I'd like Berserk a lot more in general if it functioned more like Animal Rage, except without the small chance to start attacking your allies. Basically, you're uncontrollable when an enemy is in sight and totally normal otherwise. It's a serious drawback-- you can't kite, can't disengage or drink potions when your health is low, can't prioritize enemy spellcasters, etc. But it still lets you operate like normal most of the time, and the nice thing about a drawback that severe is it can offset some really cool bonuses and still be balanced.
I agree with this 100%. It would make berserkers way less cheesy, and more flavorful.
KR wanted to implement this. While doable, it's virtually unplayable. EE did implement a new opcode ("unselectable" or something) that might work better...
I'd like Berserk a lot more in general if it functioned more like Animal Rage, except without the small chance to start attacking your allies. Basically, you're uncontrollable when an enemy is in sight and totally normal otherwise. It's a serious drawback-- you can't kite, can't disengage or drink potions when your health is low, can't prioritize enemy spellcasters, etc. But it still lets you operate like normal most of the time, and the nice thing about a drawback that severe is it can offset some really cool bonuses and still be balanced.
I agree with this 100%. It would make berserkers way less cheesy, and more flavorful.
KR wanted to implement this. While doable, it's virtually unplayable. EE did implement a new opcode ("unselectable" or something) that might work better...
Out of curiosity, unplayable how? Unplayable like "it turns out losing control the second you see an enemy is not at all fun", or unplayable like "the game crashes / the script stops working intermittently / random cows start raining from the sky for no discernible reason"?
I'd like Berserk a lot more in general if it functioned more like Animal Rage, except without the small chance to start attacking your allies. Basically, you're uncontrollable when an enemy is in sight and totally normal otherwise. It's a serious drawback-- you can't kite, can't disengage or drink potions when your health is low, can't prioritize enemy spellcasters, etc. But it still lets you operate like normal most of the time, and the nice thing about a drawback that severe is it can offset some really cool bonuses and still be balanced.
I agree with this 100%. It would make berserkers way less cheesy, and more flavorful.
KR wanted to implement this. While doable, it's virtually unplayable. EE did implement a new opcode ("unselectable" or something) that might work better...
Out of curiosity, unplayable how? Unplayable like "it turns out losing control the second you see an enemy is not at all fun", or unplayable like "the game crashes / the script stops working intermittently / random cows start raining from the sky for no discernible reason"?
Out of curiosity, unplayable how? Unplayable like "it turns out losing control the second you see an enemy is not at all fun", or unplayable like "the game crashes / the script stops working intermittently / random cows start raining from the sky for no discernible reason"?
It's fairly obvious that the guy who wrote the spell book was a calculus nerd. I remember the long nights doing Tensor transformation for classical mechanics.
Even more of a PITA in relativistic mechanics, IIRC.
The problem with using it with Offensive Spin is that you can't calculate the Hamiltonian of the combined actions, at least not without advanced N-dimensional topology. You'd think you could just translate it to cylindrical coordinates, but no, the centripetal force combined with the Venturi effect make the calculations highly nonlinear and the solutions highly unstable. Plus you turn into the ghost of Peter Burns, which ruins party morale.
Offensive Spin takes too much concentration to also maintain a spell like Tenser's, which from its effect seems to suggest it occupies a lot of mental capacity (hence no other spells).
i disagree about spells needing concentration to be maintained. there is only 1 spell afaik, the divine champion's strength, where is clearly stated that the caster must maintain concentration so the whole spell casting is prevented, and is a special case. for all the other time lasting spells, being them aoe, boosting ones or whatever the only concentration is the one needed while them are cast, casting can be disrupted, then there is no other effect on the caster out of the "dirty" aura that prevents to cast until the next round. i don't see any clue about tenser being different, as OS does not prevent a lasting AoE spell to be maintained. furthermore OS does not prevent to actually cast while active, why it should affect pre cast spells?
I'd argue that there's little enough reason to use vanilla TT, anyway. F/Ms don't get the big THACO boost and pure mages, M/Ts, and C/Ms are too reliant on extra APR (which Tenser's doesn't provide).
clerics and C/M will utterly benefit from tenser if it is cast after the divine combat buffs and arcane combat protections are used. they can go to battle with 25 str, a long lasting kai effect for maxed dmg roll, better dex so better ac, double hp, double of the already boosted by divine spells hp, and fighter thac0 on top of the str and spells boost to it. so they can DW really effectively, even if they have only 1 pip in it, and an other mage can cast IH on them to 4apr. a really high level aerie can go to battle with a contingency and a CC pre set and be really effective both in tanking and damaging, a viconia can be almost as good offensively and TT fixes her low HP, that is the reason why is risky to send her in mlee. to some extent this is also true for thieves and M/T, jan can have 8apr and decent thac0 using the right gear.
