Some consolidated chronomancy ideas.

All development conversation and discussion takes place here

Moderator: Moderator

Message
Author
edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Some consolidated chronomancy ideas.

#16 Post by edge2054 »

Smearing is actually called pretty early in the whole damage process and well before displace damage is. So the initial hit that causes the smearing won't ever get displaced but the Time Dot can (which sounds a bit backwards I know but they're not even called in the same file). I might be able to move Displace Damage. I'll dig around in the engine functions a bit and see what I can do with it.

Sirioh
Cornac
Posts: 39
Joined: Tue Apr 12, 2011 3:52 am

Re: Some consolidated chronomancy ideas.

#17 Post by Sirioh »

Smearing is actually called pretty early in the whole damage process and well before displace damage is. So the initial hit that causes the smearing won't ever get displaced but the Time Dot can
That's fine, that is all I was suggesting anyway. Sort of the following:

* Displace Damage is being sustained.
T-0 Activate Damage Smearing.
T-1 Get hit by something.
T-1 Displace Damage check fails
T-1 Damage Smearing kicks in, you gain Smear.
T-2 Smear DoT applies one turn of damage
T-2 Displace Damage check succeeds, splits some damage onto another target
etc.

Though, I would've expected a damage-avoidance mechanic like Displace Damage would occur before Smearing. If I'm interpreting you correctly, right now it sounds like Smearing actually negates the benefits of Displace Damage, since the damage doesn't get a chance to be displaced. Does that also apply to other ways of mitigating/avoiding damage, such as resistance? If you have x% resist to fire and y% resist to temporal, do you take 100-Y% damage from a fire attack (e.g. only the temporal resist applies, to the smear), or 100-X%-Y% (e.g. the initial attack gets reduced by fire resist, then smeared, then the smearing is reduced by temporal resist)?

catwhowalksbyhimself
Wyrmic
Posts: 249
Joined: Sun Aug 15, 2004 1:19 am
Location: Plainville, CT

Re: Some consolidated chronomancy ideas.

#18 Post by catwhowalksbyhimself »

I mentioned something about this in irc, but posted it here as well.

Basically, this is an idea for a quest that could be used as an unlock. I am going to use Norgos Lair as an example because edge jokingly suggested this, but any western dungeon could be used, preferably one with no backup guardian.

Basically the quest starts by talking to a townsperson who tells you that his child was an adventurer killed by Norgos. If you'd already beaten it, there's additional dialogue thanking you and saying that it doesn't bring his child back. He's gotten hold of an artifact allowing time travel and wants you to go back in time and kill Norgos before his child died.

Accepting sends you back to a version of Norgos's Lair, where you much kill the bear even if you've already done so before. Doing so will erase the dungeon from the game map when you are done.

This is where things begin to go very, very wrong. First of the all, because his child never died, the quest giver never sent you on any quest and never even found the artifact, so no reward for you. Perhaps some other effects happened as well. Maybe some anomoly type stuff that happens as encounters on the main map.

Anyway, once you're returned from the east, the Lair appears again as a temporal echo or anomolly, whatever you want to call it. The dungeon now contains time ghost version of the some of the regular npc plus some other temporal type enemies. Norgos is now a Time Fracture, which you much fight at the end.

Once you've done so, time is restored, the anomolies stop happening, and the quest giver remembers both versions. Now the course of events runs so that the echo version of the lair took the place of the real one, including you slaying the boss monster if you already had. The quest giver's child still died, but he accepts that this cannot be changed.

Could be used as an unlock perhaps.
"I am the cat that walks by himself. All ways are alike to me."
--Rudyard Kipling, "The Cat That Walked By Himself"

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Some consolidated chronomancy ideas.

