ENVOY REPORTS

by Ashteru

Back to Common Grounds.

Ildaudid2006-12-04 17:29:42
I think they are probably ironing the kinks out of it.... but I wouldn't want to be a viscanti right now, it just made that race even crappier.
Daganev2006-12-04 17:31:48
From the AB posted, it sounds like Clots are for two purposes, Increasing the amount of time between health sips, and making it so that a person can't cure the burst vessels when they have a clot.

To use a console game analogy.. Blood clots are save points on your way to total bursted vesselage

QUOTE(Ildaudid @ Dec 4 2006, 09:29 AM) 359776

I think they are probably ironing the kinks out of it.... but I wouldn't want to be a viscanti right now, it just made that race even crappier.


Huh? Viscanti lose how much they sip for, not the time between sips.
Ildaudid2006-12-04 17:40:50
Every vessel, it is 1-3 vessels bursted, on avg 3, and isn't it every 3 seconds that one can use vessels again? Now whats the lock time on clot? and is it on the same channel as burst vessel? What scares me is going to be the burst vessel, clot combos which could be done every 4-5 seconds.

Does the sipping penalty stack?

If you burst vessel, clot, bust vessel, clot.... 4 times you can be set up for heart burst... so lets see if they are on different channels you are back to the 20 sec heartbursts? I hope not?

Forren or some other tele... whats the time that your channel is locked? and how long is it locked for for vessels and for clotting?



QUOTE(daganev @ Dec 4 2006, 12:31 PM) 359777

To use a console game analogy.. Blood clots are save points on your way to total bursted vesselage
Huh? Viscanti lose how much they sip for, not the time between sips.


Exactly, would you want a lvl 3 sip penalty AND slow sipping? Especially if it can be stackable... in that case a possible lvl 3 sip penalty and maybe up to lvl 3 sip balance penalty???

Like I said, being a viscanti sucks more now smile.gif
Unknown2006-12-04 17:40:55
But as far as I can tell, it doesn't actually slow down the health sips. And it's hard for us to stack herb cures, so it's not really an effective save point. I'm pretty sure I can stick it against non-trans discipline people, but I can't really think of an instance it would be better to use clot instead of just bursting again.

Edit: It doesn't lock a channel. It's on Sub (the same channel as burst). Sub is a 4 second balance. So every 4 seconds you can either burst or clot, but not both. Even with 4 clots, I don't see a noticeable change in sipping health.
Estarra2006-12-04 17:42:08
QUOTE(Ildaudid @ Dec 4 2006, 09:40 AM) 359780

Every vessel, it is 1-3 vessels bursted, on avg 3...


If it's a random 1-3 (which it is), wouldn't the average be 2?
Ildaudid2006-12-04 17:50:16
QUOTE(Estarra @ Dec 4 2006, 12:42 PM) 359783

If it's a random 1-3 (which it is), wouldn't the average be 2?


Thanks Estarra, you point out my math is as bad as my spelling tongue.gif Now time to hide under a rock for a while laugh.gif
Geb2006-12-04 17:55:54
QUOTE(Ildaudid @ Dec 4 2006, 06:40 PM) 359780

Every vessel, it is 1-3 vessels bursted, on avg 3, and isn't it every 3 seconds that one can use vessels again? Now whats the lock time on clot? and is it on the same channel as burst vessel? What scares me is going to be the burst vessel, clot combos which could be done every 4-5 seconds.


Ok, you have a bit of incorrect information here. It is not an average 3 vessels per burst, it is 2. Also, it is once every 4 seconds that a Telekinetic can burst, not 3.

Now considering the fact that sip health and eat sparkleberry do not hinder one's ability to eat yarrow, I don't see too much of a problem with this change (well once the bugs are ironed out). Also, the person needs at least 3 burst vessels to make the first clot. With decent healing, it is possible to stay below 2 clots. You just have to make sure that you place your Clot cure decently high up in your healing scripts. It is not like Telekinetics can really give any herb only cured afflictions that will have a higher priority than Clot.

