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jsoh posted:Have lots of will power and twist fate, and have things that you can cast that dont cause anomalies. Gwais burninator and spell blaze echoes and umbphage and rune of the rift are real strong. Items that scale off of spell power do a fuckload of damage when you have 600 paradox Spellpower scales with Paradox only with Chronomancies That would probably include Rune of the Rift though. Razakai posted:Even in places like Dark Crypt it's never caused me any issues. It's about 10-15% of all damage you take (after counting your other shields etc), so even if you take like 1000 damage in a turn that's 50 paradox/turn for the next 3 turns. Hitting an Induce Anomaly will get rid of most of that, and that sure beats dying instantly as you have 3 turns to react before your paradox scales up to failure levels. Can combine with Static History to just spam without a care for a few turns until you hit major anomaly level. So you max out all of those, I see how that could be viable, though it limits your offense somewhat.
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# ? Aug 22, 2015 12:26 |
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# ? Apr 28, 2024 21:39 |
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Tonfa posted:Spellpower scales with Paradox only with Chronomancies That would probably include Rune of the Rift though. I usually don't bother with Static History anyway, just Induce Anomaly/Twist Fate/Spacetime Stability. Means you don't get Spellbinding which is a bit of a shame, but Gravity+Attenuate with Temporal Bolt as a filler is decent. It doesn't deal massive damage, but is very good at whittling down enemies from behind nigh-impassable layers of defence. Except for the most massive burst damage you effectively have something like 50% flat DR + your standard resists + high damage instant shields, and crit resistance from Chronomancy. You also take 2-3 turns for every turn enemies do esp as Shalore, as you have near permanent 200% global speed vs their 65% global speed from sitting in Gravity Well.
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# ? Aug 22, 2015 13:38 |
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This thread has gone sadly quiet lately. The ToME IRC is great and all but this thread is cooler So to revive it a bit, here's a shot of a project I'm planning on releasing in the next week or so:
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# ? Sep 14, 2015 20:05 |
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Looks cool.
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# ? Sep 14, 2015 20:06 |
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Razakai posted:This thread has gone sadly quiet lately. The ToME IRC is great and all but this thread is cooler Have you made any other mods for the game? Looks really interesting. Just lost a really fun character in the temporal rift. Can't say I enjoyed the telugoraths yanking control away from me and plinking me to death. Guess this is what the mobs feel like when you play a paradox mage.
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# ? Sep 15, 2015 17:13 |
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Flython posted:Have you made any other mods for the game? Looks really interesting. I had the Eternal Darkness mod, which was a Necromancer revamp, so I'm continuing with the necrotic theme (this is a Deathknight if you couldn't guess from the grimdark names). Might be a little buggy as I've not touched it in a while though. And temporal rifts are kinda rough as melee. I just hit a teleport rune/psychoportation torque and hoped to end up near the exit.
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# ? Sep 15, 2015 20:04 |
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I pretty much skip doing the Temporal Rift every run. It feels very rarely worth doing after unlocking TW, especially as a melee class. Speaking of, I'm really struggling with Wyrmic. Its lack of mobility and durability really sucks. Probably should have gone 1h+shield but I've never done a 2h character so far, and I wanted to try using the Gaping Maw out.
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# ? Sep 15, 2015 20:21 |
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Professor Moriarty posted:I pretty much skip doing the Temporal Rift every run. It feels very rarely worth doing after unlocking TW, especially as a melee class. Even after their buffs, Wyrmic is still generally thought to be a low tier class. Like you said, their mobility and defence sucks - lightning speed isn't enough, and fungus can't cope with massive damage spikes. Their damage isn't anything spectacular either unless you go a breath spam build with higher draconic unlocked, and even that's only on par with top tier classes. It just feels a bit muddled compared to tightly designed classes like the chronomancers.
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# ? Sep 15, 2015 20:24 |
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e: beaten
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# ? Sep 15, 2015 20:25 |
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Maybe someone better has some thoughts, but Wyrmics seem really weak to me. I've gotten one to the east and back using acid beams and tornado, but my damage seemed to pretty much trail off into nothing and I just lost interest in that character. They don't seem to do anything particularly well.
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# ? Sep 15, 2015 20:26 |
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What are you guys thoughts on Anorithil? I'd like to do a magic class next. Already won with arch mage, pre-revamp alchemist, TW, and PM.
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# ? Sep 15, 2015 20:32 |
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Professor Moriarty posted:What are you guys thoughts on Anorithil? I'd like to do a magic class next. Already won with arch mage, pre-revamp alchemist, TW, and PM. It's... ok. Once you get the Corona crit engine going it can be pretty good, but it's very old and the resource system is clunky. Definitely needs an update. While not technically magic, if you want a caster playing Solipsist is pretty good.
