Why skills stay constantly with a cooldown not moving?

Any discussions regarding the spoilers present in ToME 4.x.x should be restricted to this forum

Moderator: Moderator

Post Reply
Message
Author
Niegy
Higher
Posts: 46
Joined: Mon Apr 29, 2013 11:02 am

Why skills stay constantly with a cooldown not moving?

#1 Post by Niegy »

The title said all, in some fights I just can't setup strategy/tactics because I suddenly get all skills in a cooldown that doesn't move. Right now when trying beat the Dreadfall boss I had my teleport abilities and healing and almost all stuff to 1 or upper, despite I had just recently manage get them all available again after two assaults.

Right now it is just upsetting me, I can't understand neither the logic nor how see it coming. In that conditions I can't manage anything and it seems just like very random very boring very poor design based on random. Yep I'm VERY upset and release a bit of it through a post can help. :-)

So is anybody can explain me all? I'm bored to try find and decipher information in log and states and NPC panels and not find any logic in some very important elements.

phantomglider
Archmage
Posts: 372
Joined: Fri Jan 20, 2012 12:13 am

Re: Why skills stay constantly with a cooldown not moving?

#2 Post by phantomglider »

The most common cause of this is being Stunned. Status effects are important!
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

Castler
Thalore
Posts: 153
Joined: Mon Mar 25, 2013 10:09 pm

Re: Why skills stay constantly with a cooldown not moving?

#3 Post by Castler »

Several status ailments can stop talents from cooling down. Stunned is the most common and can be inflicted by several enemy talents. Other effects include Burning Shock (from the archmage's Flameshock spell) and Brainlocked (which can be inflicted if you're the target of a mental attack whose power is much higher than your mental save).

Dealing with stuns:
  • Anything that boosts your saves helps you resist effects like this.
  • In particular, getting your mental save high enough to be not terrible will keep you from getting brainlocked by every mental effect that hits you.
  • A good physical or physical, mental wild infusion is critical for recovering if you do succumb to a status ailment.
  • Runes of Heat Beam and Frozen Spear can also heal physical and mental effects, respectively. A wild infusion is usually better, but the runes are good for, e.g., undead characters who can't use infusions.
  • Items and talents with % stun resistance give you a flat chance to resist stun.
  • A torque of psychoportation can always be used, even if you're stunned.
Qi Daozei (QDZ) - an Oriental-themed fantasy game for T-Engine. ToME Tips - auto-generated spoilers for ToME.

Niegy
Higher
Posts: 46
Joined: Mon Apr 29, 2013 11:02 am

Re: Why skills stay constantly with a cooldown not moving?

#4 Post by Niegy »

phantomglider wrote:The most common cause of this is being Stunned. Status effects are important!
I believed have quoted this but then quoted I was not stunned with many urgent skill to use that was with a cooldown of 1.

Well it means I wasn't stunned right now and then next turn I would have cooldown back? Well seriously that's how it works and next turn I could be stunned again? Grrr I'll stop play the game at all if that's this crap. Well I'll read the other post about that before. :)
Last edited by Niegy on Sat May 04, 2013 3:28 pm, edited 1 time in total.

Niegy
Higher
Posts: 46
Joined: Mon Apr 29, 2013 11:02 am

Re: Why skills stay constantly with a cooldown not moving?

#5 Post by Niegy »

Castler wrote:Several status ailments can stop talents from cooling down. Stunned is the most common and can be inflicted by several enemy talents. Other effects include Burning Shock (from the archmage's Flameshock spell) and Brainlocked (which can be inflicted if you're the target of a mental attack whose power is much higher than your mental save).

Dealing with stuns:
  • Anything that boosts your saves helps you resist effects like this.
  • In particular, getting your mental save high enough to be not terrible will keep you from getting brainlocked by every mental effect that hits you.
  • A good physical or physical, mental wild infusion is critical for recovering if you do succumb to a status ailment.
  • Runes of Heat Beam and Frozen Spear can also heal physical and mental effects, respectively. A wild infusion is usually better, but the runes are good for, e.g., undead characters who can't use infusions.
  • Items and talents with % stun resistance give you a flat chance to resist stun.
  • A torque of psychoportation can always be used, even if you're stunned.
Point 1, well I already survey that points.
Point 2, Mental save 31, that more than enough for my char 23, it's the best right after defense.
Point 3&4, I gave up on those infusions because... which one take? Choose one and let luck decide this will be pointless or not? Or know what each difficult fight will require and then learn the one for it, common.
Point 4, I haven't seen such stuff that often and I don't remember any wearable and not a crap. Anyway I paid but the game refuse I store anything so I can't keep ton of stuff despite I use the carry belt.
Point 5, A torque of psychoportation? Not sure if I have seen that, but I suppose it means random teleport so random luck. Ha well if the minimal range is far enough it's still pure random but could work.

