ENVOY REPORTS

by Ashteru

Back to Common Grounds.

Ardmore2008-06-25 13:28:18
QUOTE(Salvation @ Jun 25 2008, 08:37 AM) 525841
It's funny how CrusaderCanto adding 600 damage every -few- ticks was considered retarded and was appropriately nerfed, but 1.2k damage every single tick is considered fine.

Why not just make the damage a set amount (based on spirits) + a small percentage based on the bards intelligence/charisma?

I think that's how its set up because the non-demigods does 400-600? while Xiel's hits for 1200 still.
Unknown2008-06-25 13:35:28
QUOTE(Ardmore @ Jun 25 2008, 09:28 PM) 525846
I think that's how its set up because the non-demigods does 400-600? while Xiel's hits for 1200 still.


QFT

Xiel is OP, not the Spiritsingers.

Conclusion: Nerf Xiel. content.gif


EDIT: owait. Xiel's my IG father. scream.gif
Lendren2008-06-25 14:02:55
Maybe it's those magic damage runes that need be nerfed or eliminated. If I can't do the damage I paid 1600cr for, I'd sure like to get the 1600cr back.
Ardmore2008-06-25 14:09:17
QUOTE(Lendren @ Jun 25 2008, 10:02 AM) 525850
Maybe it's those magic damage runes that need be nerfed or eliminated. If I can't do the damage I paid 1600cr for, I'd sure like to get the 1600cr back.

I agree with you... Have you done a test without the runes and then with, to see how much the difference actually is? I know it's 20%, but does it scale correctly?

Edit: I guess I forgot to take into account artifacts such as the rune... I didn't even think of that.
Asmodea2008-06-25 14:29:29
As far as I am aware, the 1.2k damage that Xiel is doing is on someone with 8k+ health, which is obviously scaled, he isn't doing 1.2k to EVERYONE
Lendren2008-06-25 14:31:40
Yes, the rune does add 20%. Didn't used to when I first got mine but it got fixed somewhere along the way.

QUOTE(Asmodea @ Jun 25 2008, 10:29 AM) 525855
As far as I am aware, the 1.2k damage that Xiel is doing is on someone with 8k+ health, which is obviously scaled, he isn't doing 1.2k to EVERYONE

Shhh, we're supposed to take anecdotes in isolation thirdhand and overgeneralize them! This is the forum, remember?
Ardmore2008-06-25 14:57:29
QUOTE(Asmodea @ Jun 25 2008, 10:29 AM) 525855
As far as I am aware, the 1.2k damage that Xiel is doing is on someone with 8k+ health, which is obviously scaled, he isn't doing 1.2k to EVERYONE

Incorrect. He did 2.4k passive to me before it got nerfed. So... no.
Morgfyre2008-06-25 18:14:31
Keep in mind that the damage from that song is based on the number of spirits a Spiritsinger has summoned at the time (I'm assuming you tested with 10), so in a real battle they are unlikely to be doing maximum damage since their other songs are based around using up spirits (often more than 1 at a time) and they are summoned at a fairly slow rate. A Spiritsinger who does want to do maximum damage will be giving up a good portion of their Wildarrane offense.
Krellan2008-06-25 20:22:20
Well, I've got a question about spirits, it's fairly simple. Is it passive damage to one target or all enemies? If it is all enemies, this needs to be capped and lowered a lot more. You simply cannot compare it to a single warrior doing this much damage to one person or even two people. I'll bring back an issue that was changed a long time ago. This is the issue of hailstorm and boulderblast. Both roughly did this amount of damage or more depending on your intelligence. The issue is less the damage rather than it hit for up to 20 people. The problem was that hailstorm and boulderblast were doing 20,000 damage a round.

Nowaday, we even have the Rune of Dominion. This allows such attacks to hit up to 40 people. If the spirits do passive damage to all personal enemies, I feel the damage should be scaled to the amount of people it hits. The more people taking damage from the spirits at the same time, the less damage it should do.

Of course, if it isn't a room attack, then ignore the above.

I'm also hearing this max damage potential is only really Xiel's damage. If that's the case, it just seems that the high end of the spectrum might need a cap. It's basically the same problem we've had with all damage types. Moonburst used to hit really hard to some people (up to 2.5k from mine) and really softly on some people (400 and lower). Things were changes to increase the lower end and reduce the higher end so that it's more normal and variable. I only say this cause I skimmed over some post saying that a non Xiel's spirits did 400 damage. I don't think people would mind it if the lower end got raised a bit and the higher end got lowered a bit, even something like 600-1050.

What this would essentially do is reduce the max potential damage, but it also compensates because it has the hidden bonus of allowing higher damage with less spirits.
Celina2008-06-25 20:53:56
QUOTE(Morgfyre @ Jun 25 2008, 01:14 PM) 525916
Keep in mind that the damage from that song is based on the number of spirits a Spiritsinger has summoned at the time (I'm assuming you tested with 10), so in a real battle they are unlikely to be doing maximum damage since their other songs are based around using up spirits (often more than 1 at a time) and they are summoned at a fairly slow rate. A Spiritsinger who does want to do maximum damage will be giving up a good portion of their Wildarrane offense.


1 Spirit every ten second isn't that slow. An Elfen spiritsinger can get most people down to a third or even half max health with minorsecond and the passive damage in no time at all. Then the 5 spirit damage thing. Easy win.

