Pureblade and Axelord envoy changes

by Shorlen

Back to Ideas.

Geb2006-11-08 08:21:38
QUOTE(Shorlen @ Nov 8 2006, 09:13 AM) 352135

Ugh, I just checked out SliceEar, and it doesn't do what I thought it did at all. Whomever I asked about it was wrong.

SliceEar causes a 0.7 second stun (at 11 size) and every 22 seconds causes dizziness if left uncured.

... it does nothing else. No bleeding, nothing. Sorry, I was misinformed about what it did.

Okay, how about SliceEar is removed for PB and replaced with GashCheek, and SliceForehead is left as a PB afflict?

Alternatively for PB, GashCheek can stay as the replacement for SliceForehead, and SliceEar can be replaced by GashNeck, a small cut in the neck that causes 30-100 bleeding per tic. For reference, SliceForehead causes 0-60 bleeding per tic. Given by a jab or swing. Cured by Yarrow.


How about adding bleeding to slice ear, and reducing the time period it takes until dizziness is given. Perhaps reduce it down to 4 seconds, instead of the 22 it is now?
Shorlen2006-11-08 08:34:33
QUOTE(geb @ Nov 8 2006, 03:21 AM) 352136
How about adding bleeding to slice ear, and reducing the time period it takes until dizziness is given. Perhaps reduce it down to 4 seconds, instead of the 22 it is now?

That could work too - this would be an upgrade to BM sliceear as well? Is this needed for BMs?
Shorlen2006-11-08 10:24:37
I have spoken at length with several envoys and we have hashed out the following report. Please tell me what you think. (Major changes: DislocateShoulder removed entirely, specifics clarified for bleeding and cures and the like, SliceEar upgrade added, SliceThigh upgrade removed.)

In addition to the requested mechanics changes, there are exactly 8 changes for each specialization, seven of those being minor upgrades, and the rest being skill replacements. I know that is not quite what Estarra asked for, but I personally believe this is what is needed.


Updated report:

Mechanics changes

1. The affliction rate for poisons on two-handed weapons changed to use the following equation: twoHanderAfflictRate = 1-((1-oneHanderAfflictRate)^2). Thus, if the chance for a one hander to proc the poison is 50%, the chance for a two hander is 75%. If the chance for the one hander is 80%, the chance for the two hander is 96%. This gives both one handers and two handers the same chance to proc at least one poison, with two handers having the advantage of doing more wounds per combo, and one handers having the advantage of being able to deal two poisons in one combo.

1b. Alternatively, two-handed weapons could be envenomed with two poisons and have a 25% base chance of afflicting with each.

2. ChampionHelms - I've tested the warrior champion helm to determine how much it increases wounds and damage given. It gives a 25% bonus to damage and a 27% bonus to wounds. I was under the impression that it is suppose to only give a 15% bonus to each, so I am adding a request that it be fixed in this envoy report.

3. Magnetize, the Telekinetic skill, currently takes two channels to slow down a BC or BM's weapons, but only one channel for the same effect on a PB or AL. We propose reducing the effect of Magnatize on two handed weapons to 75% of it's current strength. This way, it still only takes one locked channel to fully hinder the PB or AL, but the full hindering effect is less.


Skill changes

1. HeftyAxe: (Axelord) The skill currently lowers weapon stats on the weapon it hits. This makes the skill worthless again non-warriors, and not even much of an impact on other warriors. Suggestion for this is the blow they parried was so hard that they are unable to parry for the following 5 seconds. This would, in other words, give the affliction "unbalanced" when the skill activated, which would prevent parrying and go away on its own after five seconds. This will allow the Axelord to swing and not be parried for at least the next strike. Considering how low the proc rate is on this so far, this would not be an overpowering factor. Also, when the skill activates, the Axelord should notice it.

