@Boris said in Relics - thoughts as at March 2018.:
I had some craziness happen with the speed changing relics. I'm using a combination of Delayer Trap (-360 on enemies) and Amulet of Haste (+435 to self). This happened in a nemesis dungeon. It was triggered when my turn started and the turn order changed seemingly correctly at first (although I didn't calculate the exact speeds). The monster's turn was bumped up a few spots so it would be able to take two turns in a row. So I took my first turn, but then the monster's second turn went back to the position it was in before the relics took effect.
My guess about what happened is that it has something to do with when the effects expire. Like how the max life increase of
Revitalizing Shield Vitality Banner will trigger when your turn starts, but then expire when it ends, making it basically pointless. So I think this is a problem with temporary effects that start when the turn starts and only last for one turn and/or when the speed ordering takes place.
edit: I originally said Revitalizing Shield does this, but I think it's actually the Vitality Banner. Revitalizing Shield actually seems to fire when the monster is hit, despite its description.
I now have screenshots of this happening. The first image shows the turn order after the relics are triggered. The second image shows the turn order after Al Canine takes his first turn.
This is happening because Amulet of Haste is apparently useless: the effect triggers at the start of the turn, but then goes away at the end of the turn. This appears to be the case for any 1-turn relic that triggers at the start of the turn, like the Vitality Banner. Since they count the turn it triggers on as the one turn, they don't actually do anything by the time the turn is over.
Edit: I should add that for some relics, like Baltasar's Mask, this is fine because the desired effect (increased strength) is actually beneficial during the turn. But temporary speed and life don't help during the turn.