Janalon2010-06-05 16:51:54
DOUBLE PAIN
Works wonders to increase wounding when blended with forms that incorporate kata strength soft. Only real issue is that post-momentum monks don't have affs that proc on wounding... outside the Kata skillset. For a skill that is acquired at virtusoso psymet, it's appears underwhelming for the placement in the skill set. Would it be possible to adjust this skill back down into adept psionics, where there is a real lack of monk friendly skills (see below).
In replacement of double pain, could we have a locked psymet skill to add a psionic-based damage modifier to kata weapon actions. There are no races that have a psionic weakness (in fact, many have resistances). So, rather than act like a damage type great rune which gives 1/3 elemental, 2/3 physical damage, this new skill could add something marginal like 5% psionic damage on top of usual physical damage.
SHIFT
I love the idea of this skill: to pass through doors. Wooden doors. I think it also works on icewalls and the like (though I have to check). The main problem stems from the lack of wooden doors. Not to mention I think most psymet monks would rather use an ignite enchanted ring than waste a psionic channel on shift. Although the downgrade to evade (no longer move past icewalls) does increase the value of shift, it's not enough to make it worthwhile. So, I see two possible options:
Make shift a locked skill which requires a special command to move (like how you can GLIDE with gliding). This way balance time on SHIFT (without all of the PSI SHIFT syntax) can be adjusted independent of the psionic channel balance.
~AND/OR~
Another thought is to increase the number of circumstances under which shift can be used. For example, you could shift to escape entanglement by shifting out of the room. It would work on the usual balance time (much greater than acrobatic contort), comparable to writhe. However, it would combine a writhe-like action with movement (so it's a step up from just writhe).
Works wonders to increase wounding when blended with forms that incorporate kata strength soft. Only real issue is that post-momentum monks don't have affs that proc on wounding... outside the Kata skillset. For a skill that is acquired at virtusoso psymet, it's appears underwhelming for the placement in the skill set. Would it be possible to adjust this skill back down into adept psionics, where there is a real lack of monk friendly skills (see below).
CODE
Biofeedback* Reduce damage from the elements. Inept 75%
BodyDensity Increase weight psychically to help resist summons. Novice  0%
MindBar Reduce psychic damage. Novice 25%
PsiArmour* Reduce cutting and blunt damage. Apprentice 75%
SecondSight See things with increased sight. Capable 20%
IronWill* Regenerate willpower and ego. Capable 80%
BodyDensity Increase weight psychically to help resist summons. Novice  0%
MindBar Reduce psychic damage. Novice 25%
PsiArmour* Reduce cutting and blunt damage. Apprentice 75%
SecondSight See things with increased sight. Capable 20%
IronWill* Regenerate willpower and ego. Capable 80%
In replacement of double pain, could we have a locked psymet skill to add a psionic-based damage modifier to kata weapon actions. There are no races that have a psionic weakness (in fact, many have resistances). So, rather than act like a damage type great rune which gives 1/3 elemental, 2/3 physical damage, this new skill could add something marginal like 5% psionic damage on top of usual physical damage.
SHIFT
I love the idea of this skill: to pass through doors. Wooden doors. I think it also works on icewalls and the like (though I have to check). The main problem stems from the lack of wooden doors. Not to mention I think most psymet monks would rather use an ignite enchanted ring than waste a psionic channel on shift. Although the downgrade to evade (no longer move past icewalls) does increase the value of shift, it's not enough to make it worthwhile. So, I see two possible options:
Make shift a locked skill which requires a special command to move (like how you can GLIDE
~AND/OR~
Another thought is to increase the number of circumstances under which shift can be used. For example, you could shift to escape entanglement by shifting out of the room. It would work on the usual balance time (much greater than acrobatic contort), comparable to writhe. However, it would combine a writhe-like action with movement (so it's a step up from just writhe).
Unknown2010-06-05 17:24:21
Use elemental runes to change damage types. DoublePain is fine where it is, I think.
