Reworking Chronomancy ver 2

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

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edge2054
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Re: Reworking Chronomancy ver 2

#601 Post by edge2054 »

I always miss you on IRC HousePet.

I really like the proposed tree, especially the wall spell. I was always a big fan of those type of effects in D&D. In one of my favorite 2nd edition moments we were fighting a titan. Our paladin, who had 25 strength from magic items, I had cast enlarge on. I set up a Prismatic Wall behind the titan and the paladin body checked the titan through the wall. Knocking enemies through a wall multiple times with Repulsion Blast sounds like a blast (excuse the pun) :twisted:

I'm not sure about the proposed Gravity changes. I'll have to play more with the tree but my preliminary tests had it feeling pretty tight aside from dealing with plants. The biggest issue I see with the Repulsion Field idea is that Repulsion Blast has a really low cooldown and a large knockback distance already. Knockback resistance is one of the best lines of defense players will have for dealing with this. Maybe I'm splitting hairs though. Singularity is something I've considered myself but it would either be to similar to Gravity Spike if it replaced Gravity Well or to similar to Gravity Well (a second map effect) if it replaced Gravity Spike. I've also heard the argument that it would be to much like Maelstrom and Irresistible Sun.

Spacetime Folding and Weaving do have a lot of overlap. I've considered trying to consolidate some of these effects but every time I've brought up cutting a talent someone has told me how much fun they have with the talent in question. Temporal Wake is probably at the top of my list as far as stuff that could go. The stun is nice but somewhat redundant with Warp status effects. Aside from that it's basically a Dimensional Step with a damage component, which again is redundant once you get Phase Pulse. Other candidates are Dimensional Anchor, Warp Mines, Banish, and Wormhole. Wormhole was one of the first things yufra helped me to code so I'm fairly partial to it. Warp Mines fits the ranger concept of Temporal Wardens well but not so much Paradox Mages. But I've gotten a lot of positive feedback on it. Dimensional Anchor and Banish have a lot of synergy but I'm not sure how well they stand on their own. Dimensional Anchor also has synergy with Warp Mines. Swap... well swapping enemies into their own bolts is just too much fun.

The actual Warp tree I think stands well enough alone and gave me hours of entertainment on my test character last night. Not to discourage your ideas, it's just stuff I've gone back and forth on a few times already.

I've thought about doing some wackier stuff such as your dinosaur idea. Robots, lasers, and power armor are other things I've thought about. But yeah, probably better for an add-on.

edge2054
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Re: Reworking Chronomancy ver 2

#602 Post by edge2054 »

tylor wrote: Btw, how can I download it? When I try to download zip, it says "403 forbidden"
You'll need to set up git and clone http://git.net-core.org/edge2054/t-engine4.git
Parcae2 wrote:Maybe don't give the clones a HP value at all, and just allow them to take X hits of any magnitude.
Maybe each time they get hit their summon time could go down by one? I'd probably want it to only count enemy hits so they don't remove each other with AoE.

Parcae2
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Re: Reworking Chronomancy ver 2

#603 Post by Parcae2 »

Just a quick note: I strongly disagree that phys resist pen is irrelevant. There are enemies with very high levels of resist all, especially on higher difficulties. That said, Cease to Exist takes care of that niche right now.

jotwebe
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Re: Reworking Chronomancy ver 2

#604 Post by jotwebe »

HousePet wrote: In other news, I was thinking that Dinosaur Summoning would be cool, though likely not in keeping with the lore of Eyal. I was later thinking that Cosmic Cycle was a bit nature and then it hit me...
I have a vague design for an equilibrium/paradox class that could use both those categories! :mrgreen:
Reminds me of this: http://goblinpunch.blogspot.com.au/2013 ... class.html
"The Dinosaur Lord of Impossible History has been following the present timeline very closely. And although he doesn't technically exist in the current world--yet--his dinosaurs have been slinking along the timelines, devouring all the mammals along the unused timeways."
Ghoul never existed, this never happened!

donkatsu
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Re: Reworking Chronomancy ver 2

#605 Post by donkatsu »

HousePet wrote:You don't really need physical damage penetration as physical resistance is rare and I wouldn't put it in a starting category.
Insane bosses often have around 80% resist all. I ran into a Massok that peaked at 150% resist all. You're not clearing Insane without res pen or res reduction.

