Luminosity Anorithil Rework: feedback appreciated.
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Re: Luminosity Alpha - Illuminate the Enemy!
Donkatsu, don't you see? There is one moon, unless Sunwall says there are more. Two moons plus two suns is five celestial bodies. This is true until there is need for only one sun and one moon, which is foolish to even think, since there have always been just one of each. Anyone who says otherwise is a thought criminal and must be brought to the Ministry of Love for corrections.
If we assume Eyal is earthly in base celestial composition, it may actually have two moons. The normal moon, which has been there since long before Eyal cooled enough to not instakill everything that isn't a fire drake, and the Fearscape moon, which has been there since the Spellblaze. It might be that older Celestials had but one moon to worship, but after the Spellblaze and everything that may have messed up historical records, Uh'Rok was added to their pantheon because, hey, giant rock in the sky.
That would, of course, make all Celestials demon-worshippers by accident, but they're about the only group that doesn't have massive amounts of horribleness to their name, so we might as well have something they'd be ashamed about.
Edit: Oh. There's two normal moons. I guess the Fearscape has no bearing on this.
If we assume Eyal is earthly in base celestial composition, it may actually have two moons. The normal moon, which has been there since long before Eyal cooled enough to not instakill everything that isn't a fire drake, and the Fearscape moon, which has been there since the Spellblaze. It might be that older Celestials had but one moon to worship, but after the Spellblaze and everything that may have messed up historical records, Uh'Rok was added to their pantheon because, hey, giant rock in the sky.
That would, of course, make all Celestials demon-worshippers by accident, but they're about the only group that doesn't have massive amounts of horribleness to their name, so we might as well have something they'd be ashamed about.
Edit: Oh. There's two normal moons. I guess the Fearscape has no bearing on this.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.
It hasn't worked yet.
It hasn't worked yet.
Re: Luminosity Alpha - Illuminate the Enemy!
Absolutely, I think Moonlight Ray is rock solid as well, I just think Searing Light is better and could maybe stand to be scaled back a bit. However, this opinion is also in the context of the Sun side just being better overall; if the rest of the Moon side was better than the rest of the Sun side then I wouldn't even be bringing this up.0player wrote:I will point out that Moonlight Ray is still solid damage, and is crazy useful in early game.
I really don't think it's bad.
The idea of accidental demon-worshippers tickles me. Anorithils did do fire damage. Maybe you're onto something???Red wrote:
Re: Luminosity Alpha - Illuminate the Enemy!
They worship balls of fire and balls of rock that float in the air, relative to Eyal.
Uh'Rok is big ball of fire and rock that floats in the air above Eyal, and appeared around a time where a lot of records and history are going to be messed up at the least, utterly destroyed at the most. It just fits.
That would actually be an interesting idea for another class. A Celestial-Defiler combo, either a Celestial who's realized what their newest moon is or a Defiler who's found power in another source of worshipping demons.
Uh'Rok is big ball of fire and rock that floats in the air above Eyal, and appeared around a time where a lot of records and history are going to be messed up at the least, utterly destroyed at the most. It just fits.
That would actually be an interesting idea for another class. A Celestial-Defiler combo, either a Celestial who's realized what their newest moon is or a Defiler who's found power in another source of worshipping demons.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.
It hasn't worked yet.
It hasn't worked yet.
Re: Luminosity Alpha - Illuminate the Enemy!
I think I will make Shadow Blast and Starfall both apply Numbing Darkness if you're in negative lumi.
Re: Luminosity Alpha - Illuminate the Enemy!
New!
Shadow Blast now reduces damage of enemies by your current negative luminosity bonus, but it changes with your luminosity state. So, keep it up and you're good.
Circle of Blazing Light is fully light damage and now increases your spell save.
Jumpgate is under construction.
Shadow Blast now reduces damage of enemies by your current negative luminosity bonus, but it changes with your luminosity state. So, keep it up and you're good.
Circle of Blazing Light is fully light damage and now increases your spell save.
Jumpgate is under construction.
Re: Luminosity Alpha - Illuminate the Enemy!
Damage in semi-godmode, 5/5 Blood Red Moon, chant and hymn sustained, fully attuned to appropriate celestial body:
Moonlight Ray: 1566
Shadow Blast: 292 + 5841 no crit
Starfall: 1444
Searing Light: 1566 + 1956 no crit
Sun Flare: 1941
Blazing Blast: 4370 no crit
Sunburst: 1882
-The individual ticks on Shadow Blast do more damage than the initial hit, and also its duration exceeds cooldown. At 68% reduction at max, it amounts to a permanent, irresistible stun that can't be cleansed. To put this into context, you could compare that to Mindslayer's Forcefield, which is also about 68% reduction that's irresistible and can't be cleansed, but is very much not permanent.