If you take Shift off of the psionic balance, it's no longer a psionic ability.
Evade doesn't go past icewalls? That seems like an unintended nerf or just a random decision by someone to change it. I thought that was the whole point of the ability.
If you take Shift off of the psionic balance, it's no longer a psionic ability.
Evade doesn't go past icewalls? That seems like an unintended nerf or just a random decision by someone to change it. I thought that was the whole point of the ability.
Unknown2010-06-05 20:10:23
QUOTE (Zarquan @ Jun 5 2010, 01:24 PM) <{POST_SNAPBACK}>
Use elemental runes to change damage types. DoublePain is fine where it is, I think.
If you take Shift off of the psionic balance, it's no longer a psionic ability.
Evade doesn't go past icewalls? That seems like an unintended nerf or just a random decision by someone to change it. I thought that was the whole point of the ability.
If you take Shift off of the psionic balance, it's no longer a psionic ability.
Evade doesn't go past icewalls? That seems like an unintended nerf or just a random decision by someone to change it. I thought that was the whole point of the ability.
Shift would be locked, not just activated.
Thul2010-06-05 23:46:01
Evade's been working just fine for me with icewalls.
Janalon2010-06-06 02:48:07
QUOTE (Thul @ Jun 5 2010, 07:46 PM) <{POST_SNAPBACK}>
Evade's been working just fine for me with icewalls.
Oops... I was thinking back to this envoy report:
http://forums.lusternia.com/index.php?s=&a...st&p=489959
Janalon2010-06-08 03:28:24
CODE
Syntax:Â Â PSI CELLADJUSTMENT
Channels: Substratus
By focusing on your body at a cellular level, you can transmute your ego
into health - though a small amount will be lost in the process.
Channels: Substratus
By focusing on your body at a cellular level, you can transmute your ego
into health - though a small amount will be lost in the process.
As AB PSYCHOMETABOLISM CELLADJUSTMENT goes, this skill looks great on paper. Give psymet monks a healing ability. I have to say, this one works phenomenal in combination with Body Fuel. Outside of this symbiotic effect, there are a few critical issues with this skill which render it nearly useless for most practical applications.
First of all, a psymet monk is limited to adjusting 1000 ego, which translates into lower health regain. Not sure of the loss. Not a big deal within itself. Secondly, the skill requires an open sub channel. Again, not an issue within itself. The skill requires you to be on eq/bal, and consumes 3 seconds afterwards where a psymet is a sitting duck (not sure how this compares to a healer's heal skill). These three drawbacks make the skill worthless either during or after combat/hunting.
My first idea is to make celladjustment an ability that locks on the sub channel. The skill would then work similar to AB BEASTMASTERY HEALING. A monk would need to have eq/bal to enact the command CELLADJUST. The main adjustment is that CELLADJUST would work on it's own balance. The skill could be balance on how much is healed and how long it takes to regain balance.
~OR~
A second option would address the issue of the 1000 ego cap by moving towards a percentage base off max ego. This way the skill improves with gain in level. Secondly, it would mainly advantage those monk-friendly races (aslaran, faeling, furrikin) that have higher int/cha in place of str/con. It would not advantage the healthy monk races as much (loboshigaru, krokani, male kephera). Of course, illithoid illdrain would need special consideration. To address this glitch, I suggest basing this percentage on max ego before buffs.
Zalandrus2010-06-08 03:32:37
Yea, celladjustment was never that useful because of the cap. I think the amount you lose in the conversion is actually noticeable (especially since you're only converting 1000 ego in the first place).
A long time ago, I drafted an envoy report to put bodyfuel on the sub channel, so that it would be (more?) viable for a psymet monk to keep the sub channel open while fighting (since having 2 abilities needing an open sub is greater incentive to keeping it free). As they are, I'm not sure celladjustment or bodyfuel are worth it to sacrifice one (or two) channel defenses...
