Reworking Chronomancy ver 2
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Re: Reworking Chronomancy ver 2
Okay thanks for the clarification. And yea it would likely be too much burst damage with unlimited phase pulse per turn, i forgot about that.
Some other thing i noticed though: Is the description of uncertain position bugged? At level 5 it says "Split yourself into three copies. Each copy has 3% of your maximum life, deals 44% less damage, and lasts 56 turns."
edit'
Also Temporal clones created by uncertain position debuff each other with their cosmic cycles/epoch...
and expanding epoch makes townspeople AGGRO you since they also get debuffed.
Some other thing i noticed though: Is the description of uncertain position bugged? At level 5 it says "Split yourself into three copies. Each copy has 3% of your maximum life, deals 44% less damage, and lasts 56 turns."
edit'
Also Temporal clones created by uncertain position debuff each other with their cosmic cycles/epoch...
and expanding epoch makes townspeople AGGRO you since they also get debuffed.
Last edited by Kiba333 on Thu Aug 07, 2014 6:20 pm, edited 4 times in total.
Re: Reworking Chronomancy ver 2
Fixed thanks.Kiba333 wrote:Okay thanks for the clarification. And yea it would likely be too much burst damage with unlimited phase pulse per turn, i forgot about that.
Some other thing i noticed though: Is the description of uncertain position bugged? At level 5 it says "Split yourself into three copies. Each copy has 3% of your maximum life, deals 44% less damage, and lasts 56 turns."
Re: Reworking Chronomancy ver 2
The Icarus Paradox talent is done. Currently called Nameless Talent. But the code works.
Going to playtest a pure temporal build for a bit.
I'm going to rename Matter to Carbon and do a Matter tree for Gravity/Carbon PMs.
Going to playtest a pure temporal build for a bit.
I'm going to rename Matter to Carbon and do a Matter tree for Gravity/Carbon PMs.
Re: Reworking Chronomancy ver 2
I think polarity bolts firing at townspeople, escorts and fugue clones as well as epoch debuffs applying to fugue clones (by each other) should be adressed.
Re: Reworking Chronomancy ver 2
Yeah, I should probably just turn off friendly fire on those.
Re: Reworking Chronomancy ver 2
PMs don't have Guardian Unity, so they have to rely on Damage Smearing to handle spike damage. That's its niche. Removing it for a heal makes PMs more vulnerable to oneshots and oneshots are the absolute least interesting way to die. Fateweaver kind of helps but it's completely shut down by any DoT, while Damage Smearing is not.edge2054 wrote:It feels like it has a lot of overlap at this point between Phase Shift, Preserve Pattern, Guardian Unity, and Fateweaving. It's not that it's a bad talent on its own. I just don't see it really filling a niche.
The heal I had in mind would probably an instant that would reset your life to whatever it was at the start of your last turn. I might have it do something neat with timed effects too.
Speaking of oneshots, I foresee people complaining about getting oneshot by Trim Threads and the currently Nameless Talent. In addition I'm really not a fan of stun durations that are longer than the skill's cooldown, more as a preference and less because it really matters too much whether you get stunned for 5 out of 6 turns compared to getting stunned 6 out of 6 turns.
edit: Figured out Warp Mines. It's not taking into account +damage. This can be easily tested with Command Staff.
Re: Reworking Chronomancy ver 2
Doesn't Preserve Pattern prevent one shots even more effectively than Damage Smearing?
I copied that code from glyphs :/ It's sad no one noticed this before. Poor glyphs tree.donkatsu wrote:
edit: Figured out Warp Mines. It's not taking into account +damage. This can be easily tested with Command Staff.
Re: Reworking Chronomancy ver 2
Welp, that suddenly explains a lot about my anorithil runs.edge2054 wrote:I copied that code from glyphs :/ It's sad no one noticed this before. Poor glyphs tree.
Re: Reworking Chronomancy ver 2
I really liked the reduction to negative timed effect durations in the chronomancy tree, too bad that it's gone.
There is no chance it could be put back into foresight in exchange for taking out defense and/or crit shrug off, is there? Or would it be too overpowered?
There is no chance it could be put back into foresight in exchange for taking out defense and/or crit shrug off, is there? Or would it be too overpowered?
Re: Reworking Chronomancy ver 2
I felt it had too much overlap with Dimensional Shift. I did put something kinda similar on one of the Reverse Causality effects though.
Re: Reworking Chronomancy ver 2
Having created a new Temporal Warden character, I discovered I have no points to distribute on level 1. Is this normal?
Re: Reworking Chronomancy ver 2
No stat points or talent points? The first case is normal, depending on race. The game will eat up those 3 points to meet equipment requirements. The second case is not normal.
Re: Reworking Chronomancy ver 2
Ah, so my Str(8) on Halfling turned into Str(11) for the sake of wielding a sword. That's really unfortunate.
I suppose it cannot be arranged for this to take Strength of Purpose into account?
I suppose it cannot be arranged for this to take Strength of Purpose into account?
Re: Reworking Chronomancy ver 2
Celerity not scaling with a talent level (or at least the tool tip being broken) is probably a bug.
Re: Reworking Chronomancy ver 2
I think seal fate also isn't scaling with it's fifth talent level.
(or maybe it was another talent in fate weaving)
(or maybe it was another talent in fate weaving)