Ashteru2007-04-07 23:50:42
QUOTE(Sojiro @ Apr 7 2007, 11:49 PM) 396350
While we're at it, a slight buff to Moon users with Moonchilde aura would be neat, even if it's just x% more defense reduction.
Could even go a bit more and ask for +5 for all weapon stats too, heh, but I don't wanna ask for too much.
Could even go a bit more and ask for +5 for all weapon stats too, heh, but I don't wanna ask for too much.
That's a bit overdoing it, I think...
Xenthos2007-04-07 23:52:18
QUOTE(Sojiro @ Apr 7 2007, 07:49 PM) 396350
While we're at it, a slight buff to Moon users with Moonchilde aura would be neat, even if it's just x% more defense reduction.
Could even go a bit more and ask for +5 for all weapon stats too, heh, but I don't wanna ask for too much.
Could even go a bit more and ask for +5 for all weapon stats too, heh, but I don't wanna ask for too much.
Moondancers/MoonGuard don't need more damage reduction at all, by the way. (Even Shine's should be a +health, not +DR, imo). Further, Serenguard don't need more +stats on their weapons.
Unknown2007-04-07 23:52:46
Yeah, I figured the +stats would be a bit much, but eh, I think even just x% more defense reduction would be nice.
Edit: Well, pssh, was just throwing things out there.
Edit: Well, pssh, was just throwing things out there.
Diamondais2007-04-07 23:55:27
As long as it isn't more magical source reduction.
Ashteru2007-04-07 23:55:53
Or cutting/blunt.
Catarin2007-04-08 00:19:44
The whole construct/colossi battles are improving and I'm sure I'm not the only player that appreciates this. This latest one between Mag/Celest was definitely more dynamic.
But I'm going to again state my feeling that they happen too often. If these were raids on the scale of the standard Celestia/Nil raid where you go in with a few people, do some killings, go home, it wouldn't be that draining. But these are on the scale of a full blown supernal/demon lord raid, all guns blazing, round up every able body sort of raids but on a scale of complexity that is almost tenfold. Having it happen every two days is exhausting for those who are really focused on it and I know I'm not just speaking for Celest as Mag has expressed similar sentiments. Over time it may level out and we'll want to see them happening this often but it just seems like too much.
Increasing the time between weakenings has several advantages. Firstly, it slows down the burnout process. It also slows down the resource consumption. It slows things down to a less rushed pace in terms of laying in parts, post-mortems, etc. It gives orgs a little more time with their constructs before they're open to be attacked and likely stretches out the minimum time they'll have it.
However, the problem with increasing the time between is in the healing properties of the kegs. If the goal is to keep it at the same healing can we just double the time between the weakenings and half how much the keg heals?
But I'm going to again state my feeling that they happen too often. If these were raids on the scale of the standard Celestia/Nil raid where you go in with a few people, do some killings, go home, it wouldn't be that draining. But these are on the scale of a full blown supernal/demon lord raid, all guns blazing, round up every able body sort of raids but on a scale of complexity that is almost tenfold. Having it happen every two days is exhausting for those who are really focused on it and I know I'm not just speaking for Celest as Mag has expressed similar sentiments. Over time it may level out and we'll want to see them happening this often but it just seems like too much.
Increasing the time between weakenings has several advantages. Firstly, it slows down the burnout process. It also slows down the resource consumption. It slows things down to a less rushed pace in terms of laying in parts, post-mortems, etc. It gives orgs a little more time with their constructs before they're open to be attacked and likely stretches out the minimum time they'll have it.
However, the problem with increasing the time between is in the healing properties of the kegs. If the goal is to keep it at the same healing can we just double the time between the weakenings and half how much the keg heals?
Xenthos2007-04-08 00:30:22
QUOTE(Catarin @ Apr 7 2007, 08:19 PM) 396360
However, the problem with increasing the time between is in the healing properties of the kegs. If the goal is to keep it at the same healing can we just double the time between the weakenings and half how much the keg heals?
I'm not sure that's necessary. We had a keg in ours pretty much the entire time from the last opening to this one, and the construct's health level didn't change at all (it started at dented but good health, and was still that when the next window came). Its affect seems relatively minor.
But yes, I agree that there needs to be more time between, and if that's balanced by halving the keg's effects, so be it. However, I'm not sure if throwing 40 wood and 10 iron at it every OOC day for that little effect is worth it.
Do you have a different experience with the keg's healing, by the way?
Forren2007-04-08 00:32:10
QUOTE(Sojiro @ Apr 7 2007, 07:49 PM) 396350
While we're at it, a slight buff to Moon users with Moonchilde aura would be neat, even if it's just x% more defense reduction.
Could even go a bit more and ask for +5 for all weapon stats too, heh, but I don't wanna ask for too much.
Could even go a bit more and ask for +5 for all weapon stats too, heh, but I don't wanna ask for too much.
Drawdown already makes Moon users incredibly tanky. No thanks.
Catarin2007-04-08 00:36:35
QUOTE(Xenthos @ Apr 7 2007, 06:30 PM) 396365
I'm not sure that's necessary. We had a keg in ours pretty much the entire time from the last opening to this one, and the construct's health level didn't change at all (it started at dented but good health, and was still that when the next window came). Its affect seems relatively minor.
But yes, I agree that there needs to be more time between, and if that's balanced by halving the keg's effects, so be it. However, I'm not sure if throwing 40 wood and 10 iron at it every OOC day for that little effect is worth it.
