ToME: the Tales of Maj'Eyal

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 Post subject: Re: Chrono Artifacts
PostPosted: Mon Jul 20, 2015 12:16 am 
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Archmage

Joined: Sat Mar 21, 2015 7:33 pm
Posts: 307
Quiver of the Void Horror!

http://pastebin.com/YJ9DFVty

Quiver indwelt by a Void Horror bound to your will. It attacks your targets with Void Horror talents, chance for this or that talent(s).
A couple things I dont know code for but most is done.
Not as powerful as previous quiver but still looks fun!


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 Post subject: Re: Chrono Artifacts
PostPosted: Mon Jul 20, 2015 12:55 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5753
Another similarly stratospherically OP item.

You are giving them better combat stats than other existing quivers.
No existing quiver item gives passive effects, that makes these ones very powerful.

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 Post subject: Re: Chrono Artifacts
PostPosted: Mon Jul 20, 2015 1:00 am 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
Posts: 1148
Location: Yeehaw, pardner
On hit cease to exist? That sounds dangerous.

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 Post subject: Re: Chrono Artifacts
PostPosted: Mon Jul 20, 2015 2:12 am 
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Archmage

Joined: Sat Mar 21, 2015 7:33 pm
Posts: 307
Yeah, ok so inotherwords better to remove the basic damage and have the main idea be that it adds the passive effects and only does damage from the talents it makes, not from shooting arrows also. right, so remove the idea that it also shoots arrows, maybe remove whole combat section and just have the wielder sections?


Quiver of the Townsfolk:
-----------------------

newEntity{ base = "BASE_ARROW",
power_source = {unknown=true},
unique = true,
name = "Quiver of the Townsfolk",
unided_name = "Quiver with images of townsfolk all over it.",
desc = [[This quiver has images of townsfolk all over it. It is full of an endless supply of little plush townsfolk dolls and refuses to hold anything else.]],
color = colors.RED, image = "object/artifact/ .png", --would have to make pic
level_range = {0, 100},
rarity = 100,
cost = 0,
material_level = 1,
infinite = true,
metallic = false,
require = { stat = { lck=50 }, },
combat = {
capacity = 0,
tg_type = "beam",
travel_speed = 0,
dam = 0,
apr = 0,
physcrit = 0,
damtype = DamageType.COSMETIC,

wielder = {
talent_on_hit = { [Talents.T_ANOMALY_SUMMON_TOWNSFOLK] = {level=5, chance=100} },
talent_on_hit = { [Talents.T_ANOMALY_SUMMON_TOWNSFOLK] = {level=5, chance=100} },
talent_on_hit = { [Talents.T_ANOMALY_SUMMON_TOWNSFOLK] = {level=5, chance=100} },
talent_on_hit = { [Talents.T_ANOMALY_SUMMON_TOWNSFOLK] = {level=5, chance=100} },
talent_on_hit = { [Talents.T_ANOMALY_SUMMON_TOWNSFOLK] = {level=5, chance=100} },
talent_on_hit = { [Talents.T_ANOMALY_SUMMON_TOWNSFOLK] = {level=5, chance=100} },
talent_on_hit = { [Talents.T_ANOMALY_SUMMON_TOWNSFOLK] = {level=5, chance=100} },
talent_on_hit = { [Talents.T_ANOMALY_SUMMON_TOWNSFOLK] = {level=5, chance=100} },
talent_on_hit = { [Talents.T_ANOMALY_SUMMON_TOWNSFOLK] = {level=5, chance=100} },
talent_on_hit = { [Talents.T_ANOMALY_SUMMON_TOWNSFOLK] = {level=5, chance=100} },
--would have to make sure is not unplayable. have to get the many folk and then be able to massacre them.

melee_project={ [DamageType.COSMETIC] = 0,},
range_project={ [DamageType.COSMETIC] = 0,},

convert_damage = {
[DamageType.COSMETIC] = 10000,
-- i assume this is the amount of damage that gets converted to cosmetic, not any new, and that if you would do 50 phys damage, for example, you will now do 50 damage of type cosmetic.

