Unknown2010-08-20 17:31:03
That's all you've got? Are you sure?
Psiblade, EgoWhip, PsychicPush (you could push someone other than your target, though I know it's a stretch), AlterAura...
It's no TK/TP, definitely. I'll give you that. And, I am generally out of touch with others' abilities, but I know how to use a wiki.
Psiblade, EgoWhip, PsychicPush (you could push someone other than your target, though I know it's a stretch), AlterAura...
It's no TK/TP, definitely. I'll give you that. And, I am generally out of touch with others' abilities, but I know how to use a wiki.
Janalon2010-08-20 18:01:29
QUOTE (Zarquan @ Aug 20 2010, 12:31 PM) <{POST_SNAPBACK}>
That's all you've got? Are you sure?
Psiblade, EgoWhip, PsychicPush (you could push someone other than your target, though I know it's a stretch), AlterAura...
It's no TK/TP, definitely. I'll give you that. And, I am generally out of touch with others' abilities, but I know how to use a wiki.
Psiblade, EgoWhip, PsychicPush (you could push someone other than your target, though I know it's a stretch), AlterAura...
It's no TK/TP, definitely. I'll give you that. And, I am generally out of touch with others' abilities, but I know how to use a wiki.
You didn't need to use the wiki as I included all of the psionic actions available to psymets in a previous post on this thread. Here they are again for your review:
CODE
        +=-=-=-=-=-=-=-=-=-=+
        | CHANNELED ACTIONS |
        +=-=-=-=-=-=-=-=-=-=+
       Â
Scan                SUB  SUPER  --
Psi Blade            ---  SUPER  --
Read Aura            SUB  -----  --
Ego Whip            ---  SUPER  --
Ego Scan            SUB  SUPER  --
Psychic Push        ---  SUPER  --
Amnesia              SUB  -----  ID
Body Scan            SUB  SUPER  --
Alter Aura          SUB  -----  --
Hyperhidrosis        SUB  -----  --
Shift                SUB  SUPER  ID
Cell Adjustment      SUB  -----  --
Body Fuel            ---  -----  ID
Suspended Animation  ---  SUPER  --
*** Leave the sub channel open of locked
    defenses if you want access to these
    channeled actions during hunting and
    combat. Substratus requires four
    seconds to fully regain equilibruim.
        | CHANNELED ACTIONS |
        +=-=-=-=-=-=-=-=-=-=+
       Â
Scan                SUB  SUPER  --
Psi Blade            ---  SUPER  --
Read Aura            SUB  -----  --
Ego Whip            ---  SUPER  --
Ego Scan            SUB  SUPER  --
Psychic Push        ---  SUPER  --
Amnesia              SUB  -----  ID
Body Scan            SUB  SUPER  --
Alter Aura          SUB  -----  --
Hyperhidrosis        SUB  -----  --
Shift                SUB  SUPER  ID
Cell Adjustment      SUB  -----  --
Body Fuel            ---  -----  ID
Suspended Animation  ---  SUPER  --
*** Leave the sub channel open of locked
    defenses if you want access to these
    channeled actions during hunting and
    combat. Substratus requires four
    seconds to fully regain equilibruim.
Psi blade causes 300 damage and can only be used every 6s (or every other or 3rd kata action). Not sure how much damage Ego Whip causes. Doesn't seem terribly out of line with Beastmastery's Battle (see REPORT 424 for details). Though, remember psymet's usually lock psymet-specific defenses on the Id and Super channel. They would gain 300 damage every other kata (or a bonus of about +150 damage per round) at the sacrifice of a much stronger psymet defense. If I want more damage, I am using Kata Strength Hard which gives a 20% bonus to damage and reserving my Super channel for a second psymet defense.
Same argument goes with Psychic push. Don't remember the buzz around defenses against movement actions (i.e. summon and the like). Psychic push is very easily resisted. Not to mention why would a psymet want to move their combat target out of the room... change in target drops momentum. Sure I could move ANOTHER target out of the room, but at the sacrifice of a second psymet defense.
Read aura and Body scan would become accessible... though in the fray of combat would only contribute to spam, unless some system could incorporate these actions into tracking afflictions. As is now, does your system (or any other private system) aware track afflictions on the target? Knowing a target's defenses is a big "So What." Then again it could be combined with Alter Aura.
Raze already strips rebounding and quicksilver. Alter aura would go to strip what... a constitution buff? Waterwalk / waterbreathe while fighting on an ocean or river is perhaps's the skill's best use. We can already achieve that with a 4s cost. What is the recovery time on rubbing waterbreathe / waterwalk (that is an honest question and not rhetorical sarcasm)? Is this the OP combo you are talking about?
The most devastating offensive action is amnesia, especially when applied in a choke or aeon. I'll give you that. Then again, this falls under group combat tactics. I am currently a non-com, so I can't adequately answer this one.