Thanks a lot to have try help but honestly I haven't seen there anything satisfying me I don't want play tactical fights with a random that has a such big importance. I'll try the torque thing if I can find one. Otherwise I'll give up the game, I don't like rely on random that much.

Castler
Thalore
Posts: 153
Joined: Mon Mar 25, 2013 10:09 pm

Re: Why skills stay constantly with a cooldown not moving?

#6 Post by Castler »

Niegy wrote:Point 2, Mental save 31, that more than enough for my char 23, it's the best right after defense.
This probably should be good, although you'd have to compare it to your opponents' mindpower at that level to know for certain. Pay attention to which status effects you're getting hit by - if you're not getting Brainlocked, then your mental save is good enough.
Niegy wrote:Point 3&4, I gave up on those infusions because... which one take? Choose one and let luck decide this will be pointless or not? Or know what each difficult fight will require and then learn the one for it, common.
This part of the game is far from obvious, but it's an important part of the strategy. Physical, mental, and magical effects are not equal:
  • Physical effects include Stunned (as you've found, probably the single most dangerous effect in the game), Disarmed (very bad for some melee characters), and Pinned (keeps you from escaping or closing to melee) as well as less dangerous effects like poisoned and burning.
  • Mental effects include Confused (very dangerous, up to 50% chance of losing a turn by acting randomly) and Silenced (can be lethal for magic users, since it disables all of their talents) as well as less dangerous effects like Cursed stuff.
  • Magical effects include diseases (can be dangerous, since they hurt and reduce stats, but they're not too common outside of one particular zone).
Because of this, a physical wild infusion is much more important than the other two types, and a physical, mental infusion is best.

At least, that's been my experience - there are much better players than I here.
Niegy wrote:Point 4, I haven't seen such stuff that often and I don't remember any wearable and not a crap. Anyway I paid but the game refuse I store anything so I can't keep ton of stuff despite I use the carry belt.
If you can't store stuff, that's probably worth posting under Bugs or contacting DG for support?

As far as which items are good for stun resist, I'm afraid I'm not much help; one of the players with more experience could provide more advice. I do know that some gems can provide stun resist, so alchemists, jewelers, and characters who pick up imbue gem from an escort quest can take advantage of this.
Niegy wrote:Point 5, A torque of psychoportation? Not sure if I have seen that, but I suppose it means random teleport so random luck. Ha well if the minimal range is far enough it's still pure random but could work.

Thanks a lot to have try help but honestly I haven't seen there anything satisfying me I don't want play tactical fights with a random that has a such big importance. I'll try the torque thing if I can find one. Otherwise I'll give up the game, I don't like rely on random that much.
Yes, a tome of psychoportation is random. It's still a very valuable means of escape.

A lot of ToME (and roguelikes in general) is recognizing that randomness exists then learning tactics to reduce and control that randomness. And there are tactics for doing so. I know not everyone enjoys these kinds of tactical challenges - different people, different tastes, etc. - but it's not really accurate to say that relying on randomness is an inescapable part of the game. At least, that's been my experience.
Qi Daozei (QDZ) - an Oriental-themed fantasy game for T-Engine. ToME Tips - auto-generated spoilers for ToME.

Niegy
Higher
Posts: 46
Joined: Mon Apr 29, 2013 11:02 am

Re: Why skills stay constantly with a cooldown not moving?

#7 Post by Niegy »

Again thanks to help, I don't quote the message it's too long.

For the comparison for infusions removing effects of one type, that's helpful I was very far to have reach that conclusion. Confusions happen a lot but the point is stun requires check the states when confusions show a clear effect. I think you omit some effects but yeah I should try infusion to remove physical effects, it can also help against being frozen beside stun and spin.

For the torque there's only one equipment slot and I haven't yet find one with teleport or didn't noticed because I don't like random teleport (but my char has a level phase door and a teleport level 1 both are spells but are disabled by stun. My current torque is increasing armor by 35 and armor hardiness by 40%. It's useful but if I can get a movement skill that will be more useful.

When stunned it can help try win time by moving back but it's not a 100% solution. It's still a point I'm using and was before posting here but you can't alway manage be well placed before to be stunned. In the case leading me here that didn't work.

Yeah I know that sort of game is about managing the luck to reduce it or prepared to counter it (even if in fact Tome4 is rather different than other Roguelike on many points and for me it's not really one even if it is its base and origin). But well it's a bit huge to have everything put in a cooldown, spells, nature stuff, talents or various type, even skills coming from items but few like the torque.

cttw
Archmage
Posts: 394
Joined: Sat Oct 22, 2011 10:31 am

Re: Why skills stay constantly with a cooldown not moving?

#8 Post by cttw »

The fun thing in this game is that you can play a stunner and see where/how it fails. A berserker, for example.

Post Reply