adjusting metals

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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yufra
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Re: adjusting metals

#16 Post by yufra »

I like Edge2054 and teachu2die's ideas, they have my vote.
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teachu2die
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Re: adjusting metals

#17 Post by teachu2die »

yeah, edge's breakdown seems like a good start.

regarding magic staves - i think perhaps their stat requirements should remain untouched... it seems thematically appropriate that a staff would be "too powerful for such a feeble mage to wield"...

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Re: adjusting metals

#18 Post by Shoob »

RE: staffs

why not just have it so that the better staffs are just better at funneling your magic, but you still use it less efficiently than if you had the mag required... say the following penalties: (when I say levels I mean staff_req_mag - your_mag)
1) -1 spell power per 5 levels (max penalty of staff spell power - 1)
2) damage reduced by 1% per 1 level
3) staff crit chance is = staff_crit * (100 + your_mag - staff_req_mag) / 100, this is really just the same formula used for damage as well.
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teachu2die
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Re: adjusting metals

#19 Post by teachu2die »

even better :)

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Re: adjusting metals

#20 Post by Feanor.81 »

Really like the direction this thread is taking :)
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Feanor.81
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Re: adjusting metals

#21 Post by Feanor.81 »

Just wanting to toss in another consideration: metal's specific weight should also affect weapon's behavior.

In general, lighter metals should make a weapon less cumbersome to use, thus affecting its attack speed:

iron: base attack speed
steel, dwarven steel: -5% attack speed
mithril: +15% attack speed
galvorn: -10% attack speed (assuming it's heavier than steel, but never found an official reference for this)

Since weight is the main source of damage for blunt weapons, material should also affect blunt weapons' damage:
iron: base damage
steel: +5% damage
dwarven-steel: +10% damage
galvorn: +15% damage
mithril: -50% damage (idea is almost ridiculous damage, blunt weapons made of mithril do not make much sense)

While better metal would lead to sharper and more durable bladed weapons:
iron: base damage
steel: +5% damage
dwarven-steel: +10% damage
galvorn: +15% damage
mithril: +20% damage

The idea is that a weapon's damage progression should scale mainly with its shape rather than the material which is made of; following this line, we could have:
mace, spiked mace, flanged mace, ...
flail, spiked flail, double spiked flail, ...
gladius, longsword, broadsword, ...

(This way we could also introduce backswords for dex based fighting: cutlass, falchion, saber, ...)
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teachu2die
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Re: adjusting metals

#22 Post by teachu2die »

i don't think there is any need to get too complicated, but i do agree that mithril for blunt weapons doesn't make a heck of a lot of sense.
...and wouldn't mind more weapon types in general...flavor goes a long way when you're using ascii for graphics!
additionally, the cutlass/saber idea makes me wish for a sort of brigand/swashbuckling type rogue class, highly maneuverable, wielding a sword and a dagger..... :)

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Re: adjusting metals

#23 Post by Final Master »

teachu2die wrote:additionally, the cutlass/saber idea makes me wish for a sort of brigand/swashbuckling type rogue class, highly maneuverable, wielding a sword and a dagger..... :)
Actually can you already duel wield long swords, hand axes, maces, and dagger interchangeably. So, make a shadow blade and wield that long sword and dagger.
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teachu2die
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Re: adjusting metals

#24 Post by teachu2die »

don't shadowblades start out w/ a point in lethality? or was that changed?
i was thinking of a more str/dex based class, sturdier than a rogue or shadowblade... will definitley try a build like that if the lethality thing was changed...

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Re: adjusting metals

#25 Post by Mushroomhermit »

I think I'd like to see simply a more subdued progression than we have today with the stat requirements removed. Something more like...

iron - 10 power, 100% str
steel - 11 power, 105% str
Dsteel - 12 power, 110% str
Galvorn - 13 power, 115% str
Mithril - 14 power, 120% str

This way a level 2 character that stumbles upon a mithril weapon in the Old Forest can use it right away but it isn't game-breakingly powerful. At the same time, a level 20 character who has had bad luck doesn't need to be too worried about heading down into Tol Falas with his steel weapon. Success in this game shouldn't be overly dependent on the fickle RNG.

As for making mithril blunt weapons crappy... Why? Who said the WHOLE THING is mithril? Maybe its a super dense osmium core encased in mithril to keep it from shattering. :mrgreen:
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Re: adjusting metals

#26 Post by darkgod »

/me jumps on the thread and claws mushroomhermit until he releases some more tiles !

As for those ideas I do not speak but I watch with interrest your talks :)
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teachu2die
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Re: adjusting metals

#27 Post by teachu2die »

Shoob wrote:RE: staffs

why not just have it so that the better staffs are just better at funneling your magic, but you still use it less efficiently than if you had the mag required... say the following penalties: (when I say levels I mean staff_req_mag - your_mag)
1) -1 spell power per 5 levels (max penalty of staff spell power - 1)
2) damage reduced by 1% per 1 level
3) staff crit chance is = staff_crit * (100 + your_mag - staff_req_mag) / 100, this is really just the same formula used for damage as well.
hmm....i suppose one could actually apply the same solution to really all equipment w/ stat requirements... -1% physical damage per point below stat req, -1 apr per 5 points below, and maybe -1 to hit for every 10 points, etc. so a level 3 fighter who finds a mithril longsword in trollshaws would still be thrilled to find the weapon, but it wouldn't be nearly so broken at -30% power... stat requirements could even be increased for further balance...
while i don't find the logic behind such a change as compelling as some of the more baroque solutions proposed in this thread, it could provide a simple solution for one of the more irksome aspects of the equipment system...

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Re: adjusting metals

#28 Post by Mushroomhermit »

darkgod wrote:/me jumps on the thread and claws mushroomhermit until he releases some more tiles !
FINE DG, fine.

http://forums.te4.org/viewtopic.php?f=36&t=22586




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Re: adjusting metals

#29 Post by darkgod »

Hihihi ;)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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