Automatically deactivate Meditation when enemies appear

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mori
Wayist
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Joined: Wed May 07, 2014 3:05 am

Automatically deactivate Meditation when enemies appear

#1 Post by mori »

While it's handy that Meditation activates on rest to help restore lost Equilibrium, I've had far too many moments where I've fought enemies that have interrupted my rest but forgotten to turn off Meditation beforehand. It would be nice if there was a "deactivate upon seeing an enemy" option in the Bind Talent window for that reason (and possibly others), if no auto-deactivation for Meditation upon leaving rest.

Radon26
Sher'Tul
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Re: Automatically deactivate Meditation when enemies appear

#2 Post by Radon26 »

meditation activates on rest?
pretty sure "enter a simple meditative state" does not equal activating a sustain.
unless that was changed.

elboyo
Halfling
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Re: Automatically deactivate Meditation when enemies appear

#3 Post by elboyo »

He might have one of the auto-explore/rest add-ons. The one I use turns equilibrium on when resting and off when resting is over. If rest is interrupted by damage or by sighting an enemy, it does not turn it off automatically (which is a very good thing if you still need to restore equilibrium.)

mori
Wayist
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Re: Automatically deactivate Meditation when enemies appear

#4 Post by mori »

elboyo wrote:He might have one of the auto-explore/rest add-ons. The one I use turns equilibrium on when resting and off when resting is over. If rest is interrupted by damage or by sighting an enemy, it does not turn it off automatically (which is a very good thing if you still need to restore equilibrium.)
Indeed I have Marson's addon. Sorry, probably should have assumed that was a cause of it.

Bormoth
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Re: Automatically deactivate Meditation when enemies appear

#5 Post by Bormoth »

Please no, I want it to have it on while I play summoner, saves and healing mods are awesome, as well as damage reduction affects detonate which is useful for not killing myself, and getting buffs at same time. Should I say that meditation has 0 effect on damage done by minions.
And I still want to have choice when to disable it, disable it in wrong place at wrong time, and you spent turn killing yourself.

HousePet
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Re: Automatically deactivate Meditation when enemies appear

#6 Post by HousePet »

I'm pretty sure Meditation does affect the damage done by minions. But it only cares about that when they are summoned.
My feedback meter decays into coding. Give me feedback and I make mods.

Bormoth
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Re: Automatically deactivate Meditation when enemies appear

#7 Post by Bormoth »

HousePet wrote:I'm pretty sure Meditation does affect the damage done by minions. But it only cares about that when they are summoned.
Nope it doesn not, I tested. It is buff, buffs have no effect on minions. I think invis rune would also not affect summons. Meditation doesn't lowers your extra damage stats, same invis, it just reduces your damage.
Minions don't have meditate when you summon them they are unaffected, and there is no damage reduction in your character sheet, only those are inherited.

Summoner is only class viable for maxing meditate don't wanna one more useless skill.

HousePet
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Re: Automatically deactivate Meditation when enemies appear

#8 Post by HousePet »

It does copy the damage reduction from Meditate, that is why it says it does.
My feedback meter decays into coding. Give me feedback and I make mods.

Radon26
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Re: Automatically deactivate Meditation when enemies appear

#9 Post by Radon26 »

it specifically say the meditation damage reduction is copied?

Bormoth
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Re: Automatically deactivate Meditation when enemies appear

#10 Post by Bormoth »

Well ritch flamespitter dealing half damage I would notice, but nope it deals same damage, same with Hydra.

code fom summon "setupSummon" in gifts.lua

Code: Select all

	m.inc_damage = table.clone(self.inc_damage, true)
	m.resists_pen = table.clone(self.resists_pen, true)
	m:attr("stun_immune", self:attr("stun_immune"))
        ....
Pretty much all main status effect resists preventing from action
Yup they only inherit everything that is said and reflected in character sheet. Neither invis nor meditate effects Alldamage stat, or any damage stat, and pretty sure checked for damage reduction in "Actor.lua" separately. So unless you are sorce of damage summons ignore those effects. So maybe only detonate, and some damage dealing grand arrivals are affected that's it.

Zizzo
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Re: Automatically deactivate Meditation when enemies appear

#11 Post by Zizzo »

Bormoth wrote:Yup they only inherit everything that is said and reflected in character sheet. Neither invis nor meditate effects Alldamage stat, or any damage stat, and pretty sure checked for damage reduction in "Actor.lua" separately. So unless you are sorce of damage summons ignore those effects. So maybe only detonate, and some damage dealing grand arrivals are affected that's it.
You missed the "numbed" attribute, set by Meditation:

Code: Select all

self:talentTemporaryValue(ret, "numbed", 50)
inherited by summons:

Code: Select all

m:attr("numbed", self:attr("numbed"))
and applied in the damage projector:

Code: Select all

if src:attr("numbed") then
	dam = dam - dam * src:attr("numbed") / 100
	print("[PROJECTOR] numbed dam", dam)
end
Trust me, I learned this from experience; my Summoners got a lot more survivable when I stopped Meditating all the time.
"Blessed are the yeeks, for they shall inherit Arda..."

Bormoth
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Re: Automatically deactivate Meditation when enemies appear

#12 Post by Bormoth »

Ok you are right Meditate gives numbed status and this one indeed inherited, still, summons are meat shield to hide behind, so damage of them little of effect. But you are absolutely correct, thanks.
Or at least for me, choice between more summons in total over fight or less more powerfull summons is quite obvious. Most summons are free with meditate so as long as they keep agro, healing power and saves actually better in most cases.

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