Shorlen2006-09-20 19:33:02
QUOTE(Sylphas @ Sep 20 2006, 03:31 PM) 333701
Ecology can knockdown.
Ah, okay, runes can't though, I guess?
Still, I wasn't knocking on Stagstomp or anything, just pointing out that the legbreaks were the lesser effect, the concentration loss being the real reason it's used.
Sylphas2006-09-20 19:34:39
Runes can, technically, since Hallucinations makes you dive sometimes.
Unknown2006-09-20 19:41:22
And paralysis is prone, which will allow you to stagstomp.
Sylphas2006-09-20 19:45:32
So will vines. That's not what we're discussing. Leg breaks won't hinder you much if you're not knocked down, but if you are, they'll help keep your there. Druids don't normally knock people down, so the leg breaks aren't as much of a factor as the eqloss from stomp is.
Nementh2006-09-20 19:53:08
Ok... Tracking is damned good... I just got pitted in a spar, no big deal, I will just climb out... start to climb out, dog clamps on.
I know have a choice, I don't writhe and can't do anything... this stops climb... or I writhe and start clibing. Can't kill the dog in pit... so I writhe start climbing and what do you know....
If the tracker is in the room, pit trap can hurt bad. I may just be getting unlucky with these damn dogs... but...
I know have a choice, I don't writhe and can't do anything... this stops climb... or I writhe and start clibing. Can't kill the dog in pit... so I writhe start climbing and what do you know....
If the tracker is in the room, pit trap can hurt bad. I may just be getting unlucky with these damn dogs... but...
Unknown2006-09-20 20:15:02
QUOTE
And as a complete side note, why the heck will your companion regress into a puppy in a couple of years, Dinoniel?
A man can dream can't he?
Diamante2006-09-20 20:45:05
QUOTE(Wesmin @ Sep 20 2006, 10:56 AM) 333671
That doesn't change the fact that it's still 20% reduced damage, as a flat rate, you can throw any of the numbers you want at it, but it's still 20% in and of it self otherwise you wouldn't be using that .8 in your calculations, which was the point I was trying to clarify for everyone.
Anywho, back on topic, +1str might be interesting.. but would that actually do anything when you take into account bear+flex+whatever else they have? Wouldn't it have to be +2str to matter?
Not 20%, trust me, the HUNDREDS of tests I've done with Nightkiss and Drawdown in regards to damage reduction have proven it to be around 25%, though it is not quite that simple. So much testing that I noticed Nightkiss did not work the same way, and lo and behold, since it's inception Nightkiss checked the users skill in Moon (which night users don't have) before calculating damage reduction, so it's not quite as simple as a flat % of damage reduction, or so it was explained to me by those that know better.
Sylphas2006-09-20 20:52:53
Why would a trans skill check your skill level, whether or not it's one you have? On the off chance you get a tdf while you have it up?
Unknown2006-09-20 21:57:50
QUOTE(Shorlen @ Sep 20 2006, 01:44 PM) 333666
PACE includes follow, so if you always pace when you want to follow someone, it acts just like it does in achaea. #alias follow {pace %1} if you must.
That's good to know! I suppose I can just setup an alias and see if I notice a difference in balance or anything then. Thanks.
QUOTE(Shorlen @ Sep 20 2006, 01:44 PM) 333666
Do you ever use Gore, and is Stagform worth the 10p for the defence every time you die?
StagStomp knocks your foe off eq and requires them to CONCENTRATE to regain it. Therefore, it is amazing in Sap for that reason, not because of the broken legs, which aren't bad, but do not hinder sap curing unless the druid knocks their foe down, which no druidry or stag skill does. Dreamweaving can though.
You have a good point there, I must admit. Typically, if I die a couple times and have to put up too many defenses that cost power, I'll opt to logoff for the day instead. I did know about the disruption of equilibrium, though I had forgotten about it at the time of my post, so thanks for reminding me of that.
QUOTE(Shorlen @ Sep 20 2006, 01:44 PM) 333666
You completely misunderstand what the skill does. This is the problem with having THREE skills called Sacrifice that all do entirely different things.
