Unknown2008-10-13 21:13:13
It seems monks can't use forms at all until Adept at kata, and then they get 50 ka at 1 momentum, and need 4 momentum to be able to use a kick-only form.
Desitrus2008-10-13 21:17:57
QUOTE(Mirig @ Oct 13 2008, 04:13 PM) 570512
It seems monks can't use forms at all until Adept at kata, and then they get 50 ka at 1 momentum, and need 4 momentum to be able to use a kick-only form.
Yes, that was the "oversight" that will be "fixed". I like "quotes" so that you can really "feel" my "emphasis" over the "interweb".
Unknown2008-10-13 21:23:35
QUOTE(Desitrus @ Oct 14 2008, 12:17 AM) 570513
Yes, that was the "oversight" that will be "fixed". I like "quotes" so that you can really "feel" my "emphasis" over the "interweb".
Okay, good, I was getting the feeling you were arguing that this was okay.
Lorick2008-10-13 21:27:45
I personally have issues with momentum and variable ka, and how we balance that ka against novices. On average, the main components for newbie bashing haven't gotten any cheaper while their ka has been cut down severely. The progression is uneven, which may or may not be an oversight, but even at my level 250 ka on the first form for bashing is a long shot from the 500 ka I am use to. It just seems needlessly complicated to me really.
On the flip side, I don't get why 1000 ka was deemed neccessary either. I've actually been at a loss for modifiers to use, and the sheer amount of afflictions possible at this point will overwhelm I'm guessing roughly 70% of the population of Lusternia. The first three forms in a kata are painfully slow, but after that the speed increase is extremely quick. Combine with hyperactive and rushing, and no one saw the average fighter in Lusternia having zero chance?
However, I am happy we finally have multiple location afflictions and afflictions that actually help build toward guild goals rather than the various random ones from before. Out of the entire writeup, I think afflictions was perhaps the best done. I just don't care for the mechanics of momentum, variable ka which basically requires me to hardcode various forms in for various points, and how newbie monks are basically ka starved. So, to sum it up, down with variable ka, increase novice ka, slow down kata speed, increase starting ka lower maximum ka.
On the flip side, I don't get why 1000 ka was deemed neccessary either. I've actually been at a loss for modifiers to use, and the sheer amount of afflictions possible at this point will overwhelm I'm guessing roughly 70% of the population of Lusternia. The first three forms in a kata are painfully slow, but after that the speed increase is extremely quick. Combine with hyperactive and rushing, and no one saw the average fighter in Lusternia having zero chance?
However, I am happy we finally have multiple location afflictions and afflictions that actually help build toward guild goals rather than the various random ones from before. Out of the entire writeup, I think afflictions was perhaps the best done. I just don't care for the mechanics of momentum, variable ka which basically requires me to hardcode various forms in for various points, and how newbie monks are basically ka starved. So, to sum it up, down with variable ka, increase novice ka, slow down kata speed, increase starting ka lower maximum ka.
Roark2008-10-13 21:42:33
QUOTE(Nazin! @ Oct 13 2008, 01:55 PM) 570410
Sooo... I'm looking at a 1500 ka-weight instakill (Final Sting) that's dependant on delivering a dart with a kick. Problem is: the modifier to add a dart to your kick is 150 ka-weight. Does that make the Final Sting technically impossible? Or does the move include a 'freebie' dart modification?
I guess I can play with it IG later, but I have work to do and I crave info now!
I guess I can play with it IG later, but I have work to do and I crave info now!
Final sting should trigger the poison dart in your foot without the Dart modifier in the form.
Roark2008-10-13 21:54:50
And in case you didn't see it in the other thread, the variable ka cap based on skill rank was a bug from the old system. It has been removed.
Nazin2008-10-13 22:37:48
QUOTE(roark @ Oct 13 2008, 02:42 PM) 570535
Final sting should trigger the poison dart in your foot without the Dart modifier in the form.
