Not sure about your circle tree. Seems a bit... useless to be honest. Might be more interesting if it instead of a sustain it was activated for x turns, and had an effect in radius y. You can move in and out of the Circle as you wish, but the effects only apply to creatures inside the cirlce (negative effects to enemies, positive effects to allies). This would give it a bit more tactical use.
I would maybe suggest something like the following effects:
1. Circle of Light - make a circle of radius x around your current position for y turns. Whilst you stand in the circle your defense and ranged defense are increased by z.
2. Circle of Darkness - make a circle of radius x around your current position for y turns. Whilst you stand in the circle you receive +10% darkness damage. Enemies will have reduced to hit whilst in the circle.
3. Blazing Circle - make a circle of radius x around your current position for y turns. Whilst you stand in the circle you receive +6% fire and light damage. Enemies in the circle will burn for 40 fire damage each turn.
4. Suffocating Shadows - make a circle of radius x around your current position for y turns. Whilst active the area of the circle will be enshrouded in utter darkness. Any enemies in the circle will begin to suffocate.
I think the Glyph effects are nice, but the short-term, single-square and melee range constraint of them severely limits their usage. If they were longer range (say 5 squares) they might have some use, and if they had an area of effect they'd be even better (though fatigue would have to be nerfed then).
Filling out the Divine Trees (Work in Progress)
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Re: Filling out the Divine Trees (Work in Progress)
I finished up the crit tree and ended up finding most of the effects boring.
So I ended up writing Darkest Light as it was posted earlier. The issue, the description is very complicated.
Anyone want to take a shot at condensing this?
So I ended up writing Darkest Light as it was posted earlier. The issue, the description is very complicated.
Anyone want to take a shot at condensing this?
Code: Select all
info = function(self, t)
return ([[The caster fades from sight, granting %d bonus to invisibility. While the effect is active you'll gain %d positive energy per turn and lose %d negative energy per turn. If your positive energy reaches maximum or your negative energy reaches 0 the effect will end at which point an explosion of light will take place at your location, draining all positive energy and inflicting %0.2f plus positive energy light damage in a %d radius around you.
You may not cast Twilight while the effect is active and you should take off your light source, otherwise you will still easily be spotted.
The effect power will increase with your Cunning stat and the explosion damage will increase with the Magic Stat..]]):format(5 + (self:getCun() / 20) * self:getTalentLevel(t), 10 - self:getTalentLevelRaw(t), 10 - self:getTalentLevelRaw(t), damDesc(self, DamageType.LIGHT, self:combatTalentSpellDamage(t, 10, 100)), 2 + self:getTalentLevel(t) / 2)
end,
}
Re: Filling out the Divine Trees (Work in Progress)
I don't think that can be condensed without obfuscating the effects. Best to keep it clear. To be honest there's a lot more talents that could do with fuller descriptions :)
Re: Filling out the Divine Trees (Work in Progress)
Here's the list of changes I've made so far (mostly so I can keep track).
*gave glyphs a range equal to talent level and reorganized the tree*
*made glyph of explosion affect a radius, trigger more then once, but nerfed the damage*
*made jumpgate zero energy to cast and made the cooldown scale with talent level; at talent level 5 it will now have no cooldown to drop and zero energy cost allowing the spell to be used as more then just an escape route (also fixed the sustain cost so it will now work)*
*added an Eclipse tree*
*gave Light tree at birth*
Still planning on doing the Circle tree but I've been playtesting the Eclipse tree tonight.
As for Circle I'm thinking radius 1 map effects that deal X damage type to the player and Y damage type to everything else. Basically copying Retch but replacing undead with self.
At talent level 3 the radius might jump to 2 and at 5 up to 3 (which is pretty decent sized).
As to effects I'm still debating, I liked Grey's suffocating shadows idea and I want to do the one below...
Circle of Sanctity - Gives you X silence immunity and silences everyone else in it's radius.
but other then that I'm not set on anything. The class has a lot of versatility and options right now through hymns, I don't want to duplicate hymn or chant effects if possible.
*gave glyphs a range equal to talent level and reorganized the tree*
*made glyph of explosion affect a radius, trigger more then once, but nerfed the damage*
*made jumpgate zero energy to cast and made the cooldown scale with talent level; at talent level 5 it will now have no cooldown to drop and zero energy cost allowing the spell to be used as more then just an escape route (also fixed the sustain cost so it will now work)*
*added an Eclipse tree*
*gave Light tree at birth*
Still planning on doing the Circle tree but I've been playtesting the Eclipse tree tonight.