Now I just need to hurry up and have a Telekinetic Clot me so that I can set myself up to cure it.
Ildaudid2006-12-04 17:59:23
QUOTE(geb @ Dec 4 2006, 12:55 PM) 359790

Ok, you have a bit of incorrect information here. It is not an average 3 vessels per burst, it is 2. Also, it is once every 4 seconds that a Telekinetic can burst, not 3.

Now considering the fact that sip health and eat sparkleberry do not hinder one's ability to eat yarrow, I don't see to much of a problem with this change (well once the bugs are ironed out). Also, the person needs at least 3 burst vessels to make the first clot. With decent healing, it is possible to stay below 2 clots. You just have to make sure that you place your Clot cure decently high up in your healing scripts. It is not like Telekinetics can really give any herb only cured afflictions that will have a higher priority than Clot.

Now I just need to hurry up and have a Telekinetic Clot me so that I can set myself up to cure it.


Geb I know, I know my math sucks... I meant 2, I swear someone spiked my cereal with liquid stupidity milk or something.... I wasn't sure about the channel time though.



Shorlen2006-12-04 18:15:14
QUOTE(Rauros @ Dec 4 2006, 12:11 PM) 359769
I would probably say make it cost 8p instead now, but I wouldn't mind either way.

Oh GODs no, Trueheal is already absurd in what it cures. It undoes 15 power and 60 seconds worth of dreamweaver exhaustion, 10 power and 30 seconds worth of Spiritsinger exhaustion, 10-30 power worth of deepwounds stacked by lunges/crushes/sweeps/assaults, etc. It completely disables any slow kill that takes more than 100 seconds to perform, such as both druidic kill methods. Gods, I loathe that skill, as a player. >_< "Oh, look, you started going for saplock, I'll just save 6p on my prompt since it takes you more than 40 seconds to kill me once you saplock me, and then I'll trueheal out of the saplock and own you with soulless." sad.gif
ferlas2006-12-04 18:26:25
It isn't nasty at all, they are better off just bursting, theres only one or two ways for it to be effective.
Shorlen2006-12-04 20:16:44
Double Daggers were only over powered in three very specific situations: Double mantakaya daggers, double charybdon daggers, and double escozul daggers.

The escozul problem wasn't with daggers at all, but with the poison being overpowered, especially in situations where the victims cannot restore their power, such as in the arena. Allowing an uncurable attack with such a high chance of success and such a high hit rate is a bad idea. The problem is still present on darts traps, which hit even faster and are even more passive. For the record, double escozul daggers drained power at a rate of 5 power every 9 seconds if the target was trans resilence, and 5 power every 6 seconds if the target was inept.

The charybdon problem though was very real, and rather specific to daggers. Daggers could afflict with 5 MASKED afflictions every 12 seconds, making them better than a demesne for passive afflicting, and stack with a demesne. That's about 4 afflicts every 10 seconds at inept resilience, and about 3 afflicts every 10 seconds at trans resilience. This is too many masked afflicts if you ask me.

The mantakaya problem was a complete lockdown on anyone inept-master resilience, as most people are. At fabled, it was still more passive hindering than any demesne, and it was ranged.

Time table - inept
0 - first dagger hits
2 - second dagger hits
4 - first dagger hits
4.5 - victim recovers
8 - both daggers hit (3.5 seconds of actions out of 8)
12 - first dagger hits
12.5 victim recovers
14 - second dagger hits (5 seconds of actions out of 14)
16 - first dagger hits
17 - victim recovers
20 - both daggers hit (8 seconds out of 20)
24 - first dagger hits
24.5 - victim recovers
26 - second dagger hits (9.5 seconds out of 26)
28 - first dagger hits
30.5 - victim recovers
32 - both daggers hit (11 seconds out of 32)

After the first hit, you can disable the sub dagger and just the super dagger would keep them locked 66% of the time.

The above table though is irrelevent. Everyone has insomnia, or they shouldn't be let fight. I know we tell our novices to get insomnia as soon as they can, and most guilds require it. With Apprentice discipline (up to insomnia in discipline), you have 3.9s focusbody.

Time table - apprentice - one sub dagger
0 - first dagger hits
3.9 - victim recovers
4 - first dagger hits (0.1 seconds of acting in 4)
7.9 - victim recovers
8 - first dagger hits (0.2 seconds of acting in 8)
11.9 - victim recovers
12 - first dagger hits (0.3 seconds of acting in 12)
etc.