Otherwise Shift allows psymets to walk through icewalls or wooden doors with a 4s or 6s penalty. Compare that against acrobatics somersault/handspring, and psymet evade. Cell adjust is +1000 healing to health with a greater cost to ego AND a 4s pricetag (meaning 4s where no actions are able to be performed). Again, you could compare this against Beastmastery Empath Health. At least Beastmastery Empath doesn't consume a personal 4s balance AND 1000+ ego.
(See my current Cell Adjust envoy proposal: http://forums.lusternia.com/index.php?s=&a...st&p=744257.)
Thul was the one who proposed for psymet not to conflict with kata actions. I came back with an idea that psionic balance be halved for psymet monks. So that would mean a 2s/3s Alter Aura, Amnesia, Shift, and Cell Adjust. What is the OP PSYMET/MONK "More Stuff" combo that you addressed in your previous post? Please be specific and clear in articulating your response. I just want my skills to NOT conflict... especially in light of momentum monks.
Besides... for every monk that turns towards psymet, that's one less acro monk.
Unknown2010-08-20 19:00:39
I have nothing more to articulate. It's pretty simple logic that monk combos are already doing a heck of a lot with a "single action" and the speed is ridiculous in too many cases. Adding anything at all to that is not a good thing, in my opinion, no matter how small a boost it may be, so I simply prefer to see the kata actions fixed before the psionic channels are brought into line. Synergy would be great, I agree, but let's not boost the monks further before we first take them down a notch.
I can appreciate the amount of time and effort you're expending in trying to improve your archetype, but I find it odd that a self-proclaimed non-combatant is so involved with the balancing of combat abilities. I'm not trying to be sarcastic or mean in any way, but I have fought enough monks to know that it's amazingly unpleasant.
I can appreciate the amount of time and effort you're expending in trying to improve your archetype, but I find it odd that a self-proclaimed non-combatant is so involved with the balancing of combat abilities. I'm not trying to be sarcastic or mean in any way, but I have fought enough monks to know that it's amazingly unpleasant.
Janalon2010-08-20 19:21:47
The only reason I am a non-com is because I am a Mac user who refuses to load Boot Camp (or other similar compromises) to run either the Treant or Ethelon's system. I've tried and had less than stellar results. No system = Non-com. It's not a choice but a constraint. Yes, I made it all the way up through level 85 completely curing and healing by hand (you don't see that much these days). Even with first aid, which has helped a tremendous amount towards advanced bashing. Yes, I slivven hunt with only the use of First Aid.
With the full release of Vadi's M&M system I hope to turn towards being a very active combatant (and I hope to even have Demi by then). I am very, very active in Vadi's beta testing group to make sure his group fully integrates with psychometabolism. Not to mention I am a guild leader and have to inform novices regarding which guild skills to choose. There's nothing odd about that. I want psymet to be a viable combat option once I am fully up and running.
And, as I've articulated before, it can't be all monk nerfs without addressing skills that don't work. Why can't it be more balanced. Nerf a skill, fix a skill? Doesn't that seem fair?
With the full release of Vadi's M&M system I hope to turn towards being a very active combatant (and I hope to even have Demi by then). I am very, very active in Vadi's beta testing group to make sure his group fully integrates with psychometabolism. Not to mention I am a guild leader and have to inform novices regarding which guild skills to choose. There's nothing odd about that. I want psymet to be a viable combat option once I am fully up and running.
And, as I've articulated before, it can't be all monk nerfs without addressing skills that don't work. Why can't it be more balanced. Nerf a skill, fix a skill? Doesn't that seem fair?
Unknown2010-08-20 19:24:16
It's fair, but we know that it won't happen at the same time, given the speed of the Envoy process. I just want to see kata forms slowed down before I see anything else thrown into the mix.
Janalon2010-08-20 19:25:51
QUOTE (Zarquan @ Aug 20 2010, 02:24 PM) <{POST_SNAPBACK}>
It's fair, but we know that it won't happen at the same time, given the speed of the Envoy process. I just want to see kata forms slowed down before I see anything else thrown into the mix.
But now with the coordination of the Something Monkish clan (CLANHELP MONKISH) to address monk issues through an envoy process, it is more viable for kata to get fixxed... especially if the other guilds can agree to help bring monks down a notch. No reason I should quit addressing psymet issues through a forum address to pre-prepare envoy reports.
Unknown2010-08-20 19:28:51
QUOTE (Zarquan @ Aug 20 2010, 03:00 PM) <{POST_SNAPBACK}>
I have nothing more to articulate. It's pretty simple logic that monk combos are already doing a heck of a lot with a "single action" and the speed is ridiculous in too many cases. Adding anything at all to that is not a good thing, in my opinion, no matter how small a boost it may be, so I simply prefer to see the kata actions fixed before the psionic channels are brought into line. Synergy would be great, I agree, but let's not boost the monks further before we first take them down a notch.
I can appreciate the amount of time and effort you're expending in trying to improve your archetype, but I find it odd that a self-proclaimed non-combatant is so involved with the balancing of combat abilities. I'm not trying to be sarcastic or mean in any way, but I have fought enough monks to know that it's amazingly unpleasant.
