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1.6 Prodigies

Chris Davidson requested to merge Shibari/t-engine4:1.6Prodigies2 into master

This is a rework/buff of whatever prodigies I happened to have inspiration for. This does not address the known overpowered prodigies (basically, the weapon prodigies) for now because that will have to be evaluated later in 1.6 after the weapon changes. For that reason, the numbers are not too tightly tuned yet, but its fair to call it done for the time being.

This also adds support for multi-turn turn_procs and adds 2 helper functions for managing them, and a not_listed property for legacy prodigies.

(PRODIGIES) Meteoric Crash: The main complaints about this have been that it hits allies and destroys walls. Both of these are significant downsides that aren't reasonable for a prodigy, especially one that procs uncontrollably. So now it doesn't.

Additionally, the damage on the initial hit is greatly reduced, but the lava radius is now 3 and deals significantly higher damage that can crit. I wanted to buff this as a "damage scaler" without letting it have a huge initial burst damage value, since having significant damage only if they stay in the ground effect is more interesting.

Eye of the Tiger: Now can proc once per turn per talent type instead of once per turn. Minor update to make this more attractive to hybrids.

Elemental Surge/Endless Woes: Significant redesign. Now the damage threshold doesn't have to be met in the same turn (but is cleared out of combat) and each of the procs has an independent player turn cooldown. Note that being a player turn cooldown means that the cooldown can be directly reduced with high action speed, but this is not fundamentally different from how many existing uses of turn_procs scale anyway.

The idea here is for these prodigies to reward using multiple damage types by incentivizing you to keep as many of them on cooldown as possible. AoEs can do this somewhat easily in a lot of cases. The effects have been redone a fair bit as well but the Surge = defensive and Endless Woes = offensive theme is kept.

Irresistable Sun: The problem here is that the utility of pulling things towards you isn't that great in the beneficial scenarios, and very often its a downside. The concept is cool though, so rather than change it, it now applies a very brief -30% damage debuff to anything effected. The damage is kept the sane, though it is spread out over an addditional 2 turns to reinforce its role as utility rather than burst damage.

Flexible Combat: Moved to Dex (swapping with Giant Leap), activation moved to attackTargetHitProcs, proc chance reduced, number of procs per turn limited by Dexterity. This is to fix a long standing issue where Flexible Combat arbitrarily works with attackTarget but not attackTargetWith, a mechanical distinction only someone that looks at the code can really figure out the implications of.

This will buff the interaction with stuff like Staff Accuracy Bonus, but that needs to be looked at for 1.6 anyway, and attackTargetHitProcs is clearly where this should be checked.

Unbreakable Will: Cooldown reduced.

Fast as Lightning: Removed. Nothing about this talent concept is working, and I'd like to gradually phase out and replace some of the worst prodigies rather than try to beat a flawed concept into working.

New Prodigy Adept: Increases all known talent masteries by 0.3

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