Reworking Chronomancy ver 2

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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ghostbuster
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Re: Reworking Chronomancy ver 2

#226 Post by ghostbuster »

Just a fun idea for a defensive (and slightly offensive) talent.

Twin paradox

You create a twin copy of you for x turns. You and your twin will have 50..60% of your previous HP. You can take control of your twin and if you are killed during this time, the control will pass to your twin. After x turns, only the twin that has made the larger displacement (the younger!) will remain alive. His HP will be multiplied by 2.
Casting this spell cannot fail, but it will double the paradox of both twins.
After the disparition of one of the twins, the paradox of the remaining twin will be divided by two.


Alternate version (less close to the original paradox, but maybe more interesting)

...
After x turns, only the twin with the larger life will remain alive.
...

jotwebe
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Re: Reworking Chronomancy ver 2

#227 Post by jotwebe »

Oh, by the way: Blighted Summoning should do stuff, for the hounds and maybe even for any temporal clones that appear.
Ghoul never existed, this never happened!

donkatsu
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Re: Reworking Chronomancy ver 2

#228 Post by donkatsu »

Had a couple bugs from the latest mediafire version (the one where it's still called Double Edge):
-I hit something with Attack while I had an escort, and it popped a Lua error and cloned the escort (not an actual temporal clone)
-Temporal Assault hits my own character

0player
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Re: Reworking Chronomancy ver 2

#229 Post by 0player »

A bug from a second-to-last version triggering on inspecting a Forgery of Haze braided with its host:
Lua Error: /data/timed_effects/magical.lua:2937: attempting to index field 'braid_two' (a nil value)
(probably may be connected to the fact that this guy is sometimes invisible? I'm not sure.)

0player
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Re: Reworking Chronomancy ver 2

#230 Post by 0player »

After using Rune of the Rift and/or Time Skip on annoying Thunderstorm Emperor Wights, they seem to ghostly persist in a vault area, hitting me with all four thunderstorms. They're dead and everything, at least they should be, but they still hit me. It's very odd.

edge2054
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Re: Reworking Chronomancy ver 2

#231 Post by edge2054 »

Thanks for the bug reports guys. Displace Damage I made into a martyr like effect shortly after I posted one of the later builds. I remembered why I made it chance based shortly after changing it ;)

Braided Blade I originally wrote to require all three targets get hit. I went back and changed it but forgot to get the timed effect. I caught this one when my Guardian Unity clone braided me to the SWQ :/ I also made Braided Blade not hit friendly targets (at least the second and third hit).

Donkatus those two are new to me. I'll look into them.
jotwebe wrote:Oh, by the way: Blighted Summoning should do stuff, for the hounds and maybe even for any temporal clones that appear.
Sure, any thoughts?
ghostbuster wrote:Just a fun idea for a defensive (and slightly offensive) talent.

Twin paradox

You create a twin copy of you for x turns. You and your twin will have 50..60% of your previous HP. You can take control of your twin and if you are killed during this time, the control will pass to your twin. After x turns, only the twin that has made the larger displacement (the younger!) will remain alive. His HP will be multiplied by 2.
Casting this spell cannot fail, but it will double the paradox of both twins.
After the disparition of one of the twins, the paradox of the remaining twin will be divided by two.


Alternate version (less close to the original paradox, but maybe more interesting)

...
After x turns, only the twin with the larger life will remain alive.
...
Kinda similar to how the new Temporal Fugue will be. Short range teleport but multiple clones appear instead of you. They have very low life and deal very little damage. When they die you appear in the location you targeted.

But... I am looking for a spell idea for Paradox to replace Paradox Clone. Maybe a Paradox Twin could fit the bill :)

Suslik
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Re: Reworking Chronomancy ver 2

#232 Post by Suslik »

If you go into any clone-like spell would you please try implementing idea of directly controlling both clones so that your control switches from one to another any time their turn occurs? So instead of controlling one clone and the other acting ranomly/as a meatshield you actually control both. Stats/damage/speed should be reduced apparently.