I can appreciate the amount of time and effort you're expending in trying to improve your archetype, but I find it odd that a self-proclaimed non-combatant is so involved with the balancing of combat abilities. I'm not trying to be sarcastic or mean in any way, but I have fought enough monks to know that it's amazingly unpleasant.
It's also pretty simple logic that being a non-combatant does not preclude an in-depth understanding of balance just as being a combatant and building a system does not preclude the possibility of not understanding balance. Janalon does her research, Zarquan, which is more than I can say for others that like to comment and share their opinions on monks.
I'm forced to ask, but where's your hard data? Please don't answer "my curing" as those arguments are rightfully taken with a grain of salt. "My system can't handle it" is not the same as "there's a balance issue." No one disagrees that there is a balance issue with monks, but the only support you've been able to provide is that "I have fought enough monks to know that it's amazingly unpleasant."
Quite frankly, I'd take Janalon's suggestions over your own because she not only plays the archetype, but goes to great lengths to test and gather data and then asks people that are combatants how to improve upon her tests, etc.
Unknown2010-08-20 19:30:16
I never said you had to quit. I'm just averse to the idea of adding in more actions to the punch/punch/kick (or whatever) combo, which already does at least a half dozen things with the modifiers, poisons, and such, especially when you can do that every two seconds.
This is roughly the equivalent of me asking to be able to use Bonecrusher and Moon abilities in a single combo, like raze/raze/waning, except that it still wouldn't do as much as a monk is already doing.
This is roughly the equivalent of me asking to be able to use Bonecrusher and Moon abilities in a single combo, like raze/raze/waning, except that it still wouldn't do as much as a monk is already doing.
Rika2010-08-20 20:59:15
QUOTE (Janalon @ Aug 21 2010, 07:21 AM) <{POST_SNAPBACK}>
The only reason I am a non-com is because I am a Mac user who refuses to load Boot Camp (or other similar compromises) to run either the Treant or Ethelon's system. I've tried and had less than stellar results. No system = Non-com. It's not a choice but a constraint. Yes, I made it all the way up through level 85 completely curing and healing by hand (you don't see that much these days). Even with first aid, which has helped a tremendous amount towards advanced bashing. Yes, I slivven hunt with only the use of First Aid.
I was on Nexus until demigod. No firstaid back then, either!
Malarious2010-08-20 21:02:39
QUOTE (Zarquan @ Aug 20 2010, 03:30 PM) <{POST_SNAPBACK}>
I never said you had to quit. I'm just averse to the idea of adding in more actions to the punch/punch/kick (or whatever) combo, which already does at least a half dozen things with the modifiers, poisons, and such, especially when you can do that every two seconds.
This is roughly the equivalent of me asking to be able to use Bonecrusher and Moon abilities in a single combo, like raze/raze/waning, except that it still wouldn't do as much as a monk is already doing.
This is roughly the equivalent of me asking to be able to use Bonecrusher and Moon abilities in a single combo, like raze/raze/waning, except that it still wouldn't do as much as a monk is already doing.
A ninjakari has never killed me, even with constrict spam. Conversely, I know for a fact your system will easily die to monks due to how your priorities works. Someone asked what was going on and we could tell them it was their curing. You being unable to deal with something does not tell us anything, we only take into account what should happen, curing afflictions in the wrong order does not make us insane (which we can be), it gives you bad curing.
Unknown2010-08-20 21:25:37
Fair enough. In that case, I wish to see the evidence in the form of a log complete with timestamps and optimal curing against a Ninjakari who's competent enough to deal the most punch in the shortest time.
I have no doubts that Treant's default curing priorities are less than optimal. I guessed at them when I put them in, and I haven't changed them since. In fact, you could say that the defaults are meant to be less than optimal because people are supposed to modify them for their own needs.
I have no doubts that Treant's default curing priorities are less than optimal. I guessed at them when I put them in, and I haven't changed them since. In fact, you could say that the defaults are meant to be less than optimal because people are supposed to modify them for their own needs.
Malarious2010-08-20 22:21:27
QUOTE (Zarquan @ Aug 20 2010, 05:25 PM) <{POST_SNAPBACK}>
Fair enough. In that case, I wish to see the evidence in the form of a log complete with timestamps and optimal curing against a Ninjakari who's competent enough to deal the most punch in the shortest time.
I have no doubts that Treant's default curing priorities are less than optimal. I guessed at them when I put them in, and I haven't changed them since. In fact, you could say that the defaults are meant to be less than optimal because people are supposed to modify them for their own needs.
I have no doubts that Treant's default curing priorities are less than optimal. I guessed at them when I put them in, and I haven't changed them since. In fact, you could say that the defaults are meant to be less than optimal because people are supposed to modify them for their own needs.
You can question.. lets see... I am a ninja and I have contort now so you cant really get Ninshi off on me.
A good clue on curing by the way... dont cure blindness before slickness.. that lets us easily load your salves or applied cures.
Janalon2011-03-15 22:00:47
After a failed Psymet Shift report (see right below), I'm looking to re-report the same problem with a different set of solutions. I don't have any explanation why the report failed; would love player insight in lieu of an explanation from admin. Secondly, I am looking to solicit ideas from players at large on how to fix or replace this skill.
