Reworking Chronomancy ver 2

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edge2054
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Re: Reworking Chronomancy ver 2

#706 Post by edge2054 »

Kiba333 wrote:Redux level 5 + Matrix on Dimensional Step + Hidden Resources = infinite instant phase door casts and also potentially infinite damage dealt via phase pulse without any turns passing.

But please don't just give phase door a fixed cooldown to fix this. I think too many spells have it by now and much of the synergy is lost with every spell that gets added to the list.
I'm only using fixed cooldowns to prevent positive feedback loops. Chronomancers just happen to have a lot of talents that affect cooldowns.

I'll have Redux not work on talents with no casting time.

HousePet
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Re: Reworking Chronomancy ver 2

#707 Post by HousePet »

Alternate Unhallowed Morass enemies: Broken timelines that act like snakes! Maybe even some that loop back on themselves to be hoop snakes.
My feedback meter decays into coding. Give me feedback and I make mods.

donkatsu
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Re: Reworking Chronomancy ver 2

#708 Post by donkatsu »

I don't know if you plan on changing Redux again but the way it is now, you can Dimensional Step every turn during the Redux if you use Matrix. I think that's okay, it's like super-Providence except you need to combine four different talents and two locked trees to do it. But if you get a -10% spell cooldown pickaxe or boots or something, you can cut out an entire locked tree. That's a pretty big effect for one line on one item. A simple fix would just be to have Redux cap out at talents with a cooldown of 8 or less or maybe even 7 or less, instead of the current 9 or less.

While I do think Spellbinding welcomes the indirect buff (by making Matrix better if you use it with Redux), it looks like the new design of Redux is more intended to let you repeatedly use the same damage spell, since utility spells don't have a low enough cooldown without Matrix. In that spirit, how about bringing back something like the old Gather the Threads? Each consecutive time you use the same spell, you get paradox reduction and/or a stacking buff to spellpower, which goes away if you use any other spell. If you did that, you couldn't give the Reduxed spell a cooldown of one, because that would mess up the chain if you're faster than 100%. Instead you'd use some other way to stop infinite Dimensional Steps, like Redux works for X casts or something. This way, Redux would have more use without necessarily needing to combo with Matrix. It would also be one less thing for Shalore to extend with Timeless-- that is, they could extend it, but if it's limited to X casts then extending the duration isn't as useful. This is good because Shalore does not need to be any better than they already are.

Also time snakes would be AWESOME. Snakes are thematically a very time-y animal in addition to the spiders we already have, and the variety would be nice.

Kiba333
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Re: Reworking Chronomancy ver 2

#709 Post by Kiba333 »

@donkatsu:
edge2054 wrote: I'll have Redux not work on talents with no casting time.

donkatsu
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Re: Reworking Chronomancy ver 2

#710 Post by donkatsu »

I'm looking at the actual change that he ended up making in git.

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Re: Reworking Chronomancy ver 2

#711 Post by donkatsu »

Temporal Fugue clone timers apparently don't count down if you can't see them? So what I ended up doing is using Fugue, then teleporting, then I just run around permanently fugued. The net result is that I deal and take 1/3 of the usual damage, which is a HUGE win for the player because players are way better at healing off small amounts of damage, whereas npcs get whittled down. If the clones catch up to me (they seem to just walk towards me, it's hard to tell because I can't see them) then their timers start to count down, but as long as I stay ahead of them, my fugue state never ends.

Otherwise, Fugue is looking pretty solid now in terms of balance.

donkatsu
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Re: Reworking Chronomancy ver 2

#712 Post by donkatsu »

Triple post, but I thought I'd put up some thoughts from this Gravity/Warp Paradox Mage. He's only up to Dreadfell, so I don't have a full experience yet, but some of this stuff is also stuff I was thinking about from the pure temporal run:

Discontinuity should say something like it only works on empty squares, without creatures or other void walls.

Gravity/Warp as a build is really tight on points. I had to skip the Dimensional Anchor combo in order to get all the utility skills.

Pinning from Warp hurts Gravity a bit, both in damage, and by negating/obsoleting Gravity's only real utility function.

Putting cooldown reduction on Temporal Bolt instead of Rethread drastically helps out Gravity's early game cooldown management, to the point where actually I think you could bump the cooldown on Gravity Spike back up to 6 or so. Even though Temporal Bolt is technically, you know, temporal damage, its usability with Gravity's push/pull makes it even more useful to Gravity builds.

Repulsion Blast is in a really good place now but yeah, Gravity Spike is probably too strong when there are multiple enemies. The epicenter mechanic is awesome but I still don't like its additional damage with each enemy mechanic. If that part was removed then it wouldn't need further adjustments, in my opinion, besides maybe a slight cooldown increase.

