Author Topic: Dev Log #17: Version 0.1.8.0 released  (Read 14737 times)

Zephyros

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Re: Dev Log #17: Version 0.1.8.0 released
« Reply #15 on: May 14, 2013, 08:09:41 am »
I don't know. It's also quite high in AP cost (I can't do any other offensive spells in the turn) and it's damage is roughy similar to pyrokinesis, which doesn't scale off based on the number of people hit and can cause fear on everyone (as opposed to stunning one.)

UnLimiTeD

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Re: Dev Log #17: Version 0.1.8.0 released
« Reply #16 on: May 14, 2013, 10:47:35 am »
The scaling of targets is actually it's strong point. Have just two, and they will take insane damage, with every hit having it's own crit roll. It also doesn't risk any self damage, and it's accurate no matter what.
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Styg

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Re: Dev Log #17: Version 0.1.8.0 released
« Reply #17 on: May 14, 2013, 11:07:23 am »
What level are you and what's the base damage of your electrokinesis?

This ability was meant to be one of the primary psychokinesis damage dealers, so I won't be adding cooldown. Damage, range and AP cost might need to be tweaked in the next update though.

UnLimiTeD

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Re: Dev Log #17: Version 0.1.8.0 released
« Reply #18 on: May 14, 2013, 01:06:55 pm »
Well, I used it with a Melee specialist ( I tell you, I am disappoint by spikes) with 5 Will.

I wanted to do a level comparison, but I noticed I never actually leveled PK beyond 40 (45).
Thus, I did a Will comparison:

The middle is the unsurprised base value:
WillPK LevelDamage
440 (42)26-58
340 (37)24-53
540 (45)26-61
640 (48)27-64
740 (52)28-68
For a comparison, at 5 Will, Telekinetic Punch deals 27-39 damage.

Also, I think currently Mutated dog leather boots with metal caps are better protection than pure metal boots?^^
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Sakuragi

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Re: Dev Log #17: Version 0.1.8.0 released
« Reply #19 on: May 14, 2013, 03:52:33 pm »
I am level 9 Will 12 PK 55(92) TC 55(92)

Electrokinesis 38 -109
telekinetic punch 45-69 (no feat)
Neural overload 34-59 (no feat)
Bilocation 23-43 (not sure if it is per turn or per hit)

Styg

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Re: Dev Log #17: Version 0.1.8.0 released
« Reply #20 on: May 14, 2013, 04:09:54 pm »
Thanks for the info guys. I will look into it.

@Unlimited Are you telling me that full metal boots offer less mechanical protection or just less protection overall?

UnLimiTeD

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Re: Dev Log #17: Version 0.1.8.0 released
« Reply #21 on: May 14, 2013, 06:31:55 pm »
Seems just overall; It might turn out I just found a pair of boots made from extremely well endowed rathounds or something.
With ~equal quality it's essentially trading a 1% mech for a bit of acid. Interestingly the encumbrance is close, too. So, sorry for the false alarm; Though I will compare it in the future.
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