This means that one sub dagger is 99% hindering against anyone with just insomnia, which many many fighters who cannot afford more than tri-trans have. Those who can afford a bit more than tri-trans usually go straight from insomnia to focusmind. Focusbody with fabled discipline is 2.1 seconds.

Time table - fabled
0 - first dagger hits
2 - second dagger hits
2.1 - victim recovers
4 - first dagger hits (2 seconds out of 4)
6.1 - victim recovers
8 - both daggers hit (4 seconds out of 8)
10.1 - victim recovers
12 - first dagger hits (6 out of 12)
14 - second dagger hits
14.1 - victim recovers
16 - first dagger hits (8 out of 16)
18.1 - victim recovers
20 - both daggers hit (10 out of 20)

etc. passive hindering that prevents you from acting or moving 50% of the time.


Time table - trans (assuming 1.2 second focusbody speed)
0 - first dagger hits
1.2 victim recovers
2 - second dagger hits (0.8 seconds of acting in 2)
3.2 - victim recovers
4 - first dagger hits (1.6 / 4)
5.2 - victim recovers
8 - both daggers hit (4.4 / 8)
9.2 - victim recovers
12 - first dagger hits (7.2 / 12)
13.2 - victim recovers
14 - second dagger hits (8 / 14)
15.2 - victim recovers
16 - first dagger hits (8.8 / 16)
17.2 - victim recovers
20 - both daggers hit (11.6 / 20)
21.2 - victim recovers
24 - first dagger hits (14.4 / 20)

So, in each 12 second block, the victim can act for 7.2 seconds. With *trans* resilience. This also assumes that trans focusbody is 1.2 like I think - if it's actually 1.5, then the hinderance reaches 6 seconds every 12, so 50% hinderance at *trans.*

Of course, none of this takes resilience into account, which effectively lowers the hindrance rate by AT MOST 33%. It doesn't lower it by 33%, but some number between 0 and 33, since some of those paralyses were on double hits. On average, this would reduce the trans hindering rate to 3.6 seconds every 12, so the victim could act for 8.4 seconds out of every 12 instead of every 7.2. This would go from 40% hindrance to 30% hindrance.

That isn't really so bad, when you think about it, but it doesn't change the fact that at apprentice, it's still 99% hindrance assuming the victim is curing with triggers, with just ONE 4 second dagger.


There's also the Mactans issue, but I could never get an aqua to try preserve with dual mactans in a demesne with icefloe, needlerain, and the caster freezing/preserving. Dunno why none would agree to it.... The math says it isn't such a big deal, but I don't know for sure.
Tzekelkan2006-12-04 20:22:09
Shorlen is the best envoy ever.
Shamarah2006-12-04 20:24:17
QUOTE(Shorlen @ Dec 4 2006, 01:15 PM) 359793

Oh GODs no, Trueheal is already absurd in what it cures. It undoes 15 power and 60 seconds worth of dreamweaver exhaustion, 10 power and 30 seconds worth of Spiritsinger exhaustion, 10-30 power worth of deepwounds stacked by lunges/crushes/sweeps/assaults, etc. It completely disables any slow kill that takes more than 100 seconds to perform, such as both druidic kill methods. Gods, I loathe that skill, as a player. >_< "Oh, look, you started going for saplock, I'll just save 6p on my prompt since it takes you more than 40 seconds to kill me once you saplock me, and then I'll trueheal out of the saplock and own you with soulless." sad.gif


Use soulless on a druid without inquisition? You kidding me? LOLZ TREELIFE.
Forren2006-12-04 20:42:52
I agree that mantakaya locks were a problem with two daggers, but it was more than easy to deal with - I had transcendent discipline/resilience. I would shrug 1/3 of the time, and focus body time is not an issue.

Unless the (now single) dagger is changed back to 4 seconds, I really don't see myself staying telekinetic for much longer. Heartburst is a good way to kill yourself against guardians.
ferlas2006-12-04 20:43:22
QUOTE(Shamarah @ Dec 4 2006, 08:24 PM) 359829

Use soulless on a druid without inquisition? You kidding me? LOLZ TREELIFE.


