"Odyssey of The Summoner" is OUT!! Find it here...

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nekarcos
Uruivellas
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#601 Post by nekarcos »

Almonihah wrote:I'd actually been thinking about this... it seems like you almost need an optional 'tutorial' battle before that first fight, if you want to keep it as it is now. Something skippable that would give first-time players an opportunity to learn the classes a little bit (and maybe get some basic talent allotment advice) before being thrown into a fight that's not too hard to get killed in.

I'm not sure if this would be easy to implement, nor if it's actually desirable. It was just a thought I had about how to maybe solve this problem.
... W-would it be embarrassing to say this *IS* the basic warm-up, tutorial fight...???


*finishes the battle*
THE REAL ODYSSEY OF THE SUMMONER STARTS HERE
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Almonihah
Cornac
Posts: 41
Joined: Thu Jun 05, 2014 2:09 am

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#602 Post by Almonihah »

I realize it's supposed to be... but right now, it's harder than Trollmire 1. XD

Almonihah
Cornac
Posts: 41
Joined: Thu Jun 05, 2014 2:09 am

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#603 Post by Almonihah »

Okay! So, Recuperate. Recuperate saved my life in just about every boss battle on my winning hydra. This was true even before it was buffed--the buff just left me with a more comfortable margin for error. However, the trick to it is twofold: first, the last sentence of the description, that says that deactivating it instantly heals you for the full remaining power of any active recuperation effects, and second, that two of the three other Regenerate abilities can trigger recuperate effects. What this means is that when you're taking massive damage (i.e. boss fights which are usually what kills you), you typically have a last-ditch instant surge of healing you can activate for a significant chunk of your HP, at the cost of not having a lot of your regeneration for the rest of the fight.

So I don't think the buff was necessary. I do think, however, that the sentence about deactivating Recuperate insta-healing you (and the sentence in Splitting Wounds about deactivating it starting a recuperation effect) needs to be made to stand out more, because I missed it the first couple of times reading through the ability, and from reading the discussion here, I think I'm not the only one who's had that problem. Perhaps if you made all of the "Deactivate sustains to get an instant effect" display in a different color of text? I'm not really sure why it's so easy to miss, but apparently it is.

Oh, and it would be nice if recuperate effects showed how much total healing they have left, so you know when you deactivate Recuperate just how much you're getting back.

I should note that I'm not a super-experienced ToME player and I haven't run the numbers, so this is just my feeling on it after winning once with a hydra.

nekarcos
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#604 Post by nekarcos »

Almonihah wrote:Okay! So, Recuperate. Recuperate saved my life in just about every boss battle on my winning hydra. This was true even before it was buffed--the buff just left me with a more comfortable margin for error. However, the trick to it is twofold: first, the last sentence of the description, that says that deactivating it instantly heals you for the full remaining power of any active recuperation effects, and second, that two of the three other Regenerate abilities can trigger recuperate effects. What this means is that when you're taking massive damage (i.e. boss fights which are usually what kills you), you typically have a last-ditch instant surge of healing you can activate for a significant chunk of your HP, at the cost of not having a lot of your regeneration for the rest of the fight.

So I don't think the buff was necessary. I do think, however, that the sentence about deactivating Recuperate insta-healing you (and the sentence in Splitting Wounds about deactivating it starting a recuperation effect) needs to be made to stand out more, because I missed it the first couple of times reading through the ability, and from reading the discussion here, I think I'm not the only one who's had that problem. Perhaps if you made all of the "Deactivate sustains to get an instant effect" display in a different color of text? I'm not really sure why it's so easy to miss, but apparently it is.

Oh, and it would be nice if recuperate effects showed how much total healing they have left, so you know when you deactivate Recuperate just how much you're getting back.

I should note that I'm not a super-experienced ToME player and I haven't run the numbers, so this is just my feeling on it after winning once with a hydra.
This. This is PRECISELY what might need to be done.

After some point, I realized THIS is what people must have been missing out about the "Regenerate" tree-- Especially when I was always told "Recuperation is too slow to save me". I don't think people realized it had a way to pop a HUGE instant-heal, and thought it was just some slow healing effect, hahaha...

With that said though... This has been the strongest, most compelling piece of evidence towards REVERTING Recuperate BACK to how it was thus far. If this point is not challenged, I will pass my judgment based on this, and it will go back to the way it was. To keep things spicy (and everyone else "honest" about their opinions), I have a secret tweak in mind, depending on which way it goes. Let it be known!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Almonihah
Cornac
Posts: 41
Joined: Thu Jun 05, 2014 2:09 am

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#605 Post by Almonihah »

Are you thinking about making healing mod apply to it? Because if you are, I would vote yes--while it has the potential to make it almost as powerful as the current version, the fact that it doesnt is this weird undocumented exception that can catch you by surprise at present.

nekarcos
Uruivellas
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#606 Post by nekarcos »