A long time ago, I drafted an envoy report to put bodyfuel on the sub channel, so that it would be (more?) viable for a psymet monk to keep the sub channel open while fighting (since having 2 abilities needing an open sub is greater incentive to keeping it free). As they are, I'm not sure celladjustment or bodyfuel are worth it to sacrifice one (or two) channel defenses...
Xenthos2010-06-08 03:40:05
Transmute has many of the same limitations, really (a warrior skill, mana->health).
PS: You want the cap. Without a cap, you may fall prey to someone unlocking your channels / dominating you to transmute a lot / mindmelting. This is also why you don't want it to be a percentage (at least for high-levels).
PS: You want the cap. Without a cap, you may fall prey to someone unlocking your channels / dominating you to transmute a lot / mindmelting. This is also why you don't want it to be a percentage (at least for high-levels).
Esano2010-06-08 03:40:56
Ahh, pooka transmute -> toadcurse. Those were the days ....
Xenthos2010-06-08 03:42:28
QUOTE (Esano @ Jun 7 2010, 11:40 PM) <{POST_SNAPBACK}>
Ahh, pooka transmute -> toadcurse. Those were the days ....
Daevos was not happy.
He was even less happy about cannibalize after transmute was capped.
Janalon2010-06-08 03:45:37
QUOTE (Zalandrus Meyedsun @ Jun 7 2010, 11:32 PM) <{POST_SNAPBACK}>
Yea, celladjustment was never that useful because of the cap. I think the amount you lose in the conversion is actually noticeable (especially since you're only converting 1000 ego in the first place).
A long time ago, I drafted an envoy report to put bodyfuel on the sub channel, so that it would be (more?) viable for a psymet monk to keep the sub channel open while fighting (since having 2 abilities needing an open sub is greater incentive to keeping it free). As they are, I'm not sure celladjustment or bodyfuel are worth it to sacrifice one (or two) channel defenses...
A long time ago, I drafted an envoy report to put bodyfuel on the sub channel, so that it would be (more?) viable for a psymet monk to keep the sub channel open while fighting (since having 2 abilities needing an open sub is greater incentive to keeping it free). As they are, I'm not sure celladjustment or bodyfuel are worth it to sacrifice one (or two) channel defenses...
Here's the global view of psion and psymet channel allocation. The celladjust/bodyfuel combo is great in recovering from a vitae or setting up many power-based buffs. That is those that have a long duration (Scorpion Fury not counting).
CODE
      +-=-=-=-=-=-=-=-=-=-=-=+
      | UNCHANNELED  ACTIONS |
      +-=-=-=-=-=-=-=-=-=-=-=+
Shatter              ---  -----  --
Introspection        ---  -----  --
        +=-=-=-=-=-=-=-=-=-=+
        | 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  --
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 three
    seconds to fully regain equilibruim.
      +=-=-=-=-=-=-=-=-=-=-+
      | CHANNELED DEFENSES |
      +=-=-=-=-=-=-=-=-=-=-+
Psi Sense            SUB  -----  ID
Body Density        ---  SUPER  --
Mindbar              ---  -----  ID
Second Sight        SUB  SUPER  --
Gliding              ---  SUPER  ID
Iron Skin            ---  SUPER  ID
Energy Containment  ---  SUPER  ID
Mind Field          SUB  -----  --
Enhancement          ---  SUPER  ID
        +=-=-=-=-=-=-=-=-=+
        | LOCKED DEFENSES |
        +=-=-=-=-=-=-=-=-=+
Bio Feedback        SUB  SUPER  ID
Portrait Reading    ---  -----  ID
Psi Armour          SUB  SUPER  ID
Iron Will            SUB  SUPER  ID
Psychic Block        SUB  -----  ID
Regeneration        ---  SUPER  ID
Bone Density        ---  SUPER  ID
Bio Feedback        SUB  SUPER  ID
Double Pain          ---  SUPER  ID
Pheromones          SUB  -----  ID
Life Drain          SUB  -----  ID
Forced Symmetry      SUB  SUPER  ID
Blood Boil          SUB  SUPER  --
Bio Current          SUB  -----  ID
      | UNCHANNELED  ACTIONS |
      +-=-=-=-=-=-=-=-=-=-=-=+
Shatter              ---  -----  --
Introspection        ---  -----  --
        +=-=-=-=-=-=-=-=-=-=+
        | 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  --
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 three
    seconds to fully regain equilibruim.
