Block Update - Testable!

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nsrr
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Re: Block Update - Testable!

#31 Post by nsrr »

I've been testing this out a bit. I don't have any real specific feedback, but a couple of comments.

I ran into a couple of lua errors. Seemed to fire every time I used block with Coral Spray, but it popped up on a couple of other random shields, too. http://hastebin.com/ipewolohaf.sql

The changes you've made definitely make block stronger at lower levels. Can't really say about end-game; haven't gotten that far with it. Being able to block all damage types and block multiple hits without having to pick up two prodigies makes it a much more useful tool, though.

One minor suggestion: as blocking multiple hits is now base-line, it would be nice to see the total block power remaining on the buff. I added this to physical.lua in my copy:

Code: Select all

TemporaryEffects.tempeffect_def.EFF_BLOCKING.charges = function(self, eff)
	return math.floor(eff.power)
end

HousePet
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Re: Block Update - Testable!

#32 Post by HousePet »

Oops about the error and Oops about forgetting to add the current value indicator.
Have made corrections and updated the first post with new version.
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jenx
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Re: Block Update - Testable!

#33 Post by jenx »

I can't see that block will ever be much use unless it is instacast.

You need to do big damage asap in this game and using up a turn like this doesn't seem worth it, even with these changes.

That's my view.
MADNESS rocks

0player
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Re: Block Update - Testable!

#34 Post by 0player »

The amount of work reuired wouldn't actually be that large, since Gloom has similar mechancis (based on distance instead of direction) already.

HousePet
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Re: Block Update - Testable!

#35 Post by HousePet »

jenx: If you are trying to get an offensive bonus from blocking, it will take a turn to get it regardless of activation speed.
My view of making things instant to improve them is that it only gives a small improvement, that looks bigger because of the divide by zero in the effect per turn calculation.
Infinite effect per turn value doesn't really counter crappy effect per equipment slot or effect per talent/prodigy point values.

0player: Combine that with making the use intuitive and satisfying... But maybe I'm being pessimistic.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Re: Block Update - Testable!

#36 Post by HousePet »

New version with different mechanic here: http://forums.te4.org/viewtopic.php?p=219297#p219297
My feedback meter decays into coding. Give me feedback and I make mods.

Zeyphor
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Re: Block Update - Testable!

#37 Post by Zeyphor »

bpat wrote:I think mind save should reduce mind damage, instead of spell save.
HousePet wrote:For the issue of damage types, if the damage is non-physical, you can only reduce the damage by an amount equal to your spell save. Spectral Shield allows full block against any type.
shouldn't you just make shields not block mind damage instead housepet?
theres already mental save to reduce it

furthermore, since spell save and mental save would have a special extra function, maybe physical save could stand to as well


heres how i think blocking should be, considering how housepet changed it:
tier 1, 2, 3, 4, and 5 shields give level 1, 2, 3, 4, and 5 block respectively; steamsaws give level 1, 1, 2, 2, and 3 block at tiers 1-5 respectively, and block caps at level 5 as it currently does

the spell save part is nice; makes a saving throw become more useful for something, but it shouldn't block mind damage without mind resistance on the shield since mages don't use that

as for the explosive egos, i think they should explode every single time they get hit while blocking, though of course for less damage; also, static thorns damage from blocking doesn't sound too bad as a baseline ego either, imo

eternal guard, instead of doubling block value, should still make block last for 2 turns instead of one, AND make eternal guard make block work like it currently would with eternal guard, plus the spell save mechanic
so if you get hit with flurry for 30 physical damage 6 times with regular block and a shield with 150 block, then get hit in the same turn after that for 100 damage, you'd only take 30 damage if none of them crit, then take 100 damage
but if you have eternal guard and an enemy uses flurry for 200 physical damage and 30 fire damage per hit versus your 200 block value blocking shield when you have 40 spell save, you would take 0 damage if you were blocking with eternal guard unless the enemy crits you
when you block normally, you put the shield down because you don't have enough strength to keep blocking, but when you block with eternal guard, you never put the shield down; if a physical attack gets through its because your shield isn't strong enough
because of that; I'd propose having the strength stat also increase your block value with each point into it
because of that I also thought up that constitution should increase stamina instead of willpower
and that constitution should help characters to block a larger number of attacks before their guard goes down(without eternal guard), but i guess that one could stay unimplemented since steamgun damage scales with dex and cunning(as if being more dexterous and cunning would make a deagle hit harder if you don't crit), and for other reasons too

spectral shield is fine imo

also, i havent actually tried out the addon, but does spell shield just give a multiplier to the spell save block mechanic?

even with those changes though, id imagine block wouldn't be good on insane+ unless you're a stone warden with both prodigies and at least 450 combined block value; though i wouldn't be too surprised if jenx would say itd still be worthless even with tarrasca+vines on top of that

HousePet
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Re: Block Update - Testable!

#38 Post by HousePet »

Spell Shield gives a multiplier in addition to its normal Spell Save bonus.

I think the point of simplifying the system is being missed here. Block is not supposed to create an additional layer of micromanaging your shield stats. Not to mention having to write an essay to describe the basic Block mechanics...
Not blocking Mind damage at all might work, but then we have the situation of shield which has mind resistance not being able to block mind damage. :S
Saying that there is already a save to reduce mind damage so block doesn't need to affect it is a bit weird, since armour already reduces weapon damage and block works against it.
My feedback meter decays into coding. Give me feedback and I make mods.

Zeyphor
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Re: Block Update - Testable!

#39 Post by Zeyphor »

HousePet wrote:Spell Shield gives a multiplier in addition to its normal Spell Save bonus.

I think the point of simplifying the system is being missed here. Block is not supposed to create an additional layer of micromanaging your shield stats. Not to mention having to write an essay to describe the basic Block mechanics...
Not blocking Mind damage at all might work, but then we have the situation of shield which has mind resistance not being able to block mind damage. :S
Saying that there is already a save to reduce mind damage so block doesn't need to affect it is a bit weird, since armour already reduces weapon damage and block works against it.
well of course a shield of mind resistance would still block mind damage; it has mind resistance on it so its made with stuff that blocks mind damage

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