@Krellan: It hits all non deaf enemies.
Ardmore2008-06-25 22:00:26
The only thing left I don't like about wildarrane is their songs use no power (except Bardoon and AncestralWatch). Their songs should still use SOME power. This gives then quite the advantage since they can actively focus on using glamours (or ecology, I'm not sure how that works...yet), which is very power intensive, while they don't lose a bit of their song offense. They don't have to worry about having enough power to pull off their freeze/stun/50% health attack. I think that one (only when they use 5 spirits...or something) should still require some power to do. It's hard to argue that isn't the equivalent* of my QueensLament skill

*Equivalent meaning much more powerful, but it also takes time to set up where QueensLament is just a simple 'play song ', and takes 2 power.

I think this is reasonable.
Unknown2008-06-25 23:20:23
Now you're just reaching.
Ardmore2008-06-26 00:22:15
Nono, I'm trying to be reasonable.

Before DiscordantChord was the most useless skill ever. Now a Spiritsinger could easily do the 5 spirit attack for 0 power, then discordantchord right as soon as they regain balance.

That's the only thing I'm worried about Sojiro. I'm sure everyone will just say leave the room, but again leaving the room shouldn't be the cure and you should NEVER be able to do two devistating attacks like those two back to back.
Shiri2008-06-26 00:40:19
It isn't the equivalent of your Queen's Lament, they have that skill already.
Unknown2008-06-26 00:42:04
If you let a bard prep a room with octave, stack music affs, then do that combo you mentioned, you deserve to die.

Looking at the costs, 2 power vs. 0 (or even 1 for ancestralwatch, but it doesn't really matter) really isn't that big of a deal in the long run. I know you use QueensLament each and every time, though.
Xiel2008-06-26 00:48:05
See, now, I've been trying to be extremely reasonable about this entire thing and I've even taken the steps to nerf myself as I have done to maze in the past. This spirit mechanic relies HEAVILY upon my number of spirits maintained and then progressively used up as I move to chase, let alone attack. People claim that gaining 1 spirit every 10 seconds is easy enough? Hardly, when sticking a spirit on a target doesn't count for my using up spirits, so I can have 5 on me and 5 on my target, but I won't summon more until either is used up. Add that to the fact that chasing makes me lose spirits? SpiritGuard eats up a spirit faster in combative situations than I would like, but that's the tradeoff I get for going defensive than offensive. AncientFeud's damage not only was already HALVED, but it's heavily reliant on the number of spirits I have following me. So if I stick a spirit on a target, my total passive damage goes down since those spirits don't count for my AncientFeud. CairnLargo's 5 spirit Freeze requires a 15s set up IF I'm lucky enough to not have to wait 50s for my spirits to be summoned first.


Mind, I'm not complaining since I wub.gif these changes, and I understand that to gain something like this, the tradeoffs must be on par and I believe that things have been changed up enough to balance this out. If people are just saying, oh, it's only Xiel then yes, it's only me cause I paid enough to make myself this way as have other artied up classes.
Ardmore2008-06-26 01:04:27
QUOTE(Sojiro @ Jun 25 2008, 08:42 PM) 526080
If you let a bard prep a room with octave, stack music affs, then do that combo you mentioned, you deserve to die.

Looking at the costs, 2 power vs. 0 (or even 1 for ancestralwatch, but it doesn't really matter) really isn't that big of a deal in the long run. I know you use QueensLament each and every time, though.

Gosh I was just bringing up a point I thought was valid. Stop doing that and kindly counter it.

EDIT: No personal attacks.
Unknown2008-06-26 01:20:12
Whoa hey, simmer down there.

I'm pretty sure I've made my point about the power. If people want to kill you, they will wait as long as it takes to get the power necessary to do so. This is the reason people prep inquisition, prep toadcurse, and so on.

P.S. Read Xiel's post above, it makes a lot of sense, but that just might be my SFB-ness showing through.
Ardmore2008-06-26 01:22:58
Sorry... I just... I understand the prepping power. I don't care anymore I give up.
Krellan2008-06-26 01:45:45
QUOTE(Xiel @ Jun 25 2008, 07:48 PM) 526085
See, now, I've been trying to be extremely reasonable about this entire thing and I've even taken the steps to nerf myself as I have done to maze in the past. This spirit mechanic relies HEAVILY upon my number of spirits maintained and then progressively used up as I move to chase, let alone attack. People claim that gaining 1 spirit every 10 seconds is easy enough? Hardly, when sticking a spirit on a target doesn't count for my using up spirits, so I can have 5 on me and 5 on my target, but I won't summon more until either is used up. Add that to the fact that chasing makes me lose spirits? SpiritGuard eats up a spirit faster in combative situations than I would like, but that's the tradeoff I get for going defensive than offensive. AncientFeud's damage not only was already HALVED, but it's heavily reliant on the number of spirits I have following me. So if I stick a spirit on a target, my total passive damage goes down since those spirits don't count for my AncientFeud. CairnLargo's 5 spirit Freeze requires a 15s set up IF I'm lucky enough to not have to wait 50s for my spirits to be summoned first.
Mind, I'm not complaining since I wub.gif these changes, and I understand that to gain something like this, the tradeoffs must be on par and I believe that things have been changed up enough to balance this out. If people are just saying, oh, it's only Xiel then yes, it's only me cause I paid enough to make myself this way as have other artied up classes.


That's exactly why my suggestion should appeal to you and the other side. The damage gets toned down further. Yet, the damage you can do with -less- spirits will increase.