Mindslayer balancing

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HousePet
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Re: Mindslayer balancing

#61 Post by HousePet »

Why no comments yet? :(

Patched.
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Suslik
Spiderkin
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Joined: Wed Aug 22, 2012 4:41 pm

Re: Mindslayer balancing

#62 Post by Suslik »

Ok HP will test it briefly today. Sorry, really busy with making graphics - no time to play =(

Melkhior
Wayist
Posts: 24
Joined: Wed May 21, 2014 7:34 pm

Re: Mindslayer balancing

#63 Post by Melkhior »

Charged strike bug persisted
error = "Lua Error: /engine/interface/ActorTalents.lua:175: /engine/interface/ActorTalents.lua:153: /data/talents/psionic/augmented-striking.lua:240: attempt to index global 'src' (a nil value)\
stack traceback:\
\9/data/talents/psionic/augmented-striking.lua:240: in function </data/talents/psionic/augmented-striking.lua:169>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:148: in function </engine/interface/ActorTalents.lua:135>\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/ActorTalents.lua:175 useTalent\
At /engine/interface/PlayerHotkeys.lua:169 \
At /engine/interface/PlayerHotkeys.lua:161 activateHotkey\
At /mod/class/Game.lua:1966 f\
At /mod/class/Game.lua:1563 fct\
At /engine/interface/PlayerHotkeys.lua:316 \
At /engine/KeyBind.lua:229 "
seen = true
reported = true
I didn't any other bugs yet.

Responce to changes:

Absorbtion - better, Now I donť feel almost imortal as before.
Shattering Charge merging with throw is great - this new ability is cheaper. So I can use it more often without watching over psi.
Teletinecally wielded mindstar is now better and even useful for all builds. 1 thing, i didn´t tested yet is effect of mindstar mastery on tel. wielded mindstar, because posibility of overshinening tel. wielded weapon.

Right now I am not happy with Augmentation, but I am out of ideas how to make it better without breaking something else and making slayer more powerful

Suslik
Spiderkin
Posts: 481
Joined: Wed Aug 22, 2012 4:41 pm

Re: Mindslayer balancing

#64 Post by Suslik »

Love all the changes so far. Suggestions/opinions to the latest revision:

- Kinetic strike synergy effect feels a little lame because it only procs additional damage on frozen targets: all other strikes deal additional damage regardless of synergetic effects. Suggest adding regular phys damage always and increase it by 1.5x when target is frozen.
- Would be really cool and logical to add a synergy to hitting a pinned target with thermal strike. How about removing a beneficial physical effect/sustain when you hit a pinned target with thermal strike?
- Charged strike is great as is because it synergises with both kinetic(pin) and thermal(freeze) already by lowering their resistance.
- According to the code shields now absorb damage during last 3 turns x2 which's great but description is incorrect.
- Suggest using psi when warding weapon triggers automatically. Otherwise looks kinda op against melees.
- Don't have a starting weapon in TK slot in the beginning
- Charged strike bugged, see message above. When it does not proc the error, stun resistance debuff is not applied
- Suggest prolonging static net effect if you're standing in it. Currently it goes to 5 turns counter and then resets.
- 76% global speed buff on Quick As Thought at tl5 is way too much. Reduce to something like 30-50% and give a hard cap of 60 or so.
- Lvlling telekinetic leap past 3 points in the talent does nothing
- At tl5 warding weapon last 2 turns instead of 1
- Looks like Iron Will mental effect removal is broken. During my tests it has not proc'ed even once
- Heat shift needs any graphics
- Static net can use same shader as the new retch and other ground effects

Overall keep up the good work! After fixing the bugs looks like striking tree needs a few more interesting features and it's more or less complete.

Melkhior
Wayist
Posts: 24
Joined: Wed May 21, 2014 7:34 pm

Re: Mindslayer balancing

#65 Post by Melkhior »

Incorrect desription - Beyond the flesh: When using telekinetically wielded gem then it shows incorrectly how many stats points gem add, because its use old formula. Example tier 3 gem add 9 to stats and stats are added correctly, but beyond the flesh says that the gem add +12.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Mindslayer balancing

#66 Post by HousePet »

Upped the weapon damage on Kinetic Strike.
Fixed a second typo in Charged Strike.
Corrected shield descriptions.
Reflexive Warding Weapon now costs 15 Psi.
Not sure what the problem is with birth items being missing. I can replicate by unlearning all psionic talents on birth.
Added two mindstars and a gem to starting equipment.
Static Charge now resets the duration to 5 when merged.
Reduced the correct part of Quick as Thought this time.
Bashed TK Leap against the wall until it gave something for each point spent.
Warding Weapon is an instant effect with duration 1, so it will always look like it has duration 2.
Iron Will: I'd used rng.chance instead of rng.percent again. :oops:
Changed Static Net to a bluish Retch style vfx, but its looks kinda crap.
Corrected Beyond the Flesh description.

