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Re: Upcoming Spell Changes 08/29/2015 02:34 PM CDT
"Would you stop posting if all you're going to do is insult people?" -- ErykK2

Actually, after two weeks of tossing ideas (for additional changes to help mitigate these changes) out in the ring, it's kind of fun being on the other end of that conversation. (Because people have been insulting me. Not alone, six-letter account names beginning with "ErykK" and ending in "2".)

One thing in Taverkin's column, is he at least tries to throw out other ideas. Swear to god, though, the bulk of the posts have boiled down, These changes all suck. You broke it. We want it back.

Ain't gonna happen. Too many drones in the restricted airspace, so the rules have changed. Work within the new rules.
Now. Do you want it to be a conversation about the new rules, or do you want it to go only one way?
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Re: Upcoming Spell Changes 08/29/2015 02:39 PM CDT
>Ain't gonna happen. Too many drones in the restricted airspace, so the rules have changed. Work within the new rules.
>Now. Do you want it to be a conversation about the new rules, or do you want it to go only one way?

It should be a crime to be this smug and condescending.
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Re: Upcoming Spell Changes 08/29/2015 02:50 PM CDT
One thing in Taverkin's column, is he at least tries to throw out other ideas. Swear to god, though, the bulk of the posts have boiled down, These changes all suck. You broke it. We want it back.


I've yet to see one of your ideas that I actually like. That's not an insult, that's just a statement that everything you suggest is bad.
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Re: Upcoming Spell Changes 08/29/2015 02:51 PM CDT
Doug, the specific reason flares win so much is because--even with new minimum 1s swing times--getting in 3-8 swings-and-chances-to-flare in the time the beastie swings just once, is FTW. You're not going for the damage from the weapon, you're going for the flares.
That's what the Bards are smokin', over there with Sonic Weapon and Tonis.

The problem I have with feras weapons is, 1) you never find them in the weapon base you want, 2) they are guaranteed to crumble at the WORST times, and 3) they never come in like an 80-charge configuration. You typically get like 10-15 swings at Strong, then again at Medium, then again at Light, and then you're out. Find a new one. Oh, and 4), they only come in Lightning flavor. BOOOORRR-RRRING.

How about 'feras' refer to the peculiar mechanic of 'flaring every hit', rather than 'some weird new material with lightning crits which oh look we already have a material name for'.

Now. They're clearly elemental.

Howsabout the Alchemy system has a way to spit out these nice zorchar crucibles, or whatever, and you put your existing feras ('feras' now referring to the mode of manufacture, like 'damascened') weapon into it FIRST, and then you put another (crap) feras weapon into it. Activating the crucible moves the charges from the crap weapon (whatever went in SECOND) over the other weapon. Now you can keep the one you like, hell, even get it Enchanted up or whatever. And it will flare on EVERY swing.
And oh look: Finally, a use for all those crap feras weapons we find.
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Re: Upcoming Spell Changes 08/29/2015 02:53 PM CDT
I'm glad I was never around to see that broadsword, Doug, because that's just obscene.
Hell, I got upset when the black ash mattocks came out with their +30hp weighting... because they were a +18 weapon.
Even the two quicksilver weapons--not the morphing ones from the Auction, but the damage-weighted ones from Genie--were only +39hp weighted, and they started as -20 weapons.
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Re: Upcoming Spell Changes 08/29/2015 02:54 PM CDT
You misunderstand as usual, Krakii. As repeatedly stated, the sorcerer treatment is my fear. So that would be an IF. If they break the current system, which is exactly what they are doing in varying degrees, the replacement needs to meet my criteria. Not in the sense that they must do as I say, but general criteria: a distinct identity for the subclasses, each able to stand alone as effective and enjoyable.

