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Messages - PositiveBuff

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... dump 60 points in TM and have infinite contraction due to PTA and FO...
I think you cant have infinite contraction without Stasis. And the actual effect of PtC + LTI are not powerful due to their high psi cost and PtC's reversing mechanism.

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PtC has 3 turns duration and 5 turns cooldown with PtA and FO. FTI has 2 turns cooldown with FO.

Lets say you cast PtC at 1st turn, then you will lose contraction buff at the end of 3rd turn. If you always cast LTI whenever you can (at 1st, 3rd, 5th, 7th, 9th, ... turn), then you can cast PtC at 4th/7th turn, and lose contraction buff at the end of 6th/9th turn.

The problem is 10th turn, PtC still has 1 turn cooldown but you already lose contraction buff.

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And the actual average AP/Turn in this 10 turns is not as high as 20 AP/Turn.

Every end of contraction buff will trigger a random roll (60% chance with 60 TM) that may gives yourself a PtD debuff, and its power (AP and MP) is slightly weaker than your PtA's power but has a longer duration.

Another problem is psi cost. 3 PtC and 5 LTI cost 3*50 + 5*35 = 325 psi points. So you need at least 3 psi boosters (100+75*3 = 325), and that means 30 AP.

Expect Average AP/Turn = (20*3*3 - 60%*20*(3*2+1) -  10*3) / 10 = (180-84-30) / 10 = 6.6

And this 6.6 AP/Turn cost 2 feats, 60 skill points, a lot of psi boosters and 2 psi slots.

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Bugs / Re: Continuum Ripple dont trigger further TD
« on: March 04, 2022, 01:15:30 am »
It's a 1/4 chance for a temporal distortion to cause another temporal distortion.

Yeah, after player learn Continuum Ripple, Temporal Distortions casted by player have a 25% chance to trigger further Temporal Distortions. But after I tested it several times, I found that Temporal Distortions caused by Temporal Distortions can't cause further Temporal Distortions :-[.

I remember that the description of Continuum Ripple in some old versions (and in wiki) is "When your temporal distortion triggers, it has 25% chance to be applied to each nearby enemy. This can only happen once per status effect."
And this description is consistent with the current TD mechanism.

However the description is changed. At least in the current version (1.1.5.7), Continuum Ripple is described as "When your temporal distortion triggers, it has 25% chance to be applied to each nearby enemy. Distortions that came about in this way can now themselves trigger further distortions."
I feel like the text "... can now themselves trigger further distortions"  is suggesting that if there are enough enemies (4 or more) TDs can actually spread themselves among enemies as time goes by.

I also check the patch notes and don't find anything related to the change of Continuum Ripple. So maybe this new mechanism hasn't been installed yet?

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Bugs / Continuum Ripple dont trigger further TD
« on: March 01, 2022, 01:36:47 am »
I cast 6 Temporal Distortions on a group of Rathounds in 1st and 2nd turn, then it will be about total 4~8 TDs caused by Continuum Ripple in 3rd and 4th turn. But after the 4th turn, there will be no TD.
Don't know if I understand it wrong, but the description of Continuum Ripple says "Distortions that came about in this way can now themselves trigger further distortions."

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General / Re: Stealth penalties and scaling
« on: April 14, 2021, 11:02:17 pm »
It might be like this?
effective stealth = (stealth from skill, agi + armor modifiers) * (1.0 - armor penalty)

5
I like the idea of new psi innervate system - making psi characters/players think and prepare the upcoming battle. Characters now should wisely choose a limited number of psi abilities (and psi schools) that most benefit themselves in the upcoming situations, just like what we do with combat utilities: prepare Taser & EMP Grenade for bots, Throwing Net for melee enemy, Molotov for Rathounds, Frag Grenade for leather armor raiders, HE Grenade for heavy armor soldiers...

But currently characters can not change their "psi ability slots" once the battle begins (haven't try the exp branch yet, but it seems like this based on the dev log).

I think if characters can change their psi slots during the combat at a reasonable cost (like 25 AP, same as "Quick Tinkering/Pockets"), it will make them not only THINK BEFORE the battle, but THINK THROUGHOUT the entire battle. It opens much more options during the combat and characters will be more resourceful and adjustable during a long and large battle or being surprise-attacked by enemy (like crawlers, hidden cut-throaters...).

So I write this feat based on (copy) the two existing and well-designed feats, Quick Tinkering and Quick Pockets. Hope you find it as a good idea to tune the new psi system.

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Quick Re-innervating
"You are not a psi scholar, you are a psi fighter. Sometimes you need to quickly react to the quick changing battle situations."
Grants you an ability that will allow you to change 1 of your psi ability slot instantly, even in combat in which case it will cost 25 action points and burn out quite a lot of your psi points and reserves (much more psi reserves will be burnt out if you re-innervate an additional psi school).

Function: Change 1 of your psi ability slot in combat.

Action points: 25
Cooldown: 5 turns
Psi cost: 25
Psi reserve cost: 50
Psi reserve additional cost due to re-innervate a psi ability of an additional psi school: 50

Requirements
Will 6
Any psi skill 40
Feat: Psi Empathy

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The function and data above partly come from Quick Pockets (25AP to change 1 slot in combat), Quick Tinkering (25 AP and 5Ts CD) and Premeditation (Req: Int 6, Any psi skill 40, but I change Int to Will).
The psi (and reserve) cost represents the chaos caused by rapid change in your psi "field" or "brain" or something (I just don't how to call it) within seconds and during this rapid change, you inevitably lose control of some of your psi potential (which possibly disperse through your ears). A new psi school will cause more change and more chaos so there is an additional reserve cost for it.

There is two more versions of this feat below. Which version is better is debatable.

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Version B (one-time version):
Function: You can use your next psi ability without the limitation of innervate.

With Version B you can active a psi ability and don't change your psi slots.

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Version C (0 CD version):
Action points: 25
Cooldown: 0 turns (5 -> 0)
Psi cost: 25
Psi reserve cost: 100 (50 -> 100)
Psi reserve additional cost due to re-innervate a psi ability of an additional psi school: 100 (50 -> 100)

Version C removes the cd limit (Quick Pockets) but increases the cost of psi reserves.

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