Steam Witch 1.3.1

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andersmj
Wayist
Posts: 28
Joined: Tue Feb 20, 2018 10:53 pm

Re: Steam Witch 1.3.1

#16 Post by andersmj »

I can't replicate this issue; the APE might not be on your skill bar, but it should be in your inventory?

Ocd595
Posts: 4
Joined: Mon Oct 28, 2019 6:09 pm

Re: Steam Witch 1.3.1

#17 Post by Ocd595 »

Really enjoyed the addon on a whole, some quick bugs/feedback:

Vintage of violence still gives infinite crit on the 1.3.1 build. Seems like it stacks up past 16% but only removes the last 16% when the buff expires.

Touch of clotho doesn't stack the life regen, only applies from the initial hit. The buff's tooltip updates, but the regen doesn't. have to cancel the buff and fire again if the first hit was partially mitigated, and even then the lack of stacking means that the theoretical regen values aren't reached.

Some talents scale much better than others with points invested, others barely scale at all. The radius 10 DoT cone with debuff is immediately worth 5 points while the 1 radius increase on quantum mortar feels lackluster in exchange. For a class that has so many interesting ways to buff spellpower/steampower, not much scales off the resultant spellpower. I might switch which part of the Hexes' effect is added by inevitability and have the effects scale off of the sustain level rather than the hex level. As it stands, the first point is vital but further investment feels lackluster. If the dot was switched to the default effect and the resistance reduction to inevitability, then the hexes would provide early game spell damage while the sustain allows for later investment for CC and resistance reduction during the phase of the game where you begin to encounter more resilient enemies.

Lastly, I agree with the earlier sentiment that it's odd to not be able to use weapon tinkers on a tinker class. Maybe worth tuning down the damage on the projected strike but allowing tinkers? Adding a coefficient to change proc damage somehow and having that scale with talent level? Switching the dagger/steamgun setup to staff/steamgun could be the easiest way to do that given the proc dam/acc scaling, but I do enjoy the daggers stylistically and think they're rather underused in the base game. Ultimately, you're trying to do something really weird and cool with this class, so I hope you can find some way to embrace that by allowing all the build weirdness that accompanies the inclusion of weapon tinkers, especially because the class already uses such a broad slate of damage types.

On a whole, this is a super cool project and I'm really glad you've shared it with the community! Thank you for your hard work.

andersmj
Wayist
Posts: 28
Joined: Tue Feb 20, 2018 10:53 pm

Re: Steam Witch 1.3.1

#18 Post by andersmj »

This feedback and encouragement is very helpful! I planned on doing a new addon version for the ToME 1.6 release so that will be a good time to address the stacking bugs. I'll also take another look at the skills and dagger attachments.

Lprsti99
Yeek
Posts: 12
Joined: Sun Jan 01, 2012 7:14 am

Re: Steam Witch 1.3.1

#19 Post by Lprsti99 »

andersmj wrote:I can't replicate this issue; the APE might not be on your skill bar, but it should be in your inventory?
Hey, sorry, forgot I'd posted this. It for sure was not in my inventory when I posted that (I checked), but I created another just now and it's there. so probably just a mod interaction that I've since disabled.


E: Just noticed, your version of Spacetime Tuning (that doesn't let you set preferred paradox) overwrites the one for the regular chronomancer classes.

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