ToME: the Tales of Maj'Eyal

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PostPosted: Mon Sep 21, 2020 11:49 am 

Joined: Sat Oct 05, 2019 8:55 pm
Posts: 86
Hey, hi!

As for introduction I am a complete newbie in programming and also in lua.
This is my very first addon for ToME, so i am pretty sure, it contains a lot of bugs,
and a lot of badly made things...
In man cases my lack of knowledge restricted me to do what i imagined,
so i had to chose something different or simpler...

Also I know: my icons are bad. I just cannot draw or even color... :lol:
(icons are from

So, this addon introduces a new Chronomancer class: the Quantum Slider.
The addon can be downloaded from here:

The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can.
Running with very high speed and teleporting gives you several benefits. Sliders are always on the Run.

Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees.
Their new, unique trees are:

- starting unlocked class trees -

Quantum Theory - for paradox management and unique mobility benefits
Quantum Coherence - the knowledge about molecular bonds and structures (defense & utility)
Reality Sculpting - the knowledge about re-shaping reality (AoE damage & DoT with debuffs)
Chronodynamics - slowing down and damage your enemies (damage & speed-related debuffs)
Field Extension - manipulating spacetime (speed-realted self buffs)

- locked higher (from lvl 10) class trees -
Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast! (very high damage potential & utility)
Pocket Universe - gives map effects through running fast & buffs on teleporting (indirect defense & utility)

- starting unlocked generic trees -
Prajna - extended senses (tracking & other vision effects)
Beads in a String - curve spacetime (mobility & utility)
Wanderlust - speed up yourself (movment buff & utility)

- locked generic tree -
Quantum Fusion - enhance your spellcasting (spellpower, damage buffs & debuff)

The addon also contains new effects and new damage types for the class.

This class is designed for playing in madness,
so playing it on normal & nightmare might be very easy.
The possible power level is equal or higher than with a paradox mage, but the playstyle is very unusual.
To gain very high power level, you have to control very intense chaos.
So, the class is for fun, it's "balanced" to make madness viable.

But the class is not a straightforward strong class, you have to learn to play with it.
So, i can recommend for players who like to learn something new & having fun to
play a bit slower and in a tactical way.

Thank you for anyone who trying and testing it.
I will be glad for any feedback.

I add some spoiler here for those who find the playstyle confusing:


So, the class have a very good movement speed buff: Too Fast to See
This effect does not removes if you act something.

The class also have Alpha Strike passive, what gives a spell-speed bonus
after each movement action, while you have high movement speed.
It's a one-time bonus: after moving few-several tiles fast, you can cast a spell at high spell-speed,
then you can move few-several tiles again and cast a spell with high spell-speed again.

Also, you have Everywhere at Once what automatically enables to swap tiles with enemies on movement actions.
With high movement-speed, you can also reposition your enemies on the battlefield.

You have 5 Minutes Alone, what is a trap and time-lock enemies, while they can be damages and debuffed.
With Everywhere at Once-enemy placement you can easily make the enemy trigger the trap.

The class have 2 main "damage line" + extra ways of dealing damage:

The first option is the:

1, Inertia Beam (apply slow on enemies)
2, after that Tears of the Foraken (what PINs down SLOWED enemies & deal a small AoE dmg to them)
3, after that Sands of Time (what reducing their vision & applies a very good DoT on the PINNED enemies, what can be multiplied with Q Enery in Quantum Fusion tree.... this damage can go really high)

The 2nd option is:

1, Cast Emit Photon (to illuminate enemies)
2, Cast Temporal Ignition (to BURN illuminated enemies)
3, Cast Chain of Collapse (to remove the burn effect from hit targets, but making a huge explosion around the targets)

With Everywhere at Once - enemy repositioning, you can position burning enemies next to each other,
so every enemy will take multiple explosion damage from Chain of Collapse)

And the class also have Electric Repulsion & Lightning Fury from mid-end game

If you are under the Too Fast to See effect, Lightning Fury will just massacre your foes ...

In Quantum Coherence tree, there is also Uncertainity of Momentum what applies Confusion in a radius on enemies
on a spell-crit, so going for high crit from gear is a really good option with the class.

