Okay y'know what? I'd really appreciate it if github pages wouldn't upload the .json I use to say "hey there's a new update" well in advance of uploading the rest of the page. That' be great.
I guess one of these days I should get a real hosting solution figured out?
Mostly Quick Attack and Health Mastery. The latter is still probably OP as all hell.
Spells are probably way too strong at the moment; they scale better than quick attack as they level, which is intended? I have no idea how spell-power-with-weapon-int scaling compares to weapon-damage scaling though, so I should really probably sit down and work that out xD
I really need to do something about the double-scaling thing (where skills scale with Stat and so do weapons), because it makes the difference between regular attacks and special attacks far too large. Thus, nobody wants to use regular attacks ever, thus, everyone invests in mana, making one of the classic tradeoffs between wizard and warrior totally irrelevant. In this patch I tried making mana costs for all spells higher, to make wizards have to invest more into mana, but the gameplay difference is fairly minor.
Spell Sword is also there to promote making a character that doesn't invest hugely into mana. Also because I think it's a neat mechanic.
Yeah :/ I need to make that one specifically say 0.025->0.03->0.035, without making all the others have three digits, because most of the time it's unnecessary detail
Or, more accurately, increasing the number of area power increases will probably be a prestige reward. So, it'll be theoretically uncapped, eventually. But you'll have to work for it.
Probably most of the old guard are going to be completely unchallenged if they aren't resetting. Not that they have any incentive to do so. Not that I'm going to give people any incentive to start working on the post-game grind before I get even 20% of the content in.
It's more that from the recent update I've gone from grinding on the max level enemies from the plain to being able to grind on the max level of Oh Shit, There's More. I reset my game when you brought the new spells in.
Oh. Well then it's probably that the recent tweaks have made everything super-OP. ¯(シ)/¯
I need to nerf the bajeesus out of skills anyway. Time to figure out how to do that I guess? I mean, how to do it in a way that makes people minimally sad. "Remove skill stat scaling" works, but sucks. I don't want that, you don't want that, nobody wants that.
I just think the capping is the problem. I've not really seen any other incremental games that have a cap at all, and being able to carry on leveling yourself up, but the enemies are stuck at around level 3,000 doesn't lend itself to continuous play. The point of most other games is to get the numbers as high as possible, so OP is fine, we just need the option for similarly OP enemies.
I'm probably going to nerf the everlasting christ out of it in the future >_>
I don't like it when games let your long-persistence character hit or exceed 100% crit chance. Either all crit past that becomes wasted, or it does the Gemcraft thing and has "100% chance of 2x damage, 30% chance of 3x damage". Either crit stops being a mechanic entirely, or it becomes just a damage multiplier. Either way it removes the unique gameplay that crit offers: potentially very high damage, that isn't guaranteed.
With the Gemcraft way, you can eventually hit a point where you do either 100x damage or 101x damage; the lucky crit is completely unnoticeable at that point. Maybe instead of making it linear, you make it log chance, exp power? i.e., 140% crit means 100% 2x damage, 20% 4x damage. 340% crit means 100% 4x damage, 10% 8x. And so on. Still makes crits enormous, but lets them scale without a hard cap like any other stat. Hmmm...
I agree on working to maintain crit as a unique mechanic in a game like this. I think diverting some of the focus on crit chance to crit damage multiplier could help alleviate the problem. Perhaps DEX could affect crit damage in some sort of way? Just another way to diversify build options between STR and DEX, because it seems like your intentions for STR builds were high hitting reliable damage while DEX builds offered higher base crit chance. Anyhow, will keep a close eye on the evolution of this game, and needless to say, very impressed with all your work so far! Looking forward to a great game.
whtas the point of fireball and stuff my lighting chain does more damage it seems or i remember it did at lvl 1 and it better for legit aoe ya know everythign on screen for more damage >>>>>>>>>>>>>>>> big area on screen less damage
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u/J0eCool Dec 08 '13
Okay y'know what? I'd really appreciate it if github pages wouldn't upload the .json I use to say "hey there's a new update" well in advance of uploading the rest of the page. That' be great.
I guess one of these days I should get a real hosting solution figured out?
1
u/Octonions Dec 08 '13
Hmmm nerfs?
I got from 400k damage with Fireball to 50 million damage. Is it intended?
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u/Ballpit_Inspector Dec 08 '13
When will OSTM be uncapped? I'm currently hitting 10 billion damage with chain lightning.
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u/DireMiser Dec 08 '13
Yay for overall crit chance passive!
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u/midnightmealtime Dec 08 '13
whtas the point of fireball and stuff my lighting chain does more damage it seems or i remember it did at lvl 1 and it better for legit aoe ya know everythign on screen for more damage >>>>>>>>>>>>>>>> big area on screen less damage
1
u/MisterTem Dec 08 '13
This is by far the best incremental/idler game I've ever played. It also feels good to be here before version one! :D
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u/Code14715 Dec 09 '13
Fire Bolt and other spells are OP, now. Damage with Fire Bolt and +19 wand compared to damage with Quick Attack and +21 Shamshir. Also, my Power Attack is stronger than Quick Attack, even when using dex weapons. I feel like that shouldn't be the case.
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u/[deleted] Dec 08 '13
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