I don't think that's unreasonable. And I understand that we will lose some players who ultimately feel that the changes fall short of their expectations. I hope I'm not one of them.
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Re: Upcoming Spell Changes 08/29/2015 02:55 PM CDT
>>The problem I have with feras weapons is, 1) you never find them in the weapon base you want, 2) they are guaranteed to crumble at the WORST times, and 3) they never come in like an 80-charge configuration. You typically get like 10-15 swings at Strong, then again at Medium, then again at Light, and then you're out. Find a new one.

You're right, Robert. No arguments from me, save the following observation:

You do realize I'm attempting to bring others along? Baby-steps, don't go from associative math to differential equations on me now!

Doug
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Re: Upcoming Spell Changes 08/29/2015 02:57 PM CDT
>>Howsabout the Alchemy system

Oh, and damn well meant to say: "How about if we drop the Alchemy system all together and create spell lists that allow for this stuff and apply them to the appropriate professions?"

If Tav's right about one thing - creating a timesink for little advantage when other vehicles exist to provide the same effect - well, let's just suggest he's got this one pegged.

Doug
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Re: Upcoming Spell Changes 08/29/2015 02:59 PM CDT
Hey now... I mastered that crappy system. You don't need to master it... we just need new toys to come out of it that You guys can use that I can sell to you.

~Whirlin
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Re: Upcoming Spell Changes 08/29/2015 03:03 PM CDT
Heh. Point. I wouldn't want anyone to forego any benefit that they get for that investment.

Yeesh.

Doug
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Re: Upcoming Spell Changes 08/29/2015 03:12 PM CDT
Personal attacks from everyone need to stop now. If you don't like said person, their ideas, or their feedback, you can choose to ignore them or respond in an appropriate manner, which does not include insults (direct or indirect). This is a warning for everyone, as future incidents will include the removal of your post and warning to your account.

GameMaster Estild
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Re: Upcoming Spell Changes 08/29/2015 03:12 PM CDT
"I've yet to see one of your ideas that I actually like. That's not an insult, that's just a statement that everything you suggest is bad." -- ErykK2

That's fair. Like I just told the two guys at work when we were talking about where to arrange furniture and who to bring in and whatnot: I'm not trying to arrive at the perfect solution in a single sit-down. I'm trying to throw out fifteen different ideas; two stick, and one gets modified a little.
This is the "buffet of options" for the GMs that I mentioned earlier in the week.

Also, I don't typically look for FREE solutions. I suggest for new things to be unlocked with more ranks in the list (Kai's gains the HP recovery at +10 spells [used to be Eonak's Song]). Or improvements in Lore. Or a tie-in from another system (Alchemy especially, throw those guys a bone; or Forging). Or an added effect when using one spell in combination with another.
I'm not ever going to DO any of those systems... but I'll know where to go looking to get my work done. (Thanks, Faulkil!)

.

And in the spirit of not being insulting, forgive me, but I could not recall any suggestion that I've seen in your posts without going back to 1000 and coming forward. I like the StoneSkin (just doing SOMEthing with the darn spell; pretty much anything will improve it, and depending on how freaky we're allowed to get with a 20th level Major spell... it's got legs) thread you started, I agree with your analysis of the six or eight Warding spells, and for the most part I could get behind changing the "multiply the Haste mana cost" to "ADD the Haste mana cost" (so instead of 6/12/24/48 it would be 6/12/18/24/30). For the rest, your posts have been largely reiterating those same, or generalized "it's bad" to the GMs.

I frequently have three different approaches to approaching <the current thing to complain about> in a single post. Fine you don't like any of those, brainstorm your own. The key point being, get more brainstorming going on in here. Things can still be changed. Personally, I have hope for getting some of those Seed#s changed (to something reasonable).
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Re: Upcoming Spell Changes 08/29/2015 03:20 PM CDT


Thank you Doug for a very interesting post. I hadn't considered over-critting as a scenario which made me go back to the charts.

