Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 11:35 AM CDT
No, I'm fine with the spell being changed to benefit other users. (And none of my characters have, or are likely to, actually cast this even with the changes.)

But... The spell, I mean come on, it Puts Node In (This) Room.

The only way TO benefit from that... is to be IN THE ROOM when the mana pulses.

Whatcha gonna change? Seriously?

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OH! Look at that; the GMs found a way--within their perception of what the various Lores should represent--found a way to give a benefit anyhow.
Not much of one--you have to have enough Lore to hit the second pulse while you're walking around to net out to more than the spell cost--but it's something.

But if you're going to be walking around, why are you casting this spell anyhow?

Typically the only time I remember it coming in handy in the field was if a bunch of us were pretty well all tuckered out for mana, and one did a Minor Sanctuary and the other did a Node. Then we stood there in (relative) safety for a while and soaked up the increased mana.
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 11:40 AM CDT
I'm not really wanting to sit in one room and wait for critter ether, but I know of several useful places to use it. In the Keen for instance, If I'm about to run out of mana, but don't wish to climb out of the middle. Sure you can fog out or whatever, but then everything despawns and you have to wait for critter levels to come back up which can take a few minutes. Its a pain in the rump to climb around looking for creatures who haven't popped into existance yet.

Just an elf about town...
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 11:45 AM CDT
I'm a fan of having both the shenanigans and non-shenanigans portions included. For what it's worth!

An announcer shouts, "Introducing our new combatant, Duskruin Arena Hero Durakar al'Yari Faendryl the Captain of the Mist Harbor Militia, hailing from Isle of the Four Winds!"
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 11:46 AM CDT
I think there's three primary use cases:

1) Group node hunting. Node up a room, and let the convergence of paths bring the creatures to you. Most especially useful in group hunt situations (yay!) where creature generation is good and rooms converge to a central location.

2) Area-spanning hunting. Node up a room, and zip through the area engaging creatures as they may appear, but with the intent to return to the noded room every 60 seconds or so. A secondary use case: In some isolated regions, node up a room and rest there to recover to a certain point, thereby offsetting some inconveniences in getting into or out of a zone.

3) Rapid movement hunting. Create a localized effect and tote it around an area, allowing increased mana generation while in the field.

The first two are implemented, and the third one's being discussed.

Doug
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 12:08 PM CDT
<< We're just getting started up in here! >> ~ Konacon

Doesn't HSN end on August 31?
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 12:10 PM CDT


>Doesn't HSN end on August 31?

Since pretty much nothing happened the first 2 weeks I was away, I assume that there was a delay in release of these, and SimuCon happened.
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 12:13 PM CDT
Its been stated the ELR will continue past HSN. I think it was said during simucon on the video feed?
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 12:21 PM CDT
Yes, the ELR will definitely continue past 8/31.

GameMaster Estild
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 12:41 PM CDT
>Yes, I remember those places, too. But that's really not how people hunt today and the way the spell works more or less ensures it rarely gets used.

I'm trying to envision this spell being used:

1. Socializing and helping someone else out
2. A caster with an OCD need to skin or loot 100 critters before leaving a hunting area, i.e. treasure hunting
3. A caster focusing exclusively on bounties who is uninterested in leaving a hunting area
4. A lower level caster taking the 50/50 risk on the spell solving a mana deficit problem while hunting normally
5. A sorcerer hunting for rots to use with 735 and unwilling to leave an area until she has ~1000 kills

I tend to follow the minimum time, maximum xp philosophy myself, so I don't have much use for 418.
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 12:42 PM CDT
<Something I really dislike though is the propensity you seem to have to speak for 'us' (as evidenced in the clip). In this particular case, I am far more aligned with Robert - but I feel <compelled to contortions to try to protect your concept which is supposed to include me, but doesn't really include me.

