- Dec 04, 2018
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Chris Davidson authored
This has been an insanely strong tree for a long time. Toning it down is a better idea than tinkering with Shadowblade's mastery. (MISC) - Shadowblade Temporal mastery reverted to 1.0 (TEMPORAL) Congeal Time: - Projectile speed increased Time Shield: - Base shield reduced - No longer reduces effect durations - Renamed Temporal Shield to avoid confusion with the TW Time Shield talent Essence of Speed: - Scaling greatly reduced. This has been a problem far too long, it acts as a force multiplier on everything an Actor does and is the single biggest reason were stuck treating dispel access as mandatory. PC values are notably reduced as well.
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
Courtesy of Hellowhat
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Chris Davidson authored
Absolutely no idea why I did this
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Chris Davidson authored
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Chris Davidson authored
Part bug, part bad decisions. The strength of this talent crowds out things like breaths because its a super high damage AoE with no real downsides. Also gives randbosses a huge range weapon attack on an abnormal damage type which is generally not great. Lets just not talk about the save scaling.
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Chris Davidson authored
How did I even do this
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Chris Davidson authored
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Chris Davidson authored
- Fix a bunch of stuff left out of the first SB commit - Dirty Fighting unlocked base for Rogue - Revise many talent costs
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Chris Davidson authored
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Chris Davidson authored
The new version of this is aggressively powered against defenses partly because it has a high stamina cost if you want to keep it up. NPCs cheat resources too much for this to be reasonable.
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Chris Davidson authored
Currently you have to spam ask escorts and extrapolate their pathing from that. This is reliable but tedious, may as well just show where they're going.
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Chris Davidson authored
Token buff pending some more interesting revision.
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Chris Davidson authored
This style of crutch is being phased out in favor of sane early game numbers.
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Chris Davidson authored
- Fix exploit on levelup screen to cleanse - Fix Chant Radiant causing insane rest times
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Chris Davidson authored
(MISC) - Moved to generic. This is partly because Rogue is getting another class category unlocked base and has too many. - Aggro behavior no longer changes with difficulty. We don't need hidden behavior like this and the number is pretty small anyway (STEALTH) - Enemies no longer share target_last_seen information at all if the target is stealthed. - Enemies will still chain aggro against stealth to prevent cheese but aquiring you as a target will be delayed by 3 turns. Shadow Dance: - No longer clears targets or forces you out of stealth.
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Chris Davidson authored
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Chris Davidson authored
(MISC): Mostly mastery changes. I think hybrids having lower masteries on core weapon stuff is good for differentiation. I am not worried about this class becoming weak. - Temporal mastery reduced to 0.6. Fun fact: Essence of Speed still goes to 29%. - Dual Techniques mastery reduced to 1.0 - Duelist mastery reduced to 1.0 - Combat Training mastery reduced to 1.0 - Combat Techniques locked. Even Rogue doesn't have this unlocked free, Shadowstep, Conveyance, and Mobility are more than enough (SHADOW MAGIC) Shadow Combat: - Mana cost removed, I'm tired of people correctly noting that you should turn this off past early game - Damage dramatically increased. Paired with Umbral Agility this should be a nontrivial % of SB damage. Also improves early game notably. - Sustain cost added Shadowstep: - Added 20 mana cost - Range capped at 10 (AMBUSH) Shadow Leash: Removed and added to npc.lua as spell/other. Shadow Ambush: Removed and added to npc.lua as spell/other Ambuscade: Removed and added to npc.lua as spell/other. The only thing this talent does is let people find ways to avoid interacting with enemies at all in a game about combat. Feels like it doesn't fit. New Talent - Shadowguard: Grants all resistance when exiting stealth briefly and gives debuff immunity, spellpower, and defense when your life drops below 50%. New Talent - Shadow Grasp: Merge of Shadow Leash and Shadow Ambush with Darkness spell damage added. New Talent - Umbral Agility: Increases accuracy, defense, and darkness penetration scaling with spellpower. Shadow Veil: - Fixed duration of 3. - Now does 4 attacks total the first as soon as the talent is activated. - Range is now based off the first target hopped to so you can't get screwed by chaining across the map.
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Chris Davidson authored
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Chris Davidson authored
- No longer forces unarmed - Duration fixed to 4
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Chris Davidson authored
Lots of tooltip fixes and behavior clarifications. Clinch: Toned down especially at very high TLs. Still a big player nerf, but the scaling duration on NPCs made this especially brutal on NPCs sometimes. - Cooldown increased to 8 - Duration fixed to 5 - Damage increased Crushing Hold: - Slow reduced - Physical power reduction increased Hurricane Throw: This isn't as exciting as it should be. - No longer lets you throw things with never_move - Causes the thrown target to lose a turn if they collide with another enemy - Range increased
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Chris Davidson authored
Doomed shade can still use it, etc.
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Chris Davidson authored
This is a bandaid pending some sort of dispel overhaul in the future. Generally cooldowns are increased so you won't get in situations where your stuff is just getting spam dispelled.
