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#1
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Actually there isn't any trade-off since you only want one or two abilities from each spirit to begin with, the rest are just a courtesy since you don't have anything better to invest in, what you've done is allowed the player to spend the extra points to further upgrade skills that are already strong to begin with, likely making them insanely powerful if you continued the same progression. This would make my warrior very (trigger-)happy and my enemies very grumpy as they get blasted each turn with a high-powered rage ability.
![]() Also passing variables to scripts isn't really a problem, if you couldn't do that, they would be pretty much useless now wouldn't they? ![]() |
#2
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Hmm. I don't know. I found only one useless skill for each spirit - the other three were pretty useful for specific occasions.
I guess you are talking about passing variables from one LUA function to another. I meant passing variables from the atom file to the script (probably it's more appropriate to say: read the atom variables in the scripts). |
#3
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The only question I have is: does this mod allow soul draining to go to 100% killing? If it does, then that is definitely overpowered...
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#4
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As you can get rage from normal killing (spell/ fight) you can't get 100% of killing... you would need from time to time to kill enemies just with your archers... IMHO
__________________
WOK pan? You sure mean WOG... Equilibrium? You sure mean Equlibris... |
#5
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I meant 100% killing of one stack, just like ordinary soul drain goes to 50% killing of one stack.
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#6
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Originally there were 5 levels, so now there are 10:
Code:
level1=level:0/kill:10,rage:10,rest:3,exp:7,level:1 level2=level:1/kill:20,rage:+5,exp:+2,level:2 level3=level:2/kill:30,rage:+15,exp:+2,level:3 level4=level:3,LV:>12/kill:40,rage:+25,exp:+2,level:4 level5=level:4,LV:>16/kill:50,rage:+35,exp:+2,level:5 level6=level:5,LV:>18/kill:60,rage:+40,exp:+2,level:6 level7=level:6,LV:>20/kill:70,rage:+45,exp:+2,level:7 level8=level:7,LV:>22/kill:80,rage:+50,exp:+2,level:8 level9=level:8,LV:>24/kill:90,rage:+55,exp:+2,level:9 level10=level:9,LV:>26/kill:100,rage:+60,exp:+2,level:10 However, the rage requirement would be pretty high: 10+5+15+25+35+45+55+60=250 The available reductions (currently) are: Code:
rage1=rs:0,level:>1,rage:>10/rage:-10,rs:1 rage2=rs:1,level:>3,rage:>10/rage:-10,rs:2 rage3=rs:2,level:>6,rage:>25/rage:-25,rs:3 rage4=rs:3,level:>12,rage:>50/rage:-50,rs:4 rage5=rs:4,level:>18,rage:>100/rage:-100,rs:5 So, if you could pick always the right choice (which you can't I think), at level 30 you would be able to have 100% kill for 205 rage. Alternatively, if you pick the reductions instead of the improvements, you would not be able to pick the last three levels, meaning that you could have 70% kill for 45 rage - and there is an error here, because you would not be able to kick the -50 and -100 reductions (rage req. won't be >50 or >100). Obviously, it needs some tweaking... So, I am waiting for your inputs... Last edited by Csimbi; 01-20-2009 at 10:44 PM. Reason: Typo |
#7
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That's actually not that much, my warrior could easily rack up at least 100 rage in one turn at the end of the game. Although admittedly I did have some help from my improved babies so it might not have been completely legal. But putting that aside, that means I can disable the heaviest stack on round one and by sometime in round two I could completely obliterate that stack. I don't think the values should ever go beyond 66%.
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#8
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So, how would you want the 5 new levels to go? These look pretty small steps (not worth the investment):
6: 58% 7: 60% 8: 62% 9: 64% 10: 66% What about rage cost? |
#9
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Nah, you'd have to change the first 5 levels too, make 11 6% steps for instance, and change the rage cost to something more reasonable.
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#10
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Specific occasions are not worth investing upgrades in.
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