PS REPORT 527 for those interested in reading up on the envoy comments.
CODE
Report #527  Skillset: Psychometabolism  Skill: Shift
Guild: Nekotai    Status: Rejected Jan 2011
Problem: Psychometabolism shift is a flawed ability for several reasons. It is one of the four
psymet skills which requires an open channel (cell adjust, body fuel, & sus animation) and one of
two that may have combat application (sus animation). Overall there is a conflicted vision if/how
psymets are to use channeled actions due to due to the 4s Sub and 7s Super balance times. Secondly,
the skill fails when there are no "walls" or "doors" to pass through. The skill is unable to pass
through all "wall" types (such as phantom wall) or blockades. Stealth evade bypasses all walls in a
half to third of the recovery time. There is a lack of wooden doors (villages, Duum, and manses), or
need to pass through them. Finally, there is an overlap with stealth evade, harmony akhoosh,
tahtetso polevault, beastmastery jumping, environment tumble, and the competing secondary acrobatics
somersault / handspring to bypass obstacles. Although each skill is nuanced to a particular
situation, phasing through wooden doors at a 4s or 7s balance loss is not reason enough to keep a
psi channel open for psymet shift. Stealth monks will evade, harmony monks akhoosh. Neither will
have any compelling reason to shift.
Solution #1: Fix shift to include all walls, blockades, and be actionable outside of obstacles/doors.
Expand ability to pass through metal doors, but not including reinforced doors. May also consider
extending eye sigil to block passage of shift.
Solution #2: Fix shift to include all walls, blockades, and be actionable outside of obstacles/doors.
Expand ability to act like tumble to move past obstacles and sustain momentum in doing so.
Solution #3: Change shift to lock a channel and allow the active ability to SHIFT out of bonds  and
grapple. This should behave similar to tipheret or summer but includes grapples. Use of SHIFT should
cost 2s balance or equilibrium.
Guild: Nekotai    Status: Rejected Jan 2011
Problem: Psychometabolism shift is a flawed ability for several reasons. It is one of the four
psymet skills which requires an open channel (cell adjust, body fuel, & sus animation) and one of
two that may have combat application (sus animation). Overall there is a conflicted vision if/how
psymets are to use channeled actions due to due to the 4s Sub and 7s Super balance times. Secondly,
the skill fails when there are no "walls" or "doors" to pass through. The skill is unable to pass
through all "wall" types (such as phantom wall) or blockades. Stealth evade bypasses all walls in a
half to third of the recovery time. There is a lack of wooden doors (villages, Duum, and manses), or
need to pass through them. Finally, there is an overlap with stealth evade, harmony akhoosh,
tahtetso polevault, beastmastery jumping, environment tumble, and the competing secondary acrobatics
somersault / handspring to bypass obstacles. Although each skill is nuanced to a particular
situation, phasing through wooden doors at a 4s or 7s balance loss is not reason enough to keep a
psi channel open for psymet shift. Stealth monks will evade, harmony monks akhoosh. Neither will
have any compelling reason to shift.
Solution #1: Fix shift to include all walls, blockades, and be actionable outside of obstacles/doors.
Expand ability to pass through metal doors, but not including reinforced doors. May also consider
extending eye sigil to block passage of shift.
Solution #2: Fix shift to include all walls, blockades, and be actionable outside of obstacles/doors.
Expand ability to act like tumble to move past obstacles and sustain momentum in doing so.
Solution #3: Change shift to lock a channel and allow the active ability to SHIFT out of bonds  and
grapple. This should behave similar to tipheret or summer but includes grapples. Use of SHIFT should
cost 2s balance or equilibrium.
PS REPORT 527 for those interested in reading up on the envoy comments.
Esano2011-03-16 00:49:21
QUOTE (AquaNeos @ Aug 21 2010, 02:21 AM) <{POST_SNAPBACK}>
Actually I believe you can use balance while off psionic balances.
As shown by this.
As shown by this.
Deathsense just only requires equilibrium, so it can be used while off psi bal for much the same reason illusions can.
Janalon2011-03-16 03:19:57
Nope. Can't mix psionics and kata. In other words, can use psionics while off kata balance and vise versa.
QUOTE
Predatorily hunting the mob beetle.
psihunt
psi id regeneration
psi super psiarmour
psi sub bloodboil
chan
introspection
6073h, 4061m, 4458e, 10p, 27623en, 18715w esSilrxkb-p
kata perform beetle hunt1 hunt1 hunt2
(m&m): Do-Repeat enabled; will repeat kata perform beetle hunt2 forever.
kata perform beetle hunt2
You prepare your body to regenerate itself.
6073h, 4061m, 4208e, 10p, 27625en, 18590w esSlrxkb-(-250 Ego)
You mentally raise a psychic field that surrounds your body.
6073h, 4061m, 4008e, 10p, 27625en, 18515w eslrxkb-(-200 Ego)
You force your veins to widen and increase the temperature of your blood, boiling it in rapid cycles
through your arteries.