Haven't added anything to Thermal Strike yet. I'm still unsure.
Am thinking about swapping the positions of Implode and Kinetic Surge.
Also thinking that Augmented Mobility should be Skate, Mindhook, TK Leap, Quick as Thought.
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Suslik
Spiderkin
Posts: 481
Joined: Wed Aug 22, 2012 4:41 pm

Re: Mindslayer balancing

#67 Post by Suslik »

My suggestion about static net was to use retch shader on it. Texture should be redrawn apparetly. Could you use any other similar effect while there's no special effect for this one?

Love the changes with all starting weapons, it's a huge quality of life improvement.

Melkhior
Wayist
Posts: 24
Joined: Wed May 21, 2014 7:34 pm

Re: Mindslayer balancing

#68 Post by Melkhior »

Am thinking about swapping the positions of Implode and Kinetic Surge.
Also thinking that Augmented Mobility should be Skate, Mindhook, TK Leap, Quick as Thought.
This sound as a good idea.

Suslik
Spiderkin
Posts: 481
Joined: Wed Aug 22, 2012 4:41 pm

Re: Mindslayer balancing

#69 Post by Suslik »

Also I still think that striking tree needs to be more unique and probably the best way to do so is by adding more interesting synergies. Skill description is far from being long or complicated at this point.

HousePet
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Joined: Sun Sep 09, 2012 7:43 am

Re: Mindslayer balancing

#70 Post by HousePet »

Well you can go Charged which lowers freeze resist so that you can go Thermal which freezes them which allows you to go Kinetic for more damage.
Charged Strike also synergies with all the other stun/daze/freeze talents.
Kinetic Strike also synergises with the other freeze talents.

So, something for Thermal Strike, Psi Tap and Augmentation.

Not sure about having Thermal Strike doing a debuff against pinned targets. Doesn't feel right.
How about if you use Thermal Strike against a burning target, it does fire instead of cold and shares the flames around?

Psi Tap could enhance the secondary damages on the Strike talents based on your physical power? Not sure that is thematic, maybe just add a multiplier to the mindpower based damage.

Augmentation could boost physical saves?
My feedback meter decays into coding. Give me feedback and I make mods.

Suslik
Spiderkin
Posts: 481
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Re: Mindslayer balancing

#71 Post by Suslik »

don't like idea of changing cold damage to fire on burning targets with thermal strike or enhancing damage with psi tap - that's just generic and boring. maybe ask in irc for an interesting synergy?

my idea is: since you cannot rotate strike talents anyway because of long cooldown, why not make them somewhat like invoker(dota) or wizards in magicka - effect completely depends on their rotation order. so if you cast charged then kinetic then thermal you get one effect, change their order and effect can be completely another. currently we have only one interesting order - charged->thermal->kinetic which looks like the only viable option which's cool but far from being creative. like if creature has low stun resistance it would be cool to start combo from kinetic strike and finish it with charged for some additional effects.

it may be not too easy to make talent interaction correspond to existing mindslayer lore, but i really think gameplay is more important than lore and if lore prevents using interesting gameplay ideas it should be adjusted.

made a separate thread regarding this tree: http://forums.te4.org/viewtopic.php?f=3 ... 07#p182576

Melkhior
Wayist
Posts: 24
Joined: Wed May 21, 2014 7:34 pm

Re: Mindslayer balancing

#72 Post by Melkhior »

I don't know if it's intended or not, but psiblades bonuses don't apply on telekinetically wielded mindstar. If it's intended than it needs to be mentioned in beyond the flesh description, if not, it's bug :-)

Also beyond the flesh description part of mindstars is old and need to be corrected.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Mindslayer balancing

#73 Post by HousePet »

Three talents with two different directions for rotation gives 6 different combinations. :(

Not sure about Psiblades on the psionic slot, but I haven't done anything to interfere with it.
My feedback meter decays into coding. Give me feedback and I make mods.

Melkhior
Wayist
Posts: 24
Joined: Wed May 21, 2014 7:34 pm

Re: Mindslayer balancing

#74 Post by Melkhior »

I think that I found where is the problem with telekinetically wielded mindstar and psiblades, and why I thouth it is bug.
It looks like that psiblades bonuses aplly to psi slot even if psiblades aren't active and I overlooked it before. So it seems that problem is in the psiblades talent itself and psiblades talent doesn't aplly correctly on psi slot.

Suslik
Spiderkin
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Joined: Wed Aug 22, 2012 4:41 pm

Re: Mindslayer balancing

#75 Post by Suslik »

HousePet wrote:Three talents with two different directions for rotation gives 6 different combinations. :(

Not sure about Psiblades on the psionic slot, but I haven't done anything to interfere with it.
come on, man. 2 of these combinations start with charged strike that has stun resistance which's a synergy by itself, no need to implement aything in addition. 4 synergies left. 2 of them are already implemented so only 2 left (thermal on pinned, charged on pinned). of course it's possible to make these talents more interesting without synergies but just lowering their cooldown or increasing damage is definitely not the way to do so.

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