Tempus Fugit v1.1.0
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Re: Tempus Fugit beta
glancing over the class it seems like they should have some DW weapon attacks and possibly a sustain that when hitting with a weapon attack grants you spell haste for 1 spell and vice versa.
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- Archmage
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Re: Tempus Fugit beta
Reading this gave me an idea; what if you were rewarded for alternating between spells and attacks?Reidan wrote:glancing over the class it seems like they should have some DW weapon attacks and possibly a sustain that when hitting with a weapon attack grants you spell haste for 1 spell and vice versa.
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.
Re: Tempus Fugit beta
+1malboro_urchin wrote:Reading this gave me an idea; what if you were rewarded for alternating between spells and attacks?Reidan wrote:glancing over the class it seems like they should have some DW weapon attacks and possibly a sustain that when hitting with a weapon attack grants you spell haste for 1 spell and vice versa.
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- Archmage
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Re: Tempus Fugit beta
I figure that they're a hybrid class; they should be somewhat viable as a pure version of either class, as they would have basic access to a bit of melee and casting right off the bat, and specializing in one is nice. However, I feel like this alternation would nicely buff the hybrid melee/caster aspect of the class, and create a nice rhythm for skill usage.Reidan wrote:+1malboro_urchin wrote:Reading this gave me an idea; what if you were rewarded for alternating between spells and attacks?Reidan wrote:glancing over the class it seems like they should have some DW weapon attacks and possibly a sustain that when hitting with a weapon attack grants you spell haste for 1 spell and vice versa.
I just unlocked the solipsist, and started by messing around with the dream smith talents, one of which takes another random dream smith talent off cooldown. I personally enjoy that I have a readily accessible increase in power and versatility, should I choose to take advantage of it. Of course, in most fights, it doesn't always matter that I used Dream Smith's Hammer before putting Hammer Toss on cooldown, but I like that the utility is there for me to take advantage of.
With that being said, I'd recommend such an emphasis on weaving your spells and attacks into one routine as some sort of sustain; ideally, the sustain would buff you for properly alternating. The buff could possibly be spell power after an attack, and physical power after a spell. I don't think it should be spell haste or attack speed; while it's nice to get your rotation off faster, a speed buff seems generic to me. I'll leave it to brighter minds to come up with better ideas for a possible attack/spell weaving sustain.
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.
Re: Tempus Fugit beta
Maybe something akin to Brawler combo points or the Reaver Bloodlust(?), only that there's be two kinds of it. One kind increasing Spellpower and gained from hitting (critting?) in melee, and one kind providing physical power (or accuracy, or defense) gained by spell hits (or crits).
Ghoul never existed, this never happened!
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- Archmage
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- Joined: Thu Dec 12, 2013 7:28 pm
Re: Tempus Fugit beta
For the attack aspect of this, I see a few options:jotwebe wrote:Maybe something akin to Brawler combo points or the Reaver Bloodlust(?), only that there's be two kinds of it. One kind increasing Spellpower and gained from hitting (critting?) in melee, and one kind providing physical power (or accuracy, or defense) gained by spell hits (or crits).
Either crit chance & multiplier (or maybe replace multiplier with accuracy, not sure how necessary that is)
Or just straight up increased physical power
Or (and this one is my favorite) give your weapon attack a 1-turn-duration on-hit damage proc that's numerically related to the spell you damaged your enemies with (which is also the spell that allowed the sustain to trigger this 1-round buff). I'm thinking it could be some percentage of the spell damage dealt.
In line with this, physical attacks could give additional spell crit chance & multiplier, which would then feed into the spell-based added weapon damage bonus.
I'm thinking that both the benefits granted by attacks to spells and vice versa would increase based on the number of rounds for which you could sustain this spell/attack weaving rotation.
Edit: The 'two kinds' gave me another idea; there could be two sustains, one that increases offensive stats as you weave spells in with your attacks, and one that increases defensive stats (defense, armor, saves, resists, immunities, etc.) as you do so. You could only have one up at a time, so in that respect it would be like the Hymns and Chants of an Anorithil. Ideally, switching between the two sustains would be instant with a low cooldown, but when you switch, you'd lose all the bonuses granted by this sustain.
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.
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- Wayist
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Re: Tempus Fugit beta
Reading all the different feedback to the class, I m impressed... very... paradoxal. I was playing one on nightmare, managed to get to 21. The class have very impressive defense, I managed to get about 95 armor and 95% armor hardiness (with the stone cloak tho) only at level 21. Also had quite good resistances to element.
There is defenitely a big bug with steal magic, not able to do anything with it, and getting it casted on you open up tons of lua error. Also the paradoxal armor talents doest seems to have any reasons to put more than one point in it, and same with the 4th talent, the stun, which is not longer with higher level and the damage is only slightly better, so those two need more clarity, and/or better design.
Myself was not able to get the paradox prodigies, but for me, it seems... overpowered... really.
That s all for now, but I will definitely replay one soon.
Thanks for this neat idea.
P.S. It didnt feel so much rogue to me, was having a feeling akind to arcane blade. Melee, dual staff FTW.