i don't use frequently TT cause i like my casters being able to cast, i agree that on F/M is far less useful, is only a way to have more hp if you know that you will take damage and can not avoid it, for F->M dualed at low level it gives a good thac0 boost, my kensage dualed at 9 dw celestial fury and crom gets -16 and -12 thac0 while without TT has -1 and 3. EDIT: i assume that an other mage cast IH on the tesner transformed guy, or IH is applied using CC. without the other mage the things are very different. EDIT2: for not fighter types tenser provides the +1APR, sometimes even +2 apr, in an hidden way. it does it as it often allows classes that can put only 1 pip in DW to do it effectively, as the thac0 boost more than offset the DW penalization. a character that normally can not DW usually with TT can, with better thac0, and if he can put a +1APR weapon in the OH he gets the "hidden" +2 apr bonus i am talking about, with much better thac0 then not TTransformed with the main hand and slightly better thac0 with the OH then the one of the main hand not transformed. IH make it shine but also without it the advantage is there. EDIT3: tested on high level aerie dw FoA+3 and star storm mace +3, quite impressive: HP 189, AC -11, but not with the very best gear, probably she can get -14 having all the best, Thac0 -9 MH -5 OH, 4 APR, 26 DMG/hit on every hand not counting the elemental ones. with FoA +4 and upgraded mace the thac0 and dmg can even be better. she has stoneskin and mirror images on, contingency and CC ready to trigger to reapply stoneskin and give PFMW as her HP reaches some tresholds, AoF to give her DMG reduction and she could have blurr and improved invisibility to make the AC even better, with them and the best gear it should be around -20, and both the fireshields and blade barrier on. all the main buffs last about the time TT lasts, surely enough for a long battle. with DoE instead of starmace she can have even more DMG reduction if tanking prevails on damage dealing. this is the squishy, whiny and weak aerie that i like lol.
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i don't see any clue about tenser being different, as OS does not prevent a lasting AoE spell to be maintained. furthermore OS does not prevent to actually cast while active, why it should affect pre cast spells? clerics and C/M will utterly benefit from tenser if it is cast after the divine combat buffs and arcane combat protections are used. they can go to battle with 25 str, a long lasting kai effect for maxed dmg roll, better dex so better ac, double hp, double of the already boosted by divine spells hp, and fighter thac0 on top of the str and spells boost to it. so they can DW really effectively, even if they have only 1 pip in it, and an other mage can cast IH on them to 4apr. a really high level aerie can go to battle with a contingency and a CC pre set and be really effective both in tanking and damaging, a viconia can be almost as good offensively and TT fixes her low HP, that is the reason why is risky to send her in mlee.
to some extent this is also true for thieves and M/T, jan can have 8apr and decent thac0 using the right gear.
i don't use frequently TT cause i like my casters being able to cast, i agree that on F/M is far less useful, is only a way to have more hp if you know that you will take damage and can not avoid it, for F->M dualed at low level it gives a good thac0 boost, my kensage dualed at 9 dw celestial fury and crom gets -16 and -12 thac0 while without TT has -1 and 3.
EDIT: i assume that an other mage cast IH on the tesner transformed guy, or IH is applied using CC. without the other mage the things are very different.
EDIT2: for not fighter types tenser provides the +1APR, sometimes even +2 apr, in an hidden way. it does it as it often allows classes that can put only 1 pip in DW to do it effectively, as the thac0 boost more than offset the DW penalization. a character that normally can not DW usually with TT can, with better thac0, and if he can put a +1APR weapon in the OH he gets the "hidden" +2 apr bonus i am talking about, with much better thac0 then not TTransformed with the main hand and slightly better thac0 with the OH then the one of the main hand not transformed. IH make it shine but also without it the advantage is there.
EDIT3: tested on high level aerie dw FoA+3 and star storm mace +3, quite impressive:
HP 189, AC -11, but not with the very best gear, probably she can get -14 having all the best, Thac0 -9 MH -5 OH, 4 APR, 26 DMG/hit on every hand not counting the elemental ones. with FoA +4 and upgraded mace the thac0 and dmg can even be better. she has stoneskin and mirror images on, contingency and CC ready to trigger to reapply stoneskin and give PFMW as her HP reaches some tresholds, AoF to give her DMG reduction and she could have blurr and improved invisibility to make the AC even better, with them and the best gear it should be around -20, and both the fireshields and blade barrier on. all the main buffs last about the time TT lasts, surely enough for a long battle. with DoE instead of starmace she can have even more DMG reduction if tanking prevails on damage dealing. this is the squishy, whiny and weak aerie that i like lol.