6073h, 4061m, 3508e, 10p, 27625en, 18390w elrxkb-(sip bromide)(-500 Ego)
Psionic Channels:
Substratus: Locked by bloodboil.
Superstratus: Locked by psiarmour.
Id: Locked by regeneration.
6073h, 4061m, 3508e, 10p, 27625en, 18390w elrxkb-
You close your eyes, bow your head, and intensely focus upon your deepest, most introspective
thoughts.
6073h, 4061m, 3508e, 10p, 27625en, 18390w elrxkbp-
You snap your head up as you break your meditation.
You attempt the Kata form of hunt1.
* ka nekai beetle left
<>
psihunt
psi id regeneration
psi super psiarmour
psi sub bloodboil
chan
introspection
6073h, 4061m, 4458e, 10p, 27623en, 18715w esSilrxkb-p
kata perform beetle hunt1 hunt1 hunt2
(m&m): Do-Repeat enabled; will repeat kata perform beetle hunt2 forever.
kata perform beetle hunt2
You prepare your body to regenerate itself.
6073h, 4061m, 4208e, 10p, 27625en, 18590w esSlrxkb-(-250 Ego)
You mentally raise a psychic field that surrounds your body.
6073h, 4061m, 4008e, 10p, 27625en, 18515w eslrxkb-(-200 Ego)
You force your veins to widen and increase the temperature of your blood, boiling it in rapid cycles
through your arteries.
6073h, 4061m, 3508e, 10p, 27625en, 18390w elrxkb-(sip bromide)(-500 Ego)
Psionic Channels:
Substratus: Locked by bloodboil.
Superstratus: Locked by psiarmour.
Id: Locked by regeneration.
6073h, 4061m, 3508e, 10p, 27625en, 18390w elrxkb-
You close your eyes, bow your head, and intensely focus upon your deepest, most introspective
thoughts.
6073h, 4061m, 3508e, 10p, 27625en, 18390w elrxkbp-
You snap your head up as you break your meditation.
You attempt the Kata form of hunt1.
* ka nekai beetle left
<
Janalon2011-05-03 19:19:54
With the advent of tats, I became somewhat questioning that taking and trans'ing the trade would be of much benefit to a psymet. Sure, the cutting/blunt defenses given for Kata Tattoo Armour are a large advantage over robes, a decent advantage over splendors.
BUT stacking "elemental" DMP would see diminishing returns due to weighted buffs stacking against psion/psymet defenses. Formerly my approach was to grab every DMP defense, but I would need to be more selective with the mix-match approach of tats.
I ran into a tremendous challenge working around AB's with ambiguous information. This is noted in multiple posts on the simple questions thread. The other challenge revolves around the variability of the nature of psi locked channels and organizational constructs.
The following is more speculation than any conclusive data, so take it all with a grain of salt. Also worth mentioning my number crunching revolves around a glom, stealth psymet. Numbers would largely change based on so many other variables.
Conclusion? I see a REAL need to have DMP stats visible to the player. Personally I might take either poison or asphyx because they are my lowest defenses with psychic & magical a tier above. Really I'd need to make a better analysis of my enemy's strengths and racial (dis)advantages.
BUT stacking "elemental" DMP would see diminishing returns due to weighted buffs stacking against psion/psymet defenses. Formerly my approach was to grab every DMP defense, but I would need to be more selective with the mix-match approach of tats.
I ran into a tremendous challenge working around AB's with ambiguous information. This is noted in multiple posts on the simple questions thread. The other challenge revolves around the variability of the nature of psi locked channels and organizational constructs.
The following is more speculation than any conclusive data, so take it all with a grain of salt. Also worth mentioning my number crunching revolves around a glom, stealth psymet. Numbers would largely change based on so many other variables.