So from my quick math it seemed that with a claid your sweet spots are (all measured in endrolls)

Cloth: 108 - 172 (worth noting on cloth 40cw will move a rank 1 to a rank 9 crit pre randomization!)
Leather: 113 - 214
Scale: 114 - 226
Chain: 126 - 331
Plate: 149 - 540 (At the bottom end, 40cw is only getting you +3 crit ranks)

Very interesting!
To me, at least, heheh.

Basically if the majority of your rolls fall into that range while wielding a claid, you're getting benefit from the crit weighting. If you are consistently above or below those limits, you are probably better off switching to flares or damage-weighting.

Now from my own personal experience, most of my rolls DO fall in there, although against plate wearers I'll be especially cognizant of that ~150endroll in the future.
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Re: Upcoming Spell Changes 08/29/2015 03:32 PM CDT
And in the spirit of not being insulting, forgive me, but I could not recall any suggestion that I've seen in your posts without going back to 1000 and coming forward. I like the StoneSkin (just doing SOMEthing with the darn spell; pretty much anything will improve it, and depending on how freaky we're allowed to get with a 20th level Major spell... it's got legs) thread you started, I agree with your analysis of the six or eight Warding spells, and for the most part I could get behind changing the "multiply the Haste mana cost" to "ADD the Haste mana cost" (so instead of 6/12/24/48 it would be 6/12/18/24/30). For the rest, your posts have been largely reiterating those same, or generalized "it's bad" to the GMs.



Just to recap in case anyone missed them:

520 - When cast, would provide additional ASG protection, (much like 1209 as was pointed out), minus the maneuver penalties and hindrance penalties. It could also provide critical padding instead of damage padding. Either change would be a vast improvement over the current spell. Or do both, for one very nice Warmage spell to overcome our stuck in 5s RT in offensive in full leather.

I don't remember the warding spell analysis, unless you're referring to them being mostly useless. Even the new 512 could use an upgrade to provide self-cast 112 benefits, because as-is, I don't see myself ever casting it. Spending 12 mana per room for what is provided via 1 cast through 112 seems a bit unfair.

Also, I modified my 506 suggestion, to separate 506 into two spells, 506 + 504. 506 provides all the current benefits it offers now, minus the RT reduction to weapons. That part would be moved to 504, with the same implementation that 506 would receive, (4,8,16,32,etc). I would still prefer EL:E to reduce the mana cost instead of the cooldown. Attempting to reduce the cooldown, is pretty much pointless as I see it. Especially at full 2x lores and still being stuck with 20 seconds.

I do agree though that I point out repeatedly, that these changes are bad. They are, as many have pointed out, over and over. The lore implementation is horrendous compared to other classes.

Personally, I have hope for getting some of those Seed#s changed (to something reasonable).


And you seem to agree.
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Re: Upcoming Spell Changes 08/29/2015 03:37 PM CDT
>>So from my quick math it seemed that with a claid your sweet spots are (all measured in endrolls)

Why is everyone sooo much better than me at math?

I think those ranges look about right, Keith - but again it's not quite so simple. It's not a question of would you benefit from crit weighting. It's also a question of would you benefit more from [crit|damage] weighting or flare.

So I agree, as far as you carried the model. Now, consider - how much of that range effectively makes up a fatal crit and then what percentage remains fatal after randomization. I'd say that is your true sweet spot. Because between you and I, the difference between rank 3 and rank 4, to a war-mage, isn't really worth the time considering. But the difference between rank 3 and rank 8 certainly is!

And then consider if that percentage matches the 1 in 6 or 1 in 7 range of most flaring weapons (straight heads-up should do).

And then we can get down to comparing damage points accrued - the attrition side of the argument where damage weighting holds some influence.

And I just had a great idea for a simucoin item that I personally would invest heavily in for a good number of my characters - an 'always flare' talisman. Big bucks there, especially with all the flare capable items out there. Yum.

