The important thing here is that Evasive Maneuvers and Fleet of Foot can trigger at most once per turn, and that Evasive Maneuvers can trigger only once per creature ever.grayswandir wrote:So, doctornull and I worked on the halfling design in irc:
- T1 Duck and Dodge: Move up to 3 spaces. You can move through enemies, and this will not break wild speed.
- T2 Indomitable: Unchanged.
- T3 Evasive Maneuvers: Whenever an enemy attacks you, gain an 6% - 12% evasion rate for 3 - 5 turns. This can stack up to 2 - 6 times, with no more than one stack per enemy.
- T4 Fleet of Foot: Whenever you take 14% - 10% of your max life in a single hit, gain a Wild Speed effect (+200% - 500% movement speed) for 1 turn. Any non movement action will break this effect.
We'll put a mark in the creature's table to ensure it won't re-trigger. If you're attacked by multiple creatures serially, the bonus duration will refresh, but a single creature alone is only worth 3-5 turns over its entire life.
So ideally you'll get a bonus for fighting a bunch of creatures, but against a boss you'll only get a brief window of one-shot avoidance.
Some of those Higher items aren't what I thought we were Discussing. Here's what I had in mind:grayswandir wrote:Also we worked on highers, but didn't get as far. As a rough summary:
Bloom is fairly iconic, and should stay. Any other resource effects are too finicky or are overshadowed by bloom, so that can't be the theme.
Remaining available themes are vision, healing, and magic.
I really like vision, but don't think it'll work as an overall theme. So I say just give highers an innate +1 vision and then don't do anything else with it.
Healing ideas:Magic ideas:
- Current T1.
- Passive Healmod.
- Flat armor equal to 10% of current regen effect.
- Current arcane resist.
- Current +15% damage bonus.
- When you're hit with a spell, reduce the cooldown of a random higher racial or spell talent by 1-5.
- When you cast a spell, extend the duration your regeneration effect if present by 1-3.
- t1 - Instant Regeneration, scales with max(Will,Con)
- t2 - passive blind resist
- when you gain Regeneration, you also get flat damage reduction equal to 10% of the regeneration
- when you cast a spell which deals damage, you gain +15% damage of that type for 5 turns (with a 20 turn cooldown) - t3 - passive arcane damage resistance
- when you make a saving throw against a spell, you have a 20-50% chance to reduce the cooldown of one spell or racial talent (this can succeed only once per turn)
- when you cast a spell, you have a 20-50% chance to extend the duration of one ongoing Regeneration effect (this can succeed only once per turn) - t4 - Highborn Bloom
The other part is magical respiration: you breathe in magic (spell saves benefit you), you breathe out magic (retain aura of +% damage).
We also had an idea for increasing healing_factor but I'm not sure where we could fit that in.