-Damage that doesn't crit is hard to balance because it will necessarily be strong in the early game and weak in the lategame. And it seems wrong for Anorithils to have a talent like Blood Red Moon, but have the most non-critting damage in the game.
-Blazing Blast looks like an outlier, but actually with its high cooldown and lack of crit it's pretty reasonable.
-I think Shadow Blast will be too strong. I'm going to give it a test run tonight though; the mechanic looks really interesting.
Moonlight Ray: 1566
Shadow Blast: 292 + 5841 no crit
Starfall: 1444
Searing Light: 1566 + 1956 no crit
Sun Flare: 1941
Blazing Blast: 4370 no crit
Sunburst: 1882
-The individual ticks on Shadow Blast do more damage than the initial hit, and also its duration exceeds cooldown. At 68% reduction at max, it amounts to a permanent, irresistible stun that can't be cleansed. To put this into context, you could compare that to Mindslayer's Forcefield, which is also about 68% reduction that's irresistible and can't be cleansed, but is very much not permanent.
-Damage that doesn't crit is hard to balance because it will necessarily be strong in the early game and weak in the lategame. And it seems wrong for Anorithils to have a talent like Blood Red Moon, but have the most non-critting damage in the game.
-Blazing Blast looks like an outlier, but actually with its high cooldown and lack of crit it's pretty reasonable.
-I think Shadow Blast will be too strong. I'm going to give it a test run tonight though; the mechanic looks really interesting.
Re: Luminosity Alpha - Illuminate the Enemy!
Did some more playtesting.
At the high end (~75% damage reduction) Shadow Blast's debuff is too high. It also scales down from its maximum too fast, so that actually it's just not worth the hit to Shadow Blast to use any talent that raises luminosity except maybe Moonlight Ray. Using Bathe in Light, for example, results in me taking more damage than if I just sat there and did nothing at all. After trying a couple of things, for the most part I found it more efficient to just cast Shadow Blast, then alternate between Moonlight Ray and Searing Light and hit a regeneration infusion for the very small amount of damage that does get through. This led to very boring play. Shadow Blast's debuff scaling should just be like damage spells: a fixed percentage that gets multiplied by Twilight scaling. Like maybe set the base reduction at 30%, then that scales to 30*1.75 = 52.5% at full negative, and 30*0.25 = 7.5% at full positive.
Also I would like it if its duration was lower than its cooldown, if only so I stop walking into it after a battle with autoexplore.
I'm looking forward to Jumpgate.
At the high end (~75% damage reduction) Shadow Blast's debuff is too high. It also scales down from its maximum too fast, so that actually it's just not worth the hit to Shadow Blast to use any talent that raises luminosity except maybe Moonlight Ray. Using Bathe in Light, for example, results in me taking more damage than if I just sat there and did nothing at all. After trying a couple of things, for the most part I found it more efficient to just cast Shadow Blast, then alternate between Moonlight Ray and Searing Light and hit a regeneration infusion for the very small amount of damage that does get through. This led to very boring play. Shadow Blast's debuff scaling should just be like damage spells: a fixed percentage that gets multiplied by Twilight scaling. Like maybe set the base reduction at 30%, then that scales to 30*1.75 = 52.5% at full negative, and 30*0.25 = 7.5% at full positive.
Also I would like it if its duration was lower than its cooldown, if only so I stop walking into it after a battle with autoexplore.
I'm looking forward to Jumpgate.
Re: Luminosity Alpha - Illuminate the Enemy!
I'll be out of town for a couple more days, so no live updates.
Yeah, the old bane of "percentage gets more valuable as it approaches 100" hit me again. I'll adjust Shadow Blast to use scaling.
I agree that I overtuned it pretty hard.
I won't make Blazing Blast crit, though. It feels fine.
Yeah, the old bane of "percentage gets more valuable as it approaches 100" hit me again. I'll adjust Shadow Blast to use scaling.
I agree that I overtuned it pretty hard.
I won't make Blazing Blast crit, though. It feels fine.
Re: Luminosity Anorithil Rework: feedback appreciated.
Shadow Blast now uses more nice scaling that won't let you just do nothing for eternity.
Shadow Simulacrum and Twilight scaling adjusted.
Twilight tooltip trimmed.
Hymn of Moonlight working now.
Important: I am currently unable to upload addons. Those with a great desire to test can use the git version: https://bitbucket.org/ElectronicRU/tome-luminosity
Shadow Simulacrum and Twilight scaling adjusted.
Twilight tooltip trimmed.
Hymn of Moonlight working now.
Important: I am currently unable to upload addons. Those with a great desire to test can use the git version: https://bitbucket.org/ElectronicRU/tome-luminosity
Re: Luminosity Anorithil Rework: feedback appreciated.
Now uploaded.
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- Cornac
- Posts: 36
- Joined: Wed Jul 14, 2010 6:36 pm
Re: Luminosity Anorithil Rework: feedback appreciated.
Loving the addon, thought I'd report a lua error.
