Anyway, I followed this thread for 2 weeks while on vacation and now I can finally try it for myself. I'll probably start playing tonight and give feedback as soon as I have some ^^ This addon sounds great

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Expecting longstanding players who are keeping up with your work to read the patch notes is reasonable, expecting a new player to hunt for things that are spread out over a 40 page thread is not.nekarcos wrote:@phantomglider
RE: Ritch is not ranged?
Actually... They DID start out with that... In fact, EVERYTHING that you're mentioning was true. However, a recent experiment I started (called "Volatile" changes) caused Ritch to start with several talent trees locked, but also having more category points to choose from. This was to determine what talent trees people prefer, and where they would magnetize given the greater deal of freedom-- All in an attempt to figure out where to go with Ritch next.
... However, it turns out you came at a bad time, and so, this didn't make any sense to you at all! That said though, I kinda expect players to read up on my Patch Notes so that mix-ups like this don't happen...
RE: Flamespit is weak
At first glance, yes. However, it only truly shines when mixed with melee combat and later Firestarter talents. Otherwise, it's mostly useful for peppering down foes with all the Equilibrium you PROBABLY won't be using anyways (Ritch is very light on Equilibrium usage, so it MOSTLY goes to this talent).
Damage-wise-- It scales QUITE effectively on Willpower. However, I can't allow it to have the same power level as "Flame" or "Acid Spray" because of its 0 cooldown and increase in speed/power later on. Besides, the base 14 damage is A LOT at the beginning of the game when you're encountering tiny little rabbits and mice, or large tufts of poison ivy. Really, you should see it more like that, heheh...
As for that 95 damage stuff-- Those are "mage-y" types of classes though. It's not really fair comparing them to something that relies a bit more on melee combat than usual. Also, the reason a summoned Flamespitter Ritch even does that kind of damage is because it's a TEMPORARY source of damage output that relies on line of sight. If you've played enough Summoner, you'll know Flamespitters reward you for good positioning with high damage-per-turn, but do absolutely NOTHING otherwise.
... But yeah, this is not a temporary summon. This is a playable class. I can't just make it behave EXACTLY like its counterpart-- For balance reasons. At the very most, I can "imitate" its behavior-- But you will need to build in a VERY particular way if you want to be as powerful as what its imitating, as well as sentient.
RE: The equilibrium cost?
A summoned ritch shouldn't encounter equilibrium failures, because SPAMMING flame spits is its whole purpose!
However, for a "real" Ritch", the cost needs to be high so that you will very quickly encounter equilibrium failures (which is a MUCH "softer" limitation than the exhausting of conventional resources, such as Mana or Vim). Equilibrium needs to be expensive to encourage minimal usage-- But NOT limit the usage. That said, you can get more than 15 Flamespits out before the failure rate really becomes any kind of hindrance... Isn't that enough?
But anyways, the only thing holding a Ritch back from going absolutely nuts with Flamespit is their Equilibrium Drainage rate-- Which is something that improves with Wild Power-- Which improves with your level. After much experimentation, I determined the current cost was a sweet spot where it could still be useful in early game WITHOUT allowing the Ritch to endlessly decimate everything in sight later on.
RE: Combat Accuracy freebie??
"Natural Combat" is a bit special because it gives you 1 free Generic Point every level. I would say 50 Generic points is a much better gift than 1, don't you think?
RE: Basic attacks shouldn't reduce durability
Wouldn't that be nice? The dream, really!
But sadly, no. Ritch will never be as competent at handling weaponry as a humanoid would. This would allow you to "rely" on weapons you find-- Which defeats the flavor of this class. Remember: You're an animal-- Not a human. You can't really wield blades that well, if at all. You can go ahead and use the weapon-- But it will break, and then you will have to rely on your own natural abilities-- Hence: "Impermanence".
... Besides, if you need a weapon to cut down worthless enemies, look no further! Use your unarmed hookclaws! You have a quick-swap set for that exact reason, after all!
