Reworking Chronomancy ver 2

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

Moderator: Moderator

Message
Author
0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Reworking Chronomancy ver 2

#181 Post by 0player »

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.

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

Re: Reworking Chronomancy ver 2

#182 Post by edge2054 »

^^ 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.

Parcae2
Uruivellas
Posts: 709
Joined: Sat Jan 14, 2012 12:02 am

Re: Reworking Chronomancy ver 2

#183 Post by Parcae2 »

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.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Reworking Chronomancy ver 2

#184 Post by 0player »

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.
You can activate it to change bias, it works much like Command Staff in that regard.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Reworking Chronomancy ver 2

#185 Post by 0player »

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.
Last edited by 0player on Sun Jul 13, 2014 6:33 pm, edited 1 time in total.

Parcae2
Uruivellas
Posts: 709
Joined: Sat Jan 14, 2012 12:02 am

Re: Reworking Chronomancy ver 2

#186 Post by Parcae2 »

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?

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

Re: Reworking Chronomancy ver 2

#187 Post by edge2054 »

Hmm.. I never had it tier 4. It should be tier 1 now, disentangle is tier 2, bias, then preserve pattern.

donkatsu
Uruivellas
Posts: 819
Joined: Mon Dec 12, 2011 4:33 pm

Re: Reworking Chronomancy ver 2

#188 Post by donkatsu »

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.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Reworking Chronomancy ver 2

#189 Post by 0player »

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).

donkatsu
Uruivellas
Posts: 819
Joined: Mon Dec 12, 2011 4:33 pm

Re: Reworking Chronomancy ver 2

#190 Post by donkatsu »

edge2054 wrote:Hmm.. I never had it tier 4. It should be tier 1 now, disentangle is tier 2, bias, then preserve pattern.
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.

Parcae2
Uruivellas
Posts: 709
Joined: Sat Jan 14, 2012 12:02 am

Re: Reworking Chronomancy ver 2

#191 Post by Parcae2 »

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.

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

Re: Reworking Chronomancy ver 2

#192 Post by edge2054 »

Yeah, you have to unzip it. tea is a renamed zip file that ToME uses.

Parcae2
Uruivellas
Posts: 709
Joined: Sat Jan 14, 2012 12:02 am

Re: Reworking Chronomancy ver 2

#193 Post by Parcae2 »

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.

Parcae2
Uruivellas
Posts: 709
Joined: Sat Jan 14, 2012 12:02 am

Re: Reworking Chronomancy ver 2

#194 Post by Parcae2 »

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.

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

Re: Reworking Chronomancy ver 2

#195 Post by edge2054 »

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 :)

Post Reply