Tears of the Forsaken not just PINs down slowed enemies, but also applies an effect, that halves enemies' confusion immunity.

For escaping:
the class ghave 2 teleport skill and it has Bondbreaker.
With Bondbreaker, you can dig a tile anywhere and then with Moebius Strip, you can teleprot there, to be in a safe place
for x turn (after x turn, you will be teleported away randomly to avoid high abuses of the skill)
The class also have Intuition, so it can see any part of the map in range what is currently not discovered.

So, these are some spoilers... but not all

Last edited by Tradewind_Rider on Mon Sep 21, 2020 3:13 pm, edited 1 time in total.

PostPosted: Mon Sep 21, 2020 12:25 pm 

Joined: Wed Oct 16, 2019 2:33 am
Posts: 59
Damn, I was just about to test the new beta. I will be sure to try this out. Not a madness player, so I will see how this class can fair on insane for now. The icons seem fine in terms of color.

Edit: found a typo. "Moebius strip" should be "Mobius strip"

Edit 2: actual bug. 5 minutes alone has no level requirement despite the rest of the tree having them. This means you can take it at level 4

PostPosted: Mon Sep 21, 2020 2:44 pm 

Joined: Mon Apr 20, 2020 5:58 pm
Posts: 36
yeah…I also try this class and really confuse how to fight…

I play it more time and notice something.
Inertia Beam damage twice,is it a bug? or it's the bonus from Stasis Web?

Last edited by Seventeer on Mon Sep 21, 2020 3:33 pm, edited 2 times in total.

PostPosted: Mon Sep 21, 2020 3:14 pm 

Joined: Sat Oct 05, 2019 8:55 pm
Posts: 86
Thank you very much for trying it and for the feedback!

I added some Spoilers at the end of the original post.

PostPosted: Mon Sep 21, 2020 3:44 pm 

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 136
Nice class icon!

Too Fast to See looks really strong.
Not Really Here is almost certainly too strong, being like Trained reactions with extra benefits and no costs or downsides.
Klein bottle is just a copy of teleport?

Typos and Phrasing
Class description 'lonley' -> 'lonely'
Heart of Glass 'pradoxical' -> 'paradoxical'
Paradoxical Rearrange 'anomaly' -> 'anomalies'
5 Minutes Alone 'cannot see or cannot act anything' -> 'cannot see or do anything'
Everywhere at Once 'once at each turn' -> 'once each turn'
Shorten Distance 'talents' -> 'talent'
Tears of the Forsaken and sands of Time should use the same text for their Not Really Here bonus.
Too Far Too Long 'loose there a part of thysevles behind' -> 'leave a part of themselves behind'
Chain of Collapse 'can hurt from' -> 'can be hurt by'

PostPosted: Mon Sep 21, 2020 3:56 pm 

Joined: Mon Apr 20, 2020 5:58 pm
Posts: 36
Your idea is good, but I have to say…The operation is too complex.
And it looks like the player play game by only himself all the TIME, I think it's not a satisfaction.

PostPosted: Mon Sep 21, 2020 5:31 pm 

Joined: Sat Oct 05, 2019 8:55 pm
Posts: 86
To Recaiden:

Thank you!

Yes, Too Fast to See is very strong, but that is needed.
You cannot play in madness if the class do not have a few very strong core talents,
that you can build around your strategy.

In mid-late game madness, enemies can have way more than 1000% movement speed,
Wyrmics and Cursed enemies can have even 3000-3400% movement speed
and Blinding Speed gives an incredible global speed bonus too.
So, the class is "Not Really Too Fast to See" ...
It's really challenging to use a strategy that is focused on movement speed, BUT
enemy speed effects will vanish after they attack you, so that means, you will get hit for a few-several thousand
then you can continue to move fast while they can't.
So, this movement speed won't save you and won't prevent enemies to reach you or attack you.
Enemies will/can have 400% global speed & 1-2 or 3000% movement speed there ...

The original version of Not Really Here gave the player a golbal speed reduction, calculated from the damage taken,
but i canceled the disadvantage, because the class has "just" Eternal Core & Not Really Here as a damage reduction layer
(apart from the shield from Quicksilver Armor).
So: Flat damage cap (Eternal Core) -> 30-33% reduction onTakeDamage (Not Really Here)

Ofc, there is Adapt too with a smallish flat damage reduction, but that is not a factor in madness at all in most of the cases.