Oh man, sweet
Casilu2008-10-14 03:11:05
I love all the changes so far. My only real complaint is that with the 1000 ka cap, bullrage seems kinda useless now.
Celina2008-10-14 03:21:19
We still get the speed up after the third if we chain katas? I thought they were getting rid of that....
The problem I've encountered is that EVERYTHING in Ninjakari is a chain mod. Every single thing is a chain attack, and if I use jakati (maybe I'll take it out when I'm used to watching for rebounding) I can't add a kick without kicking all my katas up a level, and my kicks don't really do anything useful(akogh can stun or blind sometimes). I don't mind not having kicks, I can dish out affs like crazy...but I kind of don't do any damage without the kicks. Still trying to figure it all out, tons of fun though! I can regen stack like nobody's business.
The problem I've encountered is that EVERYTHING in Ninjakari is a chain mod. Every single thing is a chain attack, and if I use jakati (maybe I'll take it out when I'm used to watching for rebounding) I can't add a kick without kicking all my katas up a level, and my kicks don't really do anything useful(akogh can stun or blind sometimes). I don't mind not having kicks, I can dish out affs like crazy...but I kind of don't do any damage without the kicks. Still trying to figure it all out, tons of fun though! I can regen stack like nobody's business.
Shiri2008-10-14 03:28:31
QUOTE(Celina @ Oct 14 2008, 04:21 AM) 570661
We still get the speed up after the third if we chain katas? I thought they were getting rid of that....
The problem I've encountered is that EVERYTHING in Ninjakari is a chain mod. Every single thing is a chain attack, and if I use jakati (maybe I'll take it out when I'm used to watching for rebounding) I can't add a kick without kicking all my katas up a level, and my kicks don't really do anything useful(akogh can stun or blind sometimes). I don't mind not having kicks, I can dish out affs like crazy...but I kind of don't do any damage without the kicks. Still trying to figure it all out, tons of fun though! I can regen stack like nobody's business.
The problem I've encountered is that EVERYTHING in Ninjakari is a chain mod. Every single thing is a chain attack, and if I use jakati (maybe I'll take it out when I'm used to watching for rebounding) I can't add a kick without kicking all my katas up a level, and my kicks don't really do anything useful(akogh can stun or blind sometimes). I don't mind not having kicks, I can dish out affs like crazy...but I kind of don't do any damage without the kicks. Still trying to figure it all out, tons of fun though! I can regen stack like nobody's business.
1. They were SUPPOSED to be getting rid of it but apparently haven't. Bug that.
2. That's not a problem, that's an advantage. If you don't have mods you can only do a couple affs per combo, whereas with mods you can stack them up to crazy levels, which was one of the reasons ninjakari was the best in testing.
3. Yeah, Shofangi can regen stack too, although not as well as ninjas due to no twisting (maybe.) We'll have to see how that turns out. At least mangle cures before breakknee now, I had Charune stuck prone for like 3 minutes before (still couldn't kill him due to questionable monk damage/wounds though...)
Guess we'll see how the damage/wound thing turns out. The formulae were buggy on test server and I don't know if they ever got fixed, but it was pretty impractical to damage people in an actual fight there.
Charune2008-10-14 03:32:49
QUOTE(Shiri @ Oct 13 2008, 11:28 PM) 570664
1. They were SUPPOSED to be getting rid of it but apparently haven't. Bug that.
2. That's not a problem, that's an advantage. If you don't have mods you can only do a couple affs per combo, whereas with mods you can stack them up to crazy levels, which was one of the reasons ninjakari was the best in testing.
3. Yeah, Shofangi can regen stack too, although not as well as ninjas due to no twisting (maybe.) We'll have to see how that turns out. At least mangle cures before breakknee now, I had Charune stuck prone for like 3 minutes before (still couldn't kill him due to questionable monk damage/wounds though...)
Guess we'll see how the damage/wound thing turns out. The formulae were buggy on test server and I don't know if they ever got fixed, but it was pretty impractical to damage people in an actual fight there.
