[1.0.4] Improve Yeek Wayist talent correctly

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

Moderator: Moderator

Post Reply
Message
Author
jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

[1.0.4] Improve Yeek Wayist talent correctly

#1 Post by jenx »

It was only when I code-dived that I realised that the summoned wayists improve both with your willpower and with the talent level. This is not in the description, and it seems from the desciprtion that the only advantage to pumping this is lower cooldown.
MADNESS rocks

BoomFrog
Halfling
Posts: 84
Joined: Tue Apr 30, 2013 6:19 am

Re: [1.0.4] Improve Yeek Wayist talent correctly

#2 Post by BoomFrog »

That explains why everyone feels they are weak. Do the Thalore treants improve with talent level also?

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: [1.0.4] Improve Yeek Wayist talent correctly

#3 Post by SageAcrin »

Thalore treants do improve somewhat with talent level, IIRC.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: [1.0.4] Improve Yeek Wayist talent correctly

#4 Post by jenx »

SageAcrin wrote:Thalore treants do improve somewhat with talent level, IIRC.
Yes, here's the code for treants:

Code: Select all

local m = NPC.new{
				type = "immovable", subtype = "plants",
				display = "#",
				name = "treant", color=colors.GREEN,
				resolvers.nice_tile{image="invis.png", add_mos = {{image="npc/immovable_plants_treant.png", display_h=2, display_y=-1}}},
				desc = "A very strong near-sentient tree.",

				body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },

				rank = 3,
				life_rating = 13,
				max_life = resolvers.rngavg(50,80),
				infravision = 10,

				autolevel = "none",
				ai = "summoned", ai_real = "tactical", ai_state = { talent_in=2, },
				stats = {str=0, dex=0, con=0, cun=0, wil=0, mag=0},
				combat = { dam=resolvers.levelup(resolvers.rngavg(15,25), 1, 1.3), atk=resolvers.levelup(resolvers.rngavg(15,25), 1, 1.6), dammod={str=1.1} },
				inc_stats = { str=25 + self:getWil() * self:getTalentLevel(t) / 5, dex=18, con=10 + self:getTalentLevel(t) * 2, },

				level_range = {1, nil}, exp_worth = 0,
				silent_levelup = true,

				resists = {all = self:combatGetResist(DamageType.BLIGHT)},

				combat_armor = 13, combat_def = 8,
				resolvers.talents{ [Talents.T_STUN]=self:getTalentLevelRaw(t), [Talents.T_KNOCKBACK]=self:getTalentLevelRaw(t), [Talents.T_TAUNT]=self:getTalentLevelRaw(t), },

				faction = self.faction,
				summoner = self, summoner_gain_exp=true,
				summon_time = 8,
				ai_target = {actor=target}
			}
			if self:knowTalent(self.T_BLIGHTED_SUMMONING) then m:learnTalent(m.T_CORROSIVE_WORM, true, 3) end
			setupSummon(self, m, x, y)
So...
1. dam and accuracy scale with your char level
str and con scale with your Wil and the treant talent level
their stun and knockback and taunt taunt talent levels scale with the treant talent level
MADNESS rocks

jotwebe
Uruivellas
Posts: 725
Joined: Fri Apr 15, 2011 6:58 am
Location: GMT+1

Re: [1.0.4] Improve Yeek Wayist talent correctly

#5 Post by jotwebe »

jenx wrote:So...
1. dam and accuracy scale with your char level
str and con scale with your Wil and the treant talent level
their stun and knockback and taunt taunt talent levels scale with the treant talent level
You're telling me my Thalore PM could have had 6 totally overpowered treants rather then 6 pretty good ones? Aww, man!
Ghoul never existed, this never happened!

Post Reply