edge2054 wrote:I'm still debating between making Cosmic Cycle not reset and making it scale with spellpower. I don't like the idea of the player switching gear to move it into expansion mode so it probably won't scale (to prevent equipping a bunch of gear, casting it, and taking the gear back off).
I'm considering dropping Damage Smearing which would leave Time Travel with Time Skip, Temporal Reprieve, Echoes, and probably a heal along the lines of Body Reversion in Damage Smearing's place.
Time Skip applies Continuum Destabilization. If you can cast it on the same monster more than three times in a 100 turn time period there's a bug someplace.
What do you guys think about Phase Shift dropping to 50% damage reduction or removing the proc limit but putting a proc chance on it instead?
Can you explain how continuum destabilization works exactly? As far as i remember it increases the targets spellsave against timeskip by X. Does that spellsave stack ontop of itself everytime it is reapplied, so that the target gets ever increasing spellsave against timeskip unless you wait 100 turns before casting it again?
I am in favor of replacing damage smearing. pm has more than enough sustains as is, especially defensive sustains. On the other hand they have no reliable way of restoring life, every other caster has that in one form or another (life drain, aegis heal etc.).
Also what donkatsu said about phase shift sounds good. Even with 50% damage reduction and a proc chance of 50% that is only 25% effective damage reduction. Not too powerful for 8 turns with 23 turn cooldown i think. I don't think the amount of procs per turn need to be limited as long as the proc chance doesn't exceed 50% to 60%.