Almonihah wrote:Are you thinking about making healing mod apply to it? Because if you are, I would vote yes--while it has the potential to make it almost as powerful as the current version, the fact that it doesnt is this weird undocumented exception that can catch you by surprise at present.
Aye. The version [0.4.0] patch.
nekarcos wrote:~~~ "VOLATILE" Changes ~~~
*** This is a new section I'm creating from now on. The changes listed in this category are ALWAYS going to be drastic, experimental changes that WILL VIOLENTLY sway the levels of power where they are concerned.
*** There are NO guarantees that these changes will remain-- And there is VERY high likelihood that they will not last-- Unless I deem an agreeable level of "success" with the change.
*** Lastly, I expect "Volatile" changes to be HEAVILY discussed by players and community-- So if you REALLY like where a volatile change points, say so in the thread, and if everyone agrees, I will consider balancing towards THAT direction.
*** Note that, because all of these changes being so haphazard and experimental, I probably WON'T reflecting most of them with description text-- So it's up to YOU to be aware by reading this section!
*** Anyways, without further adieu, here's your very first set of "Volatile" changes:

[Hydra]
*** Originally, "Recuperate" did not obey the rules of healing-- It was considered as "slow damage resistance"-- Or what I liked to call "Rubber Armor". Let's see if this is a more "preferrable" state of functionality...
- "Recuperate" healing effect has been doubled (from 40% to 80% at max level). However, it is now no longer considered as a heal (and thus, is not affected by any kind of Healing Modifier)
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

phantomglider
Archmage
Posts: 372
Joined: Fri Jan 20, 2012 12:13 am

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#607 Post by phantomglider »

nekarcos wrote:@phantomglider
Alright, alright, I getcha. Ritches are amazing melees at the start of the game, I get it!

No no-- Just kidding! Okay, but here's the thing: Ritches AREN'T melees at the start of the game-- Or at least, very "safe" ones. You'll notice that MOST of a Ritch's "Wild-Heart" arsenal are techniques that want it to keep its distance, whilst "Wild-Child" are techniques that make it want to get close. To summarize: It's up to YOU to decide how you will play safely, but the way you will play "dangerous" is set in stone.
After that, you'll get "Advanced" talent trees that will compel you to get a little closer to your opponent by offering huge rewards for your risks. Until then, I REALLY don't recommend trying to be too much of a "melee" at the start of the game. As I said before: You are STILL a ranged avatar.


RE: Every race starts with 1 generic point
... Holy crap. I never even noticed this! I ALWAYS play Cornac, and despise all the other races, hahaha...

Alright, from now on, each "Monstrosity" will start with 1 point in their first racial talent. WOW... I had no clue!



RE: Accuracy or Power
You have to understand Ritch is a "Dexterity" class, so it should naturally get and/or find accuracy. Also, there really is no excuse for "not" having accuracy because you get the entire Natural Combat tree.

As for power-- Seriously... Is Strongarm not good enough for you?? Gosh!

As for armor-- Listen. I'm sounding like a broken record now. EVERYTHING YOU ARE ASKING FOR IS IN "NATURAL COMBAT". BE PATIENT-- LEVEL UP. Are Brown Mouses too much for you to handle at level 1??

Anyways, here:
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

RE: Can't melee for Stinger
I dunno what you're picking fights with, but you probably shouldn't. You seem to understand the numbers well enough, so don't wade into melee combat against something big if you only have a 10% chance of procing. However, if you DO get that sting to go off, it is almost always CERTAIN death for whatever you hit-- Bosses included. Risk-reward, take a chance, etc...

Oh, and further more: The chance of stinging occurs for EACH melee attack (you attack twice), so it's technically HIGHER than listed (10% Chance w/ two attacks = 19% chance).


RE: Flame Spit
Let me dump some numbers onto you. Are you ready for this? Here we go:
-- 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%.
*Standing there, arms folded, tapping feet...*
It actually looks like it becomes MORE of a caster AFTER the start of the game. Strange, isn't it?


RE: Astronomical Damage
It's not "astronomical"... Yet. Ritch hasn't had a chance to "blossom" into the death machine that it later becomes.

But anyways, here's a few more numbers. Let's compare some Level 1 damage output between the different vanilla classes:
*** 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."
... 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.

If what you're asking for is a set of powerful go-to talents like "Whirlwind" or "Shield Bash", Ritch doesn't get those early on because of its hybrid capabilities. I am asking for a more "clever" style of play.
In melee combat, Ritch only knows how to bump-- But it bumps HARD. In ranged combat, it tears down defenses and prepares the opponent for a single killing blow. This playstyle might be what is throwing you for such a loop.



PS: Furthermore-- Everything tested here DOES NOT factor in the *enormous* amount of SCALING Ritch gets with every talent and every weapon it gets. Ritch, by far, has INSANE scaling, and as long as you are not whimsical about how you spend points (IE: BEING the Glass Cannon that it wants to be), your damage output will "skyrocket", just as calculated-- And then, your damage really WILL be "astronomical", heheheh...