}

learn_talent = { [Talents.T_LUCKY_DAY] = 1, },
learn_talent = { [Talents.T_THROUGH_THE_CROWD] = 1, },
learn_talent = { [Talents.T_YOU_SHALL_BE_MY_WEAPON!] = 1, },
-- unwielding the item could be made to remove these talents if they were only there from this item. would be better.

},

max_power = 100, power_regen = 1,
use_talent = { id = Talents.T_ANOMALY_SPACETIME_TEAR, level = 5, power = 10 },
--i assume this means for the cost of 10 pwr this talent can be used if wielder decides to do so.
--these can be used to clear away the townsfolk, (lol...).
use_talent = { id = Talents.T_ANOMALY_SUMMON_TIME_ELEMENTAL, level = 5, power = 10 },

-- it mould be better if a certain amount of townsfolk had to be present, because then could add other abilities like dropping meteors on them without player able to just use that by itself but only if a minimum number of townsfolk were present. i dont know how to code that.

}


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 Post subject: Re: Chrono Artifacts
PostPosted: Mon Jul 20, 2015 2:18 am 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
Posts: 1148
Location: Yeehaw, pardner
First things first, what the hell did I just read? Second things second, you learn 3 prodigies?!

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 Post subject: Re: Chrono Artifacts
PostPosted: Mon Jul 20, 2015 2:22 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5753
Why would a temporal warden want a quiver that makes their bow damage zero?
Prodigies on items is never going to work.
What is the point of the item?

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 Post subject: Re: Chrono Artifacts
PostPosted: Mon Jul 20, 2015 4:54 am 
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Archmage

Joined: Sat Mar 21, 2015 7:33 pm
Posts: 307
oh it would make the whole dam 0, i thought that would just not add any more from the quiver. guess i confused a game here.

anyway, the prodigies actually dont seem very powerful in actual play, especially if you get more enemies. ive played with a pile of prodigies and died plenty before.

the point of that specific item is was just for lols but as you attack, the quiver keeps summoning people. they are spammed on the enemy as a buffer zone and get slaughtered while you are behind them using them as shields and mowing them down.

anyway, here is another item:

this one explores the idea of an item that attacks alongside you on its own because the keeper in it wants to, the master in the item concept, so just as long as it is carried on your person, it will do certain kinds of things, some shields, some summons.


newEntity{ base = "BASE_LITE",
power_source = {arcane=true},
unique = true,
name = "Glowing Globe of the Keeper", image="object/artifact/ .png",
unided_name = "glowing globe",
level_range = {20, 50},
color=colors.YELLOW,
sentient = true,
metalic = false,
encumber = 1,
rarity = 300,
desc = [[A small crystal globe. Whoever dwells within insists on being a part of the action!]],
cost = 300,

carrier = {
--it enables you to use contingency and intuitively imparts some unique ways to adjust chronomancy spells
talents_types_mastery = {
["chronomancy/chronomancy"] = 0.3,
["chronomancy/spellbinding"] = 0.3,
}
learn_talent = { [Talents.T_CONTINGENCY] = 1, },
learn_talent = { [Talents.T_EMPOWER] = 1, },
learn_talent = { [Talents.T_EXTENSION] = 1, },
learn_talent = { [Talents.T_MATRIX] = 1, },
learn_talent = { [Talents.T_QUICKEN] = 1, },
inc_stats = { [Stats.STAT_MAG] = 5, [Stats.STAT_CUN] = 5, },

--it wields a summoned sword
talent_on_hit = { [Talents.T_ANIMATE_BLADE] = {level=5, chance=10} },

--it summons wardens to help
talent_on_hit = { [Talents.T_WARDEN_S_CALL] = {level=5, chance=10} },
talent_on_hit = { [Talents.T_ARROW_STITCHING] = {level=5, chance=10} },