RE: Durability UI
That's asking a lot from a solo developer... Let's just leave it at that.
RE: Durability loss based on damage
... Three problems:
- Durability loss would become inconsistent and harder to describe. You might accidentally break a weapon because you hit harder than expected.
- Why exactly would damage affect durability loss? If you ask me, attacking someone clad in armor would probably break my weapon without hurting them at all.
- This would PUNISH the player for having good damage output! That and weapons would turn into "damage potions" since there would be a very particular amount of damage each weapon could cause before breaking. This is something me and nsrr talked about already.
Overall, Impermanent Weapons are supposed to be "extensions" of your already-existing claws. They're not intended to "improve" upon your standard attack-- But rather, provide a new flavor for your standard attack. For example, "Projection" weapons are easily my favorite, because they give me a 10-range melee attack every 8 turns or so-- Which is INCREDIBLE for Ritch!
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.
1. I'd say that ritch is or can be good because of the soul tree AND bloodthirst, but the blighted utterly genocides your stats, at least the blighted start. Literally most of my stats are <10Arsonius wrote: On the other hand, getting Bloodthirst allows for expanded melee build even if requiring investing in Strength.
Non-avatar monstrosities start with no infusions and the same 10 gold (and 3 gems) as avatars. While Summoners and Oozemancers don't really need any infusions at that point, I think starting as Wyrmic is too hard.
I understand they're low priority, just writing my thoughts.
I disagree! One point in Breaths would make all the difference. All Hydras start out with no talent points allocated out of two. In general really, Hydras should start out, blighted or not, with one point in breaths (especially since the talent point can be removed on birth and reallocated to whatever tree you want to focus on instead) since it's the staple for pretty much every early game Hydra. Even without access to anything else and horrible stats, all you need to get to and beat your first boss (assuming it's like Norgos/Prox) is one point in Breaths, Hungry Eyes as your first discipline (probably a go-to choice for Blighted w/Recuperate), and a slight bit of patience. If you pick up Elusiveness at Level 2, you should be more than able to beat the boss on Normal. This should make the opening battle survivable too as a blighted, instead of a super intense hunt for a safe area that loses you that first level up. Like you said, the simplest thing would be to unlock the blighted tree (which I honestly thought was going to be the case when I first started), and I feel like the trade-off for unlocking it at the start is the fact that you're locked out of every other tree until you can rebuild your Wil, but I have a feeling you're not to comfortable with that so this seems like the easiest compromise. I would really like to try a legit Blighted/Recuperate run, and I would also suggest holding off on any final opinions on Recuperate until someone can report back on that build, even if Blighted is optional.nekarcos wrote:Hrrrmm... I always knew about this, but I'm not entirely sure how to deal with it, to be honest-- Especially since 1 talent point in tri-breath really won't get a Hydra anywhere...emblempride wrote:I suggest having Hydras start out with one of their class points already in Breaths, as currently a blighted start is impossible
To elaborate-- This whole "blighted start" thing is HIGHLY experimental and last-second, but it's intended to cut out the middle man if a player wants to do "blighted" stuff WITHOUT having to jump through the hoops it involves (you know, getting hit by blight a lot, running back, etc...)
Unfortunately, it means you're gonna lose A LOT of stats at the start of the game, such that it might actually be impossible to... Well, learn anything AT ALL (and therefore, VERY hard to advance to higher levels to learn something).
This said, because of the +20 Magic you're getting from it, the VERY simple solution would be UNLOCKING the blighted talent tree at the start as well... But therein lies the difficult, balance-begging question: What exactly would the player be giving up in exchange for this additional Category Point I would be giving them...?
... Decisions... Decisions...
Addition: ... A thought would be reducing the talent category proficiency by 0.2-- But then this would mean you'd be capped out at x1.00-- Which is sort of lame if you want to go to x1.20...
