Needless to say, this is not remotely an acceptable price to pay for what frankly amounts to a not terribly impressive duration of not terribly impressive damage reduction. After some experimenting with various ways of mitigating the problem, I've concluded that the best approach is to decouple the damage reduction from the inscriptions' primary functions. The result is my new Actually Usable Damage Reduction addon, which modifies wild infusions and phase door runes to confer two separate talents with separate cooldowns. For completeness, the Primal Infusion is also modified in an analogous manner.
And no, this one is definitely not going into ZOmnibus.

[Technical notes:
Code: Select all
Hooks:
ToME:load [to modify existing inscription talents and load our new talents]
Superload:
mod.class.Actor:
getTalentFullDescription() [to include secondary talent in inscription description]
setInscription() [to start cooldown on secondary talent as needed]
mod.class.Object:
getDesc() [reproduce Enhanced Object Compare's description changes on the secondary talent]