If this isn't good enough, just give me the word and I'll bring you back a damage test for late game damage as well, if you're not convinced.
Ho, you want some numbers? Well, I don't know how to hack in stuff, but I can start actual characters and make some notes:

Thalore Rogue:
Stats: Put all 3 points into Dexterity.
Generic Talents: Start with 1 point in Wrath of the Woods, Combat Accuracy, and Dagger Mastery. Extra generic goes to Lacerating Strikes.
Class Talents: Start with Dual Strike, Stealth, Trap Mastery, and Lethality, with one more to spend. Full melee, so remove the point from Trap Mastery, and put one in each of Dual Strike and Dirty Fighting.

Stats: 23 Accuracy, 23 P. Power, 4 Defense, 2 Armor, 103 hp.

Fighting trash mob: Bump for 16, 12; 28 damage total. Dual Strike hits for a good 40 damage (15ish, 25ish). In theory, and over a long enough fight, Lacerating Strikes increases our damage by 1/16, but let's ignore it.

Combat rotation: Dual Strike, when the stun wears off Dirty Fighting, stuns for 8 turns out of a 12-turn rotation. Takes (2/3*50+1/3*100) 66.6% damage, compared to what it "ought" to take, because of stuns. Then he also gets to heal 60 hp every 12 turns because of the Regeneration Infusion, and if he gets Stunned or Pinned it can use his Wild infusion to clear it.


Mantis Ritch:
Ignore the pseudo Wild of Rabbit's Foot, ignore the Movement infusion of Elusiveness, ignore the uncontrolled Phase Door of Buzz-Off, we want to melee, so we put our starting Generic in Eagle Eyes, unlock Stinger and put a Category Point in it, Extravagancy, and Natural Combat. Put two class points into Stinger and one more into Strong-Arm. 3 stat points into Dexterity. This is the absolute best case for level 1 Ritch melee.

(We put the point into Eagle Eye instead of Savage Strength because otherwise we miss a ton. I could try running it with Strength again, but I really don't feel like bothering with miss chances.)

Stats: 22 accuracy, 11 p.power, 3 defense, 0 armor, 155 hp.

Combat rotation: Turn Strong-Arm and a Needle (probably Pernicious) and bump. Turn on your other stinger if the first manages to proc - the chance is 8.3% per attack, or 15.9% per bump. 80-ish damage on a proc, that's about 13 damage per attack, averaged over a long period of time and ignoring overkill.

In the starting fight... against a Spellcaster (2 armor) I hit for 20-24 damage. Which is to say, less damage than the Rogue even with Strong-Arm on and not using Dual Strike. 35ish counting the Needle procs, or about Dual Strike-tier damage, ignoring overkill and the possibility of using the less damaging sting or having both on cooldown. And if I've busted my weapons, those attacks are going to do damage to me, which I can't afford because I don't have any way to heal except resting for dozens of turns. If I get stunned, or pinned in range of an archer, I die. If I turn off Strong-Arm, my damage halves.

At level 2 I can put another point in Strong-Arm and a point into Savage Stength and Natural Armor. Now I do have genuinely good melee damage (~50 per bump) at the cost of wrecking my weapons quickly. With hookclaws, that's about 40 damage per attack at a cost of taking 14ish damage each time.

But if I level up the Rogue... I get to put a point in Dagger Mastery and a point in Dual Strike. Now I have 29 p. power, and the stun lasts for 10 turns out of a 12-turn rotation. Bump attacks do 40 damage or so, Dual Strike does 60ish. and the Rogue takes (50*10/12+100*2/12=) 58% of the damage it "should", completely ignoring all the damage saved by keeping enemy talents from cooling down.

Of course, this is all with the starting gear and pure melee. The Rogue can do something like going out to Derth and buying a better dagger or healing infusion, inflating his damage and survivability, where a Ritch wouldn't bother because it wouldn't be cost-effective. The Rogue has five more slots to put gear in (Body, Belt, one Ring, Boots, Gloves). If the Rogue gets a good equipment drop he is much more likely to be able to use it, and if it's a dagger can keep using it for as long as he likes. And if you want to bring Flame Spit into it, well, I can detail all the ways it would be so much better to kite enemies onto Explosion Traps if you'd like...

End result: A Ritch who has dumped every single point they have into maxing out their melee has fairly similar or slightly superior melee damage compared to a rogue at the cost of having less ability to upgrade with cash and item drops, no sustain, no stealth, worse non-melee options, no CC, and no CC mitigation. Try fighting any reasonably deadly encounter - Skeleton Warrior + Skeleton Archer, an OOD Armored Skeleton Warrior, a Skeleton Mage in the darkness on the other side of the room, a pile of 5 or 6 thief-type enemies who catch you out of a chokepoint, Prox + 2 troll buddies, Norgos + two poisonous snakes... and your melee is not going to cut it; you are going to get worn down and killed before you finish off all of your opposition. That's what I mean when I say that Ritches cannot handle melee.

