ToME: the Tales of Maj'Eyal

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 Post subject: Tempus Fugit v1.1.0
PostPosted: Sat Dec 14, 2013 4:52 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5952
Time is a mystery to all...

Adds a new ChronoRogue class, the Anarchist.

http://te4.org/games/addons/tome/tempusfugit

Most of these talents will scale with your Paradox, so keep it as high as possible.

Current unique categories:

Living Paradox
Impossible Strength: passive. Allows dual weilding of medium weapons. offhand damage scales with paradox. improves stamina regen.
Impossible Grace: passive. accuracy based on paradox. don't trigger traps at 5.
Paradox Armour: sustain. reduces damage taken based on paradox, but also reduces paradox when you take damage.
Living Paradox: passive. temporal version of bloodspring

Temporal Theft
Steal Weapon: active. disarms the target.
Steal Speed: active. slow target to haste self.
Steal Magic: active. steal a target's magical buffs.
Steal Timeline: active. dump all your paradox on target creature, doing large temporal damage and stun.

Temporal Thuggery
Far Strike: active. melee attack your target from range. Stuns if it hits.
Space/Time: active. Hit your target with your main weapon for physical and knockback, then attack with offhand for temporal and slow.
Shield Implosion: active. a melee attack that causes the targets shields to collapse in on them, works against magical, mental and physical shields (blocking creatures).
Wide Strike: active. melee attack against all visible creatures in a range of x.

Impossible Magic - high level
Flame Shards: active. Ice Shards but does fire damage and freezes.
Gravel Bolt: active. physical damage beam that dazes.
Iceflash: active. Fireflash but does cold damage and burning.
Stormslide: active. lightning damage cone with knockback.

Twisted Fate - high level
Fate Inversion: active. Increases your critical hit chance and resistance, but lowers your critical hit damage.
Buildup: sustain. each weapon hit you do increases your spellpower up to a maximum of 100. Casting a spell resets this.
Time Shock: sustain. Hitting a creature with a spell has a chance to stun.
No Rules: active. For a short time your temporal resistance, effective willpower for paradox checks and stamina regeneration are increased.

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Last edited by HousePet on Sat Mar 28, 2015 1:18 am, edited 4 times in total.

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 Post subject: Re: Tempus Fugit beta
PostPosted: Sat Dec 14, 2013 2:23 pm 
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Halfling

Joined: Mon Mar 05, 2012 10:35 pm
Posts: 118
Shouldn't you be getting your other addons updated to 1.10 first? I know necromancy+ seems to interact badly with the new animus tree. Something about the create minions power changes you made doesn't mix.


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 Post subject: Re: Tempus Fugit beta
PostPosted: Sun Dec 15, 2013 5:58 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5952
I was writing this before 1.1.0 came out.

Necromancy+ doesn't interact with Animus badly, it doesn't interact at all, and will be patched shortly.

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 Post subject: Re: Tempus Fugit beta
PostPosted: Sun Dec 15, 2013 2:32 pm 
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Higher

Joined: Sat Jun 22, 2013 2:42 pm
Posts: 64
Love the first couple trees. But I worry that all the spells, combined with the dual weapon ability, means the anarchist will be best played like a straight caster, with a pair of staves--basically a paradox mage with more punch and better defense, but worse control.

fwiw when I think of a temporal rogue, I think of a fragile class that's much better at getting out of sticky situations than preventing them, relies more on exploiting situational weaknesses than having a universally applicable tactic, and can do some weird but impressive shit on occasion (which temporal clone captures well). One way that would definitely differentiate the class from other chronomancers (though maybe not in the direction you want?) is to go pure melee, with heavy reliance on scouting and mobility.


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 Post subject: Re: Tempus Fugit beta
PostPosted: Mon Dec 16, 2013 3:04 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5952
I'm intending on adding at least two more categories to this class. These will be more focussed on the melee aspects.
Any ideas welcome.

And if anyone wants to play the class as a dual shortstaff weilding caster, that is fine too.

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 Post subject: Re: Tempus Fugit beta
PostPosted: Mon Dec 16, 2013 3:00 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
Looks really cool, but is there much of a downside to having high paradox? Looks like you want to pump it as high as possible, leave it there, and just melee like a rogue / marauder.

Kind of the exact opposite of what that person said about people just playing this as a mage. What danger does it pose for me to just leave my paradox really high and not use spells anymore?


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 Post subject: Re: Tempus Fugit beta
PostPosted: Mon Dec 16, 2013 3:21 pm 
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Higher

Joined: Fri Nov 01, 2013 5:54 pm
Posts: 52
Honestly, if you both have completely opposite impressions of the class, and both of you feel like that style of play was successful, that speaks well of the class. It's two classes in one!

I haven't played it yet myself, so I can't comment.


