Reworking Chronomancy ver 2
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- Uruivellas
- Posts: 617
- Joined: Mon Oct 09, 2006 7:47 pm
Re: Reworking Chronomancy ver 2
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.
...
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.
...
Re: Reworking Chronomancy ver 2
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!
Re: Reworking Chronomancy ver 2
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
-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
Re: Reworking Chronomancy ver 2
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
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.)
Lua Error: /data/timed_effects/magical.lua
(probably may be connected to the fact that this guy is sometimes invisible? I'm not sure.)
Re: Reworking Chronomancy ver 2
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.
Re: Reworking Chronomancy ver 2
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.
But... I am looking for a spell idea for Paradox to replace Paradox Clone. Maybe a Paradox Twin could fit the bill

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.
Sure, any thoughts?jotwebe wrote:Oh, by the way: Blighted Summoning should do stuff, for the hounds and maybe even for any temporal clones that appear.
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.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.
...
But... I am looking for a spell idea for Paradox to replace Paradox Clone. Maybe a Paradox Twin could fit the bill

Re: Reworking Chronomancy ver 2
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.
Re: Reworking Chronomancy ver 2
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.
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.
Re: Reworking Chronomancy ver 2
Hey, does anyone know how Temporal Assault works with no-tp areas?
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- Uruivellas
- Posts: 617
- Joined: Mon Oct 09, 2006 7:47 pm
Re: Reworking Chronomancy ver 2
To be close to the original twin paradox, and to emphasize on the defensive aspect: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.
"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.
Re: Reworking Chronomancy ver 2
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.
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.
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- Sher'Tul Godslayer
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Re: Reworking Chronomancy ver 2
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.
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.
Re: Reworking Chronomancy ver 2
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.
Re: Reworking Chronomancy ver 2
Not sure how I feel on a sustain that splits the character constantly, but I'll think about it.
I'm not sure on temporal assault. It checks reactionTowards and I've never hit myself with it :/
If the escort clone thing happens again can you post the error?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
I'm not sure on temporal assault. It checks reactionTowards and I've never hit myself with it :/
Re: Reworking Chronomancy ver 2
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.

Edit: I am wrong, it triggred 9 times.