And this is in comparison to a class that is getting reworked in part because it has a bad start.

If you want to see what HARD bumping looks like, I could test out a Doombringer.

About the Acid Spray vs. Flame Spit comparison you made there... Acid Spray's cooldown decreases as you level it, and it also turns into a beam. And also lets you kite, or use Regeneration infusions, while it's cooling down, whereas you have to sit still if you want to keep using Flame Spit. These are really big considerations, and can easily be worth triple or quadruple the "face" damage.

"Castery" vs. "melee" isn't a matter of straight-up how much damage you output, it's a matter of relative advantage. Ritches at the very beginning of the game cannot handle serious opposition in melee, so they have to kite with Flame Spit and Buzz-Off. Thus they are very castery. Later, even though their damage from Flame Spit has increased, they are also more capable of killing things in melee, and they have not picked up other spells with higher spike damage to add to their casting rotation, so they are less castery and more hybrid.

(I also have no idea why you were comparing the Ritch to an Archmage using channel staff of all things. You can't even bother casting Flame once every three turns and just standing still otherwise?)
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

nekarcos
Uruivellas
Posts: 635
Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#608 Post by nekarcos »

@phantomglider
Alright, I suppose it's time to get opinionated then. *ahem*

I already see THREE things you're doing wrong if you want an EFFECTIVE melee Ritch:
- You didn't unlock "Firestarter" for the "Inflame+Flamespit" combo, which reduces Physical Resistance by A TON.
- You didn't unlock "Bloodletting Beast" for "Blood Heat", which is AN ABSOLUTE TON of Life Steal and Physical Damage%
- You made "Eagle Eyes" your "First Discipline" instead of "Hungry Eyes"-- EWWWWW!!

This would give you:
> Improved melee damage output
> Survivability via various Life Steals
> Ranged attacks


It would require:
> 28 Willpower (PENNIES!)
> Two Category Points (you currently have 4 at birth in this build!)




Now, let's talk about REALLY fun numbers then if we're going beyond the scope of "starting" damage:
*** The test here is a Level 30 Ritch with no-ego, shitty-as-possible Dwarven-Steel daggers (Tier 3 Weapon)
*** EVERYTHING you see here is 100% doable (AND MORE) by anybody. There are no shenanigans involved (other than boosting my crit rate to 100% at the last part, hehehe)

> RITCH [652 HP] (28 Willpower, 63 Dexterity, 38 Strength) <
- Equipped two no-ego Dwarven-Steel Daggers. For your information, I have purposely selected the WEAKEST power levels possible [(14.5~18.85) x2]
- TL5 "Strongarm"
- TL10 "Savage Strength"
- TL5 "Inflame"
- TL1 "Flamespit"
*** Currently have 39 Accuracy, 70 Physical Power, 32% Crit Chance
*** Target is a Target Dummy

= Ritch's UNARMED attack deals 84 Physical, 84 Physical damage (169 damage total)
= Ritch's ARMED attack deals (meaned out for convenience) 127 Physical, 127 Physical (254 damage total)

> Applied "Inflame" debuff <

= Ritch's UNARMED attack deals 118 Physical, 118 Physical damage (236 damage total)
= Ritch's ARMED attack *GETS TWO CRITS* that deals 235 Physical, 280 Physical (515 damage total)
= (after much critting) Ritch's ARMED attack *no crits* deals 170 Physical, 170 Physical (340 damage total)

> Bought 5 levels of "Blood Heat", 5 levels of "Open Veins", 5 levels of "Shatter" <
= Applied "Blood Heat" buff by doing an unarmed attack.
= UNARMED attack deals 95-ish physical damage, healing 40HP per attack
= Currently bleeding for 10 damage a turn (but my own bleeding is ALSO healing me for 2HP)

>Let's have some fun with bleeding! Bought TL5 "Blood Feast", TL5 "Blood Lust", TL5 "Bloody Edge", TL1 Guillotine <

= Currently being healed by 9.2% of my own bleeding effect (1HP per turn), recovering 1 Stamina as well by "Blood Feast"
= Gained 8% Global Speed and 5.6 Stamina Regen from "Blood Lust"
= Gaining 1.0 Physical Power from "Bloody Edge"

> Activated "Open Veins". Physical damage is boosted 22%, 64% converted into bleeding afterwards <

*** 10 Bumps later...
= I'm bleeding for 14.5. Target Dummy is bleeding for 128.4.
= Doing some math, I am now regenerating 13HP per turn, and gaining 13 Stamina from "Blood Feast"
= Same Global Speed and Stamina Regen from "Blood Lust"
= Physical Power is increased by 12.9 by "Bloody Edge"

> Allowed all bleeding to stop-- Used Guillotine <

= I'm at 2.8 bleed, Target Dummy is at 51.3 bleed.
*** I'll spare you the rest of the math-- You can figure it out.