      +=-=-=-=-=-=-=-=-=-=-+
      | CHANNELED DEFENSES |
      +=-=-=-=-=-=-=-=-=-=-+
Psi Sense            SUB  -----  ID
Body Density        ---  SUPER  --
Mindbar              ---  -----  ID
Second Sight        SUB  SUPER  --
Gliding              ---  SUPER  ID
Iron Skin            ---  SUPER  ID
Energy Containment  ---  SUPER  ID
Mind Field          SUB  -----  --
Enhancement          ---  SUPER  ID
        +=-=-=-=-=-=-=-=-=+
        | LOCKED DEFENSES |
        +=-=-=-=-=-=-=-=-=+
Bio Feedback        SUB  SUPER  ID
Portrait Reading    ---  -----  ID
Psi Armour          SUB  SUPER  ID
Iron Will            SUB  SUPER  ID
Psychic Block        SUB  -----  ID
Regeneration        ---  SUPER  ID
Bone Density        ---  SUPER  ID
Bio Feedback        SUB  SUPER  ID
Double Pain          ---  SUPER  ID
Pheromones          SUB  -----  ID
Life Drain          SUB  -----  ID
Forced Symmetry      SUB  SUPER  ID
Blood Boil          SUB  SUPER  --
Bio Current          SUB  -----  ID
Malarious2010-06-08 06:09:08
Cant believe there was another psymet monk.
Just make celladjustment act like transmute and you have a fully workable skill.
You must lock the channel to use the skill.
Does not use eq/bal, but requires both.
Capped at 1000, does not use balance or equil so you can use it more than once at a time.
These would make it a VERY viable way for an illithoid in full buff to survive things almost indefinitely when combined with splendours and heavy dmp. The issue is... based on experience and numbers.. you would be almost untouchable since personally I can get 11K ego, I could move 5K at once and still not be possible to insta. Thats over 4000 health healed without sipping for it.
Also, we considered giving psychometabolism something to deal with entangles. Contort is one of the only reasons to have acrobatics. Somersault is amazing but can be done without, just leave sooner. Springup, eh not needed. Dodge, this is overrated in current form, it is a small loss to target and fails when you go prone or if you cant see the attack (compare with foresight which is far far stronger even though we specifically made a point to remove dodges at one point). If I had a way to escape entangles faster I think I would flex back into psymet sooner. and yes I know about tipheret.
Just make celladjustment act like transmute and you have a fully workable skill.
You must lock the channel to use the skill.
Does not use eq/bal, but requires both.
Capped at 1000, does not use balance or equil so you can use it more than once at a time.
These would make it a VERY viable way for an illithoid in full buff to survive things almost indefinitely when combined with splendours and heavy dmp. The issue is... based on experience and numbers.. you would be almost untouchable since personally I can get 11K ego, I could move 5K at once and still not be possible to insta. Thats over 4000 health healed without sipping for it.
Also, we considered giving psychometabolism something to deal with entangles. Contort is one of the only reasons to have acrobatics. Somersault is amazing but can be done without, just leave sooner. Springup, eh not needed. Dodge, this is overrated in current form, it is a small loss to target and fails when you go prone or if you cant see the attack (compare with foresight which is far far stronger even though we specifically made a point to remove dodges at one point). If I had a way to escape entangles faster I think I would flex back into psymet sooner. and yes I know about tipheret.
Unknown2010-06-08 06:34:44
I agree, delete contort.
Kante2010-06-08 06:54:19
Janalon2010-06-08 10:15:09
Don't know if I articulated this right, but my ideas #1 and #2 are meant to be one ~OR~ the other. ~NOT~ both in combination. Was trying to propose solutions similar to how envoy reports read. This goes for all of my ideas on this thread.