Use inquisition then it isn't as if its hard to do, one skill beating an entire classes offence is a bit tricky to deal with.
Forren2006-12-04 20:49:10
QUOTE(ferlas @ Dec 4 2006, 01:26 PM) 359795

It isn't nasty at all, they are better off just bursting, theres only one or two ways for it to be effective.


Basically, I start clotting only when there are at least six vessels. This insures that two clots will form. I alternate burst and clot every four seconds. There are also some tricks we've found to hide the fact that you've been "clotted", if you will. It's going to be effective, but not in an overpowered way.
ferlas2006-12-04 20:54:42
QUOTE(Forren @ Dec 4 2006, 08:49 PM) 359837

Basically, I start clotting only when there are at least six vessels. This insures that two clots will form. I alternate burst and clot every four seconds. There are also some tricks we've found to hide the fact that you've been "clotted", if you will. It's going to be effective, but not in an overpowered way.


Ya I was just saying it isn't overpowered and easy enough to deal with, the mage will have to be smart to make it more effective than just straight up bursting.
Ildaudid2006-12-04 20:58:21
Dart traps are fine, they hit all who are enemied... so don't try nerfing trackers even more... if 12 of my enemies walk into a dart room... then there go 12 of my darts... only can have 25 so in like 5 seconds I am all out of darts.

And yes Forren I am sure you will find a way to sneak clotting in some wierdo sick way... throwing up barrier and clotting, and maelstrom hehe... laugh.gif
Geb2006-12-04 21:01:17
QUOTE(Shorlen @ Dec 4 2006, 09:16 PM) 359825

Double Daggers were only over powered in three very specific situations: Double mantakaya daggers, double charybdon daggers, and double escozul daggers.

The escozul problem wasn't with daggers at all, but with the poison being overpowered, especially in situations where the victims cannot restore their power, such as in the arena. Allowing an uncurable attack with such a high chance of success and such a high hit rate is a bad idea. The problem is still present on darts traps, which hit even faster and are even more passive. For the record, double escozul daggers drained power at a rate of 5 power every 9 seconds if the target was trans resilence, and 5 power every 6 seconds if the target was inept.

The charybdon problem though was very real, and rather specific to daggers. Daggers could afflict with 5 MASKED afflictions every 12 seconds, making them better than a demesne for passive afflicting, and stack with a demesne. That's about 4 afflicts every 10 seconds at inept resilience, and about 3 afflicts every 10 seconds at trans resilience. This is too many masked afflicts if you ask me.

Double Charybdon daggers were no where near overpowered, considering the limited affliction set it could pull from and also the fact that it was possible to be hit with the same affliction twice. It is pretty easy to detect the most dangerous afflictions given by Charybdon, and besides anything deadly had symptom messages one could use to trigger from.

The mantakaya problem was a complete lockdown on anyone inept-master resilience, as most people are. At fabled, it was still more passive hindering than any demesne, and it was ranged.

Time table - inept
0 - first dagger hits
2 - second dagger hits
4 - first dagger hits
4.5 - victim recovers
8 - both daggers hit (3.5 seconds of actions out of 8)
12 - first dagger hits
12.5 victim recovers
14 - second dagger hits (5 seconds of actions out of 14)
16 - first dagger hits
17 - victim recovers
20 - both daggers hit (8 seconds out of 20)
24 - first dagger hits
24.5 - victim recovers
26 - second dagger hits (9.5 seconds out of 26)
28 - first dagger hits
30.5 - victim recovers
32 - both daggers hit (11 seconds out of 32)

After the first hit, you can disable the sub dagger and just the super dagger would keep them locked 66% of the time.

Please explain how one super dagger would keep even an inept resilience person locked 66% of the time. The person would have to possess a focus body recovery of 5.28 seconds to be hindered 66% of the time by one mantakaya dagger on the Superstratus channel. The person may be locked down that first round for +66% of the time, but after that one dagger on the Superstratus channel would not maintain that rate of hindrance.

The above table though is irrelevent. Everyone has insomnia, or they shouldn't be let fight. I know we tell our novices to get insomnia as soon as they can, and most guilds require it. With Apprentice discipline (up to insomnia in discipline), you have 3.9s focusbody.