2. HeftySword: (Pureblade) This currently procs a small stun (about .5 of a second) and has no impact on the target as a giant sword crashing down on them should. Suggestion for this is to increase the stun to about 2 seconds. This is still not overpowering, but will atleast allow the PB to have some breathing time since their attack was just stopped. Also, when the skill activates, the Pureblade should notice it.

3. Roundhouse (Axelord) removed and instead replaced by the following skill:

Momentum (Axelord Trans skill/Replacing Roundhouse): You must first prepare an attack with MOMENTUM SETUP (attack) in a similar manner to the hunting skill Ambush. This does not take or require balance or equilibrium. Valid attacks are: swing, jab, hack, slice, swipe, slash, strike, cleave, maneuver perform (name). Once you have set up an attack, you can then use MOMENTUM (person) for 7p to use the set up attack while off balance. This attack is treated like a normal attack, except it deals 50% less health damage and does not require nor consume balance. Valid parameters are, of course, left/right/up/down/bodypart, based on which attack is setup.


Affliction changes

Both:

1. Slitthroat should be changed to a 2-second delayed smoking myrtle cure. Though not exactly a PB/AL change, this is highly relevent to the proposed change in poison afflict rates included in this report.


Pureblades:

1. CollapseLungs- (Pureblade only, not BM) Remove the PunctureLung affliction prerequisite and change the wound state requirement to Critical.

2. CrackElbow- Hitting someone with the CrackElbow affliction while they have the CrackElbow affliction already should cause the arm to break and 75 bleeding.

3. SliceEar- Currently: Causes a short stun (0.7sec on 11size) and causes dizziness every 22 seconds if uncured. Should instead: Cause a short stun (0.7sec on 11size), 50 bleeding per bleed tic, and cause dizziness every 4 seconds if uncured.


Axelord:

1. CrushChest- (Axelord only, not BC) Remove the BreakChest affliction prerequisite and change the wound state requirement to Critical.

2. CrackKneecap- Hitting someone with the CrackKneecap affliction while they have the CrackKneecap affliction already should cause the leg to break and the target to fall down (sprawled).


Affliction replacements

Both

1. Lacerations: (Pureblade & Axelord, replaces Arm and Leg Arteries, light-medium arm/leg wounds) - Change name to Lacerations and increase intial bleeding to 100 and bleeding per tic to 100 (these numbers are both 50 for SeveredArteries).

Pureblade

1. RuptureStomach: (Pureblade, replaces SepticWound, Critical Gut Wound, Jab or Swing) - When this attack hits, it lowers the target's hunger level one full level, even if they already have this affliction. The affliction causes 200 bleeding per bleed tic. Skills such as Orange, Constitution, etc will still have their same effects, but the wound will still lower their hunger level. Cured by regeneration.

2. Flay: (Pureblade, replaces Scalp, Heavy Head Wound, Jab) - This attack flays the skin from the victims face, causing disfigurement due to the wound. This gives the victim Disfigurement until cured, and 100 bleeding per tic. The cure would be a delayed-regeneration cure. This will give Pureblades an attack that will aide in slowing down Guardians mainly, considering they are one of the toughest fights for a warrior due to passive and active skills to slow/subdue the warrior. CharismaticAura will still render the victim immune to the disloyalty effect of the afflict (but still allow the afflict and bleeding to occur), and CharismaticSmile MAY cure Flay instantly (the Envoys didn't come to a clear decision on this) for the standard 3 second eq loss of Smile.

3. GashCheek (Pureblade, replaces SliceForehead, Medium Head Wound, Jab) - Causes 75 immediate bleeding (no repeated bleeding) and causes your cheek to twitch involuntarily every 6 seconds, throwing you off balance for 1 second. Cured by eating marjoram. The intent of this affliction is to give PBs another jab afflict for the head, and to remove more BM afflictions from the two hander specs.

Axelord

1. SeverSpine: (Axelord, replaces SepticWound, Critical Gut Wound, Swing) - A strong blow to the gut shattering the spine and collapsing the nervous system, paralysing the person until cured. 4 second delayed Regeneration cure.

