I played some Archmage and I made an interesting madness build,
but I decided to call for a mechanism change on what I used.
My main "problem" is with the new 1.6 Disruption Shield, what can offer
almost total invulnerability for the player even on Madness, if the player
finds and uses the talents & items that is required to reach demi-God mode.
The main issue is with:
Code: Select all
function _M:getTalentCooldown(t, base) if not t.cooldown then return end local cd = t.cooldown if type(cd) == "function" then cd = cd(self, t) end if not cd then return end -- Can not touch this cooldown if t.fixed_cooldown or base then return cd end if t.type == "inscriptions/infusions" then local eff = self:hasEffect(self.EFF_INFUSION_COOLDOWN) if eff and eff.power then cd = cd + eff.power end elseif t.type == "inscriptions/runes" then local eff = self:hasEffect(self.EFF_RUNE_COOLDOWN) if eff and eff.power then cd = cd + eff.power end elseif t.type == "inscriptions/taints" then local eff = self:hasEffect(self.EFF_TAINT_COOLDOWN) if eff and eff.power then cd = cd + eff.power end elseif self:attr("arcane_cooldown_divide") and (t.type == "spell/arcane" or t.type == "spell/aether") then cd = math.ceil(cd / self.arcane_cooldown_divide) end if self.talent_cd_reduction[t.id] then cd = cd - self.talent_cd_reduction[t.id] end if self.talent_cd_reduction.all then cd = cd - self.talent_cd_reduction.all end if self.talent_cd_reduction.allpct then cd = cd - math.ceil(self.talent_cd_reduction.allpct * cd) end
This means, in cooldown reduction, the apply order is:
1, Arcane Cooldown Divide
2, Cooldown reduction from items
3, Spell cooldown reduction
So, i activate Aether Avatar, what makes Disruption Shield's coldown from 30 to 10
And i wear Hat of the Arcane Understanding, that makes the cooldown of Disruption Shield to 0
I played as a ghoul (for flat damage cap)
And i played as a Technomancer with Occult Technomancy (for ~350 mana regen per turn
and for the nice dmg + utility that offers ofc)
I could maintain Aether Avatar continously so I had a 0 turn cooldown instant shield all the time.
This shield is strong enough (paired with ghoul resilience), but it also stronger because 50% of my
mana is also functioning as a damage reductor.
But i had ~350 mana regen per turn, and any time, my damage shield was weakened, i could just
switch off and on instantly to regain it's full power.
Any time, my shield crumbled, I just reactivate it again, and next turn i will have more than 50% mana
due to my 350 mana regen.
So, this combo is really nice, really strong, but i think, the order in the code,
how cooldown reductors are applied should be changed to prevent this to happen.