Hell, create a 'flare twice as often' and 'flare at 3x frequency' category to save me money and still make a mint. Trust me, at those flare rates, flares would win in almost all cases, I'm fairly sure - gut level reaction, but I'll bet it'd be close!

Doug
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Re: Upcoming Spell Changes 08/29/2015 03:59 PM CDT
<<
520 - When cast, would provide additional ASG protection, (much like 1209 as was pointed out), minus the maneuver penalties and hindrance penalties. It could also provide critical padding instead of damage padding. Either change would be a vast improvement over the current spell. Or do both, for one very nice Warmage spell to overcome our stuck in 5s RT in offensive in full leather.>>

Um...1209 is DragonClaw...did you mean 1202 - Iron Skin?
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Re: Upcoming Spell Changes 08/29/2015 04:02 PM CDT
Um...1209 is DragonClaw...did you mean 1202 - Iron Skin?


Probably. Either way, it doesn't matter now. We get reactive vibe flares. Because they're so useful. Because everyone knows a Wizard can take a hit. The damage padding was bad enough, now it has reactive vibe flares as well.

What a great spell that really turns things around for the Wizard profession.
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Re: Upcoming Spell Changes 08/29/2015 04:07 PM CDT
Yeah, it's a deep rabbit hole if someone wants to go down it but I don't think my math chops are up to it. Too many variables (weapon base, crit randomization, flare odds, average flare damage, chance of crits on flares, etc..) for me to feel comfortable making declarative statements about one being "better".

Because keep in mind there's even more factors just between CW and plain. Since you will certainly get a better enchant on the non-cw weapon your ranges will naturally be higher when switching to that weapon.

I would say on a creature that cannot be crit-killed, there's definitely an argument to be made for DW and flares. But 90% of the time my enemies die from crits. When you're dropping a series of very high critical-range attacks one of those will usually finish the job.

From my arena run earlier today:

You swing an archaic faenor claidhmore at a long-eared fanged goblin!
AS: +281 vs DS: +235 with AvD: +33 + d100 roll: +50 = +129
... and hit for 84 points of damage!
Massive blow smashes through ribs and drives the fanged goblin's heart out the back.
The fanged goblin falls to the ground, kicks several times and dies.
Roundtime: 1 sec. (originally 5 sec.)

First hit, dead. Never gonna see that result (ie: w/ that endroll) with a DW weapon and very rarely with a flaring one. I believe that was with leather breastplate too, but I could be mistaken.

What it ultimately comes down to is time per critter. When you have a room full of targets with their ewaved RT ticking, having results like the above become extremely useful. Because every time one of them stands up and you need to re-wave, that's mana out of your pockets and 3 swings lost (cast RT).

I believe this situation changes as you level because A) It gets progressively harder to hit them at all with our poor AS growth and B) Creatures generally have more crit protection (armor or natural) so it's harder to get fatal crits on low-middling endrolls.

But I have repeated experimented with higher enchant and flaring weapons and in my testing claids have come out ahead by a noticeable degree. I do try to avoid plate wearers but even still, I found the claid won-out in my time with reivers.
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Re: Upcoming Spell Changes 08/29/2015 04:12 PM CDT
>>I believe this situation changes as you level because A) It gets progressively harder to hit them at all with our poor AS growth and B) Creatures generally have more crit protection (armor or natural) so it's harder to get fatal crits on low-middling endrolls.

>>But I have repeated experimented with higher enchant and flaring weapons and in my testing claids have come out ahead by a noticeable degree. I do try to avoid plate wearers but even still, I found the claid won-out in my time with reivers.

I think that while I'm still working on my hour(?!?) summary effort here, this is probably a great position to take up as the 'likely result'. You got there far faster than I could 'prove', Keith and thanks for working through the logic with me.

Do I get the happy benefit of saying 'yep, situational', too? :)

And dern, meant to put in perfect weapons comparison as well. Ahh, well, going back to my hour(?!?) summary.