CODE
CUTTING
30 DMP- Psychometabolism Ironskin
15 DMP- Stealth Bracing
12 DMP (optional)- Psionics PsiArmour
05 DMP- DarkNest Construct
======
62 DMP, 37% MOD (construct w/psi channel lock)
50 DMP, 33% MOD (construct)
45 DMP, 31% MOD (base)
BLUNT
30 DMP- Psychometabolism Ironskin
15 DMP- Stealth Bracing
12 DMP (optional)- Psionics PsiArmour
05 DMP- DarkNest Construct
======
62 DMP, 37% MOD (construct w/psi channel lock)
50 DMP, 33% MOD (construct)
45 DMP, 31% MOD (base)
COLD
25 DMP- Psychometabolism EnergyContainment
20 DMP (optional)- Psionics BioFeedback
15 DMP- frost potion
10 DMP- Tailoring ColdProof
05 DMP- DarkNest Construct
======
70 DMP, 38% MOD (construct w/psi channel lock)
50 DMP, 33% MOD (construct)
45 DMP, 31% MOD (base)
ELECTRICAL
25 DMP- Psychometabolism EnergyContainment
20 DMP (optional)- Psionics BioFeedback
15 DMP- galvanism potion
10 DMP- Tailoring ElectricProof
05 DMP- DarkNest Construct
======
70 DMP, 38% MOD (construct w/psi channel lock)
50 DMP, 33% MOD (construct)
45 DMP, 31% MOD (base)
FIRE
25 DMP- Psychometabolism EnergyContainment
20 DMP (optional)- Psionics BioFeedback
15 DMP- fire potion
10 DMP- Tailoring FireProof
05 DMP- DarkNest Construct
======
70 DMP, 38% MOD (construct w/psi channel lock)
50 DMP, 33% MOD (construct)
45 DMP, 31% MOD (base)
MAGICAL
20 DMP (optional)- Psionics BioFeedback
10 DMP ???- Nightwraith Construct
10 DMP- Tailoring ElectricProof
05 DMP- DarkNest Construct
======
45 DMP, 31% MOD (w/constructs w/psi channel lock)
25 DMP, 21% MOD (constructs)
20 DMP, 20% MOD (tailoring, Nightwraith)
PSYCHIC
20 DMP- Psionics Mindbar
05 DMP- DarkNest Construct
======
25 DMP, 22% MOD (construct)
20 DMP, 20% MOD (base)
POISON
10 DMP ???- Nightwraith Construct
05 DMP- DarkNest Construct
======
15 DMP, 15% MOD (constructs)
10 DMP, 10% MOD (Nightwraith)
ASPHYXIATION
10 DMP- Low Magic Blue
05 DMP- DarkNest Construct
======
15 DMP, 15% MOD (constructs)
10 DMP, 10% MOD (Nightwraith)
30 DMP- Psychometabolism Ironskin
15 DMP- Stealth Bracing
12 DMP (optional)- Psionics PsiArmour
05 DMP- DarkNest Construct
======
62 DMP, 37% MOD (construct w/psi channel lock)
50 DMP, 33% MOD (construct)
45 DMP, 31% MOD (base)
BLUNT
30 DMP- Psychometabolism Ironskin
15 DMP- Stealth Bracing
12 DMP (optional)- Psionics PsiArmour
05 DMP- DarkNest Construct
======
62 DMP, 37% MOD (construct w/psi channel lock)
50 DMP, 33% MOD (construct)
45 DMP, 31% MOD (base)
COLD
25 DMP- Psychometabolism EnergyContainment
20 DMP (optional)- Psionics BioFeedback
15 DMP- frost potion
10 DMP- Tailoring ColdProof
05 DMP- DarkNest Construct
======
70 DMP, 38% MOD (construct w/psi channel lock)
50 DMP, 33% MOD (construct)
45 DMP, 31% MOD (base)
ELECTRICAL
25 DMP- Psychometabolism EnergyContainment
20 DMP (optional)- Psionics BioFeedback
15 DMP- galvanism potion
10 DMP- Tailoring ElectricProof
05 DMP- DarkNest Construct
======
70 DMP, 38% MOD (construct w/psi channel lock)
50 DMP, 33% MOD (construct)
45 DMP, 31% MOD (base)
FIRE
25 DMP- Psychometabolism EnergyContainment
20 DMP (optional)- Psionics BioFeedback
15 DMP- fire potion
10 DMP- Tailoring FireProof
05 DMP- DarkNest Construct
======
70 DMP, 38% MOD (construct w/psi channel lock)
50 DMP, 33% MOD (construct)
45 DMP, 31% MOD (base)
MAGICAL
20 DMP (optional)- Psionics BioFeedback
10 DMP ???- Nightwraith Construct
10 DMP- Tailoring ElectricProof
05 DMP- DarkNest Construct
======
45 DMP, 31% MOD (w/constructs w/psi channel lock)
25 DMP, 21% MOD (constructs)
20 DMP, 20% MOD (tailoring, Nightwraith)
PSYCHIC
20 DMP- Psionics Mindbar
05 DMP- DarkNest Construct
======
25 DMP, 22% MOD (construct)
20 DMP, 20% MOD (base)
POISON
10 DMP ???- Nightwraith Construct
05 DMP- DarkNest Construct
======
15 DMP, 15% MOD (constructs)
10 DMP, 10% MOD (Nightwraith)
ASPHYXIATION
10 DMP- Low Magic Blue
05 DMP- DarkNest Construct
======
15 DMP, 15% MOD (constructs)
10 DMP, 10% MOD (Nightwraith)
Conclusion? I see a REAL need to have DMP stats visible to the player. Personally I might take either poison or asphyx because they are my lowest defenses with psychic & magical a tier above. Really I'd need to make a better analysis of my enemy's strengths and racial (dis)advantages.
Enyalida2011-05-03 19:24:07
QUOTE (Janalon @ May 3 2011, 02:19 PM) <{POST_SNAPBACK}>
Conclusion? I see a REAL need to have DMP stats visible to the player.
I think everyone agrees, at least player side. Envoy it. Since most of this stuff isn't actually hidden (like formulas) and there is now a precedent with TATTOOS POWERS (or whatever the syntax is), you shouldn't have much of an issue.
Unknown2011-05-03 19:40:55
You repeated Tailoring ElectricProof several times.