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# ? Sep 15, 2015 20:36 |
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You missed the perfect chance to type "warp through the darkness in the target's heart to etc. etc.."
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# ? Sep 15, 2015 20:40 |
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Professor Moriarty posted:What are you guys thoughts on Anorithil? I'd like to do a magic class next. Already won with arch mage, pre-revamp alchemist, TW, and PM. I like Anorithil overall, but you really only use a couple of spells. If you do roll one, then you are going to want to set twilight surge on "autocast when enemies are not in sight" to make the entire experience far less tedious to play. Using circles to shoot a dozen corona projectiles a turn is fun. Edit: Deactivate the autocast in town or when you have an escort. That's important. I dont know fucked around with this message at 21:09 on Sep 15, 2015 |
# ? Sep 15, 2015 20:55 |
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Razakai posted:I had the Eternal Darkness mod, which was a Necromancer revamp, so I'm continuing with the necrotic theme (this is a Deathknight if you couldn't guess from the grimdark names). Might be a little buggy as I've not touched it in a while though. I've used Eternal Darkness a few times, it's good. Think I'm going to take another swing at a Yaech Lich. Almost cleared out the crypt with only one death last time till a crash erased my progress and killed my enthusiasm.
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# ? Sep 15, 2015 21:01 |
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The Midnight mod does a lot to improve anorithil. Reworks hymns and chants, adds two high-tier light/darkness trees for offense and a negative energy generic counterpart to Celestial/Light. I've been playing with all the addons my game was capable of running for so long, I've just about forgotten what the base game was like.
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# ? Sep 16, 2015 05:21 |
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I'm not convinced anorithil need improvement. They're a very tanky mage who pops three different barriers then runs into you doing an impression of an exploding star. The only issue they have is an incredibly small pool of artifacts they find viable due to only really caring about 'On Spell Crit' effects.
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# ? Sep 16, 2015 05:30 |
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Stelas posted:I'm not convinced anorithil need improvement. They're a very tanky mage who pops three different barriers then runs into you doing an impression of an exploding star. The only issue they have is an incredibly small pool of artifacts they find viable due to only really caring about 'On Spell Crit' effects. I'd argue that their problem is that they're not very fun to play as, not their relative strength per se
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# ? Sep 16, 2015 08:10 |
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A while back I made a mockup of a rework for Anorithils but I never bothered to (learn how to) code it. The class concept itself leads to some really cool possibilities, but the current implementation of it is pretty dated and unfocused, yeah. E: Apparently I also made a mockup of a Nuclear Corruptor. I had totally forgotten about that. Raitzeno fucked around with this message at 18:47 on Sep 16, 2015 |
# ? Sep 16, 2015 18:44 |
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Please please someone make Nuclear Engineer: the class There could be a The Button tree that includes like... Little Boy Fat Man Tsar Bomba Born Secret as abilities. The first three are all actual bombs - Fat Man and Little Boy were the bombs dropped on Nagasaki and Hiroshima, respectively, and the Tsar Bomba is the biggest nuclear weapon ever made. That's a picture of the tsar bomba mushroom cloud, taken a HUNDRED miles away - the cloud itself is ~35 miles tall there. Finally, the Born Secret doctrine was a policy where, for a long time, discovering the mechanisms behind nuclear weaponry (in particular how fusion bombs work, if I recall correctly there's a specific physical mechanism that's an "easy" way to trigger hydrogen fusion that's how most/all H-bombs are made - looked it up, it's the teller-ulam design) meant that you'd get a visit from some nice men in suits telling you that keeping your yap shut was a matter of national security and that you'd get a nastier visit if you couldn't keep quiet. I have no idea what the abilities should do, though varying degrees of AOE with Born Secret passively upgrading them all would be kinda cool. Magres fucked around with this message at 19:14 on Sep 16, 2015 |
# ? Sep 16, 2015 19:07 |
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Raitzeno posted:E: Apparently I also made a mockup of a Nuclear Corruptor. I had totally forgotten about that. This looks like a much more fun version of Corruptor. Have you posted it on the ToME forums?
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# ? Sep 16, 2015 19:17 |
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Raitzeno posted:A while back I made a mockup of a rework for Anorithils but I never bothered to (learn how to) code it. The class concept itself leads to some really cool possibilities, but the current implementation of it is pretty dated and unfocused, yeah. A nuclear corrupter would work quite well in the orc campaign if you gave it science/technology theming.
