
It really doesn't matter, as skirmisher uses sling/shield, and counterstrike is melee only.