Parcae2
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Re: Reworking Chronomancy ver 2

#233 Post by Parcae2 »

Not a huge fan of reducing stats. It is hard enough to land status effects on higher difficulties, and PMs revolve heavily around status effects.

Life and damage should be massively reduced, however.

This would be a primary defensive talent, so I like the idea of a sustain more than an active ability. I don't know how that would work with controlling your clone. Maybe you can switch between them without the cost of a turn (via a special ability that grants X energy when you switch between them). Or maybe (preferably, but probably harder to code) the switching-on-energy-full feature would check to see if either clone has an enemy within line of sight.

I would like to see something like:

Sustain, substantial paradox cost, long cooldown

40%-ish life (if that seems low, bear in mind that the clone has all your defensive talents, plus possibly heroism, shielding, etc)

50%-ish damage

If either clone dies, the sustain deactivates, you switch to the surviving clone, and you are healed for X life (scaling with talent level) and generate a bunch of anomalies. Edit: This should happen BEFORE the game resolves any damage to the second clone, to prevent being wiped out by AoE.

Edit: Also, to avoid teleporting shenanigans, the non-controlled clone should teleport next to you (or as close as possible) if it is more than, say, 2 squares away.

Edit edit edit: Also, for sanity reasons, one of the clones should be completely unable to use Temporal Reprieve, either from Contingency or directly.

0player
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Re: Reworking Chronomancy ver 2

#234 Post by 0player »

Hey, does anyone know how Temporal Assault works with no-tp areas?

ghostbuster
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Re: Reworking Chronomancy ver 2

#235 Post by ghostbuster »

Parcae2 wrote:Sustain, substantial paradox cost, long cooldown

40%-ish life (if that seems low, bear in mind that the clone has all your defensive talents, plus possibly heroism, shielding, etc)

50%-ish damage

If either clone dies, the sustain deactivates, you switch to the surviving clone, and you are healed for X life (scaling with talent level) and generate a bunch of anomalies. Edit: This should happen BEFORE the game resolves any damage to the second clone, to prevent being wiped out by AoE.
To be close to the original twin paradox, and to emphasize on the defensive aspect:

"while sustained, any move will paradoxically make you younger than your twin. You gain x life and lose x% confusion resistance per move." (or some stacking regen effect...)

To be able to switch safely to the surviving clone, item picking/dropping/transmog must be forbidden to both.

Parcae2
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Re: Reworking Chronomancy ver 2

#236 Post by Parcae2 »

I hadn't thought about the items aspect. Probably best to handle the clone as a summon then?

Edit: If "you" die, then you survive with the buffs, debuffs, health and cooldowns of the clone. If the clone dies, the sustain simply deactivates.

Doctornull
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Re: Reworking Chronomancy ver 2

#237 Post by Doctornull »

I support the idea that if either you or your clone dies, the one that remains is the "original".

Maybe only allow casting Paradox Twin if your health was already below 50%? That way you and your twin will both have < 50% health, but no silly tricks would be required to get the survivor to have the correct max life.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

0player
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Re: Reworking Chronomancy ver 2

#238 Post by 0player »

Bow warden's arrows frequently, if not always, show up in ASCII (e.g. as "/"). Not a big deal, but is somewhat strange to look at.

edge2054
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Re: Reworking Chronomancy ver 2

#239 Post by edge2054 »

Not sure how I feel on a sustain that splits the character constantly, but I'll think about it.
donkatsu wrote:Had a couple bugs from the latest mediafire version (the one where it's still called Double Edge):
-I hit something with Attack while I had an escort, and it popped a Lua error and cloned the escort (not an actual temporal clone)
-Temporal Assault hits my own character
If the escort clone thing happens again can you post the error?

I'm not sure on temporal assault. It checks reactionTowards and I've never hit myself with it :/

0player
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Re: Reworking Chronomancy ver 2

#240 Post by 0player »

I just killed myself with Singularity Arrow with equipped Quiver of the Sun. The arrow always triggers on the first square beside me. I critted. I am very. very. very. sad. This was my best character ever, with t4+ equipment and awesome stats. Please look into it.
Edit: I am wrong, it triggred 9 times.
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