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# ? Sep 16, 2015 19:23 |
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Professor Moriarty posted:This looks like a much more fun version of Corruptor. Have you posted it on the ToME forums? I think I linked it in the IRC chat around when I was making it, and nobody seemed to care much... maybe because it's just a list of skill descriptions and no actual code?
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# ? Sep 16, 2015 19:29 |
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Raitzeno posted:I think I linked it in the IRC chat around when I was making it, and nobody seemed to care much... maybe because it's just a list of skill descriptions and no actual code? There's a whole lot of people with class ideas etc and not quite as many developers. Unless you have something outstandingly, unbelievably spectacular, it's pretty unlikely a dev would code it. I think I've only seen it once, when Edge (chronomancer dev) saw someone's idea for a 2h Chronomancy class and began working on it. Only way to see most ideas to fruition is coding it yourself.
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# ? Sep 16, 2015 19:42 |
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I would play the heck out of nuclear corruptor, the defiled classes are my favourite. It would probably work better with fire/shadowflame in place of light, to make better use of doombringer/demonologist intended gear, though. I really should learn to code sometime, have a couple fun ideas that I'm sure no one but me would be interested in. My main annoyance with anorithils is how clunky generating negative energy is. It doesn't help the other skills in the Twilight tree aren't all that stellar, with the highest tier skill being an explicitly worse Inner Demons. V If that's the best way to generate it, then my point of how clunky it is still stands Inadequately fucked around with this message at 04:06 on Sep 17, 2015 |
# ? Sep 17, 2015 03:35 |
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Set the low damage negative-cost light and dark explosion to autocast when no enemies are visible. Enjoy full bars at the start of any fight. (Remember to turn it off for escorts or towns.)
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# ? Sep 17, 2015 03:50 |
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http://te4.org/characters/20237/tome/d1a2fc2f-4826-41f0-bb7e-bf8266017ff9 Hooray! Nightmare Roguelike victory, Insane mode unlocked! It was pretty rough, but once I got Haste going it basically played itself. 33% Global Slow on Gravity Well, +90% Global Haste on myself, +54% Casting Speed; I basically triple-turned anything important. And if I needed an extra turn, Time stop was there. Notable mentions to Temporal Reprieve, an amazing spell I skilled way too late to matter (level 50!). Smearing/Energy Absorption continue to have great synergy, rendering most instances of damage into nothingness. My last attempt at a Roguelike Nightmare victory ended in the spider pits in the west because of poor paradox management; Invoke Anomaly set to autocast was a life-saver for continueing long drawn out fights. And giving buffs! Time to ram my head in Insane mode and cry.
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# ? Sep 18, 2015 03:58 |
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Yeah, the main problem with Anorithil is that the best way to play them is to ignore the 'generate positive energy -> convert to negative energy -> spend negative energy on big spells' cycle that their resource system is built around, set some things on autocast, and open every fight by blowing things up with negative energy. The rework ideas that I've seen tend to be complete overhauls, but I think the current resource system could work just fine if there were real benefits to doing energy generation in combat. Things like spells that scale with how low your energy is or sustains or debuffs that trigger added effects when generating a particular type of energy could go a long way towards making managing your energy levels actually rewarding. Having something like the paradox system where you can set a desired base level might also be good; in this case, the base level would be what value your positive/negative energy regens/decays to naturally. It could be set up so that the higher you set your base positive, the lower your base negative is and vice versa; that give the player a way to control what spells will be most effective at the start of a fight and should remove the need for autocast shenanigans.
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# ? Sep 18, 2015 04:15 |
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And after about half a year, I finally finished Deathknight: http://forums.te4.org/viewtopic.php?f=50&t=44924 Be interested in hearing about bugs and balancing as it's still in a rough state.
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# ? Sep 20, 2015 22:39 |
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Hello! I am coming back to ToME for the like 5th time (I tend to binge on the game and then completely stop playing it for 6 months to a year, then come back to a bunch of new and shiny things). One of things I've never figured out in this game is how mindstars/mindpowers work, beyond tacking AM onto a physical class and using it to annihilate dirty magic using scum (I did, however, "ascend" with a release Oozemancer. Scare quotes because, lol oozemancer). I can usually figure out most classes, but I look at Mindslayers and Solipsists and just sorta have no idea what's actually going on. As solipsists seem to be the more complicated of the two, would someone mind giving me a quick rundown of the playstyle(s?) for mindslayers? I know you can go get the mindstar mastery tree from Zigur, but just looking over the talent tree options for mindslayers, I'm not sure how it's supposed to click together. Is using mindstars the best option, or are 'normal' weapons good, too? For that matter, are you actually supposed to bump-combat, or is it meant to eschew that in favor of its other abilities (mindlash, the auras, etc)?