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Chris Davidson authored
As this isn't a core defensive sustain we should make sure dispels stick.
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
Currently its optimal to immediately go to a shop and buy inscriptions (which are very cheap). This alleviates that a bit by improving the starting inscriptions as well as tweaking/updating some of them.
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Chris Davidson authored
Currently there are a lot of tier 4-5 Maj'eyal artifacts but very few places in the game to drop them. This helps correct that problem and changes mummy wrappings to be a stronger arcane themed robe subtype.
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Chris Davidson authored
Even with drowning gone this is just leading to people luring citizens to kill 1 by 1, a tedious but very efficient source of experience and items. Keeping classes on townsfolk is always going to create warped incentives and on top of it is just weird.
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- Dec 01, 2018
- Nov 27, 2018
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DarkGod authored
1.6 Prodigies This is a rework/buff of whatever prodigies I happened to have inspiration for. This does not address the known overpowered prodigies (basically, the weapon prodigies) for now because that will have to be evaluated later in 1.6 after the weapon changes. For that reason, the numbers are not too tightly tuned yet, but its fair to call it done for the time being. This also adds support for multi-turn turn_procs and adds 2 helper functions for managing them, and a not_listed property for legacy prodigies. (MISC) Shield Block: Revised here as it effects multiple prodigies. - Cooldown is now set to 8 and talent no longer scales. This leaves room for talents/items/whatever to play with the cooldown if desired. - Applied after resistances in the same place most flat damage reductions are - Blocks all damage types baseline but increases the block value by 50% if the shield has a matching elemental resist to the damage - Lasts for 2 turns or until the start of your next turn instead of at the end of the current tick when something is blocked. The problem with the end of tick design is it lets small damage values (a DoT, a trash mob..) potentially strip your block in a way that is very hard to predict. This also encourages you to not take hits from more than 1 target.. Which the entire game already encourages. - Counterstrike now only applies to the first enemy blocked due to the previous change. (PRODIGIES) Spectral Shield: Removed, redundant with the shield changes. Eternal Guard: Now makes Block last 2 game turns no matter what and allows you to counterattack any number of enemies. Meteoric Crash: - No longer damages allies or destroys walls. Both of these are significant downsides that aren't reasonable for a prodigy, especially one that procs uncontrollably. So now it doesn't. - Damage on the initial hit is greatly reduced, but the lava radius is now 3 and deals significantly higher damage that can crit. I wanted to buff this as a "damage scaler" without letting it have a huge initial burst damage value, since having significant damage only if they stay in the ground effect is more interesting. - Lets your fire damage and penetration use your highest stats. The importance of damage% and damage pen% paired with the high numbers of damage types in the game makes it hard for most builds to use this, and some builds might find other uses for the unification. Eye of the Tiger: Now can proc once per turn per talent type instead of once per turn. Minor update to make this more attractive to hybrids. Elemental Surge/Endless Woes: Significant redesign. Now the damage threshold doesn't have to be met in the same turn (but is cleared out of combat) and each of the procs has an independent player turn cooldown. Note that being a player turn cooldown means that the cooldown can be directly reduced with high action speed, but this is not fundamentally different from how many existing uses of turn_procs scale anyway. The idea here is for these prodigies to reward using multiple damage types by incentivizing you to keep as many of them on cooldown as possible. AoEs can do this somewhat easily in a lot of cases. The effects have been redone a fair bit as well but the Surge = self buff and Endless Woes = debuff is kept. Irresistable Sun: The problem here is that the utility of pulling things towards you isn't that great in the beneficial scenarios, and very often its a downside. The concept is cool though, so rather than change it, it now applies a very brief -30% damage debuff to anything effected. The damage is kept the sane, though it is spread out over an addditional 2 turns to reinforce its role as utility rather than burst damage. Flexible Combat: - Moved to Dex (swapping with Giant Leap) - Proc chance reduced by half to 30%, this will often be in exchange for multiple proc chances - Activation moved to attackTargetHitProcs. This is to fix a long standing issue where Flexible Combat arbitrarily works with attackTarget but not attackTargetWith, a mechanical distinction only someone that looks at the code can really figure out the implications of. Unbreakable Will: Cooldown reduced. Fast as Lightning: Removed. Nothing about this talent concept is working, and I'd like to gradually phase out and replace some of the worst prodigies rather than try to beat it into working. New Prodigy - Adept: Increases all talent masteries by 0.3. Mystical Cunning: If you're going to take a prodigy this narrow it should probably buff the relevant talents more. - Grants 1.0 talent mastery for Poisons and Trapping - Reduces Lure and Venomous Strike cooldown Secrets of Telos: Fixed the level range of Telos's Staff Crystal making it easily get removed from drop tables. A lot of items have this problem (capping in the L40 range instead of 50). New Prodigy - Ethereal Form. Increases all damage dealt and reduces all damage taken until hit with weapons as well as giving bonus defense based on Magic. See merge request !473
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- Nov 24, 2018
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DarkGod authored
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- Nov 18, 2018
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DarkGod authored
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- Nov 17, 2018