Alright, this has been VERY compelling-- You've convinced me! In fact, I think I'll go the extra mile and just give Hydra 1 point in EVERY talent tree instead of freebie points!emblempride wrote:I disagree! One point in Breaths would make all the difference. All Hydras start out with no talent points allocated out of two. In general really, Hydras should start out, blighted or not, with one point in breaths (especially since the talent point can be removed on birth and reallocated to whatever tree you want to focus on instead) since it's the staple for pretty much every early game Hydra. Even without access to anything else and horrible stats, all you need to get to and beat your first boss (assuming it's like Norgos/Prox) is one point in Breaths, Hungry Eyes as your first discipline (probably a go-to choice for Blighted w/Recuperate), and a slight bit of patience. If you pick up Elusiveness at Level 2, you should be more than able to beat the boss on Normal. This should make the opening battle survivable too as a blighted, instead of a super intense hunt for a safe area that loses you that first level up. Like you said, the simplest thing would be to unlock the blighted tree (which I honestly thought was going to be the case when I first started), and I feel like the trade-off for unlocking it at the start is the fact that you're locked out of every other tree until you can rebuild your Wil, but I have a feeling you're not to comfortable with that so this seems like the easiest compromise. I would really like to try a legit Blighted/Recuperate run, and I would also suggest holding off on any final opinions on Recuperate until someone can report back on that build, even if Blighted is optional.
You're welcome and thanks!nekarcos wrote:Alright, this has been VERY compelling-- You've convinced me! In fact, I think I'll go the extra mile and just give Hydra 1 point in EVERY talent tree instead of freebie points!
... In fact, I think I will do the same for EVERY Avatar class-- Fire Drake will get 1 point in Breath of Fire, Fire Claw, and Wingbeat. Ritch (when the volatile test is done) will get 1 in Deadly Sting, Flamespit, and Buzz-Off (despite being locked!).
This should VERY smoothly rectify the issue starting as a blighted summon would introduce without "really" affecting standard pure summon play. Also, it gives me the opportunity to sneak a VERY nice buff into the Ritch class. Thanks for this suggestion, it's been super enlightening!
Also, about "Recuperate"... Mmmm, alright-- But we can't keep these changes around forever. EVENTUALLY, we must come to a verdict, and I hold it to you, my players, to help me figure out one sooner than later...
When I have the time, I was going to write a lengthy "Hydra Experience" post after my victory. I'll try to hurry up and cover the Recuperate portion tonight or tomorrow.nekarcos wrote: Also, about "Recuperate"... Mmmm, alright-- But we can't keep these changes around forever. EVENTUALLY, we must come to a verdict, and I hold it to you, my players, to help me figure out one sooner than later...
I... don't think you understand the problem I am trying to get at. Flame Spit is fine if it's a supplemental thing you do while waiting for people to walk into your melee buzzsaw, but you don't have a melee buzzsaw becausenekarcos wrote: @phantomglider
RE: Flamespit is not worth it
The "trick" to Flamespit is that it provides you something to do at ALL times. Normally, a melee character sits around and stares anxiously at their opponent as they advance upon them, ready to cut them up the moment they enter melee range. However, with Ritch, because Flamespit has a cooldown of 0, there is no reason you SHOULDN'T be spitting fire bolts at ANY moment that you are NOT currently slicing something up, slightly improving your damage output. This allows Ritch to maintain a CONSTANT flow of damage, no matter what it's doing.
To make a rather crude, "irrelevant" comparison-- It works the way Hack-n-Slashes (like "Devil May Cry") do, in that you ALWAYS want to be firing your guns when you aren't currently slicing something up... Though, of course, in those games, bullets do about as much as peas flicked off your dinner plate. This is because the kiting potential is so high, and there needs to be a good risk-reward system. All of the above applies for Ritch as well, and that "behavior" is more or less what I'm trying to go for with this melee/ranged hybrid character.
