Reworking Chronomancy ver 2
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Re: Reworking Chronomancy ver 2
Recursion ego Shoot proc triggers neither Impact nor Weapon Folding on it, which was a bit sad and quite unexpected. (Wasn't as good of investment as I thought it was, oh well). Not sure if intended or not, so putting it here just in case.
Re: Reworking Chronomancy ver 2
^^ Did Shoot kill the monster? Impact and Weapon Folding both check to see it the monster is alive before firing. But I'll probably change that for Frayed Threads procs anyway.
I don't want to go too deep into having a second you around. Seb is working on an add-on chronomancer that will have a persistent clone. But I'll look over it anyway Parcae. I may have the Double Edge clone take a % of damage for the rest of the turn. Should be pretty easy to just put him as the target of turn procs.
Displace Damage I had way way originally set up the way it is now and I remembered over lunch why I made it percentage based. Recursion. The takeHit in actor doesn't track damage types or no_martyr flags. I could move it in with the martyr code but it's going to come much later in the effect chain. I probably will have to do it that way though. I'll look at it.
I don't want to go too deep into having a second you around. Seb is working on an add-on chronomancer that will have a persistent clone. But I'll look over it anyway Parcae. I may have the Double Edge clone take a % of damage for the rest of the turn. Should be pretty easy to just put him as the target of turn procs.
Displace Damage I had way way originally set up the way it is now and I remembered over lunch why I made it percentage based. Recursion. The takeHit in actor doesn't track damage types or no_martyr flags. I could move it in with the martyr code but it's going to come much later in the effect chain. I probably will have to do it that way though. I'll look at it.
Re: Reworking Chronomancy ver 2
I'm confused by the Bias Weave description. It looks like it should be a sustain or a passive, but the description says it's activated.
Re: Reworking Chronomancy ver 2
You can activate it to change bias, it works much like Command Staff in that regard.Parcae2 wrote:I'm confused by the Bias Weave description. It looks like it should be a sustain or a passive, but the description says it's activated.
Re: Reworking Chronomancy ver 2
Okay, doing the second run, no online profile link for obvious reasons, and it seems that things have gone horribly wrong.
This time, instead of taking Hounds on 10, I went for Threaded Combat... and what was a stroll became a nightmare. Doges have clearly just as much AoE capability as Frayed Threads, on average, but perform so much better against single targets like rares, bosses, and randbosses! (I just died 3 times in a row to Horned Horror, and I'm very very sad.)
Maybe I went wrong in some other place of my build, too; but I think that moving around Blended Threads and Frayed Threads may help with that issue.
Edit: Actually, disregard all of the above, I'm a laughing stock that forgot to put points into SotP. No wonder I had no damage.
This time, instead of taking Hounds on 10, I went for Threaded Combat... and what was a stroll became a nightmare. Doges have clearly just as much AoE capability as Frayed Threads, on average, but perform so much better against single targets like rares, bosses, and randbosses! (I just died 3 times in a row to Horned Horror, and I'm very very sad.)
Maybe I went wrong in some other place of my build, too; but I think that moving around Blended Threads and Frayed Threads may help with that issue.
Edit: Actually, disregard all of the above, I'm a laughing stock that forgot to put points into SotP. No wonder I had no damage.
Last edited by 0player on Sun Jul 13, 2014 6:33 pm, edited 1 time in total.
Re: Reworking Chronomancy ver 2
Ah, neat, thanks.
Sidenote: Trim Threads is still a Level 4 talent in the build I'm playing. Do I have the wrong version somehow? I extracted the new downloads over the relevant parts of the previous one rather than over the main 1.2.3 folder - does that matter?
Sidenote: Trim Threads is still a Level 4 talent in the build I'm playing. Do I have the wrong version somehow? I extracted the new downloads over the relevant parts of the previous one rather than over the main 1.2.3 folder - does that matter?
Re: Reworking Chronomancy ver 2
Hmm.. I never had it tier 4. It should be tier 1 now, disentangle is tier 2, bias, then preserve pattern.
Re: Reworking Chronomancy ver 2
Okay I've been trying to figure this out and I'm having no luck. My preferred paradox is 300, Willpower Paradox modifier is -60, Paradox sustain modifier is +60, for a total modified Paradox of 300. Yet, when I rest and come back to 300 Paradox, sometimes my anomaly rate is 2%, and sometimes it's 0%. The only buttons I'm pressing are Threaded Arrow, Shoot, and autoexplore.
Re: Reworking Chronomancy ver 2
I've had that issue with effective paradox of 300, too. If the old chances still apply, there's a jump 0%->nonzero when going from 300 to 301, so it's likely a rounding error (your paradox is slightly more than 300, thus anomaly chance).
Re: Reworking Chronomancy ver 2
I think he means it's available at level 4, meaning it's a tier 2, in which case he doesn't have the most recent version.edge2054 wrote:Hmm.. I never had it tier 4. It should be tier 1 now, disentangle is tier 2, bias, then preserve pattern.
Re: Reworking Chronomancy ver 2
Yeah, that's what I meant. I'm not sure what I did wrong. I downloaded a clean install from te4.org but it didn't even have the specified folder.
Re: Reworking Chronomancy ver 2
Yeah, you have to unzip it. tea is a renamed zip file that ToME uses.
Re: Reworking Chronomancy ver 2
I had unzipped it before. Must have been in the wrong place.
I repeated what I had done (I thought?), and this time it worked. Back to your normally scheduled thread.
I repeated what I had done (I thought?), and this time it worked. Back to your normally scheduled thread.
Re: Reworking Chronomancy ver 2
OK, final (?) thoughts:
This is a pretty awesome improvement, and thanks so much for making it. Double Edge could maybe use a gentle tickle with the nerf bat, but that's about it.
This is a pretty awesome improvement, and thanks so much for making it. Double Edge could maybe use a gentle tickle with the nerf bat, but that's about it.
Re: Reworking Chronomancy ver 2
I'm glad people are having fun with them. They came together a lot easier than I imagined they would and I got a lot of great ideas from you guys in the various threads posted over the years 
I've renamed Double Edge. It was a nice thought naming a talent after me but I just wasn't feeling the name.
So Guardian Unity I nerfed the duration on. It's now always 2 turns. It triggers once you take more than X% of life (scaling) and dumps X% of that damage on the clone. The clone takes X%/2 of all further damage you receive that first turn. Then sticks around for a second turn. It still has the 50% damage penalty and arrows that shoot through friendly targets.
I think it's pretty decent now.
Anyway I'll probably start PMs soon, at least clean up timeline threading. But if I don't hear of any bugs I'll probably push Darkgod this branch tomorrow.
Thanks for all the early playtesting and feedback

I've renamed Double Edge. It was a nice thought naming a talent after me but I just wasn't feeling the name.
So Guardian Unity I nerfed the duration on. It's now always 2 turns. It triggers once you take more than X% of life (scaling) and dumps X% of that damage on the clone. The clone takes X%/2 of all further damage you receive that first turn. Then sticks around for a second turn. It still has the 50% damage penalty and arrows that shoot through friendly targets.
I think it's pretty decent now.
Anyway I'll probably start PMs soon, at least clean up timeline threading. But if I don't hear of any bugs I'll probably push Darkgod this branch tomorrow.
Thanks for all the early playtesting and feedback
