>
The scavenger goblin begins to advance on you!
The scavenger goblin is still a distance away from you and is closing steadily.
>tar ala 10
That won't affect your current attunement very much.
You trace a curving sigil in the air, shaping the pattern of the Air Lash spell.
You begin to weave mana lines into a target pattern around a scavenger goblin.
>cast
Invisible strands of air twist into a tightly compressed braid. With a mental command you send the unseen coils of the whip slashing through the air at a scavenger goblin!
The piercing screech of tortured air assaults your ears, punctuated by a sharp CRACK!!
A scavenger goblin screams in pain as the unseen whip slices open its back.
The complementary nature of the spell empowers you.
A scavenger goblin collapses to the ground, shuddering and moaning until it ceases all movement.
Roundtime: 1 sec.
>
You feel fully rested.
All is right in the world again
Re: TM and Ranged Adjustments on 01/06/2014 02:00 PM CST
Re: TM and Ranged Adjustments on 01/08/2014 11:21 AM CST
Hey Folks,
So in testing the new TM damage i think it looks great. Overall im very happy with it. I found only 1 thing that needs looking into.
Normal max casts of Siphon Vitality and Blood Burst were causing anywhere from 18%-23% Vitality plus bleeders and such on my target. Then I decided to test it with Heighten Pain. This resulted in 15%-18% vitality hits, and no wounds at all...
Other then how Heighten Pain, (and likely Mark of Arhamat) interact with the new TM model. It looks like a huge step in the right direction.
-Zerreck Arkarm
Re: TM and Ranged Adjustments on 01/11/2014 11:15 AM CST
Re: TM and Ranged Adjustments on 01/11/2014 11:20 AM CST
I haven't tested SLS since the original fix, but as I noted then, the up tweak to general single cast TM resulted in an unacceptably high tweak to SLS too. I think that probably applies to all cyclic TM spells and they'll need review. The single cast spells that were already powerful probably need review too. Blu G for warmies and the multi strike cleric fire spell too I bet.
Re: TM and Ranged Adjustments on 01/11/2014 11:26 AM CST
>>I haven't tested SLS since the original fix, but as I noted then, the up tweak to general single cast TM resulted in an unacceptably high tweak to SLS too. I think that probably applies to all cyclic TM spells and they'll need review. The single cast spells that were already powerful probably need review too. Blu G for warmies and the multi strike cleric fire spell too I bet.
"Working as intended" For single target TM spells including single target TM Cyclic spells like SlS its things like the two Bard Multi Target TM spells and WM Fire Rain, Rimefang and Ring of Spear spells that will need review.
I would recommend a dmg "cap" on all Cyclic Multi-Target hit spells like Fire Rain and the like.
"Working as intended" For single target TM spells including single target TM Cyclic spells like SlS its things like the two Bard Multi Target TM spells and WM Fire Rain, Rimefang and Ring of Spear spells that will need review.
I would recommend a dmg "cap" on all Cyclic Multi-Target hit spells like Fire Rain and the like.
Re: TM and Ranged Adjustments on 01/11/2014 11:29 AM CST
>I can hit them with less thrown, and thrown has an accuracy penalty.
Have you tried recently? I think RW was still applying a ranged buff on test until fairly recently, making it easier to hit things with thrown than melee weapons rank-for-rank. I can't touch assassins with HT at significantly higher ranks than TM.
If you can still do it, maybe agility is providing a more noticeable bonus now. My agility isn't great.
Have you tried recently? I think RW was still applying a ranged buff on test until fairly recently, making it easier to hit things with thrown than melee weapons rank-for-rank. I can't touch assassins with HT at significantly higher ranks than TM.
If you can still do it, maybe agility is providing a more noticeable bonus now. My agility isn't great.
Re: TM and Ranged Adjustments on 01/11/2014 11:55 AM CST
Re: TM and Ranged Adjustments on 01/11/2014 12:23 PM CST
I'm having trouble with other weapons in the same skill range, too. Wondering if agility/balance plays a bigger role now that OF buffs are no more. I could also just be really bad. Too many possibilities.
A tempered throwing mallet is a heavy thrown and heavy blunt melee-ranged weapon.
A tempered throwing mallet trains the heavy thrown and heavy blunt skills.
You are certain that it could do:
no (0/26) puncture damage
low (3/26) slice damage
very severe (14/26) impact damage
no fire damage
no cold damage
no electric damage
The throwing mallet is very well designed for improving the force of your attacks.
You are certain that the mallet is inadequately (4/14) balanced and is very well suited to gaining extra attack power from your strength.
You are certain that the throwing mallet is somewhat unsound against damage (6/18), and is in pristine condition (98-100%).
The throwing mallet is made with metal.
You are certain that the throwing mallet weighs exactly 63 stones.
You are certain that the throwing mallet is worth exactly 59164 Dokoras.
Roundtime: 5 seconds.
A tempered throwing mallet is a heavy thrown and heavy blunt melee-ranged weapon.
A tempered throwing mallet trains the heavy thrown and heavy blunt skills.
You are certain that it could do:
no (0/26) puncture damage
low (3/26) slice damage
very severe (14/26) impact damage
no fire damage
no cold damage
no electric damage
The throwing mallet is very well designed for improving the force of your attacks.
You are certain that the mallet is inadequately (4/14) balanced and is very well suited to gaining extra attack power from your strength.
You are certain that the throwing mallet is somewhat unsound against damage (6/18), and is in pristine condition (98-100%).
The throwing mallet is made with metal.
You are certain that the throwing mallet weighs exactly 63 stones.
You are certain that the throwing mallet is worth exactly 59164 Dokoras.
Roundtime: 5 seconds.