I'll give it ranged AI. It's also controllable fyi.Parcae2 wrote:Just saw that the new Paradox Clone talent shares damage between you and the summon. Doesn't that make the talent kind of useless? I don't relish the prospect of getting one-shotted because my clone was too dumb to step out of melee range.
Reworking Chronomancy ver 2
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Re: Reworking Chronomancy ver 2
Re: Reworking Chronomancy ver 2
The basic point, though, is that no sane person would leave half their life in the hands of the AI - not to mention taking double damage from every AoE attack. There's a Solipsist talent that does basically the same thing - a controllable summon that shares damage. No one ever takes it.
I hope you don't have the impression that I'm only coming into this thread to complain. I'm very excited about this revision! But this really doesn't look like a talent that anyone would ever take. The only thing that it would do is make it easier to get one-shotted by enemy PMs.
I hope you don't have the impression that I'm only coming into this thread to complain. I'm very excited about this revision! But this really doesn't look like a talent that anyone would ever take. The only thing that it would do is make it easier to get one-shotted by enemy PMs.
Re: Reworking Chronomancy ver 2
You'd take normal damage from an AoE attack. Maybe I didn't word it right. You split damage with the clone. So if you get hit for 50 you each take 25.
It's literally Chronotwin/Chronoclone the spell.
It's literally Chronotwin/Chronoclone the spell.
Re: Reworking Chronomancy ver 2
Phase Shield chat: if you get hit by an Anomaly and Phase Shield is not on cooldown, X% chance (based on other talents in tree) it activates for free (no resources, talent stays off cooldown). Would encourage not popping it at the start of fights, and having Anomalies.
Ghoul never existed, this never happened!
Re: Reworking Chronomancy ver 2
Is the spreadsheet up to date?
I still like the idea of a Soften for Matter, which would weaken enemies and reduce their physical resistance.
That way you have an opposite to Harden and Shatter and Entomb are already opposites.
I still like the idea of a Soften for Matter, which would weaken enemies and reduce their physical resistance.
That way you have an opposite to Harden and Shatter and Entomb are already opposites.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Reworking Chronomancy ver 2
Nah. It's not up to date.HousePet wrote:Is the spreadsheet up to date?
I still like the idea of a Soften for Matter, which would weaken enemies and reduce their physical resistance.
That way you have an opposite to Harden and Shatter and Entomb are already opposites.
I finished Paradox up last night and will finish Gravity today. I'll probably do a Phasing tree still (unlocked), rename Phase Shift too Void Walk or something (suggestions welcome), and still do another locked tree or two. Probably Induced Phenomena, not sure what else.
grayswandir had an idea on IRC to make an arena style talent for phasing. Basically phase shifted actors would take and deal less damage from non-phase shifted actors.
I think there's probably enough there for a tree. I'll have to think about it some but some preliminary ideas are...
Phase Shift - Moves you out of phase
Desync - Targets in a ball move in and out of phase each turn, taking temporal or physical damage depending on which phase state they're in.
Phase Walk - You may move through walls while out of phase
Phase Blast - Deals AoE damage around you when your phase state changes.
Other ideas.
A cooldown reset for phase abilities. A mass dephasing of some kind that's not random. I don't know. Kinda spitballing. I really like the idea though and if you guys have any ideas to contribute feel free

Re: Reworking Chronomancy ver 2
Mass dephasing: make it an expanding circle, kinda like Water/Tidal Wave but only the outer ring does anything. Possible twist: the duration is set, but the speed at which the wave front travels increases with talent level, netting you more range. Also high talent levels may generate a second pulse (?)
Ghoul never existed, this never happened!
Re: Reworking Chronomancy ver 2
I like it. Thinking Phase Pulse would be a good name.jotwebe wrote:Mass dephasing: make it an expanding circle, kinda like Water/Tidal Wave but only the outer ring does anything. Possible twist: the duration is set, but the speed at which the wave front travels increases with talent level, netting you more range. Also high talent levels may generate a second pulse (?)
Re: Reworking Chronomancy ver 2
Hmm. Killed a Headless Horror's last eye with Braided Blade (and braiding) leaving him at 90% resist all. IIRC they should have less than that when all the eyes are gone. Might me some wonky interaction there...
Ghoul never existed, this never happened!