Energy Absorption scales too sharply. From 1/5 to 5/5, it gains about six times the number of cooldown turns added (from 2 to 12) and ten times the damage. Most talents get about twice as good from 1/5 to 5/5, so that scaling is way out of line. The net result is that it's useless at 1/5 and too strong at 5/5.

Webs of Fate's talent scaling is too low. The difference between 1/5 and 5/5 is like 20% stun/pin immunity for 5 turns, which you don't even really need because Webs of Fate itself removes stun/pin. What if it lost the stun/pin immunity altogether, and instead increased the amount of spin you can gain per turn when active?

I'd still like for Seal Fate to affect all detrimental effects so that it's not ruined by minor effects like numbing darkness or gravity slow. In exchange it can give its additional spin per turn to Webs of Fate.

Could you talk about what you think about Spin Fate, the tier 1 passive? I remember how it used to be on checking saves or defense, then just saves, and now it's damage, which is even easier than defense checks. I feel like the 3 spin gets maxed out immediately with no thought, even without the additional spin from Webs of Fate and Seal Fate, and those are mostly just excuses to get more Fateweaver procs. It'd be cool if Spin Fate was more dynamic, instead of basically sitting at the max 3 all the time, but it was kind of problematic when it was only on save checks, and I think when it could get a lot of stacks it was almost impossible for melee to deal with.

edge2054
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Re: Reworking Chronomancy ver 2

#713 Post by edge2054 »

Spin could be more dynamic yeah but I'm trying to strike a balance between keeping things approachable for players new to the class and still interesting for older players. The current mechanics are mostly to discourage Seal Fate being put on auto-use. The way Haste is set up is similar. The stack size and duration of course is balanced so players can wait it out if they encounter it on a mob.

I'll probably rewrite Webs of Fate though as it's really a one point wonder right now. Something more along the lines of Mental Shielding but with the number of effects blocked scaling off current Spin. I don't know, I'll have to put some thought into it.

I'll take the rest of what you said into consideration and probably make those adjustments once I start on the new branch.

donkatsu
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Re: Reworking Chronomancy ver 2

#714 Post by donkatsu »

Capped out the physical/warp build today. More bugs:

If a discontinuity tile is shifted by Anomaly Quake, it doesn't do damage but the discontinuity is permanent. Also it says diggable but after you finish digging, the discontinuity is still there.

Anomaly Entropy hits me even when I'm not inside the target area.

Everything resists the teleport from Spatial Tether, regardless of my spellpower (went up to about 120 chronomancy spellpower), their saves (same whether it's 70 spell save or 7 spell save), location (tried The Maze, Sandworm Lair, and Sludgenest), teleport immunity (all had 0%), continuum destabilization (they had none) and whether I use Dimensional Anchor or not. However, every once in a while it *does* work. I'd say about 1 out of 10 teleport attempts.

Also Snaproot resisted a pin (I assume from Warp) with 79 physical power versus my 121 chronomancy spellpower. Snaproot had no pin immunity.

Using Cease to Exist on a monster that immediately died afterwards (before I could take another action) resulted in it dying and dropping loot, but me not gaining experience. I heard the leveling up noise right before it went back in time. This doesn't usually happen.

HousePet
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Re: Reworking Chronomancy ver 2

#715 Post by HousePet »

I think most saves are coded with a 5% chance of success/fail built in.
My feedback meter decays into coding. Give me feedback and I make mods.

edge2054
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Re: Reworking Chronomancy ver 2

#716 Post by edge2054 »

Just so everyone knows, I'm taking a bit of a break before I start on the last leg of this. I'll probably start on it next week.

Parcae2
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Re: Reworking Chronomancy ver 2

#717 Post by Parcae2 »

Do you know what DG is waiting for before releasing this? I'm not asking for a release date, just an idea of what needs to be fixed/changed before release.

grayswandir
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Re: Reworking Chronomancy ver 2

#718 Post by grayswandir »

I heard from DG that this probably isn't going in the next release (1.2.4), but the one after that (1.3.0).
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

astreoth
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Re: Reworking Chronomancy ver 2

#719 Post by astreoth »

yeah darkgods aiming to have 1.2.4 be just a small compatibility update to let ashes work.
but considering how close to finished paradox mages are and how not released ashes is.
we may end up just skipping over 1.2.4 and going to 1.3.0 provided their isn't anything else he's waiting on for 1.3.0.
either way I want it.

Parcae2
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Re: Reworking Chronomancy ver 2

#720 Post by Parcae2 »

Not sure if this has been reported yet, but if you have a Temporal Guardian with a hound, the hound does not go away when the Guardian does.

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