The Necromancy one is an instakill.
The Sacraments one resurects a soul at the cost of the caster's life.
The Stag one trueheals a (living) target, curing the target of all afflictions and exhaustion, restoring health, mana, ego, sobriety, balance, and equilibrium. Also wakes the target up and stands the target up. The cost is 2/3rds of the caster's max health, and it can kill the caster if used when the caster is below 2/3rds max health. You can also sacrifice yourself for your allies, doing the listed effects to everyone in the same local area who is on your allies list (including enemies who lusted you), but that version strips vitae, then kills you, then destroys your corpse. It still allows planar conglutination though, but on Prime, it's a forced pray death.
The Stag skill has nothing to do with reviving people at all in any way.
I knew about how the Necromancy and Sacraments abilities worked, ironically. I've seen them used by others and so they made sense. Actually, I've seen my own form of Sacrifice used, too, but I suspected it was some sort of weird bug where you could "resurrect" people who weren't dead. So, if it truly is for revitalizing the living allies during a fight and they retain their defenses and all, that could be quite useful in a group fight.
There are still several abilities that are useless or not as good as their counterparts (i.e., achieved at the same skill rank, roughly) in other specializations, however. I hope that the envoys are able to take the information presented to them, in this thread and elsewhere, and come up with some good ways to improve the skill.
Soll2006-09-20 22:19:55
QUOTE(Shorlen @ Sep 20 2006, 05:44 PM) 333666
but on Prime, it's a forced pray death.
Unless you make use of Ixion's artifact, or befriend a Sacraments user.
Unknown2006-09-20 22:30:28
QUOTE(Shorlen @ Sep 20 2006, 03:30 PM) 333699
I'm going to completely ignore your absurd assertion that 15 is 20% of 50.
I'm saying that 20% is 20%. If you already reduce it by 50% with fullplate or some such beforehand then you're not talking about the base damage anymore, and of course 20% will apear to be different.
15 is not 20% of 50, true, but that's not what I was trying to say. It is however 15% of 100, which was your base damage, so in reality drawdown will only ever be 20% protection or LESS then 20% protection.
@ Diamante: Drawdown is 20%, I don't know anything about nightkiss, so I can't say. Do you have skill in Magic skewing results in some way?
Shorlen2006-09-20 22:42:04
QUOTE(Soll @ Sep 20 2006, 06:19 PM) 333799
Unless you make use of Ixion's artifact, or befriend a Sacraments user.
I don't believe in relying on things that are horribly unbalanced, like Sacraments Sacrifice or Ixion.
QUOTE(Zarquan @ Sep 20 2006, 05:57 PM) 333789
So, if it truly is for revitalizing the living allies during a fight and they retain their defenses and all, that could be quite useful in a group fight.
It is. I've used it in battles where for some reason, they didn't target me first, and I can tell someone is getting horribly pwned and is near death, like today with Sola. It seemed to me like Shamarah was nearing an Absolve several times, so I sacced her when he was getting close. Overpowered, but in a 2v1 fight, the 1 is supposed to be at a severe disadvantage.
If it had been a 2v2, they could have turned and hit me when I sacced, and I would have been quite, quite dead. Dealing 2k damage to YOURSELF midfight and announcing it in four huge lines of text is dangerous when you only have 3k health Knowing when it's safe to use is hard, but very nice to learn.
QUOTE
There are still several abilities that are useless or not as good as their counterparts (i.e., achieved at the same skill rank, roughly) in other specializations, however. I hope that the envoys are able to take the information presented to them, in this thread and elsewhere, and come up with some good ways to improve the skill.
I hope so as well.
Shamarah2006-09-20 22:52:47
I need a trigger for stag sacrifice to echo me with "ROFL, THE NOOB SACRIFICED, SWITCH TARGET TO THEM QUICK"
BTW, how much mana does sacrifice take?
BTW, how much mana does sacrifice take?
Unknown2006-09-20 23:16:33
QUOTE(Shamarah @ Sep 20 2006, 10:52 PM) 333812
BTW, how much mana does sacrifice take?
