Reworking Chronomancy ver 2

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HousePet
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Re: Reworking Chronomancy ver 2

#661 Post by HousePet »

Done quick check of all artifacts to match to different class/builds to see what goodies are around. However all I really checked was for physical/temporal bonuses or paradox bonuses.
These are sorted by teir and item type.

Warden - Temporal:
1: 1 Tool
2: 1 Gloves
3: 1 Knife 1 Longsword
4: 1 Longsword 1 Tool 1 Amulet
5: 2 Tool 1 Ring 2 Cloak 1 Longbow
13 total

Warden - Physical:
1: 1 Longbow 1 Tool
2: 1 Helm 1 Tool 1 Ring 1 Cloak
3: 1 Ring 1 Longsword 1 Gauntlets
4: 1 Longsword 1 Tool
5: 2 Tool 3 Ring 2 Gauntlets 2 Longsword 1 Longbow 1 Knife 1 Boots
23 total

Mage - Temporal
1: 1 Tool
2: 1 Gloves
3: 1 Staff 1 Hat
4: 1 Robe 1 Tool 1 Amulet
5: 2 Tool 1 Staff 1 Ring 1 Cloak
12 total

Mage - Physical
1: 1 Tool
2: 1 Tool 1 Ring 1 Cloak 1 Robe
3: 2 Staff 1 Ring 1 Gauntlets 1 Hat
4: 1 Hat
5: 1 Tool 2 Ring 2 Gauntlets 1 Boots
17 total

Unsurprisingly, t5 and physical are over represented. Useful tools are also relatively abundant. Belts don't feature at all.
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donkatsu
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Re: Reworking Chronomancy ver 2

#662 Post by donkatsu »

  • Display error on braided damage against bone shield:

    Code: Select all

    8 braided (8 to bones), 7 braided (7 to bones), 16 braided (16 to bones)
    This is inconsistent with other kinds of damage, where instead it would say for example:

    Code: Select all

    (672 to bones), 0 temporal
  • Mousing over Temporal Form's Anomaly: Temporal Storm shows different durations and damage values each time I mouse over it, without doing anything else in between. It's also a ton of damage for an instant spell with a 4 turn cooldown, the only downside being that it's spread out over time.
  • Cease to Exist is leaving behind projectiles after rewinding time.
  • Something in Cease to Exist's description is wonky:

    Crit multiplier: 173%

    Cease to Exist talent description: lowers resistance by 51%
    Cease to Exist effect description: lowers resistance by 179%
    Actual resist all on target: -72%


    Cease to Exist talent description: lowers resistance by 43%
    Cease to Exist effect description: lowers resistance by 114%
    Actual resist all on target: -63%

edge2054
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Re: Reworking Chronomancy ver 2

#663 Post by edge2054 »

I imagine Spellshock is where the extra 20% is coming from. The damage and the -resist were also reversed on the timed effect description.

Anomalies have variance, similar to lightning bolt. I'll see if I can display it better for Temporal Storm and I'll take a look at the damage.

Do the projectiles left behind from Cease To Exist interact with anything?

I'll look at Braid and Bone Shield interaction too.

*edit* No idea how to fix the Bone Shield display issue as Braid isn't really a damage type but an untyped takeHit call similar to Static Field (which I presume has the same display bug).

0player
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Re: Reworking Chronomancy ver 2

#664 Post by 0player »

Rethread hit a Lost Merchant when it was standing in a crowd of summoned enemies. In previos casts, the talent seemed to ignore him. Does it actually hit friendlies?

donkatsu
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Re: Reworking Chronomancy ver 2

#665 Post by donkatsu »

The projectiles left behind by Cease to Exist are like normal projectiles, but stationary. It left a sling bullet from an enemy, which hit me when I walked into it and then disappeared as normal. It also left behind a Temporal Bolt of my own, which also hit me but did not disappear, as expected.

donkatsu
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Re: Reworking Chronomancy ver 2

#666 Post by donkatsu »

More bugs:

Rod of Sarrilon needs to be updated with new talents.

Spacetime Tuning is returning 113 spellpower for chronomancy but enemies with <80 spellsave resist my Energy Absorption a vast majority of the time, definitely more than half. I'm even using Empower on Energy Absorption and it still rarely ever lands. This is something I'm only starting to notice lategame.

Fugue clones don't get Spellbinding talents.

Using Temporal Fugue inside a sand wall generates two fugue clones, and doesn't let me switch control between them. If I use Temporal Fugue again, it goes on cooldown without bringing back my main body. When Temporal Fugue expires, I die instantly. "battered to death by an unknown"

Using Temporal Fugue in Shadow Crypt. It made two enemy copies of me instead of three and threw this lua error.
Image

Also I killed one of my clones through Cauterize with Echoes From the Past but that's probably more of a Cauterize bug than anything else.

edge2054
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Re: Reworking Chronomancy ver 2

#667 Post by edge2054 »

Nice catch on Energy Absorption.