2. ShatterJaw (Axelord, replaces Scalp, Heavy Head Wound, Jab) - Causes target to suffer acute pain when eating or drinking, resulting in 75 bleeding per thing eaten or drunk. Cured by applying mending to head. When cured, becomes the BreakJaw affliction (which has a mending or arnica cure).

3. RingingEars (Axelord, replaces SliceEar, Light Head Wound, Swing or Jab) - Causes the same stun as SliceEar, plus either confusion or dizziness (which one it gives is semi-masked). The intent is to give ALs another jab afflict for the head, and to remove more BM afflictions from the two hander specs.
Shorlen2006-11-08 11:16:33

-------------

In my opinion, all that needs to be decided now is which poison change to go with. Here are the two options:

A- One poison attempt, with a 75% chance at zero wounds, scaling up to 100% chance at critical wounds (before shrugging).

B- Two poison attempts, with a 25% chance each at zero wounds, scaling up to 100% chance each at critical wounds (before shrugging).

For reference O will be one-handers afflict rates.

Affliction rates:

no wounds, inept resilience
A zero: 25%, one: 75%, two: 0%
B zero: 56.25%, one: 37.5%, two: 6.25%
O zero: 25%, one 50%, two 25%

no wounds, trans resilience
A zero: 50%, one: 50%, two: 0%
B zero: 69.44%, one: 27.78%, two: 2.78%
O zero: 44.44%, one: 44.44%, two: 11.11%

crtiical wounds, inept resilience
A zero: 0%, one: 100%, two: 0%
B zero: 0%, one: 0%, two: 100%
O zero: 0%, one: 0%, two: 100%

crtiical wounds, trans resilience
A zero: 33.33%, one: 66.67%, two: 0%
B zero: 11.11%, one: 44.44%, two: 44.44%
O zero: 11.11%, one: 44.44%, two: 44.44%


Hmm, I'll think about my opinions on this, I guess. Does anyone else have any apart from Estarra, Geb, and myself?
Ildaudid2006-11-08 16:15:09
QUOTE(geb @ Nov 8 2006, 02:56 AM) 352130

Actually Ildaudid, I am an envoy. I am just not one for a particular guild. So you are a bit incorrect in thinking you could post on the board, because you actually have to be an envoy to have a vote.

Like I said you are not an official envoy, you are like uber envoy that comes from the sky and swoops in and adds opinions and stuff.... I wanna be an uber envoy too -peer Morgfyre- smile.gif, and you know I wouldnt post on that wiki anyways. tongue.gif


QUOTE(geb @ Nov 8 2006, 03:21 AM) 352136

How about adding bleeding to slice ear, and reducing the time period it takes until dizziness is given. Perhaps reduce it down to 4 seconds, instead of the 22 it is now?


That sounds nice

QUOTE(Shorlen @ Nov 8 2006, 05:24 AM) 352143

I have spoken at length with several envoys and we have hashed out the following report. Please tell me what you think. (Major changes: DislocateShoulder removed entirely, specifics clarified for bleeding and cures and the like, SliceEar upgrade added, SliceThigh upgrade removed.)

In addition to the requested mechanics changes, there are exactly 8 changes for each specialization, seven of those being minor upgrades, and the rest being skill replacements. I know that is not quite what Estarra asked for, but I personally believe this is what is needed.
Updated report:

Mechanics changes

1. The affliction rate for poisons on two-handed weapons changed to use the following equation: twoHanderAfflictRate = 1-((1-oneHanderAfflictRate)^2). Thus, if the chance for a one hander to proc the poison is 50%, the chance for a two hander is 75%. If the chance for the one hander is 80%, the chance for the two hander is 96%. This gives both one handers and two handers the same chance to proc at least one poison, with two handers having the advantage of doing more wounds per combo, and one handers having the advantage of being able to deal two poisons in one combo.

