Legend_of_the_Invincibles icon indicating copy to clipboard operation
Legend_of_the_Invincibles copied to clipboard

Make E work harder for super furious attack

Open white-haired-uncle opened this issue 10 months ago • 3 comments

I never take "more precise with sword". Why would I, furious comes with marksman? Wait, what? Furious comes with marksman???

This is an untested markup of how I'd like to see marksman applied to furious. Or something in the neighborhood.

Also, some comments on naming (berserk 1-2-3 = mberserk2-3-5), a question on how damage works if you take it before say berserk2 (which should be berserk3?).

I'm not sure that damage shouldn't have the same progression (3 AMLAs to get extra damage on mberserk3, not 1).

Looks like it's not only untested, it hasn't been through a spell check.

white-haired-uncle avatar Apr 10 '24 16:04 white-haired-uncle

I am fine with the changes. You can even remove the marksman for the 5 repeats version if you want.

Dugy avatar Apr 10 '24 17:04 Dugy

I think swarm would weaken him overall, because it would reduce his healing from hits and kills, allowing him to heal only from getting hit and attacking himself. Getting mobbed could make him take less damage overall, but with less possibilities to heal, so he would probably be able to survive it for a couple of turns, giving you time for rescue, but not indefinitely.

Dugy avatar Apr 14 '24 14:04 Dugy

I think swarm would weaken him overall, because it would reduce his healing from hits and kills, allowing him to heal only from getting hit and attacking himself. Getting mobbed could make him take less damage overall, but with less possibilities to heal, so he would probably be able to survive it for a couple of turns, giving you time for rescue, but not indefinitely.

I deleted my comment when I noticed that he has swarm on furious. I guess I just never let him get hurt badly enough to notice.

white-haired-uncle avatar Apr 14 '24 14:04 white-haired-uncle

I've been looking at this, and everytime sword gets marksman it applies to furious as well. At first I thought they were tied somehow with force_original_attack=sword (undocumented), but that doesn't seem it be it. Also, apply_to=bonus_attack is undocumented.

I guess I can add an effect that removes marksman from furious when furious is created and when sword get marksman (since order is unknown)? But perhaps there's a better way?

Edit: no, I don't think I can do that either. He could have marksman from Konrad's Might, for example.

I think it's update_stats that's copying from sword because it's a "bonus_attack"

white-haired-uncle avatar May 07 '24 19:05 white-haired-uncle

At first I thought they were tied somehow with force_original_attack=sword (undocumented), but that doesn't seem it be it. Also, apply_to=bonus_attack is undocumented.

It's a LotI-specific feature. It clones an attack and makes the desired changes to it. It picks the best attack (damage * attacks) with the given range, unless force_original_attack is specified.

One way to make it more expensive would be to require going through a 4-berserk instead of going straight to a 5-berserk.

Dugy avatar May 07 '24 20:05 Dugy

Are there things in bonus_attack that are needed for furious, or could it just be a new attack?

One option is just to remove marksman from furious, and then move (on higher levels) up in a the amla chain. "more precise with sword" will still immediately affect all three furious levels, but at least it would come a lot later. something like {QUANTITY require_amla "sword1" "sword3" "sword5"}

white-haired-uncle avatar May 07 '24 21:05 white-haired-uncle

Or perhaps remove "more precise with sword" (higher levels at least) and only create "more precise with sword when attacking twice/etc" as separate entities. I don't think I ever use sword once I have furious.

white-haired-uncle avatar May 07 '24 21:05 white-haired-uncle

Are there things in bonus_attack that are needed for furious, or could it just be a new attack?

Yes, it could be a new attack, and it that case, it could have separate upgrades than the normal sword attack. But I would not be against removing it completely.

Dugy avatar May 07 '24 23:05 Dugy

Are there things in bonus_attack that are needed for furious, or could it just be a new attack?

Yes, it could be a new attack, and it that case, it could have separate upgrades than the normal sword attack. But I would not be against removing it completely.

Removing furious? If people really did throw a fit about weakening AoE attacks, I bet they'd riot over that. Removing fury(5) from hard/normal and fury(3) from hard might go over. If anything, I'd suggest starting with just making them come much later in the AMLA tree (and move purify much earlier).

I'll work on making it a new attack and a little harder to advance so quickly and see how that looks.

white-haired-uncle avatar May 08 '24 01:05 white-haired-uncle

I've made the furious attacks into new_attack, created separate AMLAs for marksman, and placed a bit more dependency on taking 'better with sword' multiple times before you can advance them all. Also, marksman for fury(5) is only available on EASY.

I've tested the dependencies, but of course the overall impact is yet to be seen. For me, the biggest impact will probably come from new_attack, as I don't think furious attacks will inherit slow from Doombringer anymore. Fury(2) can do more damage than the standard sword attack, but with the right specials I suspect there may be times when players would actually choose the sword instead of just picking fury(5) every time.

I also moved plague so it is much easier to get so players can use it to build undead earlier in the game (I never take it, as it comes too late to be of any use).

white-haired-uncle avatar May 08 '24 05:05 white-haired-uncle

The problem with this approach is that no weapons apply to that berserk attack, which would look like a bug to just about everybody.

