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There's something I really miss in current TQ that would make hybrids much more viable: Items with a percental damage conversion from one type into another.
Example: A battlemage in current TQ is usually a Warrior + "a little fire-stuff". If he wore a "Example ring of showing what I mean" that offered "xx% conversion physical ito fire", he'd become competitive to many builds and, more important, he'd be much more fun to play. ![]() Let me know what you think about that idea and if it's possible to include this effect in TQ.
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m4ssboss3s-mod: More heroes, more champions, more bosses, more fun! Trapfix-database: Unleash the true power of traps! You've always wanted to create an expansion for your favourite game? You like teamwork? You're savvy with TQ's tools and/or learn fast? Then read on...
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This would open a lot of new possibilities as well as give old, weaker builds a good boost.
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Still, I'd prefer to give non-weapons a damage concersion-effect - otherwise hybrids would be forced to wear certain waepons. Rings, Amulets etc. would grant the ability to use all weapons effectively.
Sounds a little imbalanced at first, but this effect would still cost one slot, meaning one less "Hale Ring of Immortality". Melee strenght would improve by adding a significant elemental boost, but it'd not outclass a classic, strenght-based pure melee-build.
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m4ssboss3s-mod: More heroes, more champions, more bosses, more fun! Trapfix-database: Unleash the true power of traps! You've always wanted to create an expansion for your favourite game? You like teamwork? You're savvy with TQ's tools and/or learn fast? Then read on...
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Would it be possible to create a new affix to do this? something like of Fire Conversion, could be any damage type. I agree it should be limited to jewlery and think it should be a rare affix.
![]() On an unrelated note I would like to propose changing the color of items that grant plus one or two to masteries to green from yellow. Pyromancers would become Pyromancers. Last edited by RBradleyM; 07-03-2009 at 12:05 PM. Reason: Typo |
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I agree with your unrelated note; though that should belong in a seperate section. There's a bunch of green affixes that should be yellow (e.g. of the succor) and a bunch of yellow affixes that should be green (unshackled, unhindered, etc..)
As for the damage conversion; rather than discussing if and how it should be implemented, I think it should first be investigated if it's possible at all. Since there's no original skill or mechanic that works this way, I kinda doubt this can be implemented. Getting long arguments about nothing doesn't really help the balance patch...
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![]() I'm pretty sure it is possible, though, since a damage conversion is a combination of existing game mechanics. 1. Reduce damage type one by a certain amount 2. Increase damage type two by the amount type one was reduced. As I think about about it... Isn't Blade Honing workig like this? Conversion physical to piercing? That'd make things easier.
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m4ssboss3s-mod: More heroes, more champions, more bosses, more fun! Trapfix-database: Unleash the true power of traps! You've always wanted to create an expansion for your favourite game? You like teamwork? You're savvy with TQ's tools and/or learn fast? Then read on...
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Physical to pierce is easy to do, because you can find such field in ArtManager. But there are no fields for any other conversions, like physical to fire conversion for example.
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Well, by giving weapons other base-damage, we can certainly give the new gameplay elements this would offer. By applying this to MI's and monster-specific items, there can even be a lot of customization in items. It would also offer a more challenging gameplay I reckon, as some monsters would do mostly cold damage, for example, instead of the most used-damage type currently in the game; physical.
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I agree. The omnipresence of physical hitters is definitively something a balance patch should break. And therefore, a different type of base-damage may be the easiest solution.
still, my suggestion wins in terms of aesthetics ![]() Just took a look at the "Blade Honing"-skill in the artmanager. The record that converts physical to pierce is called bladehoningbuff.dbr, right? The entry that is important is "OffensivePierceRatio", with the "OffensivePierceRatioModifier". => Is it possible to include a "OffensiveFireRatioModifier" and teach the game to read it? I guess part one is easy, but part two may as well be impossible...
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m4ssboss3s-mod: More heroes, more champions, more bosses, more fun! Trapfix-database: Unleash the true power of traps! You've always wanted to create an expansion for your favourite game? You like teamwork? You're savvy with TQ's tools and/or learn fast? Then read on...
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