https://docs.google.com/spreadsheets/d/ ... sp=sharing
Columns:
Life total: Life+negative hit points.
Psi pool: Psi after sustains.
Reduce ratio, Convert ration: The values from solipsism talent.
Threshold: Choose Remaining psi:Psi pool.
Fatal excess psi: How many psi points remain when life total is reduced to 0.
Life lost at threshold: Life lost from damage that sets "Remaining psi:Psi pool" to Threshold value.
Total damage at threshold: Incoming damage before convertion to reach the Threshold. If you don't have life left it's equal to Total fatal damage instead.
Total fatal damage: The smallest damage value that kills the character at 100% life and psi.
How to evaluate the data:
Optimize your character. Equip high +life gear unless "Fatal excess psi" is negative. Disable or enable the psi sustains. Invest only 3 points in the solipsism talent unless further points help you.
edit: better explanation
Solipsism calculations (spreadsheet)
Moderator: Moderator
Re: Solipsism calculations (spreadsheet)
but why would anyone have only 3 points in solipsism after level 20 or so?
if a solipsist is gonna max out any one talent, it should be that one; it increases the player's effective hp and increases psi damage reduction
just treat psi like a health bar and don't mind the global speed decrease, keep a regen infusion up or something to keep the hp and psi bars high
at character level 50 with level 7.5 solipsism, it gives the player a 60/40% psi:hp ratio and converts 60% of healing to psi, and reduces psi damage taken by, iirc 47.2%
and heres some math for that
5 psi per level+100+3 per willpower, assuming 100 willpower, makes 645 psi at level 50, since the player starts with 100 psi at level 1
so a level 50 solipsist with 100 willpower, level 7.5 solipsism, and 801 hp who gets hit by an attack for 2000 damage after various means of damage mitigation would take 800 damage to hp and 633.6 damage to psi
so if you have over 800 hp(alot from items), a level 50 solipsist with 100 willpower and lvl 7.5 solipsism could just barely survive an attack that hits for 2000 damage after resistances and such; that is a lot of hp
now take a solipsist who only has level 3.9 solipsism
according to ToME Tips, which might be slightly off, level 3.9 solipsism at level 50 would give 43/57% psi:hp ratio, and makes 43% of healing heal psi instead of hp, and the player would also get 44% psi damage reduction at level 50
so after taking a hit for 1000 damage, the player would take 570 damage to hp, and 240.8 damage to psi
and the biggest hit he could take without dying, assuming he has 801 hp and 645 psi, is 1406 damage after resistances and such
so those two extra points in solipsism, and category point, means the player gains a bit over 42% extra effective hit points according to tometips and my memory
one could also think of it this way; the more points in solipsism the player has, the more effective +hp from items is
there is the downside of being slow after the player gets hit really hard though, but being dead is even worse
if a solipsist is gonna max out any one talent, it should be that one; it increases the player's effective hp and increases psi damage reduction
just treat psi like a health bar and don't mind the global speed decrease, keep a regen infusion up or something to keep the hp and psi bars high
at character level 50 with level 7.5 solipsism, it gives the player a 60/40% psi:hp ratio and converts 60% of healing to psi, and reduces psi damage taken by, iirc 47.2%
and heres some math for that
5 psi per level+100+3 per willpower, assuming 100 willpower, makes 645 psi at level 50, since the player starts with 100 psi at level 1
so a level 50 solipsist with 100 willpower, level 7.5 solipsism, and 801 hp who gets hit by an attack for 2000 damage after various means of damage mitigation would take 800 damage to hp and 633.6 damage to psi
so if you have over 800 hp(alot from items), a level 50 solipsist with 100 willpower and lvl 7.5 solipsism could just barely survive an attack that hits for 2000 damage after resistances and such; that is a lot of hp
now take a solipsist who only has level 3.9 solipsism
according to ToME Tips, which might be slightly off, level 3.9 solipsism at level 50 would give 43/57% psi:hp ratio, and makes 43% of healing heal psi instead of hp, and the player would also get 44% psi damage reduction at level 50
so after taking a hit for 1000 damage, the player would take 570 damage to hp, and 240.8 damage to psi
and the biggest hit he could take without dying, assuming he has 801 hp and 645 psi, is 1406 damage after resistances and such
so those two extra points in solipsism, and category point, means the player gains a bit over 42% extra effective hit points according to tometips and my memory
one could also think of it this way; the more points in solipsism the player has, the more effective +hp from items is
there is the downside of being slow after the player gets hit really hard though, but being dead is even worse
Re: Solipsism calculations (spreadsheet)
Is it sensible to assume that Psi is at max when taking bit hits?
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Re: Solipsism calculations (spreadsheet)
so a level 50 solipsist with 100 willpower, level 7.5 solipsism, and 801 hp who gets hit by an attack for 2000 damage after various means of damage mitigation would take 800 damage to hp and 633.6 damage to psi
It's a big improvement indeed. In the second case the character would have 47.5% psi left if he took 1405 damage. It should be a good indication to put more points in solipsism.now take a solipsist who only has level 3.9 solipsism
according to ToME Tips, which might be slightly off, level 3.9 solipsism at level 50 would give 43/57% psi:hp ratio, and makes 43% of healing heal psi instead of hp, and the player would also get 44% psi damage reduction at level 50
so after taking a hit for 1000 damage, the player would take 570 damage to hp, and 240.8 damage to psi
and the biggest hit he could take without dying, assuming he has 801 hp and 645 psi, is 1406 damage after resistances and such
It may be reasonable for a level 50 character. But the talent points and category points are scarce at lower levels. And you cannot decrease the solipsism level. It's important to not overdo it with the conversion rate if you don't have enough psi.one could also think of it this way; the more points in solipsism the player has, the more effective +hp from items is
Have you taken a hit or not? If you plan to spend some psi and never get it back then the results vary because of the threshold. You can input a lower number and treat it as max psi for "Fatal excess psi" and "Total fatal damage". It will invalidate any formulas that use threshold.Is it sensible to assume that Psi is at max when taking bit hits?