Eldanien2010-08-14 05:13:43
Interesting, you all went and made up the clan before I could. Cross fingers it works out like planned.
I'd suggested, ages ago, that Hyperactive become a buff that grants level 1 balance bonus with a level 2 eq penalty, or a level 1 eq bonus with a level 2 balance penalty. 10p as before, buff lasts until death or logout (I think hour-long buffs are annoying). This way it can be used by both bards and monks. At this point though, it would essentially add passive speed to acro monks. If the idea is amenable to the Envoys, perhaps you could try for that change after monks get worked on a bit.
HYPERACTIVE BODY
HYPERACTIVE MIND
I'd suggested, ages ago, that Hyperactive become a buff that grants level 1 balance bonus with a level 2 eq penalty, or a level 1 eq bonus with a level 2 balance penalty. 10p as before, buff lasts until death or logout (I think hour-long buffs are annoying). This way it can be used by both bards and monks. At this point though, it would essentially add passive speed to acro monks. If the idea is amenable to the Envoys, perhaps you could try for that change after monks get worked on a bit.
HYPERACTIVE BODY
HYPERACTIVE MIND
Razenth2010-08-14 05:15:08
If you all worked together, you could take over the Basin...
Janalon2010-08-14 07:13:02
QUOTE (Sahmiam Mes'ard @ Aug 13 2010, 10:22 PM) <{POST_SNAPBACK}>
Assuming an average balance time of 2.8 seconds, you'd get the following results:
Current time to gain 2 momentum: <2.8 seconds in 1 form (they're faster compared to other actions) versus 5.6s in 2 forms (normal skills).
Solution 1: 4.2 seconds in 2 forms versus 5.6s in 2 forms.
Solution 2: 3.7 seconds in 2 forms versus 5.6s in 2 forms.
It's important to remember that these skills are two-handed, and I don't foresee anyone actually using them to gain 2 momentum. If anything, they'd be used to quickly gain 1 momentum to reach a needed level. For example, to go from mo2 to mo3 to use a combo at mo3.
The purpose of this nerf is to get rid of the tactic of using mo4/mo5 form that causes 2 to 3 momentum loss and then to immediately get it back. Monks will actually have to rebuild momentum.
Current time to gain 2 momentum: <2.8 seconds in 1 form (they're faster compared to other actions) versus 5.6s in 2 forms (normal skills).
Solution 1: 4.2 seconds in 2 forms versus 5.6s in 2 forms.
Solution 2: 3.7 seconds in 2 forms versus 5.6s in 2 forms.
It's important to remember that these skills are two-handed, and I don't foresee anyone actually using them to gain 2 momentum. If anything, they'd be used to quickly gain 1 momentum to reach a needed level. For example, to go from mo2 to mo3 to use a combo at mo3.
The purpose of this nerf is to get rid of the tactic of using mo4/mo5 form that causes 2 to 3 momentum loss and then to immediately get it back. Monks will actually have to rebuild momentum.
Thank you for sharing. I am a non-com, so I just want to point out up front that I don't have any real sense of combat balance. That being said, I could forsee how a Nekotai monk could manipulate this to impact bleed out (which I understand is a viable combat strategy). Consider:
350 kaife speed boost (as proposed)
250 spronghai bleeder kick
150 kaiga kick bleeder mod
100 kata speed mod
------
850 bleeder form w/25% - 33% speed boost, 0.5s kata speed boost, heavy bleeder kick, & 150 ka playroom to add other/another mod. Spam at 5mo to build bleeding quickly.
Not sure if using kaiga in this way would supercede using two angkneks w/bleeding runes. I could see adding a slight stipulation that momentum boosters loose their effect at 5mo and above to prevent such abuses.
Anyway, thank you for sharing. I think this proposal has the potential to have great effect with just one little tweak.
Malarious2010-08-14 07:13:10
QUOTE (Razenth @ Aug 14 2010, 01:15 AM) <{POST_SNAPBACK}>
If you all worked together, you could take over the Basin...
Way ahead of you.
As to hyperactive, it wouldnt get a penalty.. 4% of 2.5s is .1s.. why take much heavier penalties?