RE: A million dollars
You said you wanted ONE generic point at the start of the game. "Natural Combat" is giving you exactly that, and 49 more... I'm not sure what more you could want!
RE: Ritch needs more generic points
No. Ritch needs more IMPACTFUL generics! Personally, I feel "Bloodletting Beast" is a GREATLY powerful, VERY impactful generic tree-- But this might be the ONLY one. "Cold Blood" has proven useless, people generally despise "Wing Pod" randomness, and nobody seems to care for "Hoarding Beast" because of how limited category points are. What REALLY doesn't help this is that I never wanted "Bloodletting Beast" to feel like a go-to talent tree for Ritch, since it's the only "good" one. It was supposed to be a slight "cushion" for making mistakes, since you would be healed by your enormous damage output.
Overall, this leads to an unfortunate state where it seems like Ritch is wanting and lacking in generics. I need to, somehow, make each tree a little more IMPACTFUL...
RE: No freebie generics
I can't give you free levels in your racial, because... Well, it's a racial talent tree. You never get freebies for those.
If I were going to give Ritch ANY free generics, it would be entirely in "Cold Blood"-- But again, there are "issues" revolving around that talent/tree that I have yet to resolve.
RE: No healing
As bizarre as it sounds, the design philosophy of Ritch is killing things before EVER being touched... It was never meant to "tank-and-life-steal" as it currently behaves right now.
This means it's supposed to have astronomical damage-- But this apparently isn't the case at the moment, from what I've heard. This said, I can't confidently tweak anything until I've determined exactly what a Ritch run is like from beginning to end through various different perspectives.
... I guess what I'm saying is: I need someone to beat the game with a Ritch and recount their experiences, even if they have to (within reason) cheat to do so-- This way, I can hear about where the chokepoints were, and what the frustrations they encountered was. Until then, I can't make any "dramatic" changes...
RE: All about Flamespit
Bah... Why doesn't anyone ever talk about Stinger? I feel like NOBODY gives this a chance. In my experience, it is EXTREMELY powerful and melts just about everything in Tier 1 and Tier 2 immediately (such that it was possible to make a Ritch that was 100% Constitution/Dexterity and 100% Eagle Eyes)-- And this was BEFORE I GREATLY buffed Stinger and lifted the penalty on inflicting multiple diseases.
I have to be honest: People seem frightened about trying new things, and I always feel like options are not being fully explored when they call a class weak. I find that, with any class, the moment you find some kind of magic that clicks, it finally takes off, and it doesn't feel so weak anymore-- And as I've assured everyone before: Each Avatar has, AT LEAST, one winning strategy, since I've played through the game and, RELIABLY, beat EVERY challenge ToME has to offer (except Atamathon, but INCLUDING the Overpowered-Wyrm room!).
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.
ACCURACY:
> Ritch's starting, untouched Accuracy was 11.
> Brawler's starting, untouched Accuracy was 8.
> Shadowblade's starting, untouched Accuracy was 8.
> Rogue's starting, untouched Accuracy was 8.
~ The talent "Combat Accuracy" provides 12 Accuracy at Talent Level 1
~ The talent "Eagle Eyes" provides 10 Accuracy at Talent Level 1
POWER:
> Ritch's starting, untouched Physical Power is 11
> Brawler's starting, untouched Physical Power is 13
> Rogue's starting, untouched Physical Power is 11
> Shadowblade's starting, untouched Physical Power is 10
~ "Weapon/Dagger Mastery" provides 13 Physical Power (+25% weapon damage) at Talent Level 1.
~ "Savage Strength" provides 10 Physical Power (and 1% Crit chance) at Talent Level 1.
*** But let's not forget about "Strongarm", which provides +50% weapon damage!
*** The difference is minimal, but "Ritch" has an advantage since it gets more with less investment
*Standing there, arms folded, tapping feet...*-- I have hacked "Acidic Spray" onto a Ritch at Talent Level 1. I'm attacking a target dummy. Let's take a look at the numbers:
-- Level 1 Ritch, 12 Willpower, 13 Mind Power (an untouched, just-born Ritch)
> Spent 3 Equilibrium. Used Acidic Spray. Dealt 49 Acid damage. Acidic Spray is on cooldown for 6 more turns.