1b. Alternatively, two-handed weapons could be envenomed with two poisons and have a 25% base chance of afflicting with each.

2. ChampionHelms - I've tested the warrior champion helm to determine how much it increases wounds and damage given. It gives a 25% bonus to damage and a 27% bonus to wounds. I was under the impression that it is suppose to only give a 15% bonus to each, so I am adding a request that it be fixed in this envoy report.

3. Magnetize, the Telekinetic skill, currently takes two channels to slow down a BC or BM's weapons, but only one channel for the same effect on a PB or AL. We propose reducing the effect of Magnatize on two handed weapons to 75% of it's current strength. This way, it still only takes one locked channel to fully hinder the PB or AL, but the full hindering effect is less.
Skill changes

1. HeftyAxe: (Axelord) The skill currently lowers weapon stats on the weapon it hits. This makes the skill worthless again non-warriors, and not even much of an impact on other warriors. Suggestion for this is the blow they parried was so hard that they are unable to parry for the following 5 seconds. This would, in other words, give the affliction "unbalanced" when the skill activated, which would prevent parrying and go away on its own after five seconds. This will allow the Axelord to swing and not be parried for at least the next strike. Considering how low the proc rate is on this so far, this would not be an overpowering factor. Also, when the skill activates, the Axelord should notice it.

2. HeftySword: (Pureblade) This currently procs a small stun (about .5 of a second) and has no impact on the target as a giant sword crashing down on them should. Suggestion for this is to increase the stun to about 2 seconds. This is still not overpowering, but will atleast allow the PB to have some breathing time since their attack was just stopped. Also, when the skill activates, the Pureblade should notice it.

3. Roundhouse (Axelord) removed and instead replaced by the following skill:

Momentum (Axelord Trans skill/Replacing Roundhouse): You must first prepare an attack with MOMENTUM SETUP (attack) in a similar manner to the hunting skill Ambush. This does not take or require balance or equilibrium. Valid attacks are: swing, jab, hack, slice, swipe, slash, strike, cleave, maneuver perform (name). Once you have set up an attack, you can then use MOMENTUM (person) for 7p to use the set up attack while off balance. This attack is treated like a normal attack, except it deals 50% less health damage and does not require nor consume balance. Valid parameters are, of course, left/right/up/down/bodypart, based on which attack is setup.
Affliction changes

Both:

1. Slitthroat should be changed to a 2-second delayed smoking myrtle cure. Though not exactly a PB/AL change, this is highly relevent to the proposed change in poison afflict rates included in this report.
Pureblades:

1. CollapseLungs- (Pureblade only, not BM) Remove the PunctureLung affliction prerequisite and change the wound state requirement to Critical.

2. CrackElbow- Hitting someone with the CrackElbow affliction while they have the CrackElbow affliction already should cause the arm to break and 75 bleeding.

3. SliceEar- Currently: Causes a short stun (0.7sec on 11size) and causes dizziness every 22 seconds if uncured. Should instead: Cause a short stun (0.7sec on 11size), 50 bleeding per bleed tic, and cause dizziness every 4 seconds if uncured.
Axelord:

1. CrushChest- (Axelord only, not BC) Remove the BreakChest affliction prerequisite and change the wound state requirement to Critical.

2. CrackKneecap- Hitting someone with the CrackKneecap affliction while they have the CrackKneecap affliction already should cause the leg to break and the target to fall down (sprawled).
Affliction replacements

Both

1. Lacerations: (Pureblade & Axelord, replaces Arm and Leg Arteries, light-medium arm/leg wounds) - Change name to Lacerations and increase intial bleeding to 100 and bleeding per tic to 100 (these numbers are both 50 for SeveredArteries).

Pureblade

1. RuptureStomach: (Pureblade, replaces SepticWound, Critical Gut Wound, Jab or Swing) - Ruptures the stomach, causing bleeding and lowering hunger level 1 one full level. The Bleeding would be heavy, seeing as this is a critical wound. Skills such as Orange, Constitution, etc will still have their same effects, but the wound will still lower their hunger level.