2. That's not a problem, that's an advantage. If you don't have mods you can only do a couple affs per combo, whereas with mods you can stack them up to crazy levels, which was one of the reasons ninjakari was the best in testing.
3. Yeah, Shofangi can regen stack too, although not as well as ninjas due to no twisting (maybe.) We'll have to see how that turns out. At least mangle cures before breakknee now, I had Charune stuck prone for like 3 minutes before (still couldn't kill him due to questionable monk damage/wounds though...)
Guess we'll see how the damage/wound thing turns out. The formulae were buggy on test server and I don't know if they ever got fixed, but it was pretty impractical to damage people in an actual fight there.
The damage was fixed. On the test server it didn't check robes before. It does now.
As for autokata, it's staying for convenience but the idea is that changing your forms is preferred. I believe the speed increase is diminished compared to what it used to be, but it's still present.
Shiri2008-10-14 03:34:41
QUOTE(Charune @ Oct 14 2008, 04:32 AM) 570667
The damage was fixed. On the test server it didn't check robes before. It does now.
Ok. Doesn't that mean it's -lower- on real server than it was on test (where, as a reminder, I had you prone for a longass time and still couldn't kill you uninterrupted)?
QUOTE
As for autokata, it's staying for convenience but the idea is that changing your forms is preferred. I believe the speed increase is diminished compared to what it used to be, but it's still present.
Just to clarify, I think Celina was talking about the speed boost in autokata, not autokata itself. You kind of addressed that though.
Charune2008-10-14 03:37:18
QUOTE(Shiri @ Oct 13 2008, 11:34 PM) 570668
Ok. Doesn't that mean it's -lower- on real server than it was on test (where, as a reminder, I had you prone for a longass time and still couldn't kill you uninterrupted)?
It should be the same on the real server as the test server now. You had me prone for a good while, yeah. I didn't have all lines in that system and it was being played on a netbook which couldn't run a system without lots of client lag, unfortunately.
Shiri2008-10-14 03:44:03
QUOTE(Charune @ Oct 14 2008, 04:37 AM) 570670
It should be the same on the real server as the test server now. You had me prone for a good while, yeah. I didn't have all lines in that system and it was being played on a netbook which couldn't run a system without lots of client lag, unfortunately.
Plus the OP mangle/breakknee interaction. So yeah, that leads me to believe that if you were playing on real, fighting back and not lagged out, monk damage would just be unable to overcome you solo full stop without something like a slitlock on top of permaprone.
Janalon2008-10-14 09:04:05
QUOTE(Celina @ Oct 13 2008, 11:21 PM) 570661
I can regen stack like nobody's business.
What is "regen stack"? I feel like I am missing out on part of the conversation.
Shiri2008-10-14 09:12:07
QUOTE(Janalon @ Oct 14 2008, 10:04 AM) 570742
What is "regen stack"? I feel like I am missing out on part of the conversation.
When you do whatever gibberish-name attack does twisted limbs, or ashlamkh limbs, your target is hit with afflictions that require regeneration salve to cure. Regeneration salve has a delay before it works, and even if you get salve balance back during that time you can't apply more salve to that area or it'll interrupt the first application. So basically, for one combo with attacks to each arm, taking 4 seconds of balance, you can deliver afflictions that take 8 seconds of salve balance to cure. This is nasty enough for twisted limbs, but depending on the interaction with twisted limbs and mangle, which I neglected to check, sometimes you can "stack" twisted limbs on top of the (much more debilitating) mangle affliction, and since regeneration only cures a random affliction they will be stuck unable to cure mangle or do much of anything else for a potentially long time. If it doesn't work like this, such that a mangle is always cured before twisted limbs if you have both, well, stacking twisted limbs is still a good boost to wounds (although it's broken to be ridiculously high now.)
(If twisted limbs does work like this it would also explain why Revan was so willing to nerf the same interaction with ninjakari/shofangi broken knee, ha.)