Yeah, if I were speaking as if the people agree with a particular suggestion I'm advancing, then yes. In this case, I am pointing out that "the rest of us" - the majority, the vast majority - do not, in fact, stand around waiting for monsters to spawn. That is extremely situational and the result is that 418 has forever been a bit of a wasted spell slot, a spell most of us (yes, that's right!) rarely use. As Krakii points out, wizards who train in water lore and do not remain stationary will now have at least some use for this spell. However, I would argue that this is far too limited as the benefit barely registers at a mere 5 mana per minute.

~Taverkin
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 12:51 PM CDT
>>In this case, I am pointing out that "the rest of us" - the majority, the vast majority - do not, in fact, stand around waiting for monsters to spawn.

Numbers?

Naw, never mind, we're good - I'm not likely to get my point across. Let me ask you this: Have you even tried using the spell in the Scatter? See use case 2.

Doug
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 12:54 PM CDT
<<Yeah, if I were speaking as if the people agree with a particular suggestion I'm advancing, then yes. In this case, I am pointing out that "the rest of us" - the majority, the vast majority - do not, in fact, stand around waiting for monsters to spawn. That is extremely situational and the result is that 418 has forever been a bit of a wasted spell slot, a spell most of us (yes, that's right!) rarely use. As Krakii points out, wizards who train in water lore and do not remain stationary will now have at least some use for this spell. However, I would argue that this is far too limited as the benefit barely registers at a mere 5 mana per minute.

~Taverkin>>

Have you ever tried using in a war camp...I mean literally you stand in the one room and get 4-5 creatures running in at a time for hours on end...this would be a great spell for inside a warcamp unless its one of the ones that blows you up.

Also, I always assumed you were using the Royal we/us...or your extended family of characters...didn't think you actually meant the rest of us. Sometimes I agree with your points, sometimes not...but I never assumed you were actually speaking for my opinion...
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 12:57 PM CDT
So as not to simply complain without suggesting an alternative. I might have considered a way to tier the benefits of the spell such that it retains its initial purpose (assuming that is desirable and we aren't simply replacing it with a completely different spell), provides additional benefit based upon practical application for general use, and has an additional benefit as a lore tie-in.

For example:

I never really used the spell before because it's so risky and provides no benefit, but I believe it provides an additional partial pulse separate to the normal off-node pulse, correct? So how about this as an alternative:

The spell still creates a node. However, it now grants mana as if the caster were on an actual node.

If you leave the area of the focus, you retain an additional partial pulse based upon a general wizard skill. EMC perhaps? Duration TBD.

Further, if you have water lore you get an additional mana recovery benefit.

Either way, I think the capped 10 mana per pulse is fairly useless considering the level at which one could sufficiently reduce the risk and have sufficient water lore to gain enough pulses to justify the cost of casting the spell. It would make more sense if a flat amount of mana applied at the low end, functioning as a lower limit to a percentage-based mana recovery benefit that scales in relation to the size of your pulse.

~Taverkin
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 01:00 PM CDT
It's not an opinion, nor am I speaking for you. I am observing that people who do not use this spell routinely due to the fact that they move when hunting are the norm. Do you disagree? We can pretend that everyone does, but it simply isn't accurate.

You are, of course, welcome to disagree that this spell necessarily needs to be practically useful to most players. I tend to think this results in spells that are underutilized...like 418. But to each their own.

~Taverkin
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 01:06 PM CDT
"The first two are implemented, and the third one's being discussed." -- Doug

Well, the third one is already implemented, it's just called "Song of Power/1018", is all.

The "moving, but still with some benefit" is what got added by the Water Lore.
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 01:10 PM CDT

>> I'm trying to envision this spell being used:
>>
>> 1. Socializing and helping someone else out
>> 2. A caster with an OCD need to skin or loot 100 critters before leaving a hunting area, i.e. treasure hunting
>> 3. A caster focusing exclusively on bounties who is uninterested in leaving a hunting area
>> 4. A lower level caster taking the 50/50 risk on the spell solving a mana deficit problem while hunting normally
>> 5. A sorcerer hunting for rots to use with 735 and unwilling to leave an area until she has ~1000 kills

It is a situational spell, I typically use it for option 1 these days. When I was much younger and hunting beneath Icemule Trace in Thurfel's Cellar (where it can gets exceptionally swarmy) I would setup shop in a spot where my hunting partner and I would take on anything that wandered in (which was often more than we wanted at one time anyway). Having this spell made a big difference in what we could get done!