> Going for an "optimal damage, ideal situation" now <

= Used a Category Point on "Firestarter", "Extravagancy", "Natural Combat", and "Bloodletting Beast" (respectively x1.50, x1.30, x1.20, x1.30)
= 10 Points in "Hungry Eyes", giving me 57% Crit power (I know, this was my first discipline-- This is gross, hahaha)
= Activated "Open Veins" for the +29% Physical damage and 70% Bleed conversion
= Used "Guillotine" on ANOTHER Target Dummy to start up "Blood Heat" and various other buffs.
= Getting 26.6 Physical Power from "Bloody Edge"
= Used "Inflame" --> "Flamespit" to cause the -35% Physical Resistance
= Switched to "Dwarven-Steel Daggers", both at 2 Durability

*** I currently have 21 Talent Points and 7 Generic Points remaining.
*** Also, for the sake of an "ideal" situation, I've boosted my Critical Hit rate to 100% (since I only get one shot at using "Shatter")

= Finally used "Shatter"-- The result was: 256 physical, 653 physical, 302 physical, 772 physical (1984 total damage)
= The Test Dummy is receiving 558 from BLEEDING for 5 more turns (2740 total damage)
= The Test Dummy is receiving 419 from DEEP WOUNDS for 5 more turns (2085 total damage)

*** This was caused by the "Dwarven-Steel Daggers" getting blown up!

= For your information, "Bloody Edge" is currently giving me 174.5 Physical Power. After diminishing returns, I am at 111 Physical Power.
*** I could ONLY imagine how much HEALING and STAMINA this is currently generating with "Blood Lust", hehehe...

= The TOTAL damage caused is 1984+2740+2085 = *gets a calculator* 6809 damage
*** Remarks: ... Needless to say, THIS can kill ANY boss at this level in ONE shot-- Let alone the sheer physical damage caused WITHOUT "Open Veins" being active...
*** For your information, I received 447 Healing from the initial strike, and are gaining 222 Healing per turn from the bleeding

*** Note that there were OTHER optimizations I could have made, such as setting MYSELF on fire to get ANOTHER +10% Physical Damage from "Blood Heat"
*** Also, if I had gotten Talent Level 5 of "Bloody Roar", I could have DETONATED those bleeding effects at 155% Potency (not including the -35% Physical Resistance the dummy had). THAT would have caused an ENORMOUS amount of Physical Damage, AS WELL AS TRIGGERING YET ANOTHER BLEEDING EFFECT FOR 70% OF THAT AMOUNT.
*steps away and bows*


Now, it's your turn. Show me a Rogue's optimal damage at Level 30-- Use any tools you want-- As long as it's available to a standard, level 30 player.
Let's see how their damage levels compare. :D



Edit: Here's a character sheet dump if you want to examine it.
player-20160823-161015.txt
(10.89 KiB) Downloaded 200 times
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

phantomglider
Archmage
Posts: 372
Joined: Fri Jan 20, 2012 12:13 am

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#609 Post by phantomglider »

Nekarcos, how many times do I have to say that I am making a point about the beginning of the game before you stop talking about how awesome the character will be in the late game? I don't care how the Rogue and Ritch match up at level 30. The Ritch could have a talent that unlocks at level 22 that says "Deals 30,000 damage to each visible enemy. Activates for free at the beginning of each of your turns." and it would not change my argument. Yes, I made some awful choices for long-term viability on the Ritch I built, because I was trying to demonstrate that ritches are not good at melee at the beginning of the game even if they mortgage their future for it. It was level 2! I couldn't buy Inflame, it's irrelevant to the discussion! If I spend my only generic point on Blood Heat or Hungry Eyes, I have no accuracy or p. power to melee with!

I am doing this because I am trying to demonstrate that ritches start as casters. ("Start" is a very important word in that sentence!) Which I am trying to demonstrate because that means that it is appropriate to compare Flame Spit to caster-y abilities like Acid Spray, Flame, and Bone Spear. Which is a comparison that Flame Spit loses in every way.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

nekarcos
Uruivellas
Posts: 635
Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#610 Post by nekarcos »

phantomglider wrote:Nekarcos, how many times do I have to say that I am making a point about the beginning of the game before you stop talking about how awesome the character will be in the late game? I don't care how the Rogue and Ritch match up at level 30. The Ritch could have a talent that unlocks at level 22 that says "Deals 30,000 damage to each visible enemy. Activates at the beginning of each of your turns. No cost." and it would still not change my argument. Yes, I made some awful choices for long-term viability on the Ritch I built, because I was trying to demonstrate that ritches are not good at melee at the beginning of the game even if they mortgage their future for it. It was level 2! I couldn't buy Inflame, it's irrelevant to the discussion! If I spend my only generic point on Blood Heat or Hungry Eyes, I have no accuracy or p. power to melee with!