#19 Post by edge2054 »

Sirioh wrote: Though, I would've expected a damage-avoidance mechanic like Displace Damage would occur before Smearing. If I'm interpreting you correctly, right now it sounds like Smearing actually negates the benefits of Displace Damage, since the damage doesn't get a chance to be displaced. Does that also apply to other ways of mitigating/avoiding damage, such as resistance? If you have x% resist to fire and y% resist to temporal, do you take 100-Y% damage from a fire attack (e.g. only the temporal resist applies, to the smear), or 100-X%-Y% (e.g. the initial attack gets reduced by fire resist, then smeared, then the smearing is reduced by temporal resist)?
Damage gets smeared before resists get checked. So when you have damage smearing going the benefits really are that the damage is spread out and that you get to use temporal instead of whatever other type of resist you have. It doesn't get checked twice.

That said I'd like to add some more warden focused artifacts that have synergy with damage smearing (high temporal resist), maybe even something that reduces damage smearing cooldown.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Some consolidated chronomancy ideas.

#20 Post by edge2054 »

Also Bricks suggested giving the paradox tooltip more info, stuff like the players current paradox modifier. Considering the current game philosophy it's something I should look at.

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: Some consolidated chronomancy ideas.

#21 Post by bricks »

Since Celerity is now a passive skill, why not also offer 1/5 Celerity for completing the Temporal Rift? Rune of the Rift isn't that great for many classes, most of which would benefit from a small movement speed increase and the ability to quickly switch weapons. The Rift is also much harder for these classes, especially the first part. Perhaps the Temporal Warden could give you the choice of Rune of the Rift or one point in Celerity.

Edit: Just looked at the new Haste, it looks fun. Two things: one, "after image" is usually one word, but it could also be hyphenated; I think "after" is an awkward adjective. Two, do enemies actually target the afterimages? Not that's its too important, since global speed is already great and the afterimages could easily be used as living shields, but my experience with spells like Domination Hex shows that enemies rarely switch priorities.
Sorry about all the parentheses (sometimes I like to clarify things).

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Some consolidated chronomancy ideas.

#22 Post by edge2054 »

It doesn't use taunt but in experimenting with it the dumb AI at least seemed to attack them quite frequently. Also they're a real actor so even if they die in one hit if you're moving backwards with haste going (and possibly many levels in celerity) you'll be putting a string of actors between yourself and someone else that they might not have a choice but to attack.

I plan to go back and rebalance it still before the next beta. I'm thinking of dropping the duration way down and doubling the speed bonus (so twice as much speed but for 2 or 4 game turns instead of 8). I'd like it to be a cut above blinding speed bonus wise to justify the effect (but not on the level of Step Up or Movement infusions for obvious reasons) but to do that the duration will need to come down. I'll probably tweak the summon time on the after images too.

As for Celerity, I'm really not a fan of just giving that talent away. I know a lot of people would love to see other classes get it but I don't think a free talent point is the way to do it. How about if I turn it into an actor attribute so we can add it to an ego or an artifact? If other classes had to give something up for it (like an equipment slot) I think it would still feel like a niche skill for Wardens and players could experiment with it without it feeling like a freebie.

omni
Thalore
Posts: 127
Joined: Thu Sep 29, 2011 6:55 pm

Re: Some consolidated chronomancy ideas.

#23 Post by omni »

So, I was sitting back thinking about some interesting things you could do with a more direct frontline fighter/thief type chronomancer, and came up with the idea that for people who are manipulating time are manipulating fate, and could seem extremely fortunate, and seeming like they take particularly daring risks that always pan out in their favor. So, I submit this idea for a talent tree to use at your discretion.

