[v1.3.0+] Actually Usable Damage Reduction
Posted: Sat Jan 26, 2019 2:51 am
It's the biggest schmuck bait in the game (although in fairness, Draconic Will runs it a pretty close second). I mean, who doesn't like damage reduction, right? Well, here's some, already built right into your wild infusions and phase door runes. And all you have to do to get that damage reduction is either wreck your tactical positioning (likely dropping you into even more danger than you were in when you decided you needed damage reduction in the first place) or put your primary source of detrimental effect removal on cooldown precisely when you're most likely to need it.
Needless to say, this is not remotely an acceptable price to pay for what frankly amounts to a not terribly impressive duration of not terribly impressive damage reduction. After some experimenting with various ways of mitigating the problem, I've concluded that the best approach is to decouple the damage reduction from the inscriptions' primary functions. The result is my new Actually Usable Damage Reduction addon, which modifies wild infusions and phase door runes to confer two separate talents with separate cooldowns. For completeness, the Primal Infusion is also modified in an analogous manner.
And no, this one is definitely not going into ZOmnibus.
[Technical notes:
Needless to say, this is not remotely an acceptable price to pay for what frankly amounts to a not terribly impressive duration of not terribly impressive damage reduction. After some experimenting with various ways of mitigating the problem, I've concluded that the best approach is to decouple the damage reduction from the inscriptions' primary functions. The result is my new Actually Usable Damage Reduction addon, which modifies wild infusions and phase door runes to confer two separate talents with separate cooldowns. For completeness, the Primal Infusion is also modified in an analogous manner.
And no, this one is definitely not going into ZOmnibus.

[Technical notes:
Code: Select all
Hooks:
ToME:load [to modify existing inscription talents and load our new talents]
Superload:
mod.class.Actor:
getTalentFullDescription() [to include secondary talent in inscription description]
setInscription() [to start cooldown on secondary talent as needed]
mod.class.Object:
getDesc() [reproduce Enhanced Object Compare's description changes on the secondary talent]