Quote from: Caledor on 27, November, 2024, 06:31:50 AMUnfortunately it isn't, due to Valukar getting 3 actions per round on Reloaded mod. I remember on the Normal run I had done (ie. the intended way to play TLA with Reloaded) that Valukar could use Djinn Stun, then Djinn Stun and, if those 2 Djinn Stuns managed to put 3 Mercury and 3 Jupiter djinn on standby, he'd cast Coatlicue. This would become even easier if I had some Mercury or Jupiter djinn already on standby from previous actions.QuoteValukarNever considered that he's limited by the specific summons the player has obtained. I don't think i'd change it but if i were to enable everything i'd definitively include Coatli as well, no reason to handpick some. Also it's very easy to play around Valukar's skill by summoning before he does.
The second issue is that Coatlicue's hp regen effect does not have a cap. After unleashing Coatlicue, Valukar will regenerate more than 8000 hp per round for 3 rounds. It's effectively a full-heal. If Coatlicue's hp regen effect had a cap at 999 hp per round, it would be manageable.
Regarding Coatlicue:
If I remember correctly, Coatlicue restores a total of 200% hp on its targets, split as: 20% at cast time, 60% at end of first round, 60% at end of second round, 60% at end of third round. Would it make sense to nerf it to a total of 100% hp restored, or to stagger its healing over more rounds? It would still be catastrophic when summoned by Valukar however.
Quote from: Caledor on 27, November, 2024, 06:31:50 AMI didn't consider Delude, true.QuoteStun & SleepYeah they differ mainly by application and recovery chance, otherwise they're very similar. Your idea of Stun sounds like a powered up version of Delude though, so if i change it it's gonna be different from that.
Another idea I have is to change Sleep to always wake on damage taken but increase damage taken by the hit that will wake you (sort of coup de grĂ¢ce or 100% chance to be critically hit) and also make it last very long if not hit (like 7 rounds), and Stun to have a static duration of 2 or 3 (or 4 or 5...) rounds. This would make Sleep more "dangerous" than Stun, but on average the player would be expected to have control of the character earlier than if Stunned and without having to waste a turn using an Elixir or Restore.
When used by the party on enemies, it would make Stun more preferable of course, except if attempting to execute an enemy with a Djinn of its weak element.