> Spent 5 Equilibrium. Used Flame Spit. Dealt 11 Fire damage.
> Spent 5 Equilibrium. Used Flame Spit. Dealt 11 Fire damage.
> Spent 5 Equilibrium. Used Flame Spit. Dealt 11 Fire damage.
> Spent 5 Equilibrium. Used Flame Spit. Dealt 11 Fire damage.
> Spent 5 Equilibrium. Used Flame Spit. Dealt 11 Fire damage.
> Spent 5 Equilibrium. Used Flame Spit. Dealt 11 Fire damage. Acidic Spray is now ready.
*** Conclusion: "Flamespit" STILL outdamaged Acidic Spray, although the cost was very high.
-- Level 10 Ritch, 34 Willpower, 26 Mind Power (every point in Willpower, nothing else touched)
> Spent 3 Equilibrium. Used Acidic Spray. Dealt 60 Acid damage. Acidic Spray is on cooldown for 6 more turns.
> Spent 5 Equilibrium. Used Flame Spit. Dealt 20 Fire damage.
> Spent 5 Equilibrium. Used Flame Spit. Dealt 20 Fire damage.
> Spent 5 Equilibrium. Used Flame Spit. Dealt 20 Fire damage.
> Spent 5 Equilibrium. Used Flame Spit. Dealt 20 Fire damage.
> Spent 5 Equilibrium. Used Flame Spit. Dealt 20 Fire damage.
> Spent 5 Equilibrium. Used Flame Spit. Dealt 20 Fire damage. Acidic Spray is now ready.
*** Conclusion: "Flamespit" has improved approximately 90%, while Acidic Spray has improved 20%.
> Raising both talent levels to 5 now <
-- Level 10 Ritch, 34 Willpower, 26 Mind Power (talents are now Level 5)
> Spent 3 Equilibrium. Used Acidic Spray. Dealt 143 Acid damage. Acidic Spray is on cooldown for 6 more turns.
> Spent 5 Equilibrium. Used Flame Spit. Dealt 62 Fire damage.
> Spent 5 Equilibrium. Used Flame Spit. Dealt 62 Fire damage.
> Spent 5 Equilibrium. Used Flame Spit. Dealt 62 Fire damage.
> Spent 5 Equilibrium. Used Flame Spit. Dealt 62 Fire damage.
> Spent 5 Equilibrium. Used Flame Spit. Dealt 62 Fire damage.
> Spent 5 Equilibrium. Used Flame Spit. Dealt 62 Fire damage. Acidic Spray is now ready.
*** Conclusion: "Flamespit" has improved by 300%, while Acidic Spray has improved approximately 150%.
... So, having nerded this out a bit and produced VISIBLE numbers, you can CLEARLY see the problem with Ritch IS NOT its starting damage. I would like you to stop attacking that.*** Note that ALL listed talents are LEVEL ONE.
-- Level 1 Cornac Shadowblade; has "Lethality", "Dagger Mastery", and is sustaining Shadow Combat:
> Standard attack deals 16 physical, 6 darkness, 8 physical, 6 darkness (24 Physical + 12 Darkness = 36 damage total)
*** Remark: Ninjas are cheaters. Look at everyone else's numbers!
-- Level 1 Cornac Brawler; has "Unarmed Mastery":
> Performed a "Double Strike", dealing 12 Physical, 12 Physical (24 damage total)
-- Level 1 Cornac Rogue; has "Dagger Mastery" and "Lethality". HACKED IN "Vile Poisons" for the sake of testing:
> Standard attack deals 16 physical, 8 physical (24 damage total)
> Vile Poisons causes 11 Nature damage for 6 turns (66 damage total)
*** Took a look at the code-- The chance of proccing is 25% per attack at TL1. At TL5, the chance is 45%. The chance diminishes for each poison they have.
