Yeah, there's a lot of minor details I have to fix up in the documentation, particularly about the weapon skills and Deadshot. I'll get there soonish.
I still say it's wrong for Swords to scale with the rogue primary stat. Caddishness makes more sense especially because Caddishness gives the stats that Swordery helps you stack. And because pirates. Edit: Still makes sense to make maybe one or two things scale with something rogue-exclusive, just to give the idea that swords are for frilly finesse fighters. Though that might not be true in practice. Edit2: I've noticed a lot of otherwise airtight skills hitting ME with debuffs as well as my enemies. Unless there's something around that can hit me with Crushed Bones...
Please note anytime you get hit with a debuff that's intended for your enemies. I might well have just missed some self="0"s in some debuffs along the way. Also, keep in mind that the Swords - Nimbleness thing wasn't mine, that's a holdover from Gaslamp.
I somewhat agreed with Kaz. There's a difference between encouraging synergy and forcing it, and I don't like how scaling with Nimbleness means only a rogue/warrior can use swords effectively. Rogue/Warriors already get more out of the capstone because they get more counter chance from gaining both Nimbleness and Cadishness, and most skills that increase counter are rogue, not warrior. Plus this means it synergies with Piracy instead of artful dodger, which is both more flavorful and better with Knight Stance. Seriously, how does dodging improve your swordsmanship, and how doesn't being a pirate?
It's absurd to say that only rogue/warriors can use Swords effectively. Only rogue/warriors can use Swords optimally, but that's completely different.
I know, it's just odd that so much of Swords has scaling, but for a rogue-exclusive thing. Capstone included, unless I'm mixing something up.
Checked, is correct. You forgot to put the self="0" in Two Ends Priming Blow. If anyone wants to play with Staffs before Essence gets around to fixing it, they can probably mod it themselves.
That would mean that either there is no limit, or that it defaults to something (well, technically speaking there always is a stack limit, but in this case it might as well be unlimited).
I'm thinking the new Solar Inscription is a little overpowered. I'm on floor 4 right now (going rogue), and it's all I've ever used. It's cheep enough that Blood Magic is giving me back almost the entire thing every time I kill anyone, it's not restricted by obstacles, and it paralyses for 8 turns 33% of the time. Since it's killing everyone I see in 3-4 hits, that's a 33% chance of instant death for anyone, even named monsters. Then it lasts another 17 turns afterwards, to kill even more monsters. I can clear an entire monster zoo just by placing mines under the closest monsters not already standing one any and letting them kill anyone who tries to get to me.
yeah, I'm actually playing a game to test the new Astrology right now and I'm having the same experience. Should I turn it back down to a single hit and maybe just up the scaling slightly, or do you think it would be good as a 3-4 turn spell? I'm wondering if there isn't a way to have it sit until triggered and then live for 2-3 turns after before ending itself. that would be the best compromise, I think.
Depends. Pure wizards would prefer a 1 turn thing with better scaling, just to use as a cheap, powerful spell with no targeting restrictions. I doubt its use as a mine would ever be relevant. Wizard-Warrior hybrids would probably prefer 3-4 turns as is, to paralyze and weaken powerful monsters who are attacking them. Laying one under a monster already in melee range or one turn away from it would make him a lot easier to kill.
Make it put a resistance buff (+4 righteous for 8 turns) on everything in a template ("11") whenever it hits something. That way it will be good if used normally, but if put in choke point it's going to quickly get downgraded to a joke.
Oooooooh....you're a clever man, Kazeto. I like where that thought is going. Basically it lets casters still use it for a single-target nuke effect, but at a choke point, it quickly becomes "just" a 33% chance to paralyze each turn, which is still actually quite good. Me likey. I'm thinking template 12 though. We'll see.
That sounds fair. I might be reading template 12 wrong, but doesn't that not include the monster actually being hit by the mine?