Doug
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Re: Upcoming Spell Changes 08/29/2015 04:21 PM CDT
Probably. Either way, it doesn't matter now. We get reactive vibe flares. Because they're so useful. Because everyone knows a Wizard can take a hit. The damage padding was bad enough, now it has reactive vibe flares as well.
What a great spell that really turns things around for the Wizard profession.


Looking at the details of the spell it does seem rather lackluster...even if those flares are more potent than top tier feras flares it's not worth training the lore for...especially not with a <10% chance at cap to occur.

When I look at the details for the spell I can't tell if it is the same as damage padding...where the damage is subtracted at the end...or if it reduces the damage before the crit is decided (which would be at least a slight bit better).

Honestly, a spell like that should provide some level of temporary DFRedux on top of the damage absorbtion at the very least for a 20 mana spell.

Honestly absorbing 200 damage at cap with maximum commitment of lore sounds pretty weak.
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Re: Upcoming Spell Changes 08/29/2015 06:31 PM CDT

<When I look at the details for the spell I can't tell if it is the same as damage padding...where the damage is subtracted at the end...or if it reduces the damage before the crit is decided (which would be at least a slight bit better). --GOLDENOAK2

Afraid not, that is strictly reducing hp loss with no bearing on crit. Wizards have been bitching about it for as long as I've been around, probably since the spell was introduced. A peek into the wizard folders will provide ample numbers of suggestions on how to make the spell in some way useful to us. I don't believe vibe flares was on that list.


<Honestly absorbing 200 damage at cap with maximum commitment of lore sounds pretty weak.

I actually think that makes it sound better than it is! When you take into account it's only absorbing a couple damage from a hit (2-5 I want to say), you realize how truly crappy this spell is. For a wizard. For a warrior, this would be great. If there are plans to help warmages fight in plate male, I take everything back and I love this spell.
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Re: Upcoming Spell Changes 08/29/2015 07:24 PM CDT
Gonna start up my stream again in a few minutes, if anyone wants to chat there.

~Whirlin
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Re: Upcoming Spell Changes 08/29/2015 09:22 PM CDT
Just as update, we do value everyone's feedback and will likely make some changes to the original proposals. We're not ready to announce anything just yet though.

GameMaster Estild
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Re: Upcoming Spell Changes 08/29/2015 09:42 PM CDT
<Just as update, we do value everyone's feedback and will likely make some changes to the original proposals. We're not ready to announce anything just yet though.

Thanks, Estild. This whole conversation has been very negative. For my part, I apologize. I'm glad we're being given the opportunity to give feedback and have our voices heard.

~Taverkin
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Re: Upcoming Spell Changes 08/29/2015 10:07 PM CDT
>>Just as update, we do value everyone's feedback and will likely make some changes to the original proposals. We're not ready to announce anything just yet though.

Is the goal for said changes to be implimented as part of the current lore review or should we expect a gap between what is actively being put in place and any revisions?

I'm asking about the more impactful items, I will leave what that includes to your interpretation.

Tal.
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Re: Upcoming Spell Changes 08/29/2015 10:36 PM CDT
Thank you for listening so far, it really means a lot to know the community is being heard and responded to. I just wanted to chime in with my quick opinion, and then return to the refresh and read race that has become this folder. Please consider leaving self-cast haste as is, or as near to as possible.. Also, besides wishing 518 would remain a friendly spell, I would personally like to see a higher starting number of possible targets, with the ability to train in lore or MoC to increase that number, since the proposed numbers have been a bit too hard to swallow. As for 519, although I understand the opinion that it is OP, as a post cap wizard who has yet to finish the skillset for an immo build and consistently has mana issues when solo hunting with it, I very much disagree that it is too powerful compared to other less costly(mana and skillwise) spells, and would be disappointed if it were weakened further. Thank you again.
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Re: Upcoming Spell Changes 08/29/2015 10:47 PM CDT
Tal.
Is the goal for said changes to be implimented as part of the current lore review or should we expect a gap between what is actively being put in place and any revisions?
I'm asking about the more impactful items, I will leave what that includes to your interpretation.