*** Also note that "Cunning/Poisons" is a Level 10 ADVANCED talent tree, so I'm cheating a bit here!
-- Level 1 Cornac Archer; has "Bow Mastery" and nothing more
> Used "Shoot"-- Arrow deals 22 Physical damage
> Melee'd the dummy for fun-- Archer-fist deals 5 Physical damage
-- Level 1 Cornac Summoner; uses Level 1 "War Hound" and Level 1 "Ritch" to attack:
> War Hound deals 24 Physical damage
> Ritch uses Flame Spit; deals 20 Fire damage
*** Now, the important comparison:
-- Level 1 Mantis Ritch; "Strongarm" is active and nothing more:
> Used "Flamespit", dealt 11 Fire damage
> Performed an ARMED melee attack (starting Longsword+Dagger), dealing 15 Physical, 12 Physical (27 damage total)
> Removed weapons-- UNARMED melee attack (Hookclaw+Hookclaw), dealing 11 Physical, 11 Physical (22 damage total)
> "Pernicious Needle" triggers-- Initial sting deals 12 Blight. Dummy proceeds to take 11 Blight for 5 more turns (67 damage total)
*** The chance of a sting proccing is 6.7% at TL1. The chance is 8.9% at TL5. This looks bad because it requires Dexterity and Physical Crit to increase, while Vile Poisons does not. The chance of proccing DOES NOT diminish for each additional disease.
*** And JUST for GOOD measure:
-- Level 1 Cornac Archmage; went and learned "Staff Combat", and learned "Channel Staff"
> Used "Channel Staff"-- It deals 6 Light damage (I had a "Light" staff at the time)
> Reconfigured staff to "Physical"-- It deals 7 Physical damage (the number pops up as 8 though)
> Smacked the dummy with the staff-- It deals 8 Physical damage
*** Deliberation: "SUSTAINED ranged damage sits perfectly in between the two major ranged classes in ToME. Melee damage sits IN LINE with the Dexterity-based double-attack classes. Melee damage sits in line with Summoner melee damage, but somewhat behind Summoner ranged damage. Lingering damage falls in line with standard numbers, however, proc chance is lower than normal-- BUT, it has the potential to stack indefinitely."
*** Conclusion: "Ritch's starting damage falls in line with ToME's standard levels of starting damage, and will only continue to grow stronger and stronger at a RAPID, ACCELERATED pace."
Maaaaaaan!! But as soon as I tune down the power levels of the soldiers in the starting battle, everyone is just going to AFK next to The Summoner again-- And I despise that!Almonihah wrote:I think the problem is, you're thrown into a combat at level 1, and most people don't do an extensive cost/benefit/survivability analysis at level 1 before selecting their talents and jumping in. They figure they'll have time to experiment, take back some choices that aren't working, and so forth, before getting to the end of the Trollmire and actually having to get serious against the boss. However, after my (one) time trying Ritch... it's really, really easy to just plain die if you try to experiment during the first battle without putting a whole ton of thought into just what you're doing.
I suspect that this is a deliberate design choice. All of the Avatar classes have an enormous amount of complexity to absorb right at the beginning just from the choice of your first Natural Combat discipline, much less the rest of their class abilities, all of which are rather different from vanilla ToME. Myself, I enjoy the complexity and the great difference from normal builds, but for the average ToME player, it can come as a real shock, and one that's not necessarily understandable until you sit down and run a lot of numbers... which is not something your average ToME player probably does. So I suspect what's really going on here is an expectation mismatch between "Developer who has thought through all of this several times and already knows how to play his stuff" on the one hand and "Player who expects to jump in and be able to do something without half an hour of analysis" on the other.
I could be wrong, of course. I haven't run the numbers on the Ritch myself--I'm here to be a giant scaly monster, not some bug-thing.