Dugy avatar May 08 '24 09:05 Dugy

You mean the weapon-specific specials that won't be "inherited" by being a clone of the sword, or that it will say Fury (2) - blade instead of Konrad's Might - blade or Flaming Sword - fire ?

white-haired-uncle avatar May 08 '24 09:05 white-haired-uncle

Screenshot_2024-05-08_05-49-31

white-haired-uncle avatar May 08 '24 09:05 white-haired-uncle

You mean the weapon-specific specials that won't be "inherited" by being a clone of the sword, or that it will say Fury (2) - blade instead of Konrad's Might - blade or Flaming Sword - fire ?

The latter. It doesn't count as a sword attack in that case, which means that weapons you are carrying won't apply to it.

Dugy avatar May 08 '24 11:05 Dugy

That's the way it's worked as long as I can remember.

The snapshot is from the way it worked without the changes.

white-haired-uncle avatar May 08 '24 11:05 white-haired-uncle

That's the way it's worked as long as I can remember.

I understand it's good for balance, but I am quite sure people would keep reporting it as a bug.

Dugy avatar May 08 '24 16:05 Dugy

I don't understand. Do they report it now?

white-haired-uncle avatar May 08 '24 18:05 white-haired-uncle

No, but I am sure they will start once this is released.

Dugy avatar May 08 '24 18:05 Dugy

Why? It's not changing. See the screenshot from BEFORE the change. It's "always" said "fury (2)", not "Sword of Krux".

The difference they'll see now is they won't get leeches for furious attacks and they won't get marksman until they advance it.

white-haired-uncle avatar May 08 '24 18:05 white-haired-uncle

Yes, because bonus attacks usually override attack name and icon. But if it doesn't inherit weapon specials from the main attack, it will look like a bug.

I would suggest to add some undesirable weapon special to those fury attacks, such as -10% chance to hit.

Dugy avatar May 08 '24 20:05 Dugy

I don't like -10% chance to hit, as it conflicts with marksman/magical etc. Instead, I added a 10% chance to take some self-inflicted damage (when you're attacking furiously you tend to be a little less careful than normal).

Fury is a bonus_attack again, but each furious level takes more AMLAs to attain than before, and precise takes a lot of "better with sword" (since it will affect all fury attacks as well). Plague comes earlier. Marksman removed until earned

If we come to agreement on this I'll push a clean version when done.

white-haired-uncle avatar May 09 '24 13:05 white-haired-uncle

10% chance to injure oneself is an option, but it seems a little unexpected, there is no self-injury yet and I wonder it it wouldn't be exploitable by triggering something.

How about a +20% chance to get hit by the opponent?

Dugy avatar May 09 '24 22:05 Dugy

Chance to be hit has the same problem, there's too many enemies with magical. And of course E doesn't care about getting hit since he heals from pretty much everything (that's not self inflicted).

I used to take 'lower chance to be hit' heavily very early in my AMLAs. Recently I've started ignoring them since they become worthless. I may rethink that, since late in the game all AMLAs are pretty useless anyway, and lower chance to be hit is rather useful for a few scenarios when E is pretty fragile.

white-haired-uncle avatar May 09 '24 23:05 white-haired-uncle

So how about making him unhealable during the fight?

Dugy avatar May 09 '24 23:05 Dugy

That could work too, assuming absorb/suck/leech/drain/whatever all honor unhealable.

I'm kind of partial to the idea of hasty, where because you're attacking really fast you tend to be kind of careless and can injure yourself.

I also like the idea (for other attacks) of clumsy, where you (sometimes) injure adjacent allies with your AoE attacks. Clumsy would also be good for some really OP attacks, like a prophet with charge and backstab and a bunch of damage -- make it a little dangerous to use, at least around your friends.

And of course, I'm pretty convinced at this point that whirlwind (and probably cleave) should ALWAYS injure allies. Magic AoE attacks that only affect enemies I can buy, but spinning around like a madman with a sharp weapon and NOT hitting EVERYONE next to you? Nah.

white-haired-uncle avatar May 10 '24 00:05 white-haired-uncle

I am not much in favour of self-damage and friendly fire, mainly because I remember this being a thing in the Path of Exile game and it was always allowing all kinds of crazy builds based on positive feedback loops.

That could work too, assuming absorb/suck/leech/drain/whatever all honor unhealable.

It should work because all heals are based on [heal_unit] that is from core. In case it doesn't work, it can be fixed.

Dugy avatar May 10 '24 08:05 Dugy

It looks like leeches still leeches, drains still drains, absorb and suck don't.

Drains should be easy enough to fix, just make the defender undrainable during the attack. Except if the attacker gets cleave, that's a little more difficult. Cleave+knockback would be interesting, but I think doable (keep list of adjacent enemies in unit.variables.hasty.affected targets?). Unless cleave doesn't drain secondary targets, which would be nice.

white-haired-uncle avatar May 11 '24 16:05 white-haired-uncle

I'm thinking 'furious' would be a better name than 'hasty'.

But then when I think about whether this should apply to WCT and maybe any lesser berserk, I wonder if a separate special is needed at all -- non-healing could just be rolled into lesser berserk.

white-haired-uncle avatar May 11 '24 17:05 white-haired-uncle

Doing more damage with furious - looks like it adds 10%, though it doesn't look like it by the syntax? Really should be +1 IMO, adding 2-3 damage on an attack with a potential minimum of 5x5 attacks is pretty extreme.

white-haired-uncle avatar May 11 '24 18:05 white-haired-uncle

Made second_unit undrainable during the fury attack, and filtered leech so it doesn't activate with special hasty.

Unless cleave is an issue, I think this should do it if we only want this to affect Efraim.

white-haired-uncle avatar May 11 '24 18:05 white-haired-uncle