The spells referenced in my original post will be after the ELR. Most, if not all, the updates for the ELR are already coded, while we haven't started at all on the former.

GameMaster Estild
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Re: Upcoming Spell Changes 08/29/2015 10:56 PM CDT
As always thank you for being direct.

Tal.
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Re: Upcoming Spell Changes 08/29/2015 11:20 PM CDT
Wow! Earlier today it seemed to me that things calmed down, now I see the boards really got out of hand. I'm not the most diplomatic or eloquent, but it looks like it got a bit nasty!

I sincerely hope the Product Manager departing was not in anyway because of all of this.

Why can't we all just keep the positive flow going, let the stuff they release come out and see how it goes? If it truly sucks bubbles to be a mage they
can and will fix it.

Share your ideas not insults. Don't prejudge the entire ELR because 3 spells are being nerfed. Might not the vision that the mage over represented dev. team not indeed have a viable solution to one trick ponies boredom we face under how things were? Are they so cold hearted to not strive to fix it if indeed it falls short once its all done?

My Gram always told me, if you can't say something nice, then its better to say nothing at all. Hard to follow, but good advice eh?

Just an elf about town...
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Re: Upcoming Spell Changes 08/30/2015 12:00 AM CDT

I think that's a nice message Roy. If the serious spell work isn't to be a part of ELR I wonder if spilling the beans on that early might have been a bad move. Hindsight being 20/20 and all.

That said, I can't think of any set of circumstances where them passing right through 512 and 520 without fixing their underlying uselessness wouldn't have totally bummed me out.

This year has provided an impressive number of changes BUT I can't help but feel if a spell gets altered and not fixed immediately it's likely to stay that way for years. So I'm going to make my opinions known and hope someone with pull can look at it while it's 'in service'.

I feel like 512/520 is like a mechanic opening your engine to change the carbeurator, seeing a rats nest in your intake, and then putting the new carb on w/o removing it. Um... while we're HERE can we perform a simple fix for a major problem?
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Re: Upcoming Spell Changes 08/30/2015 01:07 AM CDT
<That said, I can't think of any set of circumstances where them passing right through 512 and 520 without fixing their underlying uselessness wouldn't have totally bummed me out.

This. Exactly. Why do they continue to leave broken spells broken while adding irrelevant lore tie-ins? What purpose does this serve anyone? So disappointing!

~Taverkin
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Re: Upcoming Spell Changes 08/30/2015 01:58 AM CDT
RROY
I sincerely hope the Product Manager departing was not in anyway because of all of this.


Absolutely not.

Taverkin
Why do they continue to leave broken spells broken while adding irrelevant lore tie-ins? What purpose does this serve anyone? So disappointing!


Because as I said before, this is the Elemental Lore Review, not the Elemental Spell Review. If you didn't use 520 before, you can continue to not use it going forward. For those wizards that do use it, they now have an extra benefit. You can apply this to each and ever spell we're updating in the ELR.

Just to make something clear, you should not be expecting some huge mechanical benefits from the ELR, especially just because we're down tweaking a few other spells. You're getting some good with some bad, but that doesn't mean we're going to replace the loss power from not being able to maintain Rapid Fire all the time or being able to outright kill most targets with a single cast of Immolate. If you're expecting that, look no further.

GameMaster Estild
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Re: Upcoming Spell Changes 08/30/2015 02:03 AM CDT
>or being able to outright kill most targets with a single cast of Immolate

Wait, is the instant kill from immolate really going away?
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Re: Upcoming Spell Changes 08/30/2015 03:04 AM CDT
>>is the instant kill from immolate really going away?<<

Where have YOU been this last week?
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Re: Upcoming Spell Changes 08/30/2015 03:20 AM CDT
>>You're getting some good with some bad,<<

Estild, you want to weaken wizards; we get that. Consider it done.