I don't know how things like Lowmagic/Highmagic or racial benefits factor into the DMP, if at all.
It might be nice to have a summary list of DMPs, but it might also be intentionally difficult to calculate it out.
I don't know how things like Lowmagic/Highmagic or racial benefits factor into the DMP, if at all.
It might be nice to have a summary list of DMPs, but it might also be intentionally difficult to calculate it out.
Janalon2011-05-03 20:40:53
QUOTE (Zarquan @ May 3 2011, 03:40 PM) <{POST_SNAPBACK}>
You repeated Tailoring ElectricProof several times.
I don't know how things like Lowmagic/Highmagic or racial benefits factor into the DMP, if at all.
It might be nice to have a summary list of DMPs, but it might also be intentionally difficult to calculate it out.
I don't know how things like Lowmagic/Highmagic or racial benefits factor into the DMP, if at all.
It might be nice to have a summary list of DMPs, but it might also be intentionally difficult to calculate it out.
Oops, a cut-and-paste error on my part. Edited to reflect ColdProof and FireProof.
Janalon2011-05-08 13:19:45
QUOTE (Enyalida @ May 3 2011, 03:24 PM) <{POST_SNAPBACK}>
I think everyone agrees, at least player side. Envoy it. Since most of this stuff isn't actually hidden (like formulas) and there is now a precedent with TATTOOS POWERS (or whatever the syntax is), you shouldn't have much of an issue.
Report 585. Cross your fingers.
In a previous thread, I expressed some concern about taking up trans tattooing as a trans psymet (which already provides generous DMP against damage types). This thread poses a recalculation by eliminating proofing and adding the 20 DMP from Tattoo Master. My intention is to better understand where to invest Elemental Tattoo weights. NOTE: there are only 7, 100-weight tattoo slots and 9 damage types. I'll run the calcs for every type knowing that I would have to be choosey (especially if I want some of the other tat buff types).
CODE
CUTTING
30 DMP- Psychometabolism Ironskin
20 DMP- ElementalTattoo Tattooing
15 DMP- Stealth Bracing
12 DMP (optional)- Psionics PsiArmour
05 DMP- DarkNest Construct
======
82 DMP, 42% MOD (construct w/psi channel lock)
70 DMP, 39% MOD (construct)
65 DMP, 38% MOD (base)
BLUNT
30 DMP- Psychometabolism Ironskin
20 DMP- ElementalTattoo Tattooing
15 DMP- Stealth Bracing
12 DMP (optional)- Psionics PsiArmour
05 DMP- DarkNest Construct
======
82 DMP, 42% MOD (construct w/psi channel lock)
70 DMP, 39% MOD (construct)
65 DMP, 38% MOD (base)
COLD
25 DMP- Psychometabolism EnergyContainment
20 DMP (optional)- Psionics BioFeedback
20 DMP- ElementalTattoo Tattooing
15 DMP- frost potion
05 DMP- DarkNest Construct
======
85 DMP, 43% MOD (construct w/psi channel lock)
65 DMP, 38% MOD (construct)
60 DMP, 37% MOD (base)
ELECTRICAL
25 DMP- Psychometabolism EnergyContainment
20 DMP (optional)- Psionics BioFeedback
20 DMP- ElementalTattoo Tattooing
15 DMP- galvanism potion
05 DMP- DarkNest Construct
======
85 DMP, 43% MOD (construct w/psi channel lock)
65 DMP, 38% MOD (construct)
60 DMP, 37% MOD (base)
FIRE
25 DMP- Psychometabolism EnergyContainment
20 DMP (optional)- Psionics BioFeedback
20 DMP- ElementalTattoo Tattooing
15 DMP- fire potion
05 DMP- DarkNest Construct
======
85 DMP, 43% MOD (construct w/psi channel lock)
65 DMP, 38% MOD (construct)
60 DMP, 37% MOD (base)
MAGICAL
20 DMP (optional)- Psionics BioFeedback
20 DMP- ElementalTattoo Tattooing
10 DMP ???- Nightwraith Construct
05 DMP- DarkNest Construct
======
55 DMP, 35% MOD (w/constructs w/psi channel lock)
35 DMP, 27% MOD (constructs)
30 DMP, 25% MOD (tailoring, Nightwraith)
PSYCHIC
20 DMP- Psionics Mindbar
20 DMP- ElementalTattoo Tattooing
05 DMP- DarkNest Construct
======
45 DMP, 32% MOD (construct)
40 DMP, 30% MOD (base)