--it sets up protective fields on its carrier
talent_on_hit = { [Talents.T_ENTROPIC_FIELD] = {level=5, chance=10} },
talent_on_hit = { [Talents.T_DISPLACE_DAMAGE] = {level=5, chance=10} },
talent_on_hit = { [Talents.T_REPULSION_FIELD] = {level=5, chance=10} },
talent_on_hit = { [Talents.T_TEMPORAL_ECHO] = {level=5, chance=10} },
talent_on_hit = { [Talents.T_TIME_SHIELD] = {level=5, chance=10} },

--it hastens its carrier in time
talent_on_hit = { [Talents.T_HASTE] = {level=5, chance=100} },

--hey is it doing this on purpose?
talent_on_hit = { [Talents.T_ANOMALY_INTERSECTING_THREADS] = {level=5, chance=10} },
--could add more temporal enemies with other anomalies also

lite = 1,

--can request it to alter your timeline with temporal fugue but it takes a while to recover this ability
max_power = 100, power_regen = 1,
use_talent = { id = Talents.T_TEMPORAL_FUGUE, level = 5, power = 100 },
},
}


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 Post subject: Re: Chrono Artifacts
PostPosted: Mon Jul 20, 2015 3:06 pm 
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Archmage

Joined: Sat Mar 21, 2015 7:33 pm
Posts: 307
Wormhole Digger of The Gem Hunter

chance to create wormhole anomaly on dig

chance to find a gem from an alternate timeline on dig

also tiny chance to summon Grgglck the Devouring Darkness from very deep in the earth to attack you (doesnt tell the player this).


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 Post subject: Re: Chrono Artifacts
PostPosted: Sat Sep 26, 2015 3:16 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5753
Dropped a couple of artifacts and removed the mindstars as well, as they were just fun ideas but not needed as far as class required or the tier lacking options.
The few other lowish quality ones have been boosted up to minimum standard.
There are now only 43 of them and further pruning by me is unlikely to get anywhere.

Paradox Pearl Ring
t1 arcane ring
+4 spellpower
+2% spell crit
+10% temporal/blight damage
+5 effective willpower for paradox checks
Activate for Induce Anomaly
4/3 stars - good for corruptor(3)

Time Scythe
t1 arcane battleaxe
Requires 12 mag instead of str
Works with both martial or staff mastery
+6 spellpower
+2 spellcrit
+10% physical/temporal damage
Scale damage with paradox modifier
Activate for Attenuate 1
4 stars - good for physical mage(3)

Entropic Robe
t1 arcane robe
+4 mag
+10% temporal/darkness/blight damage
+10% physical/fire/lightning resist
+0.1 mastery for Energy
Activate for Entropy 1
4 stars - good for necromancer(3)/corruptors(3)/anorithil(3)

Phasing Cloak
t1 arcane cloak
4 armour
+10% temporal damage/resist
+10% damage shield piercing
Teleportation bonuses
Instantly activate for Dimensional Step
4 stars - good for teleporters(3)

Time Warp Boots
t1 arcane boots
Desc: It's just a jump to the left, and a step to the right.
+4 def
+10% global speed
10% reduced spell cooldowns
+0.1 mastery for Speed Control and Flux
Activate to step forward in time by 4 turns
4 stars - Good for spellcasters(3)

Carbon Skin
t1 arcane leather armour
4 armour
2 defence
+10% hardiness
+10 bleeding damage when hit
+10% physical damage
+10% lightning resist
+0.1 mastery for Matter
3 stars - good for light armour users(3)

Grandfather's Hands:
Grandfather's Minutes
t1 arcane/technique longsword
+10% attack speed
+2 strength
+10 temporal damage
On Set:
On Hit: 10% chance to Tune Spacetime
+10% temporal damage
4 stars - good for melee(3)

Grandfather's Hours
t1 arcane/technique knife
+10% movement speed
+2 dexterity
+10 temporal damage
On Set:
10% chance to Tune Spacetime
+10% physical damage
4 stars - good for knife users(3)

