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  1. Apr 13, 2017
    • DarkGod's avatar
      850fc4d5
    • DarkGod's avatar
      Buffed some Wyrmic masteries · 3a3e5743
      DarkGod authored
      3a3e5743
    • DarkGod's avatar
      Merge branch 'SavesUpdate' into 'master' · 8b936e43
      DarkGod authored
      Saves update
      
      Updated Actor.on_set_temporary_effect to use Combat:checkHitOld instead of Combat:checkHit, which uses a broader curve when making saves for 
      
      temporary effects.  This results in saves for temporary effects (when .apply_power is set) always having a chance both to succeed or to fail, 
      
      and bonuses to save values are always useful (more is always better) regardless of the power of the attack saved against.
      
      
      In addition, if a save is failed, there is always a chance to reduce the duration of the effect, even if the save is less than the applied 
      
      power.  The expected duration on a failed save steadily decreases as a save increases versus the power applied.  (This is an evolution of the 
      
      changess discussed in http://forums.te4.org/viewtopic.php?f=36&t=36715.)  The effect of saves on durations can be easily tuned by modifying the 
      
      variables mean_fact and std_dev as documented in the code.
      
      Overall, these changes are a modest buff to saves against temporary effects, while making them less reliable at high values.
      
      
      This should help curb chain CC issues that can happen against higher level NPCs, since not all effects will land with full duration, while 
      
      helping prevent effective immunity for the same NPCs.
      
      
      Additional Fixes:
      The duration of an existing effect will not be reduced by setting a new effect with a shorter duration (controlled by on_merge for some 
      
      effects).  This means that an effect will not be removed if you save against another application of the same effect.
      
      
      Examples (these values can be tuned):
      
      	80 save vs 60 power (end game levels):
      	Current: 95% chance to save.  Save duration 100% (Always reduces duration to 0 even on a failed save.)
      	As proposed: 76% chance to save. Mean save duration is ~26%
      
      	increasing save from 20 to 30 vs 50 power:
      	Current: 5% -> 5% (no change) chance to save, save duration 100% -> 100% (no change)
      	As proposed: 15% -> 21% chance to save, Mean save duration 94% -> 86%
      
      	increasing save from 45 to 55 vs 50 power:
      	Current: 38% -> 63% chance to save, save duration 100% -> 75%
      	As proposed: 40% -> 60% chance to save, Mean save duration 66% -> 44%
      
      
      
      
      
      
      
      
      
      
      See merge request !448
      8b936e43
  2. Apr 12, 2017
  3. Apr 10, 2017
  4. Apr 08, 2017
  5. Apr 07, 2017
    • Hachem_Muche's avatar
      Updated Combat:combatDamage to add total weapon stat bonuses to the... · 022cd7cd
      Hachem_Muche authored
      Updated Combat:combatDamage to add total weapon stat bonuses to the combatDamagePower (affecting the multiplier).
      
      The effect is to curb runaway scaling of very high stat bonuses (e.g. Temporal Hounds, etc.) while restoring most combat damage to previous levels.
      
      Added an extra line in the Character sheet (active when debug mode is enabled) showing the original combat damage for comparison.  (This is intended to be temporary -- remove the marked code after rescaling of melee damage is set.)
      022cd7cd
  6. Apr 06, 2017
  7. Apr 05, 2017
  8. Apr 04, 2017
    • Hachem_Muche's avatar
      Remove debugging code. · 3e858539
      Hachem_Muche authored
      3e858539
    • Hachem_Muche's avatar
      Updated Actor.on_set_temporary_effect to use Combat:checkHitOld instead of... · abd788fa
      Hachem_Muche authored
      Updated Actor.on_set_temporary_effect to use Combat:checkHitOld instead of Combat:checkHit, which uses a broader curve when making saves for
      
      temporary effects.  This results in saves for temporary effects (when .apply_power is set) always having a chance both to succeed or to fail,
      
      and bonuses to save values are always useful (more is always better) regardless of the power of the attack saved against.
      
      In addition, if a save is failed, there is always a chance to reduce the duration of the effect, even if the save is less than the applied
      
      power.  The expected duration on a failed save steadily decreases as a save increases versus the power applied.  (This is an evolution of the
      
      changess discussed in http://forums.te4.org/viewtopic.php?f=36&t=36715.)  The effect of saves on durations can be easily tuned by modifying the
      
      variables mean_fact and std_dev as documented in the code.
      
      Overall, these changes are a modest buff to saves against temporary effects, while making them less reliable at high values.
      
      This should help curb chain CC issues that can happen against higher level NPCs, since not all effects will land with full duration, while
      
      helping prevent effective immunity for the same NPCs.
      
      Additional Fixes:
      The duration of an existing effect will not be reduced by setting a new effect with a shorter duration (controlled by on_merge for some
      
      effects).  This means that an effect will not be removed if you save against another application of the same effect.
      abd788fa
  9. Apr 01, 2017
  10. Mar 31, 2017
  11. Mar 30, 2017
    • DarkGod's avatar
      Merge branch 'SkirmisherBuffs' into 'master' · ade6e034
      DarkGod authored
      Skirmisher Buffs
      
      Some basic Skirmisher buffs so they're not utterly outshined by new-Archer.
      - Buckler Training gives some armor hardiness and armor. Basically this means that they only have a bit less armor than their 1.4.9 iteration rather than being outright nerfed
      - Hurricane Shot deals about 50% more damage so their AoE is less dreadful. Actually hits pretty hard now
      - Changed Tireless Combatant to use strdex requirement like Combat Veteran to discourage having to hoard +wil items for requirements
      
      See merge request !426
      ade6e034
    • DarkGod's avatar
      Merge branch 'SunPaladin' into 'master' · f5072b5b
      DarkGod authored
      Disgusting Sun Paladin microtuning
      
      Improves Radiance quite a bit, nerfs 2H Crusader tree (too easy to get infinite damage immunity via CDR), makes Weapon of Light not hit the shield limit so easily and nerfs proc rate.
      
      See merge request !417
      f5072b5b
    • DarkGod's avatar
      Merge branch 'Windtouched_Reqs' into 'master' · 5e152a77
      DarkGod authored
      Windtouched Speed Requirements and Antimagic anorithil rewards
      
      Lowered needed equilibrium-using talents from 20 to 10 to make it less restrictive so non-wilders can realistically achieve this otherwise decent prodigy. Originally planned for 15, but as it doesn't count passives it's still a massive amount for anyone that isn't a wilder.
      
      Changed Biofeedback for Resonance Field in antimagic anorithil escort rewards.
      Biofeedback is an awful reward that is useless in almost all cases, changed it to Resonance Field which is a 50% shield that requires you to get hit to activate anyways, far from overpowered, but should be a nice little buff and more of a choice now, should help solis save generics as well. This was in a previous unmerged MR, so now it's in this one.
      
      See merge request !435
      5e152a77
    • DarkGod's avatar
      sanity · b64e58f9
      DarkGod authored
      b64e58f9
    • DarkGod's avatar
      Merge branch 'BrawlerFix' into 'master' · 6cc72ed2
      DarkGod authored
      Brawler equipment fix
      
      Currently applyRandomClass only copies specific things from the copy descriptor table in its apply_resolvers functions, making it impossible to set misc flags there.  Misc properties put there are copied to player characters and such so I'm assuming this is an oversight and made it copy the entire table.
      
      Brawler NPCs like to equip weapons in their inventory since their hands are empty in onAddedToLevel, so this uses the above to add a no_npc_weapon_equip flag to the Brawler descriptors.
      
      See merge request !440
      6cc72ed2
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