-- Robert

"All wizards are beginners; some of us have just been beginning longer!"
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 01:11 PM CDT
You gesture.
You struggle to gather the flows of essence in this area.
A strong whirlwind whips through the area, stirring up dust and other small pieces of debris, which form a small cloud overhead.
As you struggle to gain control over the flows of essence, you feel a sudden surge of power!
A bolt of pure energy suddenly leaps out from the center of the dust cloud, striking you and knocking you to the ground!

... 3 points of damage!
Light shock to left arm. That stings!
The whirlwind subsides, allowing the dust cloud to settle.

What the deuce?! Success rate = 75/4 + 202 / 2 + 35 = 154%
So why did I go bbbbZZAAaaaaaap?
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 01:25 PM CDT
Formula correction!

Success Chance = ((MnE spell ranks / 4) + (Elemental Mana Control ranks / 2) + Aura stat bonus)
IF $Name = 'Drafix' THEN Success Chance = (Success Chance / 2) End

More seriously, it sounds like the small chance of failure that has been there historically is still included in the current version of the spell.

-- Robert

"All wizards are beginners; some of us have just been beginning longer!"
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 01:26 PM CDT



Is that success formula really an improvement? At level 18, when you get the spell, I would expect your chances to be:

18/4 + 18/2 + 20 = 32% chance of success? That's garbage. No other class has their spells so crippled by such high, and potentially fatal, failure rates.

I was REALLY hoping that would change with the update.

Blarg!



I think the water lore change is all right. This spell will just have to remain in the only cast once-in-a-blue-moon-when-the-planets-align-perfectly category in which 1/4 of my other wizard spells reside . I even hunt in an area where this might be of use, but it's hard to reach and I'll likely decay there if I die, so no freaking way am I casting this coinflip there.

I get it that a bunch of you people have high level characters, but having spells that aren't useful until you're 60+ is pretty lame. Carrying around useless spells for years is a bummer.
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Re: HSN: ELR - Mana Focus (418) Updated! Minium failure rate? 08/26/2015 01:28 PM CDT
Konacon, is there a minimum failure rate that can not be trained away still? If so can you tell us what it is?
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Re: HSN: ELR - Mana Focus (418) Updated! Minium failure rate? 08/26/2015 01:30 PM CDT
> Konacon, is there a minimum failure rate that can not be trained away still? If so can you tell us what it is?

There is a 5% base chance of failure no matter what. Sorry I didn't mention this early or reply right away.

~ Konacon
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Re: HSN: ELR - Mana Focus (418) Updated! Minium failure rate? 08/26/2015 01:35 PM CDT
>There is a 5% base chance of failure no matter what. Sorry I didn't mention this early or reply right away.~ Konacon

Any chance of lowering that to the fumble rate of 1%? I know it's only 5% but man it really feels like it comes up a lot. Granted I'm testing the spell and casting it over and over again quickly but it's pretty annoying and of course always was.
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Re: HSN: ELR - Mana Focus (418) Updated! Minium failure rate? 08/26/2015 01:37 PM CDT
<There is a 5% base chance of failure no matter what. Sorry I didn't mention this early or reply right away.

::sigh::

Back to not using this spell. "A" for effort, guys. But I just don't agree with your design decisions at all.

~Taverkin
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Re: HSN: ELR - Mana Focus (418) Updated! Minium failure rate? 08/26/2015 01:39 PM CDT
I fail to see what is gained by giving this spell a %5 base chance of failure.
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Re: HSN: ELR - Mana Focus (418) Updated! Minium failure rate? 08/26/2015 02:03 PM CDT
I'd just like to note that this success formula pushes the effective required level even higher.