+1 eq or bal would be fine as it is.
Janalon2010-08-14 07:20:16
QUOTE (Eldanien @ Aug 14 2010, 12:13 AM) <{POST_SNAPBACK}>
Interesting, you all went and made up the clan before I could. Cross fingers it works out like planned.
I'd suggested, ages ago, that Hyperactive become a buff that grants level 1 balance bonus with a level 2 eq penalty, or a level 1 eq bonus with a level 2 balance penalty. 10p as before, buff lasts until death or logout (I think hour-long buffs are annoying). This way it can be used by both bards and monks. At this point though, it would essentially add passive speed to acro monks. If the idea is amenable to the Envoys, perhaps you could try for that change after monks get worked on a bit.
HYPERACTIVE BODY
HYPERACTIVE MIND
I'd suggested, ages ago, that Hyperactive become a buff that grants level 1 balance bonus with a level 2 eq penalty, or a level 1 eq bonus with a level 2 balance penalty. 10p as before, buff lasts until death or logout (I think hour-long buffs are annoying). This way it can be used by both bards and monks. At this point though, it would essentially add passive speed to acro monks. If the idea is amenable to the Envoys, perhaps you could try for that change after monks get worked on a bit.
HYPERACTIVE BODY
HYPERACTIVE MIND
Hehe. 10 power buff used once per month to give the equiv of +1 racial speed bonus once per month. Oooh, imagine the hyperactive debaters, influencers, and herbal harvesters? Cool thought to separate mind and body. But could you see giving racial speed monks an additinal boost untul logout?
Raeri2010-08-14 07:34:27
QUOTE (Janalon @ Aug 14 2010, 05:20 PM) <{POST_SNAPBACK}>
Hehe. 10 power buff used once per month to give the equiv of +1 racial speed bonus once per month. Oooh, imagine the hyperactive debaters, influencers, and herbal harvesters? Cool thought to separate mind and body. But could you see giving racial speed monks an additinal boost untul logout?
Why make it only once per month? It's a trans 10p skill. No reason why it should be limited that much. Besides, racial speed doesn't affect debating or influencing. (Though it does for harvesting)
Malarious2010-08-14 07:43:40
QUOTE (Janalon @ Aug 14 2010, 03:20 AM) <{POST_SNAPBACK}>
Hehe. 10 power buff used once per month to give the equiv of +1 racial speed bonus once per month. Oooh, imagine the hyperactive debaters, influencers, and herbal harvesters? Cool thought to separate mind and body. But could you see giving racial speed monks an additinal boost untul logout?
10p, +1 bal/eq till logout.
Did you have another idea?
Janalon2010-08-14 08:26:26
QUOTE (Malarious @ Aug 14 2010, 02:43 AM) <{POST_SNAPBACK}>
10p, +1 bal/eq till logout.
Did you have another idea?
Did you have another idea?
Nope. Your proposal is the best I've heard so far. Sorry if it sounded as if I was complaining... as I really dislike when people give all the negatives without offering another solution. Certainly don't want to seem hypocritical. I was just shocked by the duration. But I see how the decrease in effect is balanced against the buff lasting longer. I retract my former statement (if I could).
Malarious2010-08-14 09:07:29
QUOTE (Janalon @ Aug 14 2010, 04:26 AM) <{POST_SNAPBACK}>
Nope. Your proposal is the best I've heard so far. Sorry if it sounded as if I was complaining... as I really dislike when people give all the negatives without offering another solution. Certainly don't want to seem hypocritical. I was just shocked by the duration. But I see how the decrease in effect is balanced against the buff lasting longer. I retract my former statement (if I could).
Just a random note about the stuff in your sig.
Replace "DoublePain" with "WeakPoint":
QUOTE
PSYCHOMETABOLISM - WEAKPOINT
Syntax: PSI WEAKPOINT
Channels: Superstratus, Id
Through a psionic link you can discern the weaker areas of the body, increasing the wounds you cause.
Syntax: PSI
Channels: Superstratus, Id
Through a psionic link you can discern the weaker areas of the body, increasing the wounds you cause.