I am doing this because I am trying to demonstrate that ritches start as casters. ("Start" is a very important word in that sentence!) Which I am trying to demonstrate because that means that it is appropriate to compare Flame Spit to caster-y abilities like Acid Spray, Flame, and Bone Spear. Which is a comparison that Flame Spit loses in every way.
Let me elaborate on some of my thoughts too:
- I think you are drawing WAY too many conclusions based on the soldiers at the start-- Which I admittedly feel I may have OVERTWEAKED and ARE BEING NERFED in the next update. Please stop using THEM as a reason for why Ritch can't melee, because frankly-- Not even HYDRA can melee against 6~7 soldiers pounding on it at the start of the game. I don't think ANY character/class/race can do that!
- "Stinger" is a DEFENSIVE tree, believe it or not-- And if you invest in it stat-wise, it can replace all needs for damage early game (and allow you to "tanky up" if you so desire). It has ABSOLUTELY NO Strength or Physical Power scaling (besides "Sting" damage, but that's nitpicking), so a Ritch has no place building it unless they want to entirely max out on Dexterity and somewhat ignore Willpower (which I BELIEVE is possible-- No one has reported against this yet). "28 Willpower" has always been a sweet spot for me.
- Ritch is NOT a caster at the start of the game, but it's NOT a melee either. You MUST understand this is a HYBRID. If you are running your face into an enemy, you are hurting yourself. If you are trying to do nothing but kite enemies and poke them down, they WILL advance upon you and you will hurt yourself. If you are poking them down with ranged attacks, then using your ENORMOUS melee capabilities to cut them down BEFORE they even get an attack on you, you are NOT hurting yourself-- You are hurting THEM. This concept might be foreign to you because (personally speaking) ToME doesn't really have a class that operates on such an "enforced" level of hybrid play (except "Temporal Warden" whom actually has fairly good hybrid play-- But still becomes lopsided).
- I don't know how many times I have to say Ritches DO start with Flamespit and all that, but THE CURRENT "TEST" I'M DOING REMOVED IT IN FAVOUR OF CUSTOMIZABILITY-- It is simply OPTIONAL now, even though I feel it's CRUCIAL. EVERY Ritch had Flamespit-- And you WERE expected to use it-- ESPECIALLY in the introduction battle. However, THIS DOESN'T MAKE IT A "CASTER"! That is like saying Archers are casters because they shoot arrows instead of meleeing.


... So, closing this thought...
It has been a LONG time since I had to completely refute someone's points, but I can only give someone so much benefit of the doubt. People have played Ritch. *I* have played Ritch. YES, the early game is "a thing"-- But that's the nature of the class. It has a rather slow start, because its end is extremely fast and vicious-- This is precisely how I'm trying to tip its balance.
This said, your focus should revolve around SURVIVING the early game-- And that means making strategic choices like SKIPPING a boss fight or "saying no" to a scary-looking unique. Don't worry, they'll be there when you get back-- And dungeons (mostly) scale to your level anyways. If you recall, Ritch has an entire talent tree that improves EXP gains and gives other nifty bonuses, as well as a "Natural Combat" talent that improves EXP gains as well. You CAN catch up-- There's no shame in backing down from a dungeon if it means you SURVIVE. Personally, I don't touch the boss of Kor'Pul until I've finished EVERY starter dungeon because his Freeze+Manathrust combo is PRECISELY so damn powerful. I also don't touch "Bill" or the final boss of "Heart of Gloom" because of how much of a wild-card both of those bosses tend to be-- They aren't predictable in even the slightest.


... But yeah. This has all just been my opinion (my rather educated, expertly, DEVELOPER opinion)-- But I hate stating opinions. I would rather state concrete facts. Furthermore, I would rather allow my players to seek their OWN truth, instead of asking for mine. I don't know if there are better or worse players out there than me-- So I would rather have people come to their own conclusions than me simply state all of my own and enforce them like they're law or something.

In summary: I know a lot about ToME and its mechanics, but I don't really know ANYTHING at all about the player base and their skill or levels of knowledge. However, "Odyssey of The Summoner" was designed to be a very "ADVANCED" type of gameplay, which would require you to use every trick you know to get through it. It might be too hard at the moment, but I prefer to be slow and patient while I wait for people to approach and learn the add-on before I entirely overhaul things based on early impressions. That said though, it has aged a bit now (1 month), and I am warming up to buffing things more frequently now-- But it's going to take a lot for me to buff Ritch's early game, or else it'll become an easy-mode character throughout both beginning and end...
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#611 Post by nsrr »

I've been a bit out of the loop on OoTS between testing the Rogue rework and reworking one of my own add on classes, but I need to chime in on this Ritch thing.