Level 78 wizard:
75/4 + 78/2 + 20 = 77%

Level 80 sorcerer:
60/4 + 40/2 + 11 = 46%

Level 100 rogue:
35/4 + 25/2 + 15 = 36%

My most common use for this spell is to improve mana regen in rooms that really should be nodes but aren't (magical workshop in the Icemule sorcerer guild comes to mind). In the hunting use case, you're basically going out of your way to make the spell "useful". If you're low level and having mana problems, you can't use the spell anyway. If you're higher level and having mana problems, you shouldn't be turning to 418 as your solution.

I understand that it wasn't necessarily intentional that my rogue could have a very high success rate and that you don't want the spell to result in roving mana nodes for everyone. But for a spell of pretty marginal utility with an injury chance on failure, I think it went from bad to worse.

The water lore thing is interesting but it's moot in view of the success rate.
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Re: HSN: ELR - Mana Focus (418) Updated! Minium failure rate? 08/26/2015 02:04 PM CDT
I like the general idea of this update, but I too think the 5% fail rate is a bit high. Level has already been removed as a success factor, and the benefit was set to the most expensive summation seed, which in my mind is a bit harsh.

I doubt any of the above will change, but it would be nice to have the base percent chance to fail reduced to 1%.
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Re: HSN: ELR - Mana Focus (418) Updated! Minium failure rate? 08/26/2015 02:05 PM CDT
<I fail to see what is gained by giving this spell a %5 base chance of failure.


It always had this chance of failure. That hasn't changed. Unfortunately, it should have.

It is an old spell and as such could have been forgiven for falling along the "hardcore" end of the spectrum with regard to risks/benefits. GS has its roots in tabletop RPGs, which as I understand it tend to be a much more hardcore format. The consequences and inconveniences are greater because the focus of the game is completely different from an MMORPG.

I think of these pen-and-paper RPGs as much more RP-focused. As actors on a stage would become bored playing the same character day in and day out, playing out short-term (relatively!) scenarios is more appealing. If your character dies, he dies. If he loses levels, he loses levels. It's not necessarily critical in that format that a spell be used regularly, that one character complete the arena as quickly as another, and many of the other considerations we have in a computer-based RPG.

To treat them both as if they were the same format is a mistake. Evolving away from that, where appropriate, is a constant struggle. There are probably hundreds of examples we could find of changes made to reflect this format rather than the system GS was originally based upon. For instance, getting rid of "The Demonic" because, unlike losing a character in a short-term roleplaying scenario, nobody considers it fun to invest years into a character only to lose everything irrevocably.

That's why I question the wisdom of evaluating archaic spells like 418 and failing to update them to reflect the reality of today. We've come so far from the original design at this point, spells like this are a glaring example of the past. If we're being honest, 418 doesn't get used often because it's a risky spell to cast and provides relatively little practical benefit. The risk vs. reward balance on this spell is simply way off-kilter and as a result it doesn't get used.

Some will say that it's fine as is. But again I ask the question: Why do we insist on having so many spells that are so very limited in scope? And to further limit them by matching a relatively high level of risk to a low level benefit? What is the point? Shouldn't the ELR be more about finding ways to turn underutilized spells into useful spells that players enjoy using?

~Taverkin
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Re: HSN: ELR - Mana Focus (418) Updated! Minium failure rate? 08/26/2015 02:07 PM CDT
I would be fine with 3%, the same chance of failure that Enchanting has.

I would like both spells even better if it were possible--as I described earlier, like with more Water Lore in Enchanting--to train both percent chances down, probably in a two-tiered system, probably involving a whole bunch of ranks.
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Re: HSN: ELR - Mana Focus (418) Updated! Minium failure rate? 08/26/2015 02:09 PM CDT
At the very least, it would be nice if you failed due to the 5% failure rate, it would not result in any potential injury to the caster. Simply make the spell fail and need to be recast. Again, not much seeing the benefit of such a built in failure, especially given the fairly high training requirements for the spell, but if all it cost me was 18 mana for failing to cast a spell I had maximized training for, it wouldn't be the end of the world.
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Re: HSN: ELR - Mana Focus (418) Updated! Minium failure rate? 08/26/2015 02:11 PM CDT
>>Tav's table-top premise.