Foresight in Battle
-Timing the Counter Attack Moderate CD, short/moderate offensive self buff that inflicts -neg status on whatever hits you.
When you fight, it's all about timing. You focus your attention to glimpses of the future onto where your enemy leaves himself open after his assaults. With the way your going to stick him back, he'll wish he never hit you to begin with.
For (X turns), any enemy that hits you loses X (defense? armor? resist?) or... (you gain chance to critical? resistance penitration?) for X turns.
-You Can See it Coming (paradox sustain), SHORT cd, buff.
You focus your glimpses of the near future into those attacks coming at you, and made sure you weren't there. Fate says that -someone- has to be there to take the blow though. Be careful, sometimes focusing so much on the short term will put you at risk for the longer battle. Whenever targeted by a single target attack (spell, melee, ranged) you have a 20-60% chance to swap positions with an adjacent enemy, who is substituted as the target of the attack. It will not cause an enemy to strike itself.
-Destined to Duel Moderate/Long cooldown defensive buff.
Manipulating fate in battle can make things seem like a duel. You quickly pull at the timeline so that you and a choice enemies destinies are intertwined to battle. In a crowd it's as if destines saying it should just be fighting him and him alone.
For X turns, gain +X% resists all around- except against the enemy you're destined to battle. Lasts X turns.
-Fate's Killing Stroke. Short CD attack. Should be moderate damage attack, high damage when combined with timing the retribution.
Sometimes it's not someone destined in time to do something- it's something destined to do something. With great precision you call on your weapon to be destined to kill it's foes in a stoke that resonates in time.
You attack, all damage being converted to temporal, with +X% chance to critcal, with +X% to your critical multiplier, and pierces X% of your enemies resistances.

I'll be the first to say that scaling the appropiateness of the tree isn't going to be my specialty, hence the loads of X's and the occasional "pick the effect."

But the idea of the tree is that you're stealing glimpses of how the battles going to go in the middle of battle, and occasionally nudging fate so you seem incredibly prescient, or lucky, for where to stand, and where to strike next.

My favorite in flavor is "You Can See it Coming," which I imagine as you ducking and dodging constantly in battle as you focus on where your enemies are striking and how, and putting someone else in your place. It can be risky though as it can get triggered multiple times in a turn, and you can end up somewhere wholly unexpected (such as out of that hallway into the room with the crowd) because your actor was focusing on the short term, not the long term. Occasionally you'll get particularly lucky and dodge particularly damaging blows- but, your weakness is that it's kind of hard to substitute someone else into an AoE.

IF you get thrown into the middle of a crowd, destined to duel is designed to get you back where you need to be. You try to hack your way back to the front of the hallway or back to the enemy you're "Dueling." It also grants you good resistances versus say, summons or bosses as you cinematically ignore the add-ons and take on the big boss.

Fate's killing stroke is designed to be the true offensive front of the tree, and should be particularly potent versus targets affected by timing the retribution. You're going to want to be an opportunist as you roll around letting your enemies hit eachother, someone gets a blow through, you hit them with a killing stroke. Against bosses, you may activate destined to duel and you saw it coming, let the boss and the minions smack eachother around while you fate's killing stroke the mini mobs until it's just you and the boss, and then you two have a nice and quiet chat involving fate's killing stroke nearly always boosted by timing the counterattack.

Anyways, ordering the talents and balancing is entirely up to you, I just had the idea that a chronomancer type rogue character is going to be particularly hard to actually target, seem entirely too lucky, and be entirely too opportunistic in battle, but is going to have a hard time focusing on any one thing because he's focusing on the future and where to be and where's best to strike- not on the present moment.

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: Some consolidated chronomancy ideas.

#24 Post by bricks »

edge2054 wrote:As for Celerity, I'm really not a fan of just giving that talent away. I know a lot of people would love to see other classes get it but I don't think a free talent point is the way to do it. How about if I turn it into an actor attribute so we can add it to an ego or an artifact? If other classes had to give something up for it (like an equipment slot) I think it would still feel like a niche skill for Wardens and players could experiment with it without it feeling like a freebie.
Totally understandable. It would definitely be a cool ego or artifact effect. I think that the TW-associated items should get it (perhaps as a set bonus for the sword/dagger) so other classes have more reason to use them (also, Epoch's Curve still needs to be made more available, as you suggested a while back). It'd still be nice to have another option for the Rift, but I don't have any ideas. :/ Temporal Wake would kind of be cool as an alternative artifact rune reward, but eh. The reward doesn't need to fit every class. (On a somewhat-related note, egos/artifacts that granted Lethality or Corrupted Strength would be interesting.)