As for Circle I'm thinking radius 1 map effects that deal X damage type to the player and Y damage type to everything else. Basically copying Retch but replacing undead with self.
At talent level 3 the radius might jump to 2 and at 5 up to 3 (which is pretty decent sized).
As to effects I'm still debating, I liked Grey's suffocating shadows idea and I want to do the one below...
Circle of Sanctity - Gives you X silence immunity and silences everyone else in it's radius.
but other then that I'm not set on anything. The class has a lot of versatility and options right now through hymns, I don't want to duplicate hymn or chant effects if possible.
Re: Filling out the Divine Trees (Work in Progress)
I've tried it once or twice, but it's both useless and out of character. It's essentially trap-laying, except that the traps evaporate in just a few turns, long before any prey can step in them. I could maybe see the Moon Huntress laying magical traps all over the place, but a Sun Paladin? No way. Not unless they were Glyphs of Warding ("none shall pass").edge2054 wrote:Last night I was thinking about dropping the glyph tree all together. Is anyone a fan of this tree or actually use it?
Re: Filling out the Divine Trees (Work in Progress)
I playtested edge's Anorithil changes yesterday. Got to The Master and died, so... about half a character. Not much testing, but it's a start.
We found a couple glitches with Jumpgate, and I think he's got those under control. Found a bug in the tooltip for Circle of Warding.
We discussed the duration of the Circles, and he decided to change them from 2+T to 4+ceil(T/2) where T is the talent level.
I never got a chance to test a maxed-out critical hit build, with Hymn of Moonlight and Corona doing auto-hits. This is where he feels the most testing is still needed.
I questioned the passive +critical% skill (Blood Red Moon, I think it's called). It seemed pretty powerful to me, but he said that +3*T% is used by an analogous physical passive skill, and he cited a maximum figure of 33% critical hit chance without equipment boosts.
Finally, something I came up with after our discussion: I think Corona is too powerful as a passive. I'd make it a sustain, with a modest cost in both Positive and Negative energy (not sure if 10 is enough; maybe 15 or 20 of each). And get rid of the "Cunning makes it more likely to fire dark", and keep it a flat 50/50 light/dark. People will still use it, but at least it will have a price associated with it (maybe they can only use it intermittently at first, or they have to give up a hymn or Jumpgate, or they will have to put more points in Twilight, etc.).
We found a couple glitches with Jumpgate, and I think he's got those under control. Found a bug in the tooltip for Circle of Warding.
We discussed the duration of the Circles, and he decided to change them from 2+T to 4+ceil(T/2) where T is the talent level.
I never got a chance to test a maxed-out critical hit build, with Hymn of Moonlight and Corona doing auto-hits. This is where he feels the most testing is still needed.
I questioned the passive +critical% skill (Blood Red Moon, I think it's called). It seemed pretty powerful to me, but he said that +3*T% is used by an analogous physical passive skill, and he cited a maximum figure of 33% critical hit chance without equipment boosts.
Finally, something I came up with after our discussion: I think Corona is too powerful as a passive. I'd make it a sustain, with a modest cost in both Positive and Negative energy (not sure if 10 is enough; maybe 15 or 20 of each). And get rid of the "Cunning makes it more likely to fire dark", and keep it a flat 50/50 light/dark. People will still use it, but at least it will have a price associated with it (maybe they can only use it intermittently at first, or they have to give up a hymn or Jumpgate, or they will have to put more points in Twilight, etc.).
Re: Filling out the Divine Trees (Work in Progress)
Appreciate the feedback greycat.
As to Corona I originally had it as a sustain with a small cost to both positive and negative as you described but made it a passive because of UI clutter. I suppose if feels more natural as a sustain.
I'll make it 50/50 light dark.
I found a few other bugs last night that also got fixed so if you decide you want to play the modified Anorithil some more make sure and get a fresh module copy from me.
As to Corona I originally had it as a sustain with a small cost to both positive and negative as you described but made it a passive because of UI clutter. I suppose if feels more natural as a sustain.
I'll make it 50/50 light dark.
I found a few other bugs last night that also got fixed so if you decide you want to play the modified Anorithil some more make sure and get a fresh module copy from me.