An interesting viewpoint. I'll have to reflect on that - having a great deal of experience in both.

I will say this - I'll add my voice to the growing concerns about success rates. I'm a bit more flexible on the 'canned failure' rate than some of my peers seem to be expressing but will point this out. . .

Even the Enchant spell - which is game defining - has only a 3% failure chance.

Doug
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Re: HSN: ELR - Mana Focus (418) Updated! Minium failure rate? 08/26/2015 02:24 PM CDT
<Even the Enchant spell - which is game defining - has only a 3% failure chance.

And I expect if that spell had been designed today rather than evolved as a holdover from a bygone age, the severe penalties in terms of time and potential destruction of the item would not exist. See Ensorcel. Another example of the difference in expectations between tabletop and computer game formats?

~Taverkin
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 02:32 PM CDT
>Taverkin, I know that the places I used to see it being used all the time swarm(ed) regularly:
>- Ghoul Masters
>- Tree Spirits
>- Spectral Miners, right at the base of the ramp
>- Sheruvian Monastery, through the door at the far right end
>- same, two South of the arch (exits N, S, NW, NE, door1, door2, door3)

>And so on.

>Basically, anywhere there's a chokepoint or "a whole lot of rooms feeding into one".

>Why should I take the effort of walking around, if they're going to cooperate and feed themselves into the meat-grinder for me? -Krakii

Because ;wander. Unless that meat grinder room is swarming of course.

I sure do miss swarms. Can we have swarms back?

~ Methais
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 02:38 PM CDT
So the plants want brawndo now? I get it, we give them electrolytes!

-Retser-
Icemule Guru
Halfling Guru
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 02:40 PM CDT
"So the plants want brawndo now?" -- Retser

My talking cactus, McPedro, keeps trying to do his, "STEEELLLLAAAAA" impression...
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 02:47 PM CDT
Brawndo's got electrolytes. It's what plants need!

~Taverkin
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Re: HSN: ELR - Mana Focus (418) Updated! 08/26/2015 02:52 PM CDT
Is there really any reason to train more than 10 water lore for this spell? Seems like more lore = bigger mana bonus would be incentive to train more lore, but for more pulses when you could just spend 18 mana every 10 minutes to refresh it, I don't see any reason to train more than 10 ranks.

I was hoping lore would enable this spell to travel with you, but then bards would cry so it's ok. :P

~ Methais
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Re: HSN: ELR - Mana Focus (418) Updated! Minium failure rate? 08/26/2015 03:36 PM CDT
KRAKII
I would be fine with 3%, the same chance of failure that Enchanting has.


Okay. The base failure chance of 418 has been changed to 3%.

~ Konacon
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Re: HSN: ELR - Mana Focus (418) Updated! Minium failure rate? 08/26/2015 03:40 PM CDT
Increasing my count to SIX documentable changes... :)

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<pause>

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"The base failure rate of 418 has been changed to 6%." -- GM Konacon
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Re: HSN: ELR - Mana Focus (418) Updated! Minium failure rate? 08/26/2015 03:41 PM CDT
> "The base failure rate of 418 has been changed to 6%." -- GM Konacon

I... I don't think this is what I said. Is it?

~ Konacon
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Re: HSN: ELR - Mana Focus (418) Updated! Minium failure rate? 08/26/2015 03:42 PM CDT

>Okay. The base failure chance of 418 has been changed to 3%.

I'm not sure if you're serious or not. Can you update the saved post page if you are? I tacked the 5% into the first post. I can't keep up with this anymore.

https://gswiki.play.net/mediawiki/index.php/Elemental_lore_review_(saved_posts)#Mana_Focus_.28418.29
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