Speaking of the Rift, the Chronolith Twins are much more fun to fight now. However, since they like to run out into the water and debuff the player, the fight is really tough for anyone who lacks waterbreathing and directed mobility skills. If there's a way to keep them off the water, that'd be nice. Perhaps the water could be poisonous in the corrupted version of Lake Nur to encourage the player to keep out, too.
Sorry about all the parentheses (sometimes I like to clarify things).

Sirioh
Cornac
Posts: 39
Joined: Tue Apr 12, 2011 3:52 am

Re: Some consolidated chronomancy ideas.

#25 Post by Sirioh »

edge2054 wrote:
Sirioh wrote: Though, I would've expected a damage-avoidance mechanic like Displace Damage would occur before Smearing. If I'm interpreting you correctly, right now it sounds like Smearing actually negates the benefits of Displace Damage, since the damage doesn't get a chance to be displaced. Does that also apply to other ways of mitigating/avoiding damage, such as resistance? If you have x% resist to fire and y% resist to temporal, do you take 100-Y% damage from a fire attack (e.g. only the temporal resist applies, to the smear), or 100-X%-Y% (e.g. the initial attack gets reduced by fire resist, then smeared, then the smearing is reduced by temporal resist)?
Damage gets smeared before resists get checked. So when you have damage smearing going the benefits really are that the damage is spread out and that you get to use temporal instead of whatever other type of resist you have. It doesn't get checked twice.

That said I'd like to add some more warden focused artifacts that have synergy with damage smearing (high temporal resist), maybe even something that reduces damage smearing cooldown.
Going back to this topic for a second...

If the purpose of Damage Smearing is purely to "buy you time" to deal with large incoming damage, rather than actually acting as a source of active* survivability, then I guess there's no merit in my suggestion. Getting double benefit out of resistances through Damage Smearing would certainly improve its function as a survivability cooldown, but failing that I'd like to see some talent-based temporal resistance available somewhere^. To that end:

You mentioned moving Static History to Time Travel. If you do that, may I suggest also moving Strength of Purpose and Quantum Feed to Chronomancy (making this tree essentially "exploit time for personal, sustained, passive buffs"), move Foresight to Temporal Combat, Damage Smearing to Tier 3, and as a Tier 4 power in Temporal Combat either: a new sustain that offers temporal resistance, or a new activated talent that allows you to prematurely end Damage Smearing, but cause any remaining damage to instantly affect you and all targets within a radius (maybe or maybe not including LoS, if that's possible). I don't know if that would go too far into Paradox Mage territory, having a powerful temporal nuke, but that it affects yourself makes it a very tactical decision to use. My desire would actually be to combine the two, but I don't know if that's possible or balanced (and my view of balance is skewed by the power of archmages).

*Obviously Damage Smearing is still an activate survivability talent, it's just not quite as strong as it looks because you have to plan better do deal potentially large amounts of delayed damage, and potentially without the benefit of your resistance to that damage. Personally I think this is a 'trick' since a player would assume all other mitigation and avoidance applies before the damage gets smeared. Maybe mention the special case somehow in the talent (something about "smearing the potential" rather than the actual effect).
^Given that I've never done more than five steps in the East (managed to get out of the first cave, but died to a patrol), I don't know how common or easy it is to get temporal resistance late-game.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Some consolidated chronomancy ideas.

#26 Post by edge2054 »

The Chronomancy tree belongs to both classes.

It's also substantially changed for next beta.

Precognition - As is.
Spin Fate - A passive that buffs your Defense and Saves everytime they're called by your talent level (or double your talent level if Precognition is going) up to a maximum tl *10 bonus.
Foresight - Is now a passive that triggers when Precognition ends, mapping the terrain in a radius and detecting objects, traps, and creatures.
Moment of Prescience - Can only be cast when Precognition is active and removes your Precognition effect (basically an opt out on Precog). Also grants the Prescience buff which grants you detect stealth and see invis as well as a Accuracy, Physical Power, Mind Power, or Spellpower if you have active Spin going.

I think Wardens will find this tree more useful then Paradox Mages (they can make better use of the Accuracy and Defense on Presciene and Foresight which will be the easiest thing to stack). Also the Energy tree is pretty nice so I imagine most Paradox Mages will want to invest in that.

