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1.6 Prodigies

Chris Davidson requested to merge Shibari/t-engine4:1.6Prodigy 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.

(MISC)

Shield Block: Revised here as it effects multiple prodigies.

  • Cooldown is now set to 8 and talent no longer scales. This leaves room for talents/items/whatever to play with the cooldown if desired.

  • Applied after resistances in the same place most flat damage reductions are

  • Blocks all damage types baseline but increases the block value by 50% if the shield has a matching elemental resist to the damage

  • Lasts for 2 turns or until the start of your next turn instead of at the end of the current tick when something is blocked. The problem with the end of tick design is it lets small damage values (a DoT, a trash mob..) potentially strip your block in a way that is very hard to predict. This also encourages you to not take hits from more than 1 target.. Which the entire game already encourages.

  • Counterstrike now only applies to the first enemy blocked due to the previous change.

(PRODIGIES)

Spectral Shield: Removed, redundant with the shield changes.

Eternal Guard: Now makes Block last 2 game turns no matter what and allows you to counterattack any number of enemies.

Meteoric Crash:

  • No longer damages allies or 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.

  • 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.

  • Lets your fire damage and penetration use your highest stats. The importance of damage% and damage pen% paired with the high numbers of damage types in the game makes it hard for most builds to use this, and some builds might find other uses for the unification.

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 = self buff and Endless Woes = debuff 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)

  • Proc chance reduced by half to 30%, this will often be in exchange for multiple proc chances

  • Activation moved to attackTargetHitProcs. 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.

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 it into working.

New Prodigy - Adept: Increases all talent masteries by 0.3.

Mystical Cunning: If you're going to take a prodigy this narrow it should probably buff the relevant talents more.

  • Grants 1.0 talent mastery for Poisons and Trapping

  • Reduces Lure and Venomous Strike cooldown

Secrets of Telos: Fixed the level range of Telos's Staff Crystal making it easily get removed from drop tables. A lot of items have this problem (capping in the L40 range instead of 50).

New Prodigy - Ethereal Form. Increases all damage dealt and reduces all damage taken until hit with weapons as well as giving bonus defense based on Magic.

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