Let's pretend that the spell nerfs never happened, and consider the ELR as a totally separate item, on its own merits.
The lore effects, even taken all together, are pretty ho-hum. I AM an earth mage, I have enough earth lore to get some of these benefits, and I am still underwhelmed. As the lady in the old TV commercial always said "Where's the beef?"

The seeds are too high, the lore requirements are too large and the benefits are too skimpy. Let's look at stone skin for example, since you are touting the new benefits of earth lore on that spell. I always have stone skin up, but even with 72 ranks of earth lore, it's pretty crummy protection. And how is it going to help me out if a critter who has just whacked me into a stun gets a dinky flesh wound from a rather unlikely reactive flare, just prior to striking the killing blow? It would have been much better to have stoneskin absorb 3x the damage, or drop a wound by 1 or more crit ranks, or help ward off a stun.

The other lore benefits revealed so far are equally lackluster.
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Re: Upcoming Spell Changes 08/30/2015 05:04 AM CDT
>Just to make something clear, you should not be expecting some huge mechanical benefits from the ELR, especially just because we're down tweaking a few other spells. You're getting some good with some bad, but that doesn't mean we're going to replace the loss power from not being able to maintain Rapid Fire all the time or being able to outright kill most targets with a single cast of Immolate. If you're expecting that, look no further.

So basically the ELR will be lackluster, compared to the SLR or sorcerous lore reviews, AND major wizard nerfing will be coming blanket style. Let's not kid ourselves. It would have been nice to have this stated upfront instead of this pretense then that we're getting some boon for having had this happen.

Thanks for the notice so we can all cut our losses and move on.
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Re: Upcoming Spell Changes 08/30/2015 08:46 AM CDT


>You seem to be under the impression that bolts are crit based. They are not. They are primarily attrition based. Most of your kills come from damage or multiple attempts before a crit kill.

Not in my experience. Maybe you're not hunting the right things. The exception of course is uncrittable critters. If I hit you in the torso, head, or neck, its death, typically.
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Re: Upcoming Spell Changes 08/30/2015 08:50 AM CDT


>You hurl a stream of fire at a glacial morph!
-Whirlin

You don't find it at all specious to use 906 in a comparison vs 910 instead of 908 when insisting fire spells don't do well against ice critters?

Slushes, by the way, are the weakest ones in that particular area, I don't think morphs or madrinols have any weakness.
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Re: Upcoming Spell Changes 08/30/2015 09:22 AM CDT
<Just to make something clear, you should not be expecting some huge mechanical benefits from the ELR, especially just because we're down tweaking a few other spells. You're getting some good <with some bad, but that doesn't mean we're going to replace the loss power from not being able to maintain Rapid Fire all the time or being able to outright kill most targets with a single <cast of Immolate. If you're expecting that, look no further.

Thank you, Estild.

Account canceled. I'll stick around and see what the changes are and come back when I'm pleased enough with the results that I feel like playing the game again.

~Taverkin
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Re: Upcoming Spell Changes 08/30/2015 09:30 AM CDT
<Not in my experience. Maybe you're not hunting the right things. The exception of course is uncrittable critters. If I hit you in the torso, head, or neck, its death, typically.

We don't have to use anecdotal evidence to support my position, V. Do the math. Our most powerful bolt spell is hurl boulder. Assuming you hit hard enough to cause a rank 9, your crit kill rate is 32%. If you don't cause a base rank 9, it's less than that. If you take into account targets with fewer body parts (cerebralites have only head/eyes/nerves as crittable areas), non-corp, etc. it's less than that. Perhaps the fact that you have about 150 more bolt AS than normal for a sorcerer is skewing your position on this? Try bolting with 450ish AS and tell me what happens. It should become painfully clear that bolts are attrition-based spells.

~Taverkin
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