POISON
20 DMP- ElementalTattoo Tattooing
10 DMP ???- Nightwraith Construct
05 DMP- DarkNest Construct
======
35 DMP, 28% MOD (constructs)
30 DMP, 25% MOD (Nightwraith)
ASPHYXIATION
20 DMP- ElementalTattoo Tattooing
10 DMP- Low Magic Blue
05 DMP- DarkNest Construct
======
35 DMP, 28% MOD (constructs)
30 DMP, 25% MOD (Nightwraith)
30 DMP- Psychometabolism Ironskin
20 DMP- ElementalTattoo Tattooing
15 DMP- Stealth Bracing
12 DMP (optional)- Psionics PsiArmour
05 DMP- DarkNest Construct
======
82 DMP, 42% MOD (construct w/psi channel lock)
70 DMP, 39% MOD (construct)
65 DMP, 38% MOD (base)
BLUNT
30 DMP- Psychometabolism Ironskin
20 DMP- ElementalTattoo Tattooing
15 DMP- Stealth Bracing
12 DMP (optional)- Psionics PsiArmour
05 DMP- DarkNest Construct
======
82 DMP, 42% MOD (construct w/psi channel lock)
70 DMP, 39% MOD (construct)
65 DMP, 38% MOD (base)
COLD
25 DMP- Psychometabolism EnergyContainment
20 DMP (optional)- Psionics BioFeedback
20 DMP- ElementalTattoo Tattooing
15 DMP- frost potion
05 DMP- DarkNest Construct
======
85 DMP, 43% MOD (construct w/psi channel lock)
65 DMP, 38% MOD (construct)
60 DMP, 37% MOD (base)
ELECTRICAL
25 DMP- Psychometabolism EnergyContainment
20 DMP (optional)- Psionics BioFeedback
20 DMP- ElementalTattoo Tattooing
15 DMP- galvanism potion
05 DMP- DarkNest Construct
======
85 DMP, 43% MOD (construct w/psi channel lock)
65 DMP, 38% MOD (construct)
60 DMP, 37% MOD (base)
FIRE
25 DMP- Psychometabolism EnergyContainment
20 DMP (optional)- Psionics BioFeedback
20 DMP- ElementalTattoo Tattooing
15 DMP- fire potion
05 DMP- DarkNest Construct
======
85 DMP, 43% MOD (construct w/psi channel lock)
65 DMP, 38% MOD (construct)
60 DMP, 37% MOD (base)
MAGICAL
20 DMP (optional)- Psionics BioFeedback
20 DMP- ElementalTattoo Tattooing
10 DMP ???- Nightwraith Construct
05 DMP- DarkNest Construct
======
55 DMP, 35% MOD (w/constructs w/psi channel lock)
35 DMP, 27% MOD (constructs)
30 DMP, 25% MOD (tailoring, Nightwraith)
PSYCHIC
20 DMP- Psionics Mindbar
20 DMP- ElementalTattoo Tattooing
05 DMP- DarkNest Construct
======
45 DMP, 32% MOD (construct)
40 DMP, 30% MOD (base)
POISON
20 DMP- ElementalTattoo Tattooing
10 DMP ???- Nightwraith Construct
05 DMP- DarkNest Construct
======
35 DMP, 28% MOD (constructs)
30 DMP, 25% MOD (Nightwraith)
ASPHYXIATION
20 DMP- ElementalTattoo Tattooing
10 DMP- Low Magic Blue
05 DMP- DarkNest Construct
======
35 DMP, 28% MOD (constructs)
30 DMP, 25% MOD (Nightwraith)
Or, in a side-by-side comparison of no-tat to trans-tat:
CODE
CUTTING
62 DMP, 37% MOD --> 82 DMP, 42% MOD
BLUNT
62 DMP, 37% MOD --> 82 DMP, 42% MOD
COLD
70 DMP, 38% MOD --> 80 DMP, 42% MOD
ELECTRICAL
70 DMP, 38% MOD --> 80 DMP, 42% MOD
FIRE
70 DMP, 38% MOD --> 80 DMP, 42% MOD
MAGICAL
45 DMP, 31% MOD --> 55 DMP, 35% MOD
PSYCHIC
25 DMP, 22% MOD --> 45 DMP, 32% MOD
POISON
15 DMP, 15% MOD --> 35 DMP, 28% MOD
ASPHYXIATION
15 DMP, 15% MOD --> 35 DMP, 28% MOD
62 DMP, 37% MOD --> 82 DMP, 42% MOD
BLUNT
62 DMP, 37% MOD --> 82 DMP, 42% MOD
COLD
70 DMP, 38% MOD --> 80 DMP, 42% MOD
ELECTRICAL
70 DMP, 38% MOD --> 80 DMP, 42% MOD
FIRE
70 DMP, 38% MOD --> 80 DMP, 42% MOD
MAGICAL
45 DMP, 31% MOD --> 55 DMP, 35% MOD
PSYCHIC
25 DMP, 22% MOD --> 45 DMP, 32% MOD
POISON
15 DMP, 15% MOD --> 35 DMP, 28% MOD
ASPHYXIATION
15 DMP, 15% MOD --> 35 DMP, 28% MOD
I know my numbers are fishy, as there are some minor miscalculations. Did number crunching by calculator rather than importing into a spreadsheet. If anything , this points to the need of REPORT 585. Towards the top end, I am only getting a 4:1 ratio, raising defenses by 4% or so. I'd say that is still somewhat a significant increase. I'm also comparing my full defensive spread for each type. Wondering how it would all look without psiarmour or biofeedback locked.