Grandfather's Pendulum
t1 arcane/technique amulet
+10% spell speed
+2 willpower
+10% temporal damage/resist
On Set: On Spell Crit: Tune Spacetime 1
+2 mag
3/4 stars - okay for spellcasters(2)

Weaver's Chitin - Drops from the Weaver Queen only
t1 nature leather cap
+2 armour
+2 wil
+10% temporal/physical resist
Activate to pin all nearby creatures
3/3

Weaver's Claws - Drops from the Weaver Queen only
t1 nature gloves
+2 defense
+2 mag
+10% temporal/physical damage
Activate to regress target creature?
3/3

Frozen Flames
t1 arcane arrows
Base damage: Fire
+10 temporal damage
Ignites the ground under the target
3 stars


Fated Cap
t2 Arcane Leather Cap
+4 Defence
+2 Dex/Luck
+10% temporal damage
+4% all crit chances
+0.1 mastery for Fate Weaving/Survival
Activate for Seal Fate 2
3/4 - great for rogues(4)

Repulsor
t2 Psionic Belt
+4 Defence
+4 All Saves
+4 Physical Power
Activate to repel nearby enemies
Automatically activates on low health
Set with Telekinetic Torque: +10% physical damage/resist
3/5 - good for physical/melee users(3/4)

Spellbinder
t2 Arcane/Technique Lite
+3 Lite
+3 Mag
+6 Spellsave
+10% Arcane/Blight/Temporal Resist
+1 Mana Regen
On Spell Crit: Tune Spacetime 2
+10 Maximum Vim/Positive/Negative
+0.2 Mastery for Spellbinding
Activate for Metaflow 2
3/3 - good for spellcasters(3)

Length of Frozen Lightning
t2 arcane staff
Base damage: Temporal
On hit: 10% chance to Lightning Bolt 2
+10 spellpower
+5 spellcrit
+20% lightning/temporal damage
+10% spell speed
Activate for a temporal chain lightning
4 stars - great for lightning archmage(4)

Pendant of Unity
t2 arcane amulet
+2 wil/cun
+8 defence and all saves
+0.1 mastery for Guardian/Temporal Hounds
+20 heal on nature summon
+1 to all summon life regen
Activate to teleport your allies to your side, giving you and them a defensive bonus.
1/4 stars - great for summoner(4)

Curved Space
t2 arcane bow
+4 def
+4 projectile def
on hit: chance to knockback
+10% projectile speed
+10 physical damage
+10% physical damage
+0.1 mastery for bow threading
+12 spellpower
Activate to Wormhole target creature to you?
2/4 stars - good for archer(3)

Spaceaxe
t2 arcane waraxe
Damage scales with paradox
On Hit: chance of an anomaly
+10% temporal/physical pierce
+0.1 mastery bonus for Spacetime Folding
Activate for a ranged melee attack
4 - decent melee weapon(3)


Sarrilon's Robe of Regeneration
t3 Arcane/Nature Robe
+3 Life Regen
+30% Healing Factor
+10 Con
When hurt when under 25% life: Body Reversion 3. 50 turn cooldown.
4/4 - great for robe users(4)

Portable Hole
t3 arcane tool/digger
6% chance to avoid damage
+6 Armour Piercing
+0.1 mastery bonus for Spacetime Weaving/Conveyance
Activate for Wormhole 3
Grants Dig in inventory
there's a hole in my pocket
3 stars - good for weapon users(3)

Boots of Contemplation
t3 psionic
-10% movement speed
+10% temporal/mind damage
+3 mag/wil/cun
+0.1 mastery for chronomancy/solipsism
on spell crit: tune spacetime 3
on mind crit: regen psi
4/3 - good for solipsist(3)

Warped Quiver
t3 arcane ammo
+6 apr
10% shield penetration
Temporal damage that scales with Paradox
On Crit: Random warp effect
On Hit: 10% chance to inflict Blink Curse
4 - good for archers(3)

Fractal Fingers
t3 arcane gloves
+10% physical damage
+30 bleeding damage on/when hit
+0.1 mastery for Matter
Activate for Earthen Missiles 3
3/3 - good for melee/physical users(3)