I have run many, many Ritches and nothing before the tier 2 dungeons is a problem. At level 2 you can have a level 3 Flamespit which will kill most mobs in one hit. Some will take two or three. It has great range, no cool down and takes less than a turn to cast. With a point in Elusiveness you can kite anything, and most things even without that. I typically do Norgos first because the zone has lots of corridors which makes singling out mobs very easy. You can easily take Norgos at level 2 or 3 using just Flamespit. Making it any stronger at the start would make it absurd later, when you can easily cast it two or three times per turn, even as many as five times in some cases. When I say 'later' here, I mean like level 10, not 30. The only way to buff flamespit early on would be to rework the entire tree. If you buffed it now, it would become absurd before you even hit the tier 2s. Ritch is certainly a tougher start than the other Avatars, but the biggest difficulties lie in mobility and squishiness, not damage output. Elusiveness helps tremendously with mobility, Hungry Eyes will give you healing aplenty if you make it your First Discipline, and Scrap can soak up loads of damage.
Honestly, I don't see how you can have a problem with anything being a little weak at level 2. Of course you are weak, you are level 2! If you play carefully you can make it well past level 2 without a mob so much as touching you.

Edit: I hate typing on my phone.
Last edited by nsrr on Tue Aug 23, 2016 11:35 pm, edited 1 time in total.

nekarcos
Uruivellas
Posts: 635
Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#612 Post by nekarcos »

I would easily consider nsrr to be the resident "Ritch Expert/Pro/Savant". He seems to play this class more than any of the others-- And as far as I know, he has reached the furthest through legitimate means-- So I'm glad to hear from him on this matter!

@nsrr
This said though, where do you feel Ritch is weak at the moment? It looks like everyone is craving some Ritch buffs-- And so am I. Tell us your thoughts!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

phantomglider
Archmage
Posts: 372
Joined: Fri Jan 20, 2012 12:13 am

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#613 Post by phantomglider »

nekarcos wrote: It has a rather slow start, because its end is extremely fast and vicious-- This is precisely how I'm trying to tip its balance.
This said, your focus should revolve around SURVIVING the early game
Which is to say, Ritch's early game is miserable, you know this and have no intention to change it, and that guy was right when he said to play Hydra instead. Got it.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

Arsonius
Cornac
Posts: 41
Joined: Tue Jul 16, 2013 4:45 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#614 Post by Arsonius »

Have got a Flamespitting (Wil+Cun) Ritch to lvl 22. Cleared T2 and most of T3.
Most enemies including bosses I was able to roast to death before they could even scratch me. Still I had to do a lot of scouting because of two dangerous enemy types. First are obviously fire-immune enemies, had to kite those with Cloud Caller, luckily there weren't much of them. But there are also enemies that could reliably put cooldown-locking effects (especially non-physical, such as Brainlocked and Flameshocked), because they simply disable Flamespit.
Outside of a way to cleanse non-physical effects the only other thing I lacked is reliable escape. The Elusiveness (which I got as first discipline) is generally great, but not when you are confused. Buzz-off could work, but indoors it seems to have lesser range than Phase Door rune which is in no way reliable (though I should have probably taken it instead of Cold Blood).
Died when I spawned new enemy (from a grave) with Psychoportation torque unequipped and didn't bothered to check enemy talents. A rare (Anorithil+Psyshot I think) confused+brainlocked a Ritch who instead of running away bumped an enemy under Elusiveness.

While I can't deny that death was entirely my fault, Ritch indeed seems to allow really low error margin. For normal ToME characters you can have Wild (phys+mental) + 2 Movement Infusions to get you out of almost any situation, undead could use teleport rune (unless you are silenced, gg), Hydra could have many heads to block status effects and Drake at least has drakelings.
Personally, I'm content with difficulty of Ritch at the moment as I don't think that every class has to be equally easy and I didn't feel like the game was unfair (Well, at least more than usual. Damn those Sawbutcher and Gunslinger rares! I should probably disable EoR...).

I think Firestarter is fine and should not be buffed at the moment. Some thoughts about specific talents:
Flamespit+Gatling Fire - it is great, I wish we would have more equilibrium control though, even if purely non-combat like Meditation.
Inflame - damage does not scales and may look small, but considering how many times you could do fire damage to enemy, it's a lot. I wish talent description would state that burning effect stacks! (To me it was not obvious at all and I was excited when I found it out)
Flame Pod - the only real source of AoE. They are good, but require scouting and preparing.
Firewall and Searing Spray are nice supplements. Blinding shot is good.
Unfortunately haven't had opportunity to test how they scale and fare into the East and to play around with those talents that are supposed to get Flamespitter into melee (from their description at talent level 1 they look totally useless...).

I kind of wish there were more active talents that aren't there to simply buff damage you already do with Flamespit or bumps. Not because it's weak, but because it's kind of boring.

Was annoying to lose weapons to occasional disarms, I suppose it'll be even worse for full melee ritch until you max Concealed blade and it just feels wrong maxing this talent for disarm immunity...

Gold boost from Cold Blood is actually okay, but it doesn't seem enough to pay off for entire category. On the other hand getting crit from Killing Floor is more effective than from Predation, but it's much harder to utilize. Still can't decide about that category, but if there were more options to spend category points on, Cold Blood would likely be always locked for me.