Make it work on all actions instead of "physical touch" which I am reading as unarmed. I dont know the %'s on it but if it needed another minor boost make it give a +5% or +10% or something chance of a kata mod landing.
Lendren2010-08-14 11:15:50
QUOTE (Eldanien @ Aug 14 2010, 01:13 AM) <{POST_SNAPBACK}>
I'd suggested, ages ago, that Hyperactive become a buff that grants level 1 balance bonus with a level 2 eq penalty, or a level 1 eq bonus with a level 2 balance penalty. 10p as before, buff lasts until death or logout (I think hour-long buffs are annoying). This way it can be used by both bards and monks. At this point though, it would essentially add passive speed to acro monks. If the idea is amenable to the Envoys, perhaps you could try for that change after monks get worked on a bit.
HYPERACTIVE BODY
HYPERACTIVE MIND
HYPERACTIVE BODY
HYPERACTIVE MIND
I tried that one too, even before monks came out, and it got shot down.
QUOTE (Janalon @ Aug 14 2010, 03:20 AM) <{POST_SNAPBACK}>
Oooh, imagine the hyperactive debaters, influencers, and herbal harvesters? Cool thought to separate mind and body. But could you see giving racial speed monks an additinal boost untul logout?
Note that there's already a Quickening skill that gives a very brief eq boost and while it can be used in debating it rarely is.
Janalon2010-08-14 13:32:22
QUOTE (Malarious @ Aug 14 2010, 05:07 AM) <{POST_SNAPBACK}>
Just a random note about the stuff in your sig.
Replace "DoublePain" with "WeakPoint":
Make it work on all actions instead of "physical touch" which I am reading as unarmed. I dont know the %'s on it but if it needed another minor boost make it give a +5% or +10% or something chance of a kata mod landing.
Replace "DoublePain" with "WeakPoint":
Make it work on all actions instead of "physical touch" which I am reading as unarmed. I dont know the %'s on it but if it needed another minor boost make it give a +5% or +10% or something chance of a kata mod landing.
From what I've tested, Double Pain works like a Puissant Champion rune adds 5% wounding to both armed and unarmed actions. Hey, a virtuoso skill that works like a 100 credit rune? Not bad, eh? Well, here's the problem(s):
Monk actions don't land that much wounding. Check out the quick test I conducted. I could hit from anywhere from about 160 wounds for two, one-handed armed actions (ex nekai or angknek) upwards of 600 wounds for a two-handed armed action combined with a kick (ex. kaife and spronghai). The first example will net me an additional 8 wounds, bringing 160 up to 168; the second example an additional 30 wounds bringing 600 up to 630. Hardly enough more to proc an unarmed kata aff mod, or significantly increase bleeding/damage. Not that much more to even warrant an additional sip health... even after several forms of accumulated damage.
Compound this issue with the fact that every monk has severqal additional ways to increase wounding. Kata Strength Soft adds 20% wounds to armed/unarmed at the cost of 20% damage and 50 ka. The 3-power bypass mod adds 75% wounding to armed actions (according to my tests... other reports suggest 40%) to armed actions for 3 power... not to mention boost to damage (and I think bleeding... could be wrong). Taht even has the pounding mod which raises wounding on armed actions by 50% for 50 ka and I believe a decreased in damage by 50% (pure speculation at this point). These mods can be compounded one on top of one another. By that point, 5% is the stem on the cherry on top.
Not to mention most monks won't integrate unarmed kata afflictions because of the pure uncertainty... unless there is some spare ka laying around and the form already includes a kick. PPK is a thing of the past (thank God). Your proposal to have Double Pain also increase the proc rate of the unarmed kata affliction mods is interesting. I'll definetly edit and add it to my list. Though, check out envoy REPORT 73. Most of these issues were raised nearly two years ago... not sure that any suggestion to add damage/proc rate will pass, unless the admin's perspective on monk funtionality has changed in this day and age of momentum. I'd personally like to see it completely changed out ~OR~ dropped into psionics where it can better service novices and close the gap in lack of psymet-compatable skills (though we've already agreed this isn't going to happen and will only clutter the base skill set for mages).