Dumb questions thread

Have a really dumb question? Ask it here to get help from the experts (or those with too much time on their hands)

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MrWendal
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Re: Dumb questions thread

#1096 Post by MrWendal »

Mayfair wrote:
MrWendal wrote:Donated via paypal from te4.org, how do I get the donation rewards?
Should automatically be added rather soon.
Auto ... ah crap, used a different email for my ToME account and Paypal ...

Doctornull
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Re: Dumb questions thread

#1097 Post by Doctornull »

MrWendal wrote:
Mayfair wrote:
MrWendal wrote:Donated via paypal from te4.org, how do I get the donation rewards?
Should automatically be added rather soon.
Auto ... ah crap, used a different email for my ToME account and Paypal ...
Get on the IRC channel and talk to DarkGod about it.
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Nacht
Yeek
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Re: Dumb questions thread

#1098 Post by Nacht »

No clue where to put this, but. Is there a reason in the latest version that Flame causes the game to lag horrendously each and every time it starts/stops/starts again?

adamn
Halfling
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Re: Dumb questions thread

#1099 Post by adamn »

Not sure if this deserves its own thread or not but posting it here in case.

Is it possible to rebind the keys for manual targeting? I rebound the keys for movement from the arrow keys and/or numpad as such:

Code: Select all

7 8 9      O P [
4 5 6  ->  L ; '
1 2 3      , . /
I'd like to be able to use SHIFT with these keys to perform manual targeting, but I see no way to rebind that. Instead I have to use SHIFT + ARROW KEYS, which is very inconvenient. Is there some way that I'm missing?

This wasn't a huge issue for me until 1.0.5 changed how targeting works for traps, making it necessary to manually target in order to place a trap anywhere but directly underneath you. Pain in the posterior, it is.

MrWendal
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Re: Dumb questions thread

#1100 Post by MrWendal »

Sent a message to dark god using the contact page, he fixed my donation status thingy. Thanks Dark God!

Danny
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Joined: Tue Nov 12, 2013 6:37 pm

Re: Dumb questions thread

#1101 Post by Danny »

So... why don't I see a lot of builds on the vault with Aether Permeation? It sounds pretty much excellent... 70% aether resistance would give you 46,2% resistance to basically everything else. Plus grab a wild infusion. You can max your resistance to everyhting.

Faeryan
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Re: Dumb questions thread

#1102 Post by Faeryan »

Danny wrote:So... why don't I see a lot of builds on the vault with Aether Permeation? It sounds pretty much excellent... 70% aether resistance would give you 46,2% resistance to basically everything else. Plus grab a wild infusion. You can max your resistance to everyhting.
Good question. I haven't ever gotten an archmage (or any other magic char (except for melee Reaver)) high enough level to bother with prodigies, but I'd guess there are other more desirable prodigies to choose from and mage gear might often give high enough resistances to really bother with Permeation.


Edit: My own newbie question to follow: Why is the Weapon Mastery physical attack bonus show on character sheet? Is it only because it's for specific weapons type or what? It still gets applied even though it's not showing, right? Or have I been using weapon that incorrectly categorizes for something not covered by my chosen mastery?

I actually noticed this first on a brawler whose mastery affected unarmed. That means both real unarmed and gloves/gauntlets/mittens/vambraces, right?
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Ramc
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Re: Dumb questions thread

#1103 Post by Ramc »

Playing a rogue, I got the alchemist quest elixir of avoidance and the fox, and after quaffing both my defense went from 51 to like 52. Is that +6 defense/ranged defense not going to show up on my sheet, or are there some serious diminishing returns involved here?

Doctornull
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Re: Dumb questions thread

#1104 Post by Doctornull »

Ramc wrote:Playing a rogue, I got the alchemist quest elixir of avoidance and the fox, and after quaffing both my defense went from 51 to like 52. Is that +6 defense/ranged defense not going to show up on my sheet, or are there some serious diminishing returns involved here?
The latter, but it does still help.

Basically, every point of Defense / Attack / etc. is scaled according to how much you already have.

1-10: each point costs 1
11-20: each point costs 2
21-30: each point costs 3
... etc.

So by the time you have 51, each point of improvement costs 6 raw input points.
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Sporkie
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Re: Dumb questions thread

#1105 Post by Sporkie »

Can someone explain to me exactly how tiers on items work? I did the tutorial and all but I still got confused halfway through somehow. And the wiki didn't really make me go less 'duh-huh?' to it.

Seems like higher-tier items have some diminishing return mechanic, is that mitigated by having say, tiers in the weapon spec/armor spec talents? Or are they just stronger base items and less about getting the full bonus from their stats? And if so, does that carry over to say the robes for mages?

Doctornull
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Re: Dumb questions thread

#1106 Post by Doctornull »

Higher tiers = stronger base items, always.

Higher tiers = different access to egos, some more powerful (and some maybe less powerful but IMHO that's a bug rather than a feature).

Oftentimes you will look at two items, for example a t2 with two fantastic egos and a t3 with one not-so-hot ego, and you'll decide the lower tier item is better. That's fine. Over time you will tend to find higher tier items with better egos, but it's random, so at any given time your best item in any random category may be lower tier.
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Sporkie
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Re: Dumb questions thread

#1107 Post by Sporkie »

Right, I thought as much. Thank you.

Still doesn't seem to address the returns thing tho, however. Like it seems I'll get smaller bonuses than listen on the item. Say, +12 spell power, I get maybe +6 or something on a higher tier item(numbers pulled out of thin air, not an exact figure). That a feature... Or am I just really bad at maths and adding wrong? ;p

Doctornull
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Re: Dumb questions thread

#1108 Post by Doctornull »

Some ego benefits do scale with tier, some "scale" randomly, some are buffed by specific egos more than by tiers.

The spellpower bonus on a Staff, for example, scaled with tier in 1.0.4, but in 1.0.5 there are a bunch of poorly balanced egos which overwhelm the tier benefits... so in practice a lower-tier Staff has a random spellpower bonus which may exceed a higher-tier staff.
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Theyleon
Thalore
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Re: Dumb questions thread

#1109 Post by Theyleon »

Sporkie wrote:Right, I thought as much. Thank you.

Still doesn't seem to address the returns thing tho, however. Like it seems I'll get smaller bonuses than listen on the item. Say, +12 spell power, I get maybe +6 or something on a higher tier item(numbers pulled out of thin air, not an exact figure). That a feature... Or am I just really bad at maths and adding wrong? ;p
If you mean that you get a +12 item, and then the spellpower on your character sheet only goes up 6, then yes, there are diminishing returns on many stats. I believe it works that for every 10 points in a stat, it takes one more point to increase it by one. So 10-20 takes 2 points, 20-30 takes 3 etc.

stinkstink
Spiderkin
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Re: Dumb questions thread

#1110 Post by stinkstink »

Accuracy, Defense, and power/saves work on tiering. Each tier is 20 points though, not 10.

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