[v1.3.0+] Actually Usable Damage Reduction

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Zizzo
Sher'Tul Godslayer
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[v1.3.0+] Actually Usable Damage Reduction

#1 Post by Zizzo »

It's the biggest schmuck bait in the game (although in fairness, Draconic Will runs it a pretty close second). I mean, who doesn't like damage reduction, right? Well, here's some, already built right into your wild infusions and phase door runes. And all you have to do to get that damage reduction is either wreck your tactical positioning (likely dropping you into even more danger than you were in when you decided you needed damage reduction in the first place) or put your primary source of detrimental effect removal on cooldown precisely when you're most likely to need it.

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. :twisted:

[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]
"Blessed are the yeeks, for they shall inherit Arda..."

Cathbald
Uruivellas
Posts: 743
Joined: Wed Jan 22, 2014 1:46 pm

Re: [v1.3.0+] Actually Usable Damage Reduction

#2 Post by Cathbald »

Zizzo wrote:what frankly amounts to a not terribly impressive duration of not terribly impressive damage reduction
Guess we find different insc Zizzo :p
Image
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

whitelion
Thalore
Posts: 167
Joined: Mon Mar 12, 2018 7:32 am

Re: [v1.3.0+] Actually Usable Damage Reduction

#3 Post by whitelion »

I have found there are some weird interactions with out of phase bonuses that sometimes cause them to cap at 40% DR. Examples I have encountered:

-trying to stack a PD rune with OOP bonuses from equipment capped out at 40% if the rune bonus alone was <40%
-teleporting again while already under out of phase seems to cap the second OOP bonus at 40%. You can cancel your first OOP bonus to get this to work correctly, but it's tedious.

I think the bonuses themselves are strong enough as written. What makes DR less usable for me is the uncertainty around the mechanics and not knowing what I will actually get when I plan my build.

Cathbald
Uruivellas
Posts: 743
Joined: Wed Jan 22, 2014 1:46 pm

Re: [v1.3.0+] Actually Usable Damage Reduction

#4 Post by Cathbald »

Yup, when merged OoP effect are capped at 40% all res, 60 def, and 50% debuff duration reduction

that's why you don't want OoP on gear when you use PD rune.
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

Zizzo
Sher'Tul Godslayer
Posts: 2524
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: [v1.3.0+] Actually Usable Damage Reduction

#5 Post by Zizzo »

Cathbald wrote:Guess we find different insc Zizzo :p
Image
*blink* …okay, I concede I haven't run into one of those. :shock: Mostly I find them in the low to mid teens; I can't OTTOMH recall finding any above the low 20s.
"Blessed are the yeeks, for they shall inherit Arda..."

whitelion
Thalore
Posts: 167
Joined: Mon Mar 12, 2018 7:32 am

Re: [v1.3.0+] Actually Usable Damage Reduction

#6 Post by whitelion »

Cathbald wrote:Yup, when merged OoP effect are capped at 40% all res, 60 def, and 50% debuff duration reduction

that's why you don't want OoP on gear when you use PD rune.
Why? Is this a bug? Feature? You can reach the res cap late game by either gearing alone or a good PD rune. If this is intended it would be nice to it be noted perhaps in the description of PD runes.

The double teleport thing definitely seems like a bug. Particularly annoying for Warden who with their talents can really benefit from OOP gear but have to teleport twice uninterrupted with blink blade.

Zizzo
Sher'Tul Godslayer
Posts: 2524
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
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Re: [v1.3.0+] Actually Usable Damage Reduction

#7 Post by Zizzo »

For v1a, we modify v1.6's new blink rune the same way we were modifying phase door runes, splitting it into two talents to trigger the damage reduction and to actually do the teleporting. We retain the name Phase Shift for the blink rune's secondary talent. Primal Infusion, on the other hand, has changed significantly, so we don't modify it anymore.
"Blessed are the yeeks, for they shall inherit Arda..."

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