Unknown2009-03-05 13:46:54
Deathprophesy should be a timed insta. The 'Simon says' idea is crap.
Though I suppose it could be made to work as a combination of the two. Fling the 6 runes or whatever, the only requirement being that they hit. After the 6 hit, an 8-12 second timer starts where the target needs to stay in the room (and the runist can still move during the countdown, obviously). Kind of reminds me of Meteor.
Though I suppose it could be made to work as a combination of the two. Fling the 6 runes or whatever, the only requirement being that they hit. After the 6 hit, an 8-12 second timer starts where the target needs to stay in the room (and the runist can still move during the countdown, obviously). Kind of reminds me of Meteor.
Unknown2009-03-05 13:52:03
I dunno. I think we have enough timed instant kills already. The idea behind DeathProphesy sounds pretty nice (viable or not I don't know).
Unknown2009-03-05 17:13:14
Viable it ain't. Desipuss was more on the mark than he realized with the bear comment.
If someone is being affliction-raped hard enough that they can't avoid Deathprophesy, they were probably going to die anyway and you're just wasting power or doing it for the lulz.
If someone is being affliction-raped hard enough that they can't avoid Deathprophesy, they were probably going to die anyway and you're just wasting power or doing it for the lulz.
Narsrim2009-03-05 17:21:47
I have an idea for Death Prophesy:
It should do damage based upon the number of afflictions you have prior to the end of it. Five afflictions are given in total, but each one does 25% of your max health when it ends. Therefore, you only need four to die. Three deals 75% of your max health; two deals 50%; one deals 25%.
It should do damage based upon the number of afflictions you have prior to the end of it. Five afflictions are given in total, but each one does 25% of your max health when it ends. Therefore, you only need four to die. Three deals 75% of your max health; two deals 50%; one deals 25%.
Casilu2009-03-05 18:06:17
QUOTE (Narsrim @ Mar 5 2009, 09:21 AM) <{POST_SNAPBACK}>
I have an idea for Death Prophesy:
It should do damage based upon the number of afflictions you have prior to the end of it. Five afflictions are given in total, but each one does 25% of your max health when it ends. Therefore, you only need four to die. Three deals 75% of your max health; two deals 50%; one deals 25%.
It should do damage based upon the number of afflictions you have prior to the end of it. Five afflictions are given in total, but each one does 25% of your max health when it ends. Therefore, you only need four to die. Three deals 75% of your max health; two deals 50%; one deals 25%.
That would be neat. Though, wouldn't you be certain you would get at least 25% damage, or would there be a small delay on the end so you have some sort of chance to cure that last one?
Enero2009-03-05 18:25:50
QUOTE (Kante @ Mar 4 2009, 07:34 PM) <{POST_SNAPBACK}>
It works like this: The prophesy requires certain runes to be in your inventory to cast. It costs three power. Once cast, it works much like a game of Simon Says. It pops up an ASCII image of the rune that you need to throw, and tells the name. If you sling it, and it's the right one, you move on to the next rune. If you miss, or if you sling the wrong rune, you essentially wasted three power. It goes through a cycle of six different runes. If the sixth rune hits, you get your kill. However, for the sixth rune to kill, all of the other afflictions need to remain on the target.
QUOTE (Narsrim @ Mar 5 2009, 05:21 PM) <{POST_SNAPBACK}>
I have an idea for Death Prophesy:
It should do damage based upon the number of afflictions you have prior to the end of it. Five afflictions are given in total, but each one does 25% of your max health when it ends. Therefore, you only need four to die. Three deals 75% of your max health; two deals 50%; one deals 25%.
It should do damage based upon the number of afflictions you have prior to the end of it. Five afflictions are given in total, but each one does 25% of your max health when it ends. Therefore, you only need four to die. Three deals 75% of your max health; two deals 50%; one deals 25%.
QUOTE (casilu @ Mar 5 2009, 06:06 PM) <{POST_SNAPBACK}>
That would be neat. Though, wouldn't you be certain you would get at least 25% damage, or would there be a small delay on the end so you have some sort of chance to cure that last one?
3p to initiate and then six runes. So... 3p + eq/bal loss (whichever it takes) and then six tosses which all take bal/eq.
Since I don't know what's the balance on runes I'll use 3 seconds and 4 seconds for initiating Death Prophesy.
So... 3p and 4 + (6 * 3) = 3 power and 22 seconds. So... on a target with 10k health you would do 2500 damage every 22 seconds. Now... could how many sips/scrolls/sparkles you can get in during that time and see how little it matters if you can pull of 25% each time.
Casilu2009-03-05 18:29:27
QUOTE (Enero @ Mar 5 2009, 10:25 AM) <{POST_SNAPBACK}>
3p to initiate and then six runes. So... 3p + eq/bal loss (whichever it takes) and then six tosses which all take bal/eq.
Since I don't know what's the balance on runes I'll use 3 seconds and 4 seconds for initiating Death Prophesy.
So... 3p and 4 + (6 * 3) = 3 power and 22 seconds. So... on a target with 10k health you would do 2500 damage every 22 seconds. Now... could how many sips/scrolls/sparkles you can get in during that time and see how little it matters if you can pull of 25% each time.
Since I don't know what's the balance on runes I'll use 3 seconds and 4 seconds for initiating Death Prophesy.
So... 3p and 4 + (6 * 3) = 3 power and 22 seconds. So... on a target with 10k health you would do 2500 damage every 22 seconds. Now... could how many sips/scrolls/sparkles you can get in during that time and see how little it matters if you can pull of 25% each time.
Well, you could always just doublesling at the end, no?
Enero2009-03-05 18:39:59
QUOTE (casilu @ Mar 5 2009, 06:29 PM) <{POST_SNAPBACK}>
Well, you could always just doublesling at the end, no?
I might be wrong but a doublesling in the end for two required affs would require you to have all possible two rune combinations... which would be just crazy.
In theory you could Supersling each time, given that you have an alias for each possible rune that could come up and use other one for stupidity or something. You would need 9p to do so on paper it sort of looks viable and gives you a much greater chance to stick more than one aff (unless stupidity is always cured with focus mind, which often is the case). Well, obviously meld would help as well...
It all pretty much boils down to one thing. I should stop trolling combat section given how little I know about combat, heh.
Xavius2009-03-06 03:04:34
QUOTE (Enero @ Mar 5 2009, 12:39 PM) <{POST_SNAPBACK}>
I might be wrong but a doublesling in the end for two required affs would require you to have all possible two rune combinations... which would be just crazy.
In theory you could Supersling each time, given that you have an alias for each possible rune that could come up and use other one for stupidity or something. You would need 9p to do so on paper it sort of looks viable and gives you a much greater chance to stick more than one aff (unless stupidity is always cured with focus mind, which often is the case). Well, obviously meld would help as well...
It all pretty much boils down to one thing. I should stop trolling combat section given how little I know about combat, heh.
In theory you could Supersling each time, given that you have an alias for each possible rune that could come up and use other one for stupidity or something. You would need 9p to do so on paper it sort of looks viable and gives you a much greater chance to stick more than one aff (unless stupidity is always cured with focus mind, which often is the case). Well, obviously meld would help as well...
It all pretty much boils down to one thing. I should stop trolling combat section given how little I know about combat, heh.
Variables and pattern matching ftw?