The Spellbinding tree is no npc as it requires dialogs to use.

Fixed the insta-death wall thing.

Trying to reproduce the shadow crypt bug. It looks like it's the staff of telos prodigy actually throwing the error.

*edit* I'm considering making an exception for spellbinding for fugue clones. Not sure about Contingency.

*edit two* temporal clones can now learn several no_npc talents but can't cast them if they're not the player. I haven't tested Bias Weave targeting with this and suspect Contingency may have some annoying interactions with Temporal Fugue. For instance if you have Contingency Temporal Fugue cast and your main fugue clone triggers Contingency the fugue state will collapse, killing the other clones.

donkatsu
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Re: Reworking Chronomancy ver 2

#668 Post by donkatsu »

edge2054 wrote:Trying to reproduce the shadow crypt bug. It looks like it's the staff of telos prodigy actually throwing the error.
Weird, my prodigies were Temporal Form and Cauterize. Speaking of Temporal Form, I think it could use another nerf. It's pretty balanced for non-chronomancers, but for chronomancers the +400 paradox basically amounts to +50% spellpower which, if you put it in terms of raw spellpower, for my character that's +188 spellpower. Plus it's a sort of boring effect, and it's annoying to use in conjunction with Temporal Fugue because I have to remember cancel out of it on every clone or else have the paradox transfer to my main self. Now that the paradox resource has been overhauled, perhaps it could have a less quantifiable effect? Like say your anomaly chance is increased by a flat amount (so you can never hit 0% anomaly chance), but every time you generate an anomaly, be it randomly, or from Temporal Form talents, or from Disentangle, you get a nice effect like extending the duration of beneficial effects by 1 or something. Shalore Timeless has so many interactions with Paradox Mages right now, extending high-cooldown low-duration effects like Haste, Seal Fate, and Phase Shift (not to mention Temporal Form, which is the obvious prodigy choice atm). Giving the other races a shot at a weaker pseudo-Timeless might help even out the disparity. I've always been a huge Shalore fan though, so maybe I'm just biased on how strong they are.

0player
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Re: Reworking Chronomancy ver 2

#669 Post by 0player »

Maybe forbid the use of anything but spells (no runes) in this form? Or make you more fragile in some other sense. That'd shift it into "try to nuke everything before you die" type of spell.

donkatsu
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Re: Reworking Chronomancy ver 2

#670 Post by donkatsu »

That would make it less viable for several other classes, while pretty much not affecting Paradox Mages at all, which is the opposite of what it needs right now.

Edit: Now that Temporal Fugue clones have access to Cease to Exist and See the Threads they're even stronger, plus I have no idea what's going on with splitting the timeline. I just used Cease to Exist as a fugue clone and then a bunch of crazy stuff happened and everything died and then my main self's See the Threads got negated and now I can't use Cease to Exist or See the Threads at all in any form and there's a pretty Doomed Feed particle effect stretching across the screen. I can't say it isn't flavorful though, messing with the timeline and then not having any idea what the hell just happened. Can we call Cease to Exist's projectile freeze/duplicating property a feature and not a bug? Because it is oddly fitting.

Edit edit: leaving and re-entering the level made it so I can use Cease to Exist again, but not See the Threads, as expected, sorta.

0player
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Re: Reworking Chronomancy ver 2

#671 Post by 0player »

Well, See The Threads is once per zone, right?
Maybe for the sake of simplicity Fugue should just be counted as a timeline-splitting spell. More of a timeline-merging, but oh well. I have no idea what might happen if a clone tries to split the timeline while another one is already doing it. Are chronoworlds global or local for a player?

donkatsu
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Re: Reworking Chronomancy ver 2

#672 Post by donkatsu »

In that example See the Threads didn't actually happen at all.

edge2054
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Re: Reworking Chronomancy ver 2

#673 Post by edge2054 »

Yeah, I think the Paradox and +willpower on Temporal Form could go. I'll see if I can put something else interesting on it.

I can't reproduce the Cease to Exist bug but it sounds like the chrono world wasn't removed properly.

edge2054
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Re: Reworking Chronomancy ver 2

#674 Post by edge2054 »

Spatial Tears is finished. I might make Discontinuity like Forge Bellows (as in an actual wall instead of a fire wall type effect).

Parcae2
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Re: Reworking Chronomancy ver 2

#675 Post by Parcae2 »

Is there a reason why Spacial Tears is locked? It's a pure damage tree.

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