Edit: Temporal Warden bugs/comments

Temporal Assault is still hitting me. Interestingly, it only does the weapon damage, and absolutely no on-hit damage, be it from sustains or weapon egos.

I had a Guardian Unity clone disappear from the map as it should, but every turn I'd see it kill itself with (converted) damage in the log, as well as see the damage numbers float up above where it used to be. This only happened once and I could never reproduce it. Also it seems to be splitting 50% damage with me every time regardless of the talent tooltip.

Even though Seal Fate said it could only happen 2 times a turn, the stun I had landed on my target had its duration go up by 4 each turn. Also I'm not sure if this is intended but Seal Fate works on cross-tier effects as well. I had like 14 turns of brainlock and 22 turns of confuse on this one boss. It might be a little too good for Temporal Wardens, since weapons usually do many hits with each blow so you'll always be hitting the cap regardless. On the other hand, it has bad antisynergy with a lot of weapon effects, like reduce damage or slow.

I still think either Phase Shift, or Spin Fate (and by extension Fateweaver) should only have a chance to activate, so that they're not both activating on the first hit every time.

Temporal Hounds is REALLY solid now. I wouldn't touch it anymore except to maybe give Command Hounds: Blink a little better scaling. You mostly use it to summon a new hound and that function is just as good at 1/5 as at 5/5. Maybe make the hound summon a level 5 bonus? Or have it start with a higher base cooldown which is reduced by talent level?

HousePet
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Re: Reworking Chronomancy ver 2

#606 Post by HousePet »

edge2054, Singularity basically is Gravity Spike but with the damage focusses on the center, rather than a flat spread. Its not a field effect. My suggestion for Gravity is just a slight rearrangement, and remove the need to be hit reduce knockback resistance. The reduction on Repulsion Field doesn't need to be 100%, just enough to ensure you can have fun with Repulsion Blast and Singularity/Gravity Spike.

I wasn't saying you don't need physical res pen in Insane difficulties, or that you shouldn't get any at all, just that its relatively rare and you don't need an early game talent to supply it (yes, I wasn't clear). The Spatial Tears get res pen and I definitely am not saying no items or other debuffs are allowed (Do we have a good source of Spellshock?). :P

I'm only looking to give a different perspective on the arrangement of talents here. There are a lot of good ideas here, even if my suggested tweaks aren't liked, they might still help clarify what parts are good and what parts are less so. I'm quite happy if you look at my suggestions and make your own revisions to them, or include small parts.
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edge2054
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Re: Reworking Chronomancy ver 2

#607 Post by edge2054 »

I will probably do Spatial Tears HousePet and I'll think about the Gravity stuff.

And I'd still appreciate your thoughts on Warp, Spacetime Folding, and Weaving. Even though I outlined above my thoughts on them I'm certainly open to hearing someone elses :)

donkatsu
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Re: Reworking Chronomancy ver 2

#608 Post by donkatsu »

Hmm, so I thought with the most recent git it'd stop happening, but I just encountered another paradox mage rare and the screen flashed black and the game froze on me again. Are npcs getting access to unfinished talents?

tylor
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Re: Reworking Chronomancy ver 2

#609 Post by tylor »

Maybe it's just me, but Impact and Weapon Folding seems too samey.

0player
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Re: Reworking Chronomancy ver 2

#610 Post by 0player »

I in fact feel that there's a meaningful choice between them, Weapon Folding adding rarely-resisted damage type and amplifying your physical damage through APR, and Impact adding a little bonus damage and reducing enemies' damage output through dazing. First is naturally more suited for melee, second for sniping.

edge2054
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Re: Reworking Chronomancy ver 2

#611 Post by edge2054 »

donkatsu wrote:Hmm, so I thought with the most recent git it'd stop happening, but I just encountered another paradox mage rare and the screen flashed black and the game froze on me again. Are npcs getting access to unfinished talents?
Can you grab the log if it happens again? It's probably a timed effect description. If you know what spell it cast I can probably track it down.

edge2054
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Re: Reworking Chronomancy ver 2

#612 Post by edge2054 »

donkatsu wrote: Edit: Temporal Warden bugs/comments

Temporal Assault is still hitting me. Interestingly, it only does the weapon damage, and absolutely no on-hit damage, be it from sustains or weapon egos.