There is defenitely a big bug with steal magic, not able to do anything with it, and getting it casted on you open up tons of lua error. Also the paradoxal armor talents doest seems to have any reasons to put more than one point in it, and same with the 4th talent, the stun, which is not longer with higher level and the damage is only slightly better, so those two need more clarity, and/or better design.
Myself was not able to get the paradox prodigies, but for me, it seems... overpowered... really.
That s all for now, but I will definitely replay one soon.
Thanks for this neat idea.
P.S. It didnt feel so much rogue to me, was having a feeling akind to arcane blade. Melee, dual staff FTW.
Re: Tempus Fugit beta
Its more along the thug/marauder theme than a sneaky rogue. A rogue class that is tough is a bit of a paradox...
Can you supply the error message from Steal Magic? Nothing like it exists in the game, so its quite likely I stuffed up.
Will look into the scaling. I'm still learning the new scaling system.
Can you supply the error message from Steal Magic? Nothing like it exists in the game, so its quite likely I stuffed up.

Will look into the scaling. I'm still learning the new scaling system.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Tempus Fugit beta
Beholder and Tempus Fugit are not compatible. Not sure which one of the two is the "problem":
Code: Select all
[LOG] Icyu is out of phase.
[LOG] #CRIMSON#Icyu avoids 33 damage!
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /hooks/tempusfugit/load.lua:21: attempt to index local 'target' (a nil value)
stack traceback:
/hooks/tempusfugit/load.lua:21: in function </hooks/tempusfugit/load.lua:16>
[string "return function(l, self, data) local ok=false..."]:1: in function 'triggerHook'
/data/damage_types.lua:373: in function 'projector'
/engine/interface/ActorProject.lua:198: in function 'base_project'
...eholder-cont/superload/engine/interface/ActorProject.lua:16: in function 'project'
/data/talents/spells/arcane.lua:74: in function </data/talents/spells/arcane.lua:70>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:174 useTalent
At /engine/ai//talented.lua:52 runAI
At /engine/ai//talented.lua:61 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1134
---------------- Stack Dump ----------------
2: table // 2c55f98
1: table // 2c55f98
--------------- Stack Dump Finished ---------------
Re: Tempus Fugit beta
Its sort of both.
Beholder is applying lightning damage to an empty tile.
Tempus Fugit is assuming that if damage is being applied, then there is an actor there.
Beholder is applying lightning damage to an empty tile.
Tempus Fugit is assuming that if damage is being applied, then there is an actor there.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Tempus Fugit beta
Teaser for upcoming new categories.
How do these sound?
Temporal Thug
Far Strike: active. melee attack your target from range. Stuns if it hits.
Space/Time: active. Hit your target with your main weapon for physical and knockback, then attack with offhand for temporal and slow.
Shield Implosion: active. a melee attack that causes the targets shields to collapse in on them, works against magical, mental and physical shields (blocking creatures).
Wide Strike: active. melee attack against all visible creatures in a range of x.
Twisted Fate - high level
Fate Inversion: buff. All your misses are converted into critical hits, all your critical hits are converted into hits. Also protects from critical hits.
Buildup: sustain. each weapon hit you do increases your spellpower up to a maximum of x. Casting a spell resets this.
???: sustain. Hitting a creature with a spell has a chance to stun.
No Rules: active. For a short time your temporal resistance, effective willpower for paradox checks and stamina regeneration are increased.
How do these sound?
Temporal Thug
Far Strike: active. melee attack your target from range. Stuns if it hits.
Space/Time: active. Hit your target with your main weapon for physical and knockback, then attack with offhand for temporal and slow.
Shield Implosion: active. a melee attack that causes the targets shields to collapse in on them, works against magical, mental and physical shields (blocking creatures).
Wide Strike: active. melee attack against all visible creatures in a range of x.
Twisted Fate - high level
Fate Inversion: buff. All your misses are converted into critical hits, all your critical hits are converted into hits. Also protects from critical hits.
Buildup: sustain. each weapon hit you do increases your spellpower up to a maximum of x. Casting a spell resets this.
???: sustain. Hitting a creature with a spell has a chance to stun.
No Rules: active. For a short time your temporal resistance, effective willpower for paradox checks and stamina regeneration are increased.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Tempus Fugit v1
Updated with bug fixes and two new categories.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Halfling
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Re: Tempus Fugit v1
So the trick is to never raise dex/accuracy with Fate Inversion? lol
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- Archmage
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- Joined: Thu Dec 12, 2013 7:28 pm
Re: Tempus Fugit v1
Can I get a spoiler on how to unlock the Anarchist? I'm looking forward to this class, but I can't stand playing a Temporal Warden (and I consequently haven't yet unlocked Paradox Mage)
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.
Re: Tempus Fugit v1
No, I couldn't find a nice way to do what I wanted there.wildwolfofdark wrote:So the trick is to never raise dex/accuracy with Fate Inversion? lol
It requires Paradox Mage and Marauder.malboro_urchin wrote:Can I get a spoiler on how to unlock the Anarchist? I'm looking forward to this class, but I can't stand playing a Temporal Warden (and I consequently haven't yet unlocked Paradox Mage)
My feedback meter decays into coding. Give me feedback and I make mods.