I'm getting this some of the time, but not all of the time, when targeting Shadow Blast on an empty tile.
Lua Error: engine/interface/GameTargeting.lua:118: /engine/interface/ActorTalents.lua:148: engine/LogDisplay.lua:123: bad argument.
I'm getting this some of the time, but not all of the time, when targeting Shadow Blast on an empty tile.
Lua Error: engine/interface/GameTargeting.lua:118: /engine/interface/ActorTalents.lua:148: engine/LogDisplay.lua:123: bad argument.
Re: Luminosity Anorithil Rework: feedback appreciated.
Pretty neat rework, not changes or makes original gameplay much, but also adds few new toys to arsenal, without changing skill set a lot. Somehow feels familiar new. Seems only one resource bar is what would make this quite an interesting class to play.
re: edit Would like some work on chants and hymns. For now they weak melee retaliation, not worthy even campaired to mostly unused phantasmal shield. Would be nice if they could at least crit, or had ranged retaliation as well. Plus uneven destribution in requirements to get hymn and little to none encouragement to switch. Ok there is some, but only if they could be switched instantly without turn cost.
Some rework that empowers or gives extra powers, hymn,chant when you switch for several turns, to make 1 turn cost worth it. maybe even depending on chant hymn you switched off.
Or Have hymns and chants residue effect which, slowly fades after you turn it off, making it persist for several (3 or 4) turns at weaker state(1st full strength,2nd - 1/2, 3rd -1/4) then fade to 0 in 3/2/1 turns.
Maybe even both at once.
re: edit Would like some work on chants and hymns. For now they weak melee retaliation, not worthy even campaired to mostly unused phantasmal shield. Would be nice if they could at least crit, or had ranged retaliation as well. Plus uneven destribution in requirements to get hymn and little to none encouragement to switch. Ok there is some, but only if they could be switched instantly without turn cost.
Some rework that empowers or gives extra powers, hymn,chant when you switch for several turns, to make 1 turn cost worth it. maybe even depending on chant hymn you switched off.
Or Have hymns and chants residue effect which, slowly fades after you turn it off, making it persist for several (3 or 4) turns at weaker state(1st full strength,2nd - 1/2, 3rd -1/4) then fade to 0 in 3/2/1 turns.
Maybe even both at once.
Re: Luminosity Anorithil Rework: feedback appreciated.
Wouldn't really call the retaliation damage weak.
- Attachments
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- That damage tho
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A little bit of a starters guide written by yours truly here.
Re: Luminosity Anorithil Rework: feedback appreciated.
Well it better but is not so large, because now it is mostly hymn and light one chnt is screwed. so 174 is not too large. Though it is hard totell, how much spellpower this skill had and attunement.(though it can matter little because it is possible to look summ of hymn and chant so luminocity is not matter for soom and they equalise in first view)
Still 174 looks like a lot, but it is with darkness damage empowerment, and that's it, not shure how much spellpower you had.
Shadowblade with 40 ish -50ish spellpower and no light damage boost(if I remember correctly phantasmal shield reatliates with light damage) at skill level one retialates 45 per hit.(Starts from 19 and up to 120+ and even more with boosts) and never thought it worth leveling. The thing is how often you get hit in melee. Most often is spells that hit you. For hymns real damage is around 112 once you subtract damage bonus. Also combat talent level scale a bit less then phantasmal shields.
The effects are small but retaliation is not worth a lot imo.
Your argument doesn't change fact, talent point attrition to take highier skills issue.
Still 174 looks like a lot, but it is with darkness damage empowerment, and that's it, not shure how much spellpower you had.
Shadowblade with 40 ish -50ish spellpower and no light damage boost(if I remember correctly phantasmal shield reatliates with light damage) at skill level one retialates 45 per hit.(Starts from 19 and up to 120+ and even more with boosts) and never thought it worth leveling. The thing is how often you get hit in melee. Most often is spells that hit you. For hymns real damage is around 112 once you subtract damage bonus. Also combat talent level scale a bit less then phantasmal shields.
The effects are small but retaliation is not worth a lot imo.
Your argument doesn't change fact, talent point attrition to take highier skills issue.
Re: Luminosity Anorithil Rework: feedback appreciated.
Actually, the real damage is around 60ish or so, I had around 210% darkness damage plus. Irregardless, the %dam boost is what's really important here, not the melee retaliation. Phantasamal shield has one job, to deal damage to attackers. The hymn bonuses are bonuses that just get stacked on top of one low-amount sustain ability. In my opinion, I think the hymns are quite powerful and don't need any sort of buff.
Edit: IIRC, I think 174 * 6 (one flurry) is enough to kill a level 50 Orc grand master assassin on hit.
Edit: IIRC, I think 174 * 6 (one flurry) is enough to kill a level 50 Orc grand master assassin on hit.
A little bit of a starters guide written by yours truly here.