So, for example a ghoul Paradox Mage is tankier than this class.
It has better flat damage cap (50%) -> 33% dmg reduction onTakeDamage (Webs of Fate) -> Energy Decompostion (flat damage reduction onTakeDamage) -> 30% damage reduction onTakeHit (Reality Smearing).
(and PM can also have Time Shield)

Klein Bottle is a viable version of Teleport.
Actually I see now i even have to nerf the maximum range of the skill.

So , first of all Teleport in NOT instant.
That means if you teleporting in the LoS of an enemy, you can instaltly die (in madness).
So I made Klein Bottle instant.

My other problem with teleport at low talent levels and if it fizzles (like with teleport rune):
the skill/rune is worse if the range is better.
In madness you have Hunted! , so basically every enemy around you in radius 20
will come colse to you and aggro you.
So a random teleport with range 15 (minimum) - 20 (very rare to find a teleport rune that is this crap) is usually totally SAFE!
Meanwhile if you are in danger, you do not want to teleport in a ~100 range ...
.. to teleport next to a boss and just die.

So , i nerfed the talents maximum range significantly.
I see now, with 27 effective spellpower, the max range is 47, what is still maybe too much...
This problem vanishes, if the talent becomes targetable ofc,
but i wanted to create an escape talent, what is safe & usable even at low talent levels.
Teleport's insanely high max range is very bad if the talent is not targetable yet.
Also, if the Teleport has no LoS & fizzles, this insane range is again very bad.

And Klein Bottle has also a bit better accuracy than Teleport, but this is not the significant difference.

Thank you very much for trying my class and thank for the typo & phrasing list,
i will correct everything that you mentioned.

To Seventeer:

Thank you very much to try my class.
Yes, i totally understand your point of view, that's why i wrote in my post:

"i can recommend for players who like to learn something new & having fun to
play a bit slower and in a tactical way."

As I mentioned formerly, at mid-late game madness, enemies can have 3-400% global speed
with thousands of movement speed.
This class is based on speed, so it have to compete with those crazy numbers.
So, many enemy will just outclass your speed from mid-game.

Thanks again for both of you!

PostPosted: Mon Sep 21, 2020 5:51 pm 

Joined: Sat Oct 05, 2019 8:55 pm
Posts: 86
I just saw now some edits in the comments:

To Just a dood:

Moebius Strip is not a typo, it's actually Möbius Strip (from the german mathematician August Ferdinand Möbius),
but in languages that do not have the letter : "ö" like english, instead "oe" is used.

I forgot to add the requirement tag for 5 Minutes Alone ...

Thank you i will add it!

To Seventeer:

Yes, that is a bonus from Stasis Web, but i still not 100% sure if it's needed or not ...

Thank you!

PostPosted: Mon Sep 21, 2020 6:27 pm 

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 136
I would have expected Inertia Beam to use the same visuals as Rethread, not this darkness beam :lol:
Inertia Beam has `nowarning=true` in its targetting field, but you actually can't cast it on yourself (and it has `selffire=false` anyway) maybe nowarning should be removed so it can auto-target smoothly.

PostPosted: Mon Sep 21, 2020 10:35 pm 

Joined: Sat Oct 05, 2019 8:55 pm
Posts: 86
The only reason for i used this darkness beam is: i think it looks way way cooler :lol:

(and Inertia Beam is a set of negatively charged small particles, so it can be represented as "darkness")

You made a very good point with the targeting.
Thank you, i will change it.

PostPosted: Tue Sep 22, 2020 11:12 am 

Joined: Wed Oct 16, 2019 2:33 am
Posts: 59
Okay, got to level 20 but Rip'd to myself from the explosion of Chain of Collapse lol. I will come back to this at another time, but I had a lot of fun.
Over all the class seems both strong and fun to play, but it takes some figuring out.

One thing I would like to mention. Most enemy cloning abilities have some kind of nerf to the clone, such as less damage or less max hp, but Paradoxical Rearrange has none of that. You can even have 2 at once at 4/5. the minor anomalies it causes aren't really that bad either, and hilariously enough can cause even more temporal clones to help you lol. Maybe on madness it's not as busted due to the anomalies being potentially more dangerous to risk?