Belt of Stasis
t3 arcane belt
+10% temporal/cold damage
+10% physical/fire resist
+6 physical save
+0.1 mastery for Stasis
Activate to freeze projectiles
4/4 - good for cold users(3)

Lightspeed Boots
t3 arcane boots
+effective willpower
+10% temporal/light damage
10% reduced spell cooldowns
Movement speed bonus that scales with paradox and positive energy
Activate for Path of the Sun 3
4/4 - good for sun paladin and anorithil(3)

Cycle of Time
t3 Nature Ring
+10% temporal damage/resist
+10% special damage/resist
On Spell Crit: Tune Spacetime 3
On Wild Crit: Tune Equilibrium 3
Activate for a special element burst and small cooldown reset.
This also cycles the special element.
Day = Light + Positive Regen
Dusk = Acid + Stamina Regen
Night = Darkness + Negative Regen
Dawn = Nature + Life Regen
3 stars for paradox and equilbrium users

Black Star Plate
t3 arcane massive armour
+20 armour
+20% hardiness
+20 physical save
-10% movement speed
+40 fatigue
+10 physical power
+10% physical/temporal/darkness resist
+10% darkness/temporal damage
Activate for Arcane Pull
Good for massive armour users(4)

Weathered Diamond - Briagh's Lair drop?
t3 nature gem
+10% damage shield penetration
+10% temporal/nature/acid damage/pierce
Hard to quantify interest


Void Cape
t4 arcane cloak
+16 invisible
+16 stealth bonus
+16 def
+8 spellpower
-20% damage
-10% resist all
10% chance to avoid damage
+20% physical/darkness resist
+10% darkness/temporal damage
50% damage converted to void
3/4 - good for shadowblade(3)

Warden's Crest
t4 Arcane/Nature Leather Cap
+8 Defence
+8 Accuracy
+8 Physical/Spell Power
+10% Temporal/Arcane/Darkness Damage
+20% Temporal/Arcane/Darkness Resist
On Spell Crit: Tune Spacetime 4
+0.2 mastery for temporal combat
2/5 - excellent for shadow blades(5)

The Backup Plan
t4 Arcane/Technique Light Armour
+12 Armour
+12 Defence
+12% Crit Reduction
When hit: Gain turn energy
Grants Contingency 2
Activate to Medium range random teleport and restore resources. Range and restore amount scales with Constitution.
2/4 - good for light armour users(4)

Distaff of the Reweaver
t4 arcane staff
Base damage: Temporal
One handed
+24 spellpower
+8 spellcrit
+20% temporal/darkness resist
+20% temporal resist cap
+20 effective willpower for anomaly checks
+0.2 mastery for timeline threading
+0.1 positive energy regen
On Hit: 40% chance to Tune Spacetime 1
On Spell: 10% chance to Rethread 4
On Set:
-10% temporal/darkness resist
-10% temporal resist cap
+20% temporal/light damage
-10% spell cooldown time
5/4 stars - great for sunpaladin(4)/anorithil(5)

Dying Ember of Existence
t4 arcane lite
+2 light radius
+2 infravision
+8 physical/spell/mental power
+10% temporal/fire damage
+10 temporal/fire damage on hit and when hit
+10 max negative energy
-5 luck
On Set:
-2 infravision
-4 physical/spell/mental power
+2 light radius
+8 all saves
+50% blind resist
+10 luck
+10 max positive energy
3/4 stars - good for sunpaladin(3)/anorithil(3)

Mobius Strip
t4 arcane belt
+8 defense/saves
+10% temporal/arcane/mind/physical damage/resist
%40% teleport/knockback immunity
-10% movement speed
+20 effective willpower for paradox
+0.2 mastery to Spacetime Folding
Activate for Dimensional Anchor 4.
3/4 stars - useful to all(3)