2. Flay: (Pureblade, replaces Scalp, Heavy Head Wound, Jab or Swing) - This attack flays the skin from the victims face, causing disfigurement due to the wound. This gives the victim Disfigurement until cured, and 100 bleeding per tic. The cure would be a delayed-regeneration cure. This will give Pureblades an attack that will aide in slowing down Guardians mainly, considering they are one of the toughest fights for a warrior due to passive and active skills to slow/subdue the warrior. CharismaticAura will still render the victim immune to the effect, and CharismaticSmile will cure it instantly (at the same balance loss that it currently has for disloyalty).

3. GashCheek (Pureblade, replaces SliceForehead, Medium Head Wound, Jab) - Causes 75 immediate bleeding (no repeated bleeding) and causes your cheek to twitch involuntarily every 6 seconds, throwing you off balance for 1 second. Cured by eating marjoram. The intent of this affliction is to give PBs another jab afflict for the head, and to remove more BM afflictions from the two hander specs.

Axelord

1. SeverSpine: (Axelord, replaces SepticWound, Critical Gut Wound, Swing) - A strong blow to the gut shattering the spine and collapsing the nervous system, paralysing the person until cured. 4 second delayed Regeneration cure.

2. ShatterJaw (Axelord, replaces Scalp, Heavy Head Wound, Jab) - Causes target to suffer acute pain when eating or drinking, resulting in 75 bleeding per thing eaten or drunk. Cured by applying mending to head. When cured, becomes the BreakJaw affliction (which has a mending or arnica cure).

3. RingingEars (Axelord, replaces SliceEar, Light Head Wound, Swing or Jab) - Causes the same stun as SliceEar, plus either confusion or dizziness (which one it gives is semi-masked). The intent is to give ALs another jab afflict for the head, and to remove more BM afflictions from the two hander specs.


The only few questions are these:

1. The hunger level will stack with each ruptur stomach if not cured correct?
2. Will Collapse Lungs/ Crush Chest acutally cause blackout? not the almost non existant chance of blackout


As for the venoms thing you posted... it looks confusing, is the B option the one estarra suggested with 25% chance of hitting off 2 venoms? I think the B option is the most simular to the One handers version... but you know I don't speak math well.
Vesar2006-11-08 18:25:10
No dislocate, eh? sad.gif

It was getting too difficult to figure it out anyway.

So now CrackedKneecap is the AL answer to SeverTendon? What is the actual suggestion for Kneecap? The Kneecap affliction (delayed regen cure + stop stancing) and a broken leg (mending cure) and prone?
Shorlen2006-11-08 18:40:27
QUOTE(Ildaudid @ Nov 8 2006, 11:15 AM) 352189
1. The hunger level will stack with each ruptur stomach if not cured correct?

Correct, I have reworded the affliction to be more clear. Speaking of which, I completely forgot to specify the amount of bleeding or the cure - hrm. I think 100 bleed per tic and regen cure, or 150 bleed per tic and mending cure would work fine.

QUOTE
2. Will Collapse Lungs/ Crush Chest acutally cause blackout? not the almost non existant chance of blackout

I am not familiar enough with CollapseLungs, but CrushChest does not cause blackout. CrushChest causes massive endurance drain, about 500 every few seconds. It can be quite devestating if you get it to stick for a bit. I can test CollapseLungs later if you'd like.

QUOTE
As for the venoms thing you posted... it looks confusing, is the B option the one estarra suggested with 25% chance of hitting off 2 venoms? I think the B option is the most simular to the One handers version... but you know I don't speak math well.