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# ? Sep 21, 2015 15:58 |
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Mind slayers are Jedi. They have a few tricks and such that you manipulate the fight with, but their basic game plan is to use their lightsabers to slice through baddies. Early on you focus on bump damage points and transition to a melee powerhouse with good control of the battlefield. Solipsists are more difficult to level, but easier to play. Mainly knowing when to put more points in their namesake tree is the hard part. e: vv yes, they're very easy to play because mind sear can get you to level 15 basically by one-shotting everything short of the Minotaur. But the solipsism tree is very tricky and dangerous. Chakan fucked around with this message at 18:58 on Sep 21, 2015 |
# ? Sep 21, 2015 17:55 |
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Solipsists can basically max the mindlaser they have in one of their trees that's a two turn cooldown beam nuke and ride to victory almost wholly on that. It's probably the best nuke in the game
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# ? Sep 21, 2015 18:24 |
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Razakai posted:And after about half a year, I finally finished Deathknight: http://forums.te4.org/viewtopic.php?f=50&t=44924 any chance of getting it on Steam?
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# ? Sep 21, 2015 18:57 |
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Saraiguma posted:any chance of getting it on Steam? I'll put it up on Steam in a little bit - wanted a limited release to catch some of the more horrendous bugs (which have now been fixed).
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# ? Sep 21, 2015 19:33 |
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Razakai posted:And after about half a year, I finally finished Deathknight: http://forums.te4.org/viewtopic.php?f=50&t=44924 This class is really cool thematically and I love the decisions I have to make in tough fights. Thanks for your awesome work, when it's finished I'm sure it could be a favourite.
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# ? Sep 21, 2015 22:37 |
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Alright, I need a pow-wow. I'm trying to make Brawler work on Insane, and I've had limited success. However, I'm running into the issue of them simply lacking enough damage mitigation to break past level 20. And I'm not quite seeing where they would get it beyond Heroism/Shielding runes. Unarmed Combat will let me dodge projectiles/tank instant hits, but its not seemingly...enough. With the first talent catagory going Grapple, second goign Unarmed for the sustain destroyer, I'm just failing to see where to pick it up...
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# ? Sep 22, 2015 20:12 |
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Gimme some suggestions for a character that is the most fun for someone who isn't exactly a new player, but isn't an experienced expert either. Maybe something more exotic than a Fighter
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# ? Sep 23, 2015 13:28 |
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Annath posted:Gimme some suggestions for a character that is the most fun for someone who isn't exactly a new player, but isn't an experienced expert either. Shadowblade is a fun class, difficult but exciting play as, since you're quite fragile but deal a ton of damage and have a ton of mobility options and shields to protect your fragile body. I mean, if you want a simple and fun run, just roll up a Sun Paladin, they're extremely beefy and good at healing themselves, I'd say that their main weakness is luminous horrors and they don't show up too much. You're just a giant sun who can create travelators made out of pure sunlight, so they can instantaneously move up to enemies and hit them with their weapons, or alternatively just hit enemies from a mile away with a light sword. Also a fun class if you like how silly things are, is Brawler, since the grappling tree revolves around just picking up dudes and smashing them into the ground/each other, and Brawler has a bunch of other fun things, like stacking on-hit effects with the ludicrous amount of attacks you tend to perform every turn.
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# ? Sep 23, 2015 13:57 |
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Razakai posted:I'll put it up on Steam in a little bit - wanted a limited release to catch some of the more horrendous bugs (which have now been fixed). Started one up, running no other addons besides Ashes and your old Better Stores mod. Cleared through Trollmire and Norgos with a cornac DK, tried to enter Derth to do the Arena and got an infinite loading bug. Alt + F4'd out of the game and upon character reload I get a black screen in Derth with this error: http://imgur.com/NbZfo5d I would normally pin it on Better Stores, but I was just playing that new Trench Strider class the other day with Better Stores enabled and had no issues entering Derth. (Incidentally, seeing you were almost finished with your new class is what got me playing a bit again simply because Eternal Darkness is my legit favorite addon for ToME ever.)
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# ? Sep 23, 2015 14:30 |
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# ? Apr 28, 2024 21:39 |
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Annath posted:Gimme some suggestions for a character that is the most fun for someone who isn't exactly a new player, but isn't an experienced expert either. Time Warden. It's one of the best ranged classes (out of, uh... three?) and a good introduction to the time fuckery you'll be doing once you unlock Paradox Mage.
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# ? Sep 23, 2015 17:07 |