Bow of Lost Time
t4 arcane longbow
On hit: Slows the target
On hit: 10% chance of Turn Back the Clock 4
+10% global speed
+4 wil and mag
+10% physical/temporal damage
+0.2 mastery for Bow Threading/Threaded Combat
Activate for Body Reversion 4
5 stars - great for archers(4)

Timethread
A single thread of the timeline, manifested in physical form.
t4 arcane whip
Allowed in off hand
Stength of Purpose is an extra mastery for this weapon
Half base damage converted to temporal
On hit: Warp effect
+20 effective willpower
+4 magic/willpower
+20% temporal damage
Scale damage with paradox modifier
+0.2 mastery for threaded combat
Activate to pull an enemy to you
3/5 stars - Good for arcane/shadow blade(3)

Gloves of the Temporal Handler
t4 arcane/nature gloves
+20 temporal damage
+10% unarmed attack speed
On hit: Temporal Breath (which doesn't actually exist :/ )
+10% temporal/nature/physical damage
+4 wil/con
+10% global speed boost to all summoned creatures
+0.2 mastery bonus for Temporal Hounds
Activate to summon a Temporal Hound
1/4 stars - great for summoners(4), good for brawlers(3)

Arcane Battery
t4 arcane tool
+4 mag
+10% arcane/temporal/light damage
Instant activate to bypass arcane resource costs and fail effects for one spell/turn.
3/3 - good for arcane/light magic users(3)

Aetherite Mail
t4 arcane heavy armour
+10 armour
+5 def
+20 spellsave
+20% arcane/temporal/light resist
+10% arcane affinity
+10 fatigue
+10% spellspeed
Great for heavy armour using spellcasters(4), Good for just heavy armour or spellcaster(3)

Emptyness
t4 arcane greatmaul
Base damage: Void
+20 apr
4% lifesteal
Bonus damage based on paradox and hate
+10% temporal/darkness/cold resist
+20% darkness affinity
+4 hate per kill
+8 mindsave
+100% fear immunity
-8 defence
Great for Cursed(4), Good for a twohanded weapon user(3)


Temporal Knitting Needle
t5 arcane knife
+25 temporal damage
On Hit: 10% chance to Rethread 5
On Hit: 50% chance to Tune Spacetime 1
+5 dex/wil
+10 spellpower
+10% temporal pierce
+0.2 mastery for timeline-threading
3/5 - great for shadowblade(4)

Edge of Destruction
t5 arcane greatsword
+25 apr
+20 temporal/lightning damage
On Crit: chance to stun and blink the target
+10% physical/temporal/lightning damage
Activate to project a melee attack as a short range beam
Great for a twohanded weapon user(4)

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 Post subject: Re: Chrono Artifacts
PostPosted: Sun Sep 27, 2015 1:57 pm 
Offline
Spiderkin

Joined: Sat Feb 11, 2012 1:12 am
Posts: 543
- 10% spell cooldown reduction on Time Warp\Lightspeed boots seems excessive considering how even blue spellbinding boots are practically endgame equipment.
- Not a fan of a T1 weapon set. Hell, i don't think typed T1 weapons are really an artifact niche worth filling because of how quickly they get replaced by a crippling/massacre weapon. The "scale damage with paradox" attribute seems like it could make iron weapons interesting enough, but they'd still be junk for every other class unless their base damage was high enough to compete with storebought weapons.
- +2 luck on fated cap seems... paltry. That's less than 1% crit chance. Maybe drop the raw crit bonus and increase the luck bonus to 12-15? A little less obvious for players who don't know what luck effects I guess.
- Can't really say that Black Star Plate is good enough to be worth -10% movement speed and 40(!!) fatigue. Compare it to Thalore-Wood Cuirass, which is much more attractive (to the point where I'll consider picking up massive reqs if I get it early and don't find Nature's Blassing) despite being a tier lower.
- Maybe increase the Weathered Diamond's shield penetration to 20% or more, it's not an effect you can easily stack like resist penetration so it's hard to get excited about small amounts of it.
- Mobius Strip didn't seem interesting for non-paradox classes until I looked up Dimensional Anchor's code and saw it applies daze with no save check. I was gonna say it stunk, but now I can see using it as a save-reducing tool if the cooldown is short enough.

