Horizon's Gate

Horizon's Gate

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Paradox Mage
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Tags: Class
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3 Apr, 2021 @ 2:08pm
2 Apr, 2022 @ 6:36am
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Paradox Mage

Description
The Paradox Mage is a caster that controls time through life and ruin magic. It features a variety of abilities, most of which have no charge time but are somewhat costly in terms of MP cost. They're pretty powerful at what they do though and the class comes with an MP cost reducing passive that helps with that. Inpired by time mages from various games, especially the Paradox Mage from Tales of Maj'Eyal.

Specs:
+Stats: MagAtk +1, MagDef +1, MagEvade +15, Move +1, Life +1, Ruin +1
+Relevant stats: MP, Life, Ruin
+Class requirements: Warden 250xp, Unmaker 250xp

Abilities:
-Haste: reduces act timer by 15 TTA, making turns come up faster for the duration (duration scales with rank)
-Stop: deals damage based on 75% of target's act timer, and stuns them for a long duration (duration scales with life and ruin skill)
-Gravity Well: small AoE that deals non-elemental damage (scales with 50% life and 50% ruin skill), delays next turn by 5 TTA, and reduces movement for a turn (ranks decrease movement further); charge time 12 TTA
-Restore: Heals a percentage of HP (scales with life skill and rank), gives a short regen, and cures negative status effects on one target
-Disintegrate: deals ruin damage, breaks armor, and inflicts -5 PhysDef/MagDef and -15 PhysEvade/MagEvade (duration of debuff scales with ruin skill).

Passives:
-Efficiency: reduces MP costs of all abilities by 30% (affects all mp costs by using mpCostMult global formula)
-Continuity: grants immunity to Frozen and Stun
-Critical Quick: when hit into critical condition, your turn comes next
-Celerity: Grants +1 Move Distance
12 Comments
Wrax  [author] 1 Apr, 2022 @ 11:38am 
If you have any thoughts about these changes, feel free to post them. I will be implementing these changes soon.
Wrax  [author] 1 Apr, 2022 @ 11:38am 
Thank you all for the feedback. I know it's been awhile but I've been testing some changes to this mod.

So, based on the feedback and what I've observed first-hand, Stop and Restore may be a bit overpowered. For Stop, I'm going to reduce the damage to 75% of target's act timer, reduce stun duration by 5, and split it's scaling between life and ruin skill. That should dilute it's power quite a bit, while still retaining it's usefulness. For Restore, I'm going to reduce it's base healing by 20%, and add a short regen. This well reduce it's upfront healing significantly and spread it out for about a turn or two depending on life skill.

I'm happy with Haste and Gravity Well, so no changes planned there. For Disintegrate, I'm planning a buff. I will change it so that it scales only off ruin skill and it's going to debuff physical defenses on top of debuffing magic defenses and armor breaking. To compensate, I'm also going to increase the MP cost.
Gaist Heidegger 6 Feb, 2022 @ 12:33pm 
Really like this class, it is a great kit and a lot of fun to use.

Just a heads up, though -- it's been an exceptionally rare case, but the Stop ability from this has been the only ability I've used in the game that has resulted in a crash -- about three times over the course of 60+ hours, so very infrequently.

Each time it has been something to do with an interaction when it's used as a killing blow on a foe though, and the only other commonality that I'm aware of has been the enemy having 'wet' status. It's been very very rare and I can't replicate it, so I'm not sure where to even begin.
Nerd 15 Sep, 2021 @ 5:03pm 
I'm not really sure what could be done to stop this interaction, but currently the restore spell is brokenly good against undead targets. I have been able to do upwards of 50 damage with one hit using restore lmao. Class is great and this isn't really a big deal at all, love the mod.
jakew42 4 Sep, 2021 @ 5:50pm 
2/2
Stop is also an absolute beast. Potentially hitting for 20+ damage AND stunning for 20+ time, all at instant speed and high range is a game changer. I think it'd be a regular cast even if you halved the damage and stun duration, given that it cancels spells and can potentially allow your healer to go before a major threat. Granted, I'm playing with a Falpa and using your Efficiency passive, so I'm able to spam it quite a lot.

I'd consider tuning down the heal % on Restore, but otherwise think the rest is on point.

Thanks for putting this up! I'm having a blast playing it so far!
jakew42 4 Sep, 2021 @ 5:50pm 
1/2
Wow, this is a really fun class! Times Mages in FFT and Paradox Mages in ToME are favorites of mine, so it's a real treat to have some of that brought over so well.

This class offers an versatile and powerful kit, but requires a fair bit of investment to get the most out of. I think all of the base effects of the abilities are great, and everything gels together well.

I do think some of the abilities are a little overtuned, though. Here are my thoughts:

Haste is powerful on its own, giving essentially 2 extra turns over 60 time at max level. If you use other TTA effects, it's downright nasty, given the increasing returns with lower TTA. I'd also consider converting it to percentage based and maybe -33% instead of -50%, since double turns lets you react to things a bit quicker than is probably best. That might make a longer duration necessary since it'd cut the bonus turns from 2 down to 1 at max level.
SpiralRazor 26 May, 2021 @ 8:42pm 
many thanks sir!
Wrax  [author] 26 May, 2021 @ 8:25pm 
It deals damage based on the targets act timer. So if you're targeting an enemy with 28/30 act time, the spell will do 28 damage in addition to the long duration stun. The damage calculation is "magnitude=-m:tActTimer;". The negative value means it's lowering HP
SpiralRazor 26 May, 2021 @ 11:54am 
For paradox mage Stop spell, whos time are we talking about here, the character who is casting it or the target its being cast on? Do you mind revealing the calculation used to determine total damage?
Greg_Murrell 11 May, 2021 @ 11:12am 
Haha, it's like my Contemplator class