Reworking Chronomancy ver 2
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Re: Reworking Chronomancy ver 2
Fungus does not get you anywhere near 500 health regen nor does it work when you're already at full health. Every other turn Time Shield would. In fact Archmage Time Shield without Aegis at a measly 54 spellpower is already 500 health, and 54 spellpower is nothing close to endgame.
Re: Reworking Chronomancy ver 2
1. Every OTHER turn, so cut those numbers in half.
2. By Fungus, I mean Ancestral Life, which is an instant heal to full for every heal you have (which, with that one talent that resets your wild gifts, is usually in the double digits).
2. By Fungus, I mean Ancestral Life, which is an instant heal to full for every heal you have (which, with that one talent that resets your wild gifts, is usually in the double digits).
Re: Reworking Chronomancy ver 2
A sustained shield generator should never be as powerful as an active shield on raw numbers anyways.
Just too easy to leverage, combination of power and mindlessness that isn't good for the game.
I'm not worried about an every other turn Time Shield as much as I am a Time Shield that's constantly up every five turns on a player that is staring blankly and mashing buttons. (Though the former isn't good either IMO.)
Just too easy to leverage, combination of power and mindlessness that isn't good for the game.
I'm not worried about an every other turn Time Shield as much as I am a Time Shield that's constantly up every five turns on a player that is staring blankly and mashing buttons. (Though the former isn't good either IMO.)
Re: Reworking Chronomancy ver 2
Yeah, that point I agree with. It makes the optimal strategy one of constantly managing your paradox as you explore, so that you aren't caught by an enemy with your shield down. I don't think it's too strong, necessarily, but it's too fiddly.
I get that you're asked a lot to include Time Shield for PMs, but I don't think this is the way to do it. I preferred the original reduce-enemy-damage concept. If anything, it's the Archmage tree that should change.
Edit: Or maybe it could work like the old Time Shield, where the base shield is very strong but the damage returns as temporal damage over time. You could also have it be on by default (to help auto-exploring), but be unable to recur while you are taking temporal damage from the effect.
Edit edit: Or how about this: When the shield expands, it converts all incoming damage to temporal for a few turns, with a cooldown. When it contracts, it grants X physical resistance and converts all incoming damage to physical, again for a few turns and with a cooldown.
I get that you're asked a lot to include Time Shield for PMs, but I don't think this is the way to do it. I preferred the original reduce-enemy-damage concept. If anything, it's the Archmage tree that should change.
Edit: Or maybe it could work like the old Time Shield, where the base shield is very strong but the damage returns as temporal damage over time. You could also have it be on by default (to help auto-exploring), but be unable to recur while you are taking temporal damage from the effect.
Edit edit: Or how about this: When the shield expands, it converts all incoming damage to temporal for a few turns, with a cooldown. When it contracts, it grants X physical resistance and converts all incoming damage to physical, again for a few turns and with a cooldown.
Re: Reworking Chronomancy ver 2
Conversion to temporal damage is too similar to Damage Smearing.
I'm thinking of making it just a Damage Shield, using Barrier as a baseline, and having the other one be like Corona, producing a temporal bolt that fires at each enemy within the radius. I think it's an interesting enough mechanic that simpler effects for it are probably better for it anyway.
Delayed Blast then would produce only physical damage balls that would have a chance of dazing (I'd use the same damage type I wrote for Impact). I might leave the proc chance low but not put a proc limit on it (so it has nice synergy with the Corona effect).
I hear what you guys are saying though about it possibly proccing to often. Polarity Shift probably won't trigger Cosmic Cycle. Or if it did it wouldn't be an instant cast.
I'm thinking of making it just a Damage Shield, using Barrier as a baseline, and having the other one be like Corona, producing a temporal bolt that fires at each enemy within the radius. I think it's an interesting enough mechanic that simpler effects for it are probably better for it anyway.
Delayed Blast then would produce only physical damage balls that would have a chance of dazing (I'd use the same damage type I wrote for Impact). I might leave the proc chance low but not put a proc limit on it (so it has nice synergy with the Corona effect).
I hear what you guys are saying though about it possibly proccing to often. Polarity Shift probably won't trigger Cosmic Cycle. Or if it did it wouldn't be an instant cast.