As to Temporal Resist for Wardens I'll think about it. I think Smearing is actually a pretty powerful effect even if you don't double up on the resists, maybe the damage could be spread out more though (10 turns instead of 6). One thought I've had is either a leather or mail mid or late game artifact that could grant some temporal resist and the celerity effect with maybe a bonus for chronomancer classes (maybe even more bonus temporal resist or something). I think we need more late game temporal damage though to justify putting a lot of temporal resist on late game artifacts though which is something else I'm trying to work on.

Postman
Archmage
Posts: 335
Joined: Fri Dec 03, 2010 5:34 pm

Re: Some consolidated chronomancy ideas.

#27 Post by Postman »

Possible functional alternative to Spin Fate - anti-debuff, kind of like beneficial age reversion. Turn state of buffs/debuffs back in time 1 turn and prevent debuffs(including removal of buffs) for 1-5 turns.
About Moment of Prescience - wouldn't it make Time Travel excessive?

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Some consolidated chronomancy ideas.

#28 Post by edge2054 »

The Chronomancy Tree will basically be the Precognition tree for all intents and purposes. The way it's been rewritten all of the spells synergize and work with Precognition. So in a nut shell, yes. People who invest heavily in that tree will be using Precognition a lot. As to it being excessive or not that's a matter of perspective. If people don't want to rely on Time Travel that much they can skip the tree and spend their generic points elsewhere (or just invest in the first couple of talents). Wardens will still have combat training, spacetime folding, and any racial trees they have access too to dump points into. Paradox Mages will still have energy and spacetime folding.

As to the Spin Fate alternative the talent will to a degree do what you're suggesting. Especially if you have it maxed out and are using it during a Precog (+10 to the respective save each time it's called is a 1 turn duration reduction in the SVN).

I see a character that's invested heavily in Chronomancy to play like this.

See Enemy up ahead, cast Precognitoin and engage. Fight for awhile, building defensive Spin up. Cast Moment of Prescience to cancel Precog and turn all that defensive Spin into offensive spin or let Precognition expire if the player is feeling overwhelmed. If Precog is canceled Foresight will pop the Vision effect where the character is. If Precog expires naturally the game will load and then pop Foresight. Either way giving the character a better idea of what's going on in the immediate area.

Postman
Archmage
Posts: 335
Joined: Fri Dec 03, 2010 5:34 pm

Re: Some consolidated chronomancy ideas.

#29 Post by Postman »

Sounds fun :)

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: Some consolidated chronomancy ideas.

#30 Post by bricks »

Kind of a bug report, but Spin Fate's defense bonus is really, really good. Some sort of scaling for the effect might be in order, though it feels more like an issue with the accuracy/defense change than the talent.

As far as the Chronomancy tree goes, it seems a little like 1/5/1/x is the best investment. I'm currently 1/5/1/1 and am considering putting more points into the last talent so I can get a bigger accuracy bonus for longer time, though accuracy has yet to be an issue. Precognition's scaling on duration seems really good, so I might be undervaluing that; the foresight effect is really incredible, too, so I may just need to learn how to use the tree more effectively.

Edit:

It hasn't been too much of an issue yet (my TW bugged after failing the ambush, like others), but having no easy access to a paradox-decreasing skill is sort of unfortunate, since it makes Time Travel feel like a required unlock (for Static History). Some sort of passive, albeit minor paradox-decreasing talent would seem thematically and practically appropriate for Temporal Wardens. Perhaps a small "paradox drain" effect when dealing Temporal damage? Something like "Additionally, whenever you deal Temporal damage, there is a 10% chance of repairing space-time, reducing your paradox by 5% of the damage dealt." for one of the sustained talents. Of course, this messes with Paradox damage scaling, in the few instances where that affects TWs, so maybe there's no easy solution. I just worry about places like the Prides where you can be stuck in a battle that spans the entire map, with no time to use Spacetime Tuning.
Sorry about all the parentheses (sometimes I like to clarify things).

Post Reply