Re: Reworking Chronomancy ver 2
Paradox Mages are close to finished if anyone that got git set up wants to check them out. They're still in my local branch. I think I'll do Induced Phenomena with some alterations to make it feel more anomaly focused and then post a build for people to play with.
I might still do a warp or phase tree (possibly locked at this point) and might do a void tree based around temporal horrors (this would be a bonus tree unlocked by completing some quest or killing an npc, like some of the mage trees). But I might not. We'll see how it goes.
I might still do a warp or phase tree (possibly locked at this point) and might do a void tree based around temporal horrors (this would be a bonus tree unlocked by completing some quest or killing an npc, like some of the mage trees). But I might not. We'll see how it goes.
Weird, they shouldn't have any interactions. The eyes use an on_die function to remove resists. Each previous eye should have removed 30% resist all too.jotwebe wrote:Hmm. Killed a Headless Horror's last eye with Braided Blade (and braiding) leaving him at 90% resist all. IIRC they should have less than that when all the eyes are gone. Might me some wonky interaction there...
Re: Reworking Chronomancy ver 2
Any time I try to fetch something from your git, it asks for a password.
Re: Reworking Chronomancy ver 2
Alright, here's what I'm thinking.
Induced Phenomena
Cosmic Cycle - Sustain
Create a field of Causality around you with a radius equal to your paradox divided by 100. When cosmic cycle expands you gain a time shield for X turns that protects you from X damage. When it contracts all creatures within the radius take X temporal damage. At tl 3 and 5 the base radius of the Cosmic Cycle is increased by 1.
Polarity Shift - Active
Shifts the polarity of your Cosmic Cycle. Moving into an expansion phase gains you X% of a turn per creature within the field. Moving into a contraction phase causes creatures within the field to lose X% of a turn.
Delayed Blast - Passive
Temporal damage you deal to creatures within your Cosmic Cycle has an X% chance of causing a physical blast at the start of your next turn that knocks creatures back in a radius of X. Physical damage you deal to creatures within your Reverse Causality field has an X% chance of causing temporal static that will jump from one creature to another each turn for X turns, dealing X temporal damage each time it jumps. Each of these effects can only occur once per turn.
Reverse Causality - Passive
When a creature leaves your expanding Cosmic Cycle you're healed for X% of the damage it last did to you. When a creature enters your contracting Cosmic Cycle one of your talents on cooldown has its cooldown reduced by X.
Induced Phenomena
Cosmic Cycle - Sustain
Create a field of Causality around you with a radius equal to your paradox divided by 100. When cosmic cycle expands you gain a time shield for X turns that protects you from X damage. When it contracts all creatures within the radius take X temporal damage. At tl 3 and 5 the base radius of the Cosmic Cycle is increased by 1.
Polarity Shift - Active
Shifts the polarity of your Cosmic Cycle. Moving into an expansion phase gains you X% of a turn per creature within the field. Moving into a contraction phase causes creatures within the field to lose X% of a turn.
Delayed Blast - Passive
Temporal damage you deal to creatures within your Cosmic Cycle has an X% chance of causing a physical blast at the start of your next turn that knocks creatures back in a radius of X. Physical damage you deal to creatures within your Reverse Causality field has an X% chance of causing temporal static that will jump from one creature to another each turn for X turns, dealing X temporal damage each time it jumps. Each of these effects can only occur once per turn.
Reverse Causality - Passive
When a creature leaves your expanding Cosmic Cycle you're healed for X% of the damage it last did to you. When a creature enters your contracting Cosmic Cycle one of your talents on cooldown has its cooldown reduced by X.
Re: Reworking Chronomancy ver 2
I'd be really careful with the shield on Cosmic Cycle. That's an instant cast damage shield with no cooldown, that the player could potentially be refreshing every other turn if they play their cards right. The mechanic is really cool and rewards intelligent play, but I think giving it a value comparable to other damage shields like the Archmage Time Shield would be too much.
Re: Reworking Chronomancy ver 2
So it might come out to, what, the equivalent of an average 300 point health regen in the endgame? Maybe 500 if you're leveraging it really well? Fungus is a heck of a lot better while still being crap on higher difficulties, so I'm not too worried. Bear in mind that what makes the Archmage Time Shield so good is Aegis.