Luminosity Anorithil Rework: feedback appreciated.
Posted: Mon Dec 22, 2014 6:48 pm
Go get it while it's hot: http://te4.org/games/addons/tome/luminosity
http://forums.te4.org/viewtopic.php?f=39&t=42928 original idea by Donkatsu.
Luminosity
Effectively Positive Energy, same default start of 50, same rating of 3 per level, same Fatigue influence.
Twilight
Allows you to have negative Luminosity, up to your max positive one. Reduces level rating by 1 per level (sic), but it works to both sides.
Part of spells receive linear bonus by up to 50% when your bar is full, part conversely, when your bar is empty. Note that the bonus/antibonus may be less (or more!) than 50%, because this calculates off your "true maximum", unaffected by sustains.
Also provides an offset percentage bonus to all affected spells, scales with talent level.
Activate to temporarily remove modifiers and povide benefits to certain talents.
Upon learning Twilight, your sustains will not deactivate upon reaching low Luminosity.
Heavenly Attunement
You learn this when you learn Twilight. Attune either to Sun, to Stars or to none, having your resting regeneration (2 per turn) be directed towards maximum, minimum or none at all.
It's Command Staff-esque.
Jumpgates
As per donkatsu's idea, have an accuracy instead of max range. Tempted to make accuracy downscale with your actual range from the gate, but left as-is for now.
Twilight Surge
Moved to Twilight, damage made of one type and buffed.
Shadow Simulacrum
All damage is converted to darkness. Receives half of your Twilight bonus as all damage increase. Damage done by copy is divided by its rank.
Now can work on bosses, and receives fracton of maximum health and full resources immediately. Disables all sustains and effects, however.
Circles
Circle of Sanctity costs purely 10 lumi, Circle of Warding purely -10, as per donkatsu's suggestion.
Circle of Blazing Light now deals purely Light damage and increases your Spell Save.
Blood Red Moon
Raises your Critical Chance and Luminosity Maximums. These maximums do not count towards "true maximum".
Totality
Now only reduces cooldowns of spells benefitting from Positive if your Luminosity is Positive, and vice versa.
Corona
Only generates bolts when you're around zero. If you're more than 4 to a certain side, it will only generate bolts of one type, rapidly escalating you away from zero. Light bolts will generate luminosity, unlike in vanilla.
Range lowered to 5.
Darkest Light
Deactivates upon filling to full, fills much faster due to generally having ~4x mor espace than in vanilla. Upon deactivation, sends you rocketing into darkness and explodes into light.
Sunlight tree
All costs made POSITIVE luminosity costs, so you have a good positive sink.
Searing Light's damage upped, as per donkatsu's suggestion.
Sun Flare now damages from level 1. Nerfing blind duration didn't seem warranted.
Blazing Blast
Replaces firebeam. Strong long DoT and resist shred per turn.
Star Fury tree
Starfall costs a lot now.
Twilight Surge sends you towards the maximum you're heading to, cannot be cast if you're at zero. Damage unchanged.
Shadow Blast additionally severely debuffs damage of targets inside as long as you're in negatives.
Lunacy
Replaces moved Twilight Surge. Targeted range 5 radius 2 Mindblast equivalent, confuse resist scales with Luminosity.
Light tree
Half benefit from Twilight.
Bathe in Light's heal mod does not benefit from Twilight and is nerfed a bit.
Providence heal now can crit and is per-turn heal rather than regen increase, as advertised.
Shield of Light
Working as intended. I hope. Please test it if you can, too.
Known issues
Liches are not tested.
Chants and Hymns need revisiting.
Jumpgate needs revisiting.
Sincerely yours, 0player.
http://forums.te4.org/viewtopic.php?f=39&t=42928 original idea by Donkatsu.
Luminosity
Effectively Positive Energy, same default start of 50, same rating of 3 per level, same Fatigue influence.
Twilight
Allows you to have negative Luminosity, up to your max positive one. Reduces level rating by 1 per level (sic), but it works to both sides.
Part of spells receive linear bonus by up to 50% when your bar is full, part conversely, when your bar is empty. Note that the bonus/antibonus may be less (or more!) than 50%, because this calculates off your "true maximum", unaffected by sustains.
Also provides an offset percentage bonus to all affected spells, scales with talent level.
Activate to temporarily remove modifiers and povide benefits to certain talents.
Upon learning Twilight, your sustains will not deactivate upon reaching low Luminosity.
Heavenly Attunement
You learn this when you learn Twilight. Attune either to Sun, to Stars or to none, having your resting regeneration (2 per turn) be directed towards maximum, minimum or none at all.
It's Command Staff-esque.
Jumpgates
As per donkatsu's idea, have an accuracy instead of max range. Tempted to make accuracy downscale with your actual range from the gate, but left as-is for now.
Twilight Surge
Moved to Twilight, damage made of one type and buffed.
Shadow Simulacrum
All damage is converted to darkness. Receives half of your Twilight bonus as all damage increase. Damage done by copy is divided by its rank.
Now can work on bosses, and receives fracton of maximum health and full resources immediately. Disables all sustains and effects, however.
Circles
Circle of Sanctity costs purely 10 lumi, Circle of Warding purely -10, as per donkatsu's suggestion.
Circle of Blazing Light now deals purely Light damage and increases your Spell Save.
Blood Red Moon
Raises your Critical Chance and Luminosity Maximums. These maximums do not count towards "true maximum".
Totality
Now only reduces cooldowns of spells benefitting from Positive if your Luminosity is Positive, and vice versa.
Corona
Only generates bolts when you're around zero. If you're more than 4 to a certain side, it will only generate bolts of one type, rapidly escalating you away from zero. Light bolts will generate luminosity, unlike in vanilla.
Range lowered to 5.
Darkest Light
Deactivates upon filling to full, fills much faster due to generally having ~4x mor espace than in vanilla. Upon deactivation, sends you rocketing into darkness and explodes into light.
Sunlight tree
All costs made POSITIVE luminosity costs, so you have a good positive sink.
Searing Light's damage upped, as per donkatsu's suggestion.
Sun Flare now damages from level 1. Nerfing blind duration didn't seem warranted.
Blazing Blast
Replaces firebeam. Strong long DoT and resist shred per turn.
Star Fury tree
Starfall costs a lot now.
Twilight Surge sends you towards the maximum you're heading to, cannot be cast if you're at zero. Damage unchanged.
Shadow Blast additionally severely debuffs damage of targets inside as long as you're in negatives.
Lunacy
Replaces moved Twilight Surge. Targeted range 5 radius 2 Mindblast equivalent, confuse resist scales with Luminosity.
Light tree
Half benefit from Twilight.
Bathe in Light's heal mod does not benefit from Twilight and is nerfed a bit.
Providence heal now can crit and is per-turn heal rather than regen increase, as advertised.
Shield of Light
Working as intended. I hope. Please test it if you can, too.
Known issues
Liches are not tested.
Chants and Hymns need revisiting.
Jumpgate needs revisiting.
Sincerely yours, 0player.