General Inscription Guide

Everything about ToME 4.x.x. No spoilers, please

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grobblewobble
Archmage
Posts: 336
Joined: Tue Jan 28, 2014 4:39 pm

Re: General Inscription Guide

#16 Post by grobblewobble »

The healing infusions I've seen so far healed less damage than a typical shield rune prevents. Since both are instant, I preferred shields.
bpat wrote:they have extra synergy with Fungal Blood and Ancestral Life since you can get two free turns instantly.
Ugh.. I would call that a bug, rather than synergy. It doesn't make any sense that healing yourself gives you free turns.

ghostbuster
Uruivellas
Posts: 617
Joined: Mon Oct 09, 2006 7:47 pm

Re: General Inscription Guide

#17 Post by ghostbuster »

Primal Infusion is arguably better than any Wild but you could remove a harmless magical effect instead of confusion or stun, so it does have a drawback.
Either I am missing something or the primal infusion is extremely underpowered for an artifact. The drawback already mentioned by bpat. The long cooldown (19 turns IIRC). More 10% damage affinity is not so good. If you have, say, 150% healing modifier which is a mid game average, 10% affinity is equivalent to 15% resist all (ignores damage cap, but it is the value of the initial wild infusion). Definitely, I would prefer an ego wild that can be targetted to a specific effect type, have frequently a smaller CD (14-15) et can have 30+% resist all. An artifact that need a strong boost IMHO.

Orangeflame
Thalore
Posts: 157
Joined: Sat Sep 14, 2013 9:09 pm

Re: General Inscription Guide

#18 Post by Orangeflame »

Primal Infusion:
I'd like to point out that affinity takes place before resistances - with 70% res all from a good wild and equipment, that 10% really mitigates a lot of damage. Furthermore, it is unaffected by res pen. I do agree it should be much better at removing status effects, though.
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Atarlost
Sher'Tul Godslayer
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Re: General Inscription Guide

#19 Post by Atarlost »

I already tend to avoid dual wilds so that I can know I can have greater assurances of clearing the effect I need cleared. I can't imagine using the primal infusion unless it's my third or fourth condition removal button unless I already was immune to or didn't care about stun, confuse, and silence.
Digitochracy
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ghostbuster
Uruivellas
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Joined: Mon Oct 09, 2006 7:47 pm

Re: General Inscription Guide

#20 Post by ghostbuster »

Orangeflame wrote:Primal Infusion:
I'd like to point out that affinity takes place before resistances - with 70% res all from a good wild and equipment, that 10% really mitigates a lot of damage. Furthermore, it is unaffected by res pen. I do agree it should be much better at removing status effects, though.
That is exactly what I stated. If you have 30% resist of a given damage and you take 100 damage, with a 10% affinity, you receive 10 heal and with a 150% heal mod, you are healed for 15. Hence a total damage of 100-30-15, exactly equivalent to a +15% resist. Except if a foe has 100% damage penetration or if my resistances are at 70%, I definitely prefer a 30% resist all (which is common on ego wilds) to a 10% affinity.

grayswandir
Uruivellas
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Joined: Wed Apr 30, 2008 5:55 pm

Re: General Inscription Guide

#21 Post by grayswandir »

ghostbuster wrote:Except if a foe has 100% damage penetration or if my resistances are at 70%, I definitely prefer a 30% resist all (which is common on ego wilds) to a 10% affinity.
If they have 100% damage penetration then any resistance is useless - you'd definitely want the affinity in that case.

Edit: Nevermind, you phrased that backwards and confused my feeble mind. :roll:
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