I'm going to test out the 'in combat' and see how that works out for the slow. If it's too wonky I'll try an 'enemy in sight' approach.Arcvasti wrote:Pretty sure it doesn't consider ESP. At least, it doesn't consider Track.
There's a special thing for applying daze on the end of the trick that the new daze on-hit uses. That should probably work more cleanly.
Ah, Magic Burst doesn't check spell save? I thought it did for some reason. It's probably fine as it is in that case.
25% respen at max would be fine. Crit chance would need to go down to compensate though.
The thing is, I never actually noticed debuffs getting extended or buffs getting removed. Like, not at all. I might just have been missing something though.
By the time you have Eldritch Echoes stacked up, the enemy is already dead. The damage is piddling compared to how much you deal just by bumping. That definitely doesn't change if you have to bump a bunch of times to get Eldritch Echoes doing anything at all. I guess it has limited utility on the turn before you kill an enemy, making sure they don't take you with them.
Switching out the daze for blind experimentally.
Magic Burst actually is checking save for the status at the moment.It has changed a few times in revisions and I had myself confused. Testing out a slightly buffed spell save debuff with no check and no defense debuff. Deepsight is being moved to the first talent in Battle Channeling and High Guard will start with a point in Combat Accuracy. Blinkguard I'm experimenting with to make it very good one-shot protection (the chance to trigger will increase with the amount of damage recieved, such that at max talent level and 100 SP you'll have a 100% chance to avoid hits over ~65% max life, with minimum trigger value of 15% max life). Talent will be banned from NPCs, and moved to tier2 in place of Deepsight.
25% res pen sounds good. I'll add a new function for the power so the crit scales seperately.
I tested Magically Malady quite a bit to make sure it was doing it's thing, but unless you are checking durations every turn it can be easy to miss. It's overly complicated, though, so I plan to rework it a bit while keeping the basic idea of making your melee hits shorten/remove buffs and extend debuffs.
Fair points on Eldritch Echoes. I wanted it to take a bit of build up before it could start applying nasty debuffs, but the current implementation is too restrictive. Scraping the damage check and just giving each tick a chance to debuff. Without a daze or any other way to reduce phys/mental save just applying with Spellpower and checking immunities should limit it a lot.