Yes, you are correct, but is that balanced? Two-handers deal more deepwounds faster, and have worse deepwound afflicts at each level (though they only hit with at most one per combo). Should we really give them the same poison afflict rate late fight as one-handers? Should we keep their afflict rate at abyssmal for the initial strikes to a body part? I'm leaning towards the "let's try it and see, and if it's OP, switch to the other suggestion," method of handing it dry.gif
Shorlen2006-11-08 18:50:50
QUOTE(Vesar @ Nov 8 2006, 01:25 PM) 352210
No dislocate, eh? sad.gif

It was getting too difficult to figure it out anyway.

So now CrackedKneecap is the AL answer to SeverTendon? What is the actual suggestion for Kneecap? The Kneecap affliction (delayed regen cure + stop stancing) and a broken leg (mending cure) and prone?

The other envoys believed that ALs did not need any more hindering, and that SeverSpine is their answer to SeverTendon. I don't know if I agree, but Dislocate was definately too powerful.

Kneepcap still does what it always has, except if you hit someone with Kneepcap who already has Kneepcap, it breaks the leg + prones them. This was to make the afflict more useful to go for.

Kneecap's effect isn't bad, as it will stop stancing for one blow pretty much garunteed, and if you are a speed warrior, it can easily stop stancing for two. Remember, they need to recover balance after the cure to stance again, so if they apply the cure, and then act 2-3.9 seconds later with a standard action (4 second recovery), they are unable to begin stancing again for 6-7.9 seconds after the afflict. This gives ALs with a combo speed of under four seconds a chance to hit them again, especially if the first hit was a KnockDown or a second CrackKneecap.


EDIT: As an aside, how are CrackKneecap and CrackElbow given? Jab and/or Swing?
Vesar2006-11-08 18:54:05
Kneecap is a jab or swing.

I had forgotten about SeverSpine. I do agree that would be are answer to it. I really hope that one goes through..
Shorlen2006-11-08 18:58:30
QUOTE(Vesar @ Nov 8 2006, 01:54 PM) 352216
Kneecap is a jab or swing.

I had forgotten about SeverSpine. I do agree that would be are answer to it. I really hope that one goes through..

Okay, I really don't see a need to upgrade Kneecap any more than what I suggested. The afflict seems nicer to me than other people seem to think... I just think it needs a reason to be maneuvered for, and a way to componsate for the AL not knowing if it was cured or not.
Ildaudid2006-11-08 22:30:29
QUOTE(Shorlen @ Nov 8 2006, 01:40 PM) 352213

Correct, I have reworded the affliction to be more clear. Speaking of which, I completely forgot to specify the amount of bleeding or the cure - hrm. I think 100 bleed per tic and regen cure, or 150 bleed per tic and mending cure would work fine.

100 bleed and a regen would be fine

I am not familiar enough with CollapseLungs, but CrushChest does not cause blackout. CrushChest causes massive endurance drain, about 500 every few seconds. It can be quite devestating if you get it to stick for a bit. I can test CollapseLungs later if you'd like.

Test it but test it with a PB, ask Geb to afflict you with it. It is supposed to cause endurance drain and blackout. But the blackout never seemed to work, I think I remember people bringing up that Collapse lungs blackout part has been bugged or something but not sure... But if you could please test it out with Geb (since he is more unbiased than I can be at times) see if it afflicts and how random it actually is if it does afflict the blackout

Yes, you are correct, but is that balanced? Two-handers deal more deepwounds faster, and have worse deepwound afflicts at each level (though they only hit with at most one per combo). Should we really give them the same poison afflict rate late fight as one-handers? Should we keep their afflict rate at abyssmal for the initial strikes to a body part? I'm leaning towards the "let's try it and see, and if it's OP, switch to the other suggestion," method of handing it dry.gif

I agree go with B and if it becomes a problem we can get the math right later


Oh yeah and crackelbow is a swing attack
Icarus2006-11-09 05:31:18
Does Crushed Chest inhibit smoking like Collapsed Lung? If not, it means that Slitthroat for Axelord is now essentially ineffective, if the smoking cure goes through.