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 Post subject: Re: Tempus Fugit beta
PostPosted: Mon Dec 16, 2013 3:27 pm 
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Higher

Joined: Sat Jun 22, 2013 2:42 pm
Posts: 64
How about a tree that gave you chances, on each melee hit, to get a one-turn buff allowing you to to immediately use a Temporal Theft or Impossible Magic talent without taking a turn? I'm thinking something improvisational--it should never be reliable enough to guarantee you'll be able to use the exact talent you want exactly when you want to, but it should kick in often enough to keep things interesting. (Maybe one talent in the tree would just pertain to Temporal Theft, and the other would just pertain to Impossible Magic, so you'd have independent chances to get each buff. The other talents would also be focused on letting you do cool, surprising things pseudo randomly--maybe using Spacetime Weaving talents instantly the same way (or automatically activating a Dimensional Step effect), or doing deceptive/control things--creating Haste-like illusions, for instance.) The obvious thing would be to have the chance scale with paradox, which would have the cool effect of making the abilities increasingly less likely to work as they became increasingly more likely to trigger.

Another random thought: what if anarchists, thanks to their forceful, impulsive, thuggish sensibility, used Strength instead of Willpower to mitigate paradox? (You could build this into Living Paradox, maybe.)


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 Post subject: Re: Tempus Fugit beta
PostPosted: Tue Dec 17, 2013 1:05 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5952
The only danger with getting your paradox really high and then not using spells anymore is, you can't use spells anymore.

I tried to build some contradictions into the design.
Is it a fighter or a caster?
Do you keep your paradox high, or do you use Steal Timeline to dump it?

Unpredictable opportunities sounds interesting.

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 Post subject: Re: Tempus Fugit beta
PostPosted: Tue Dec 17, 2013 5:32 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
I should probably actually play this, sounds fun. Is it on steam workshop yet?


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 Post subject: Re: Tempus Fugit beta
PostPosted: Tue Dec 17, 2013 10:14 pm 
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Uruivellas

Joined: Fri Apr 15, 2011 6:58 am
Posts: 725
Location: GMT+1
Gave it a try, sorta the same impression comrade raoul had. There just seems to be little reason to mix it up in melee. The physical-stat-from-paradox talents are very unimpressive at least with the amounts of paradox you can reasonably have at early levels... I think with 500 or so Impossible grace was still worse than combat accuracy. I'm not sure how high you can get with 5/5 in Paradox Mastery, but so far it looks like they need a bit of a boost.

There doesn't seem to be all that much synergy or cool tricks you can do - or anyway nothing that isn't also available to a PM. For a class with Backstab there's a dearth of stuns - the only one apart from Dirty Fighting seems to be the weapon theft talent.

A way to use strength for Paradox mastery sounds interesting, or to boost spellpower.

Currently it looks like you should either go caster or go melee, and caster looks like the much, much better option.

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 Post subject: Re: Tempus Fugit beta
PostPosted: Wed Dec 18, 2013 4:21 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5952
Sradac wrote:
I should probably actually play this, sounds fun. Is it on steam workshop yet?

All my addons were on steam workshop before the game was released on steam.
All addons since are being concurrently released on both systems.

I'm thinking about changing Impossible Grace to give defense instead of accuracy. Incidently, did you add the dexterity bonus to that accuracy, before comparing it with Combat Accuracy?

The weapon combat category (or two) will definately contain a stun or two.

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 Post subject: Re: Tempus Fugit beta
PostPosted: Wed Dec 18, 2013 8:09 am 
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Uruivellas

Joined: Fri Apr 15, 2011 6:58 am
Posts: 725
Location: GMT+1
HousePet wrote:
Incidently, did you add the dexterity bonus to that accuracy, before comparing it with Combat Accuracy?


I only got two points of dex for my one point of accuracy when my paradox was nearing double digit failure rate. So I didn't get a whole point of accuracy from it yet.

Maybe if it gave both accuracy and dex?

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 Post subject: Re: Tempus Fugit beta
PostPosted: Wed Dec 18, 2013 8:56 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5952
jotwebe wrote:
HousePet wrote:
Incidently, did you add the dexterity bonus to that accuracy, before comparing it with Combat Accuracy?

I only got two points of dex for my one point of accuracy when my paradox was nearing double digit failure rate. So I didn't get a whole point of accuracy from it yet.

Maybe if it gave both accuracy and dex?

That makes no sense.
Firstly, each point of dex is +1 accuracy.
Secondly, it does give both.

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 Post subject: Re: Tempus Fugit beta
PostPosted: Wed Dec 18, 2013 10:30 am 
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Uruivellas

Joined: Fri Apr 15, 2011 6:58 am
Posts: 725
Location: GMT+1
I meant accuracy and defense, sorry.

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