Some bugs with wall-walking enemies:
Unlike normal loot, trophies don't get teleported if enemy died inside of a wall.
Blinding shot hits yourself if you are using it on an enemy standing inside a wall next to you.

nekarcos
Uruivellas
Posts: 635
Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#615 Post by nekarcos »

@Arsonius
Good report! Let's go over this:

RE: Flamespit is getting locked
... This SHOULD NOT be the case. However, I can't make it "Innate" because it would never have equilibrium failures-- And needless to say, that's a bit broken, huh? Hahaha...

RE: Cloud Caller kiting
Wait a minute-- That hat does something??
*... checks...*
... Oh... Ew. That's no fun...


RE: Reliable Escape
I feel if Ritch had a reliable escape, it would LITERALLY be unstoppable. I might feel up to testing this at some point (reduce "Buzz-Off" randomness to 0)-- But not right this moment. Already too many VOLATILE tests going on at the same time right now, hahaha!

RE: Psy-what?!
... Y'know, I haven't played Embers of Rage yet... I have no clue what those guys do, or how an Avatar could possibly approach them. That is to say-- This is COMPLETELY out of my jurisdiction! WHY IS THERE STEAMPUNK IN MAJ'EYAL?!?! MY BRAIN...

RE: Low Error Margin
This is true. Even though I want Ritch to SUFFER for callous positioning or careless play... I don't like the fact a single, badly timed stun/pin/daze/confusion could mean the end of you. This is DEFINITELY not something I intended, and I was hoping "Buzz-Off" could be the answer to situations like that-- But let's be serious: "Confusion" can sometimes stop Buzz-Off-- "Pin" prevents you from using it entirely-- And "Stun" has a chance of putting the talent on cooldown.

... Honestly, "Buzz-Off" IS NOT a good answer to terrible situations... But then, it leaves me perplexed: What exactly... IS??
(Came up with an answer two seconds after typing that): I am resolved. I know what I must do.


RE: Flamespit is expensive.
You asked for it.
*Lowers cost from 5 EQ to 4 EQ*

Let's see what happens; I'm feeling adventurous.


RE: Inflame isn't clear
Alright, I'll try to clarify that burns can stack. I guess I was kinda hoping people would know that already, hahaha...

RE: Man... Flamespitting all game is boring!
... To be fair, you picked a class that is good at exactly two things: Bumping, and spitting. You'll spend pretty much most of the game doing only this-- But that isn't to say your "tactical choices" of how and when you do so will not be relevant. It's a very simple class with small choices, but big impacts.

-- That said though, I kinda wish I could bring that late game "energy" to early game-- But that simply isn't possible because the "energy" of Ritch lies in having a variety of utility talents to supplement its simple gameplay. Hrrrrrrmmm... This is definitely a design fault... But not a simple one. I've created a class that is only really "interesting" when its a higher level... Hrrrrrm.


RE: Disarms SUCK.
There tends to be A LOT of "Balanced" ego weapons (they increase Disarm Immunity-- I think Greatswords mostly get it), so I am reluctant to improve it TOO much. However, having my weapons broken at 90% Disarm Immunity only served to make it EVEN MORE annoying... So, I have an idea-- A "compromise" if you will.
... Errrmmm-- You'll see it in the next update. Can't be spoiling things now!

RE: Gold Boost
My OBJECTIVE is to reward a full-blown, from-start-to-finish "Headhunter" Ritch with about 15000 Gold by the time they reach "The Point Of No Return" (such that they can afford to buy about 4 custom-artifacts from the merchant). However, I have NO clue what the money wage for a Headhunter Ritch is yet. To make this easier to track, I'm going to put a counter on the talent, and I will be watching for how many "Headhunts" a Ritch player can perform. Hopefully, one will beat the game, and I will "TRY" to use that as a metric for further balancing tweaks to the gold gains this gives.

After all, this IS supposed to be the "Bragging Rights" talent tree! Anybody who visits your character in the vault will see your scores!


RE: Killing Floor gives more mind crit than Predation??
Actually, it DOESN'T give Mind/Spell crit... But it will now! *types code in frantically*

RE: Wallhacked Trophies
Un-hacked them.

RE: Blinding Shot is sorta blind...
... Seems to be working fine... Are you sure it wasn't ToME's typical "aiming" issues...?


PS: I can't help but notice the utterly HUGE amount of "Charms" a Ritch tends to use (Torques, Projection blades, Laceration rings-- I even had a "Cloak of Stone" during my most successful test runs, etc...). In the future, I am considering giving Ritch a way to reduce the cooldown of charms (much like "Charm Mastery"). The bonus will probably be a flat 40% reduction at max talent level. Don't get your hopes up though-- You should know by now, I don't give these kinds of things VERY lightly. Chances are, I will be shoving this effect somewhere inconvenient-- Like the "Cold Blood" tree! Look forward to that!

... This said-- Congratulations Arsonius! You have, single-handedly, lead to about 5 Ritch buffs/changes... And 1 nerf. Good stuff!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

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