Other than this, good work, Shorlen! happy.gif
Shorlen2006-11-09 07:40:09
QUOTE(Icarus @ Nov 9 2006, 12:31 AM) 352367
Does Crushed Chest inhibit smoking like Collapsed Lung? If not, it means that Slitthroat for Axelord is now essentially ineffective, if the smoking cure goes through.

Other than this, good work, Shorlen! happy.gif

Pssh, the other envoys are doing just as much work, I'm just the one suggesting overpowered things to get their attention and then compiling opinions dry.gif

Well, slitthroat will have a 2s delayed cure, which still slows the person's sipping. With the trans skill change (if it goes through) and the recent poison change, you could get their leg to critical, then proc a knockdown that had a 100% chance of afflicting with Chansu, and then Momentum maneuver for a slitthroat with Senso and hope it proced along with the slit, giving a full lock. Kinda requires quite a bit of luck though.
Ethelon2006-11-09 07:47:22
Hmmm, would have been nice if some of us had heard about this Forum Topic. No wonder some of us haven't posted when we are kept in the dark.
Shorlen2006-11-09 07:55:46
QUOTE(Ethelon @ Nov 9 2006, 02:47 AM) 352379
Hmmm, would have been nice if some of us had heard about this Forum Topic. No wonder some of us haven't posted when we are kept in the dark.

Didn't mean to keep you in the dark - I mentioned it a few times, but I guess you weren't around then. Estarra asked me to make the topic, so I did. Every time I updated something here, I put it on the actual report as well. At least, I hope I did...

Most of the actual changes to it came from people saying something to me, and me asking the envoys who were on at the time about it, and then making a change based on what we envoys decided.
Shorlen2006-11-09 08:35:55
-----

PunctureLungs tested - Causes all actions that have an endurnace cost to cost fifty to sixty times as much endurance. Movement costs 100, climbing costs 1,300, scent costs 600, etc.

CollaspeLungs tested - it causes the following: Same endurance cost increase as PunctureLungs, as well as the asthma effect until cured. When cured, becomes PunctureLungs.

The AB file mentions blackouts in addition to the asthma effect, but it has the significant endurance cost increase instead. I believe the blackout comment to be a typo and this to be the intended function of the skill.


BreakChest tested - 50 endurance drain every 4 seconds.

CrushChest tested - 500 endurance drain every 1 second. When cured, becomes BreakChest.


Hrm. Yeah, those are pretty nasty.
Ildaudid2006-11-09 09:54:07
Can we confirm it was a typo? Or that it was something that should be fixed?
Vesar2006-11-09 14:04:54
CrushChest does not stop smoking, by the way.
Ildaudid2006-11-09 14:10:41
Been thinking about this, if it was a typo, upgrade it to asthma with a blackout ticker thing-a-mo-bob like say you hit crushchest if not healed in 2sec it hits blackout, then every 10 seconds after that it hits blackout again.

If crushchest doesn't stop smokeing now up date it to the give asthma too


Just a thought... is it possible?
Shorlen2006-11-09 19:43:10
QUOTE(Ildaudid @ Nov 9 2006, 09:10 AM) 352405
Been thinking about this, if it was a typo, upgrade it to asthma with a blackout ticker thing-a-mo-bob like say you hit crushchest if not healed in 2sec it hits blackout, then every 10 seconds after that it hits blackout again.

CollapseLungs is supposed to be an upgraded version of PunctureLungs, not PunctureChest. Thus, it is supposed to do the PunctureLungs stuff, plus asthma. It seems whomever wrote the AB file confused PunctureLungs and PunctureChest. If CollapseLungs is changed to give intermittant blackout, then PunctureLungs and PunctureChest need their effects swapped too.

QUOTE
If crushchest doesn't stop smokeing now up date it to the give asthma too
Just a thought... is it possible?

CrushChest is such a powerful affliction, I don't see the need for this. 500 endurance drain every second? That's REALLY nasty.