Time table - apprentice - one sub dagger
0 - first dagger hits
3.9 - victim recovers
4 - first dagger hits (0.1 seconds of acting in 4)
7.9 - victim recovers
8 - first dagger hits (0.2 seconds of acting in 8)
11.9 - victim recovers
12 - first dagger hits (0.3 seconds of acting in 12)
etc.

This means that one sub dagger is 99% hindering against anyone with just insomnia, which many many fighters who cannot afford more than tri-trans have. Those who can afford a bit more than tri-trans usually go straight from insomnia to focusmind. Focusbody with fabled discipline is 2.1 seconds.

Time table - fabled
0 - first dagger hits
2 - second dagger hits
2.1 - victim recovers
4 - first dagger hits (2 seconds out of 4)
6.1 - victim recovers
8 - both daggers hit (4 seconds out of 8)
10.1 - victim recovers
12 - first dagger hits (6 out of 12)
14 - second dagger hits
14.1 - victim recovers
16 - first dagger hits (8 out of 16)
18.1 - victim recovers
20 - both daggers hit (10 out of 20)

etc. passive hindering that prevents you from acting or moving 50% of the time.
Time table - trans (assuming 1.2 second focusbody speed)
0 - first dagger hits
1.2 victim recovers
2 - second dagger hits (0.8 seconds of acting in 2)
3.2 - victim recovers
4 - first dagger hits (1.6 / 4)
5.2 - victim recovers
8 - both daggers hit (4.4 / 8)
9.2 - victim recovers
12 - first dagger hits (7.2 / 12)
13.2 - victim recovers
14 - second dagger hits (8 / 14)
15.2 - victim recovers
16 - first dagger hits (8.8 / 16)
17.2 - victim recovers
20 - both daggers hit (11.6 / 20)
21.2 - victim recovers
24 - first dagger hits (14.4 / 20)

So, in each 12 second block, the victim can act for 7.2 seconds. With *trans* resilience. This also assumes that trans focusbody is 1.2 like I think - if it's actually 1.5, then the hinderance reaches 6 seconds every 12, so 50% hinderance at *trans.*

Also your recovery time on focus body is wrong for a person with Transcendent discipline. It is 1 second, not 1.2 seconds.

I AM CURING MY PARALYSIS!
5405h, 3286m, 4025e, 10p, 21200en, 13925w elrxp<>-(-187mana)|Paralyzed
Your muscles unlock; you are no longer paralysed.

*** I AM NO LONGER PARALYSED!!! ***
5405h, 3459m, 4025e, 10p, 21200en, 13925w elrx<>-(+173mana)

Therefore, your numbers are a bit off for that portion of your calculations. I do not know what the recovery time is for a person at inept, but I am sure it is not 5.28 seconds. The amount time needed to fit your statement further above that a person could be hindered 66% of an 8-second period by the Superstratus dagger, after the Substratus dagger is allowed to hit once.


Of course, none of this takes resilience into account, which effectively lowers the hindrance rate by AT MOST 33%. It doesn't lower it by 33%, but some number between 0 and 33, since some of those paralyses were on double hits. On average, this would reduce the trans hindering rate to 3.6 seconds every 12, so the victim could act for 8.4 seconds out of every 12 instead of every 7.2. This would go from 40% hindrance to 30% hindrance.

That isn't really so bad, when you think about it, but it doesn't change the fact that at apprentice, it's still 99% hindrance assuming the victim is curing with triggers, with just ONE 4 second dagger.
There's also the Mactans issue, but I could never get an aqua to try preserve with dual mactans in a demesne with icefloe, needlerain, and the caster freezing/preserving. Dunno why none would agree to it.... The math says it isn't such a big deal, but I don't know for sure.


My statements are in red.
Forren2006-12-04 21:02:04
QUOTE(Ildaudid @ Dec 4 2006, 03:58 PM) 359841

And yes Forren I am sure you will find a way to sneak clotting in some wierdo sick way... throwing up barrier and clotting, and maelstrom hehe... laugh.gif


If I only could.. laugh.gif

I can't barrier and burst/clot at the same time. They're all on the substratus channel.

However, I can barrier-maelstrom within five seconds of each other now. Titan refresh power. ninja.gif