I had a Guardian Unity clone disappear from the map as it should, but every turn I'd see it kill itself with (converted) damage in the log, as well as see the damage numbers float up above where it used to be. This only happened once and I could never reproduce it. Also it seems to be splitting 50% damage with me every time regardless of the talent tooltip.

Even though Seal Fate said it could only happen 2 times a turn, the stun I had landed on my target had its duration go up by 4 each turn. Also I'm not sure if this is intended but Seal Fate works on cross-tier effects as well. I had like 14 turns of brainlock and 22 turns of confuse on this one boss. It might be a little too good for Temporal Wardens, since weapons usually do many hits with each blow so you'll always be hitting the cap regardless. On the other hand, it has bad antisynergy with a lot of weapon effects, like reduce damage or slow.

I still think either Phase Shift, or Spin Fate (and by extension Fateweaver) should only have a chance to activate, so that they're not both activating on the first hit every time.

Temporal Hounds is REALLY solid now. I wouldn't touch it anymore except to maybe give Command Hounds: Blink a little better scaling. You mostly use it to summon a new hound and that function is just as good at 1/5 as at 5/5. Maybe make the hound summon a level 5 bonus? Or have it start with a higher base cooldown which is reduced by talent level?
Thanks for the bug reports.

I can't reproduce the Temporal Assault bug, is it consistent? Can you type in the console =game.player:reactionToward(game.player) and tell me what it returns?

Guardian Unity seemed like a log display issue (the non-intermittent bug). I looked over the code and possibly fixed the other one.

I think I have Seal Fate fixed. Not sure where I stand on it affecting cross tier effects. Perma-brainlock is pretty evil so I'll probably change it.

What's the issue with Phase Shift and Fateweaver both activating on the first hit? I understood when Phase Shift was 100% but at 50%?

I'll look at command hounds.

donkatsu
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Re: Reworking Chronomancy ver 2

#613 Post by donkatsu »

Yeah, the Temporal Assault is consistent. I *think* it might have something to do with the equipment I'm wearing, because whenever it happens, it happens every time I test it and there's only one enemy. Will try that command next time I test it.

The mechanic of mitigating the first hit is sorta binary. It either trips on a "real" hit and it's great... or you get hit for 1.5 bleed damage per tick for 6 turns and suddenly both Phase Shift and Fateweaver are useless. I don't like how two different talents in two different trees are shut down in the exact same way. I would mind less if at least one of them didn't trigger for very small amounts of damage.

HousePet
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Re: Reworking Chronomancy ver 2

#614 Post by HousePet »

Managed to condense Warp/Spacetime Folding and Spacetime Weaving into two categories.

Warp - Class category
Warp Mines: As is.
Phase Shift: As is.
Wormhole: Add the ability to use it like Swap.
Warp Mastery: Damage burst when you teleport. Random debuff enemies when they are teleported.

Spacetime Weaving - Generic category
Dimensional Step: Instant teleport. Add the ability to switch places with enemies at higher levels?
Banish: As is.
Dimensional Shift: As is.
Dimensional Anchor: As is.

Removed talents and why:
Warp lost to Warp Mines, as they were cooler.
Phase Pulse was merged into Warp Mastery.
Temporal Wake could be replicated with Phase Pulse and Dimensional Step/Wormhole.
Swap overlapped quite a bit with other talents, and the only unique effect in it could easily be included into Wormhole or Dimensional Step.
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0player
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Re: Reworking Chronomancy ver 2

#615 Post by 0player »

Oh. Right.
Sustaining Gravity Locus makes Gravity spells not hit escorts/thralls in Hidden Compound, but they still hit tentacle summons. Probably they don't hit anything of friendly faction (friendly fire off, instead of just selffire?)

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