Reworking Chronomancy ver 2

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Parcae2
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Re: Reworking Chronomancy ver 2

#16 Post by Parcae2 »

Start of a Beautiful Friendship

Sustain. Target an enemy to use. Until the sustain deactivates, neither you nor the enemy takes any damage. When the sustain ends, both you and the target take all of the stored damage at once, half as physical and half as temporal damage. This damage bypasses any wards you may have. Damage done to the enemy by this talent counts as coming from you for the purposes of damage multipliers and resistance penetration; damage done to you counts as coming from the targeted enemy.

This sustain increases your Paradox each turn, and checks to see if it fails. It also ends if it is manually deactivated or if you lose line of sight with the target.

Parcae2
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Re: Reworking Chronomancy ver 2

#17 Post by Parcae2 »

Switch

Your next X attacks check your enemy's weakest save instead of what they would normally have checked.

Razakai
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Re: Reworking Chronomancy ver 2

#18 Post by Razakai »

overgoat's Time Bandit class had some pretty good ideas, here.

phantomglider
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Re: Reworking Chronomancy ver 2

#19 Post by phantomglider »

These are some talent ideas I had for an instinctive, untrained wanderer-of-timelines chronomancy class, which might be usable.

Echoed Assault - Attack an enemy, and do a percentage of that damage as temporal to a random nearby enemy that you attacked in a different timeline. Could be a sustain if you want to up overall damage, could be a clicky if you want more active abilities.

Uncertain Position - A controlled phase door, basically, except instead of "you" coming out on the other end it is a big pile of "Temporal Phantoms" which do greatly reduced damage and are super fragile. If the one you are controlling dies, no big deal; control hops to another one, like with the solipsist dreamscape. Once there is only one Temporal Phantom left it resolves into the real you.

Quantum Immortality - A sustain that, like Second Life, can prevent you from dying and then deactivate. When it does so, however, it activates a big pile of anomalies as your consciousness is rapidly shunted to a nearby timeline where you did not die yet.

Certain Fluke - Look slightly ahead in time at the blur of possibilities for your next attack, and force your consciousness to follow the timeline with the best result. All sorts of huge effects can be tacked on to this: guaranteed crit, boosted crit multiplier, adding a "Flawed Design" debuff as your attack reveals an otherwise unnoticed weakness, instakill on lesser enemies, etc.

Multitasking - The next talent you use is instant-speed. Possibly "the first talent you use each turn" if you want to turn it into a multiple-turn buff.
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edge2054
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Re: Reworking Chronomancy ver 2

#20 Post by edge2054 »

Here's some spreadsheets. These are open. Feel free to add any ideas to them. If a tree already has four talents feel free to add more lines and more talents. I'll trim things down until we have four talents per tree when the time comes.

Class Trees: https://docs.google.com/spreadsheets/d/ ... edit#gid=0
Generic Trees: https://docs.google.com/spreadsheets/d/ ... edit#gid=0
Warden Trees: https://docs.google.com/spreadsheets/d/ ... edit#gid=0

Parcae2
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Re: Reworking Chronomancy ver 2

#21 Post by Parcae2 »

Edge, are you only considering the talents in the google docs, or do suggestions made directly in this thread also count?

edge2054
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Re: Reworking Chronomancy ver 2

#22 Post by edge2054 »

Here's good too :)

HousePet
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Re: Reworking Chronomancy ver 2

#23 Post by HousePet »

Had a quick look, haven't added anything yet.

Was thinking about the quick swap to ranged weapon for firing an arrow: Could we bypass the swapping entirely? Thematically you can instantly swap, so you could also instantly swap back. Also, you could always just fire an arrow in a different timeline and shift it into a timeline where you didn't swap to your bow.
Mechanically, I'm a little worried it could get confusing trying to keep track of frequent switching.
Code wise, it should be pretty easy to fire a bow that isn't in the main hand at the time.


I'm also not sure what Polarity and Resonance have to do with Chronomancy. :?
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edge2054
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Re: Reworking Chronomancy ver 2

#24 Post by edge2054 »

HousePet wrote:Had a quick look, haven't added anything yet.

Was thinking about the quick swap to ranged weapon for firing an arrow: Could we bypass the swapping entirely? Thematically you can instantly swap, so you could also instantly swap back. Also, you could always just fire an arrow in a different timeline and shift it into a timeline where you didn't swap to your bow.
Mechanically, I'm a little worried it could get confusing trying to keep track of frequent switching.
Code wise, it should be pretty easy to fire a bow that isn't in the main hand at the time.
I plan to let the talents switch for you. So if you try to cast Temporal Arrow with your melee weapons equipped the game will check to see if you have a bow in your off-slot and swap for you.

I may not keep Celerity free weapon swapping beyond that. I'm undecided.
I'm also not sure what Polarity and Resonance have to do with Chronomancy. :?
Physics stuff. Certainly not very fantasy sounding though (especially Polarity). But those sheets are for brainstorming so I wasn't limiting ideas when I put stuff in.

HousePet
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Re: Reworking Chronomancy ver 2

#25 Post by HousePet »

Yeah, but I know I'm going to forget that I've had my weapon swapped to bow, and will try to bump stuff. :lol:

Physics theme doesn't feel right for a class based on Paradoxes.

Category/theme suggestion for Temporal Warden: Timeline Defender. Has some things that provide you with defensive stuff and encourage not letting your Paradox get too high.
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stinkstink
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Re: Reworking Chronomancy ver 2

#26 Post by stinkstink »

I feel like a chronomancer that keeps Paradox low is rewarded enough by not having everything blow up in their face. A tree that incentivises playing it safe might become a no-brainer, even if it does require a cat point.

HousePet
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Re: Reworking Chronomancy ver 2

#27 Post by HousePet »

Anything can become a no brainer when things aren't well balanced.
And since your damage is increased for having high Paradox, the current best strategy is to keep your Paradox as high as possible without getting too many failures.
However, I'm not sure a Temporal Warden is supposed to be exploiting Paradoxes that much. :lol:
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edge2054
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Re: Reworking Chronomancy ver 2

#28 Post by edge2054 »

Do you have talent ideas for it HousePet? (lol.. tab name complete fails on forums...)

I like the concept of more thematic talent tree names. I was thinking of doing one called Reality Keeper. Not sure if it would be for PMs or TWs (maybe both).

As to weapon swapping, you only have a quiver when you're using a bow, plus shoot and reload will be greyed out if you don't have them equipped.

HousePet
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Re: Reworking Chronomancy ver 2

#29 Post by HousePet »

Not sure about actual talents yet.
Its a little difficult when the whole thing is in flux and I'm not sure how it will end up. :)
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HousePet
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Re: Reworking Chronomancy ver 2

#30 Post by HousePet »

Ideas!

Self Stabilise: Lowers you Paradox and clears all temporal effects from you. Higher levels would lower Paradox more and reduce the duration of all detrimental effects.

Dimensional Anchor: Target creature can no longer teleport and has all temporal effects on it removed.

Paraclash: Lowers target creatures Paradox and does temporal damage to it based on how much is reduced. Bypasses resistance against temporal horrors/elementals that shouldn't exist in (this) reality.
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