I think the +defense/save bonuses on a lot of the items are on the low side, but that's a problem shared with base equipment and part of the reason why a lot of players think the stats are worthless. IMO an item that provides +20 to one save is better than one that provides +8 to everything as it gives players the option of stacking one stat or shoring up a weakness.


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 Post subject: Re: Chrono Artifacts
PostPosted: Mon Sep 28, 2015 2:07 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5753
- Its strange how valuable such a small effect as 10% spell cooldown reduction is. Yeah, it is too much for the Time Warp boots.
- I don't like neglecting low tiers, but I think you are right about the Grandfather's items being a bit weak to compete. Maybe give them base damage as per steel weapons and add extra stuff on set completion. A completed 3 part t1 set should be better than t2 really.
- Why didn't I think of that for the Fated Cap? That is a much better idea.
- A 10% movement speed penalty isn't that big a deal. Any time you need to close in, you have better options than just walking (like its Arcane Pull activation). The fatigue penalty might be a bit high.
- Sure, can do that.
- Mobius Strip might be fun with melee class with knockback.
- Will review the defence and saves values.

Thanks for feedback.

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 Post subject: Re: Chrono Artifacts
PostPosted: Mon Sep 28, 2015 4:05 am 
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Uruivellas

Joined: Fri Oct 10, 2014 4:00 pm
Posts: 872
Spell cooldown is powerful in general, but moreso in combination with Spell/Meta or other %cooldown reduction. If you're just getting it from items, you need at least 20% to see an appreciable difference with most talents.

That being said, the boots would be best in slot for most casters so they need some kind of nerf. I like the theme though. Let's do the Time Warp again!


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 Post subject: Re: Chrono Artifacts
PostPosted: Mon Sep 28, 2015 3:33 pm 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
"Rod of Ball Throwing"
Rod
50 Max Charge
10 Charge Per Active

Upon activation, apply 'Thrown Ball' to target enemy until their death.

Every turn, you have a 3% chance to spawn a Temporal Hound, which goes forward and attacks target foe for 5 turns.



"A Well Crafted Staff"
Staff?
Tier 1

"A long stick, with what appears to be a weapon... somehow stuck onto one side to signify the end.

It seems to be... degrading as you look at it."

+10% Temporal Resist
+25% Experience Earnt

Loses 1% Temporal Resist every time the player levels up.
Upon reaching 0%, the staff fully degrades, leaving 1 Randart melee weapon in its place.

_________________
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal


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 Post subject: Re: Chrono Artifacts
PostPosted: Tue Feb 21, 2017 6:41 pm 
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Wayist

Joined: Thu Feb 16, 2017 4:04 pm
Posts: 21
some Temporal Warden ideas that would be useful for other classes, albeit less so:

1. Quiver with infinite arrows. TWs can get going so fast that they need to use regular attacks a bunch and lack AOE so lategame you can run dry, and that's always annoying. If this is too powerful, +x arrows on teleport.
2. Some sort of super-recursion that has a % chance to spawn another arrow when you hit with one, chain lightning style. Fits in with TW theme of a billion little attacks.
3. Shotgun effect bow that fires 10 arrows at 20% damage in a spread
4. knife that forces random blink w/ effects similar to Phase Pulse
5. armor of some variety that extends the lifetime of temporal clones by a turn, or gives you some if you're not TW.
6. armors that come with void powers (+D, resall, detrimental effect reduction), a blink, and replicate the dimensional shift ability of TWs.

"it also does this" stuff that TWs find very useful:
slow on hit
anything on hit
gain 10% of a turn
void


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 Post subject: Re: Chrono Artifacts
PostPosted: Tue Apr 11, 2017 2:10 am 
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Uruivellas

Joined: Fri Oct 10, 2014 4:00 pm
Posts: 872
@Funkymoses: There is already an artifact Void Quiver with unlimited ammo.


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