Re: Reworking Chronomancy ver 2
First, at endgame spellpower values Time Shield goes up higher than just 500, 500 is just what you get at mid-game amounts of spellpower. Second, it comes with healing on top of that. Third, Ancestral Life doesn't heal you by itself, you still need at least five other heals that "heal to full", and 4/5 Nature's Equilibrium to get your double digit numbers of instant heals. You are literally comparing 7 talents to just the 1 paradox sustain, and those 7 talents put together aren't even as good as the 1 paradox sustain. Fourth,Parcae2 wrote:1. Every OTHER turn, so cut those numbers in half.
2. By Fungus, I mean Ancestral Life, which is an instant heal to full for every heal you have (which, with that one talent that resets your wild gifts, is usually in the double digits).
Fifth, the only reason Fungus isn't good on higher difficulties is because it doesn't help against oneshots. Time Shield does. You can bet your butt that if overhealing somehow gave you a damage shield instead, Fungus WOULD be a top-tier defense. So no, a full-strength instant Time Shield every other turn would be VERY powerful. Not enough to completely break the entire class by itself, just somethingSageAcrin wrote:A sustained shield generator should never be as powerful as an active shield on raw numbers anyways.
donkatsu wrote:I'd be really careful with
Re: Reworking Chronomancy ver 2
You're probably right. In any case, we'll see how it stacks up as part of the class's defenses as a whole. They already have quite a few defensive talents, and, unlike for TWs, most of them are in unlocked trees.
Re: Reworking Chronomancy ver 2
Well it's done and pushed. Once I get some icons I'll package a test build.
Here's how it turned out.
Here's how it turned out.
edge2054 wrote:Alright, Induced Phenomena written.
Cosmic Cycle
A sustain that's radius expands and contracts based on your Paradox. When it expands it unleashes temporal bolts. When it contracts it gives you a damage shield.
Polarity Shift
Shifts the Polarity on your Cosmic Cycle. If you move it into expansion mode you gain X% of a turn per enemy in the radius. If you move it into contraction mode enemies lose X% of a turn.
Delayed Blast
The bolts unleashed by your cosmic cycle create a radius 1 blast that deals physical damage at the start of your next turn. This blast can daze enemies.
Reverse Causality
When a creature enters your expanding cosmic cycle you heal X life. When a creature leaves your contracting cosmic cycle, one talent on cooldown has its cooldown reduced by X.
Re: Reworking Chronomancy ver 2
Any chance I could get the git password so that I can download the latest version?
Re: Reworking Chronomancy ver 2
Try this address. The first one I posted in this thread was my push address.
edge2054 wrote: *edit* Or maybe try my other address
http://git.net-core.org/edge2054/t-engine4.git
I may have given you the push address :/
Re: Reworking Chronomancy ver 2
You are coding entire classes in less time than it takes me to finish playing one.
Edge you are a monster. Either that or a real life chronomancer.
Edge you are a monster. Either that or a real life chronomancer.
Re: Reworking Chronomancy ver 2
I can't get it to work. When I download that version and use the old dlls and exe, I see the TW changes but none of the PM ones.edge2054 wrote:Try this address. The first one I posted in this thread was my push address.
edge2054 wrote: *edit* Or maybe try my other address
http://git.net-core.org/edge2054/t-engine4.git
I may have given you the push address :/
Could we maybe get a zipped upload for the hopelessly incompetent?
Re: Reworking Chronomancy ver 2
You should have a paradox_mage branch that you'll need to click on to check out.Parcae2 wrote:I can't get it to work. When I download that version and use the old dlls and exe, I see the TW changes but none of the PM ones.edge2054 wrote:Try this address. The first one I posted in this thread was my push address.
edge2054 wrote: *edit* Or maybe try my other address
http://git.net-core.org/edge2054/t-engine4.git
I may have given you the push address :/
Could we maybe get a zipped upload for the hopelessly incompetent?
Anyway I'll upload a zip. Check back in an hour or two and I should have it posted.
Re: Reworking Chronomancy ver 2
I got it working! Wooo
Is Displace Damage coming back in some form, or is it already there under a different name and I missed it somehow?
Is Displace Damage coming back in some form, or is it already there under a different name and I missed it somehow?
Re: Reworking Chronomancy ver 2
It will probably come back. I'm thinking of doing a horror themed tree and some kind of quest or boss monster you kill to open it. I may also do a phasing or warping tree.Parcae2 wrote:I got it working! Wooo
Is Displace Damage coming back in some form, or is it already there under a different name and I missed it somehow?
Displace Damage, in some form, could probably show up in one of those.
Did you see the new Fateweaver?