Do you have a different experience with the keg's healing, by the way?
But yes, I agree that there needs to be more time between, and if that's balanced by halving the keg's effects, so be it. However, I'm not sure if throwing 40 wood and 10 iron at it every OOC day for that little effect is worth it.
Do you have a different experience with the keg's healing, by the way?
Hopefully a Magnagoran will respond. Our construct has never actually been damaged yet.
Aiakon2007-04-08 11:03:59
QUOTE(Catarin @ Apr 8 2007, 01:19 AM) 396360
Having it happen every two days is exhausting for those who are really focused on it and I know I'm not just speaking for Celest as Mag has expressed similar sentiments. Over time it may level out and we'll want to see them happening this often but it just seems like too much.
Too right. It's a very tiring hour+.
QUOTE(Catarin @ Apr 8 2007, 01:19 AM) 396360
Increasing the time between weakenings has several advantages. Firstly, it slows down the burnout process. It also slows down the resource consumption. It slows things down to a less rushed pace in terms of laying in parts, post-mortems, etc. It gives orgs a little more time with their constructs before they're open to be attacked and likely stretches out the minimum time they'll have it.
However, the problem with increasing the time between is in the healing properties of the kegs. If the goal is to keep it at the same healing can we just double the time between the weakenings and half how much the keg heals?
However, the problem with increasing the time between is in the healing properties of the kegs. If the goal is to keep it at the same healing can we just double the time between the weakenings and half how much the keg heals?
That makes sense, but the kegs aren't cheap either. And while I understand that we don't want the constructs back at full health every time... I don't think they heal fast enough right now. It's more or less guaranteed construct death one in two battles.. which isn't great.
Nydekion2007-04-08 15:49:56
The kegs actually heal a pretty good chunk of health which is somewhat hard to see just by probing a construct or colossus. If nexus world weakening were changed to be half as frequent (which I agree with), it would definitely make sense to have kegs cost half the amount to make and heal half as much.
Xenthos2007-04-08 16:00:05
QUOTE(Nydekion @ Apr 8 2007, 11:49 AM) 396527
The kegs actually heal a pretty good chunk of health which is somewhat hard to see just by probing a construct or colossus. If nexus world weakening were changed to be half as frequent (which I agree with), it would definitely make sense to have kegs cost half the amount to make and heal half as much.
Are you sure? If the kegs don't even heal a quarter of it now (it seems that the health levels change at 25%, 50%, 75%, 99%, and 100%), I'm not sure how twice as much healing would really overpower the healing. Further, halving the commodities on each keg probably isn't something they'd want to do-- though I suppose that could be wrong.
Nydekion2007-04-08 16:12:52
From my estimate in the past few nexus weakenings (correct me if I'm wrong), a construct can be healed around 15-20% of its health in the period of 2-3 months. An average nexus battle will deal around 30-60% health of a construct, depending greatly on how well executed the offense and defense were. This would give a defending organization a pretty decent chance to heal it up since they can heal the construct with very little opposition during the periods between weakenings and during the weakenings, sparkleberry cubes also add to this. It just takes one missed weakening by the raiders for a defending organization to nearly heal their construct to full health if they:
a.) are diligent in healing it with fish meals each month in between weakenings
b.) successfully defend a repeat assault and use sparkleberry to heal the construct during the weakening period -- this part is actually key as sparkleberry healing can have a pretty significant effect on the health of a construct.
a.) are diligent in healing it with fish meals each month in between weakenings
b.) successfully defend a repeat assault and use sparkleberry to heal the construct during the weakening period -- this part is actually key as sparkleberry healing can have a pretty significant effect on the health of a construct.
Unknown2007-05-12 10:51:12
Yes evil necro I know.. but I actually have a question. If this shows in the logs:
Did the constructs then actually DRAIN power or GAIN us power? They've all been up for a while now..
I think the change said that they should produce power if they were up for a while.. right?
QUOTE
2007/05/11 22:24:02 - 300 power was drained to upkeep the Guardian Tree of
Ellindel's Song
2007/05/11 22:24:02 - 540 power was drained to upkeep the Living Altar of Lunar
Glory
2007/05/11 22:24:02 - 700 power was drained to upkeep the Silver Hornbeam of
Harmony
Ellindel's Song
2007/05/11 22:24:02 - 540 power was drained to upkeep the Living Altar of Lunar
Glory
2007/05/11 22:24:02 - 700 power was drained to upkeep the Silver Hornbeam of
Harmony
Did the constructs then actually DRAIN power or GAIN us power? They've all been up for a while now..
I think the change said that they should produce power if they were up for a while.. right?
Ashteru2007-05-12 11:22:48
Isn't that a "-" in front of the numbers? Draining negative amounts = gain, isn't it?
Unknown2007-05-12 11:24:58
QUOTE(Ashteru @ May 12 2007, 01:22 PM) 406551
Isn't that a "-" in front of the numbers? Draining negative amounts = gain, isn't it?
No that's the normal '-' that all powerlog entries have.
Ashteru2007-05-12 11:33:57
oooh, damn. Haven't been poweraide in a looong time. >.<
Fain2007-05-12 18:45:08
Yes, yes. I made a typo. It's most likely gaining power. Blah blah blah. Hmph.
Hazar2007-05-13 04:06:37
I love Ashteru's idea for an Avatar construct.