PostPosted: Tue Sep 22, 2020 2:08 pm 

Joined: Sat Oct 05, 2019 8:55 pm
Posts: 86
Hey, thank you Just a dood!

I am very glad that you had fun with it! :)

Yes, my intention was exactly to make a strong class, but meanwhile a unique playstyle
so players need to learn to play with it, to learn something new.

I gave the Chain of Collapse explosions selffire, because they are realtively strong
and enemies can take damage from muliple explosions when standing close to each other.

If you found very hard to avoid the damage from the explosions, i can switch off the selffire from this.
I am not 100% sure if the sellfire on it is a good or bad thing on the UX.

The main purpose of Paradoxical Rearrange is distraction and gaining a possibility to escape.
(Yes, you are totally right about random things in madness. You want there everything totally controlled,
because you can die from everything. So, random anomalies can cause serious problems, but the talent is instant
to give the player possibility to react/solve the problem if some bad things happened)

The clones should survive their whole duration, so i do not like to nerf their HP (late-game damage can be very high),
but i think i will nerf their damage.
Thank you you made a good point!

PostPosted: Fri Oct 23, 2020 5:31 am 

Joined: Sat Oct 05, 2019 8:55 pm
Posts: 86
Hey, hi!

I made a new patch for Quantum Slider!

Version 1.0.1. changelog:

- Inertia Beam: extra range from Prajna now applied to triggered beams too
- Inertia Beam: extra beams can trigger now if the target die
- Temporal Ignition: changed, now it makes explosions when applied on illuminated targets
also applies a damage shield on the Slider if stands in an explosion
- Chain of Collapse: the explosions were removed (to Temporal Ignition), the damage
was changed to light & fire and buffed

- Bondbreaker: changed it to an AoE both offensive and defensive spell

- Klein Bottle: reduced the max range
- 5 Minutes Alone: added the missing requirement

- Quicksilver Armor: changed it. The initial value is now a cap. The initial value was buffed
- Steal Fate: increased the duration and added an activable summon option too

- Heart of Glass: changed to instant
- Uncertainity of Momentum: take the 2nd effect and gave it to Coccoon

- Coccoon: changed it. Have 2 paradox-management effect now

- Paradoxical Rearrange: the clone(s)' damage was nerfed
- Always on the Run: changed it, now it gives stun/pin immunity with a cap

- Shorten Distance: added blindness immunity and changed the talents that gains benefit from it
- Intuition: changed the stun/pin immunity to confusion immunity

- Intruduced a new generic tree : Paths
It contains 6 talent, each has maximum 1 talent level
They can be unlocked by learning specific combinations of talents to level 4
I removed some very strong effects from talents and gave it to these specializations
There are also extra talents and effects here ;)
Once a path is chosen, it cannot be unlearned!

- Talent Sheet UI: damage types and other talent references are now colorful and very beautiful
- Fixed some typos

... and maybe some more that i forgot now ... :)

What is interesting, I added this changelog in the Init.lua file description, but it cannot be seen on the tome/addons page...


PostPosted: Sun Nov 08, 2020 5:55 pm 
Low Yeek

Joined: Tue Jan 15, 2013 10:44 am
Posts: 5
Hi, super interesting class. Unfortunately I'm getting an error every time I use Chain of Collapse if it doesn't kill something, so I assume it's due to the debuff it puts on people. Also one of the paths gives energy, what is that?

PostPosted: Sun Nov 08, 2020 6:36 pm 

Joined: Sat Oct 05, 2019 8:55 pm
Posts: 86
Hey, hi!

Ouch: yes 1.7.0 changed something in the code of removing effects and sustains,
but I will make a quick update very soon just to solve these problems.
Chain of Collapse effect tries to remove an effect from the enemies but becasue
the code changed, it produces an error in 1.7.

Energy means Time.
1000 energy means 1 turn.

But you made me ralize now, I did not wrote very clearly in the description of the talent, what it does.

Thanks for the feedback!

P.S.: If you have any question with the class just ask it here. :)

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