Hardly any. More importantly, it takes almost no endurance... and the health subtraction is bugged.
Sylphas2006-09-20 23:25:00
Next time someone raids the Serenwilde, I'm allying all of SEG and just sitting at Mother saccing for allies everytime I conglutinate. Anyone else think Sacrificing for allies is horridly overpowered if there is a way to avoid the forced praying? It should just force you to pray as soon as you die, bypassing conglutination and soul rezzing.
Unknown2006-09-20 23:34:03
QUOTE(Sylphas @ Sep 20 2006, 11:25 PM) 333829
Next time someone raids the Serenwilde, I'm allying all of SEG and just sitting at Mother saccing for allies everytime I conglutinate. Anyone else think Sacrificing for allies is horridly overpowered if there is a way to avoid the forced praying? It should just force you to pray as soon as you die, bypassing conglutination and soul rezzing.
Well, what are you going to achieve? I'm betting in total there will be more deaths from you constantly saccing than you joining in and fighting with the others, who will conglutinate anyway.
Sylphas2006-09-20 23:37:10
Yes, but I don't care if I die, other people might care if they do. Also, Sacrifice restores equilibrium and balance, so if we coordinated somewhow we could pull off some insane combos.
Unknown2006-09-20 23:54:41
Well.. EtherSeren is all one area.. sit at mother and sac, while people are fighting outside without org conglute. Obviously not quite as rapid, but still feasible.
Unknown2006-09-21 00:41:14
Even though you're fully healing all allies, rather then removing 1 affliction, you've still got the same problem healing has.
1.It's slow, you need two or three times as many people in support as out fighting to have any affect.
2.You have no way to know who is how much in trouble and when, and when they are, you can't give them enough help. Yes sac'ing would be a big boost, but, you've just killed yourself even if that's covered by org conglut (is it? I'm not sure) you'll take so long to be able to do it again your contribution is almost meaningless. Bigger gain then healing, but bigger recovery time, they're both negligable group battles.
1.It's slow, you need two or three times as many people in support as out fighting to have any affect.
2.You have no way to know who is how much in trouble and when, and when they are, you can't give them enough help. Yes sac'ing would be a big boost, but, you've just killed yourself even if that's covered by org conglut (is it? I'm not sure) you'll take so long to be able to do it again your contribution is almost meaningless. Bigger gain then healing, but bigger recovery time, they're both negligable group battles.
Shorlen2006-09-21 14:09:58
QUOTE(Wesmin @ Sep 20 2006, 08:41 PM) 333895
Even though you're fully healing all allies, rather then removing 1 affliction, you've still got the same problem healing has.
1.It's slow, you need two or three times as many people in support as out fighting to have any affect.
2.You have no way to know who is how much in trouble and when, and when they are, you can't give them enough help. Yes sac'ing would be a big boost, but, you've just killed yourself even if that's covered by org conglut (is it? I'm not sure) you'll take so long to be able to do it again your contribution is almost meaningless. Bigger gain then healing, but bigger recovery time, they're both negligable group battles.
1.It's slow, you need two or three times as many people in support as out fighting to have any affect.
2.You have no way to know who is how much in trouble and when, and when they are, you can't give them enough help. Yes sac'ing would be a big boost, but, you've just killed yourself even if that's covered by org conglut (is it? I'm not sure) you'll take so long to be able to do it again your contribution is almost meaningless. Bigger gain then healing, but bigger recovery time, they're both negligable group battles.
The recovery time wouldn't be bad, since you just need to wait for conglut/traverse, but timing it to be useful would be impossible.
I dunno, I love targetted melee sacrifice, and think it's a great skill, though dangerous so you have to be careful. However, sacrifice for allies is just something that I see as too unwieldy to be useful in the slightest. However, I love the fact that it exists as an option, even though I'll likely never use it in a real combat situation. Might make for some good rituals too...
I'm not complaining about the skill at all, just trying to point out that the AoE version is not something I see as worth using in 99% of situations.