Sorry for not stating that more clearly.
EDIT: Added the ~OR~ statements to my aforementioned ideas to provide clarification.
Sorry for not stating that more clearly.
EDIT: Added the ~OR~ statements to my aforementioned ideas to provide clarification.
Janalon2010-06-08 10:22:02
QUOTE (Malarious @ Jun 8 2010, 02:09 AM) <{POST_SNAPBACK}>
Also, we considered giving psychometabolism something to deal with entangles. Contort is one of the only reasons to have acrobatics. Somersault is amazing but can be done without, just leave sooner. Springup, eh not needed. Dodge, this is overrated in current form, it is a small loss to target and fails when you go prone or if you cant see the attack (compare with foresight which is far far stronger even though we specifically made a point to remove dodges at one point). If I had a way to escape entangles faster I think I would flex back into psymet sooner. and yes I know about tipheret.
See my idea for Shift atop the thread regarding how I'd suggest to adjust the skill to address psymet monk entanglement.
Eldanien2010-06-09 10:37:04
I've bounced back and forth between acrobatics and psymet a number of times. I've enjoyed both, and felt that both could use tweaks. I made a lengthy post about it way back when after the founding of the monks, but that was some time ago. I might have to dig it up and think it over again.
I'd rather see Shift become something else entirely. As is, it's essentially duplicating (in part or in whole) abilities available to all monks anyways. Rather than giving a class multiple ways of doing the same thing, how about more variety in abilities? As a player of a Tahtetso Psymet (currently) monk, Shift was always rather lackluster given Akhoosh and polevault. The changes suggested still wouldn't make Shift something I'd use, aside from the odd bit of showing off. Imagine if someone suggested Shift grant a duplicate of a Stealth ability. This seems counterintuitive to me.
Instead, how about:
a. A general miss chance, like but not identical to acrobatics dodging, requires a locked channel. Think timeslip that doesn't fade, has a percent chance to fire. Should be made overall weaker than acrobatics dodging... small percentage to trigger?
b. Switch places with ForcedSymmetry in the list (ForcedSymmetry is meh), and becomes a locked channel damage-spread effect. Say... ten percent of health damage goes to ego, mana damage goes to health, ego damage goes to mana. (general defense, both a bit of tankiness and some defense against instakills)
c. 'Shifts' your kata weapons into a psionic construct, adding an amount of mana and ego damage to your weapon attacks. (synergy with other class' instakills, also helps towards Harmony deathtouch)
I'm iffy on the suggestion for Double Pain. On the one hand, it's not a bad take on the skill, and I'd think socking up one of the three available channels for a quarter of the damage changed to psionic source would be appropriate. Adding more health damage seems wrong... monks already have a toe across the line of damage balance. You're also not entirely right about skills past Kata being uninfluenced by deep wounds. I've tested that recently with bleeding, and wounds absolutely affects how much the bleeding modifier adds bleeding damage (at least with Tahtetso twist).
I'd rather see Shift become something else entirely. As is, it's essentially duplicating (in part or in whole) abilities available to all monks anyways. Rather than giving a class multiple ways of doing the same thing, how about more variety in abilities? As a player of a Tahtetso Psymet (currently) monk, Shift was always rather lackluster given Akhoosh and polevault. The changes suggested still wouldn't make Shift something I'd use, aside from the odd bit of showing off. Imagine if someone suggested Shift grant a duplicate of a Stealth ability. This seems counterintuitive to me.
Instead, how about:
a. A general miss chance, like but not identical to acrobatics dodging, requires a locked channel. Think timeslip that doesn't fade, has a percent chance to fire. Should be made overall weaker than acrobatics dodging... small percentage to trigger?
b. Switch places with ForcedSymmetry in the list (ForcedSymmetry is meh), and becomes a locked channel damage-spread effect. Say... ten percent of health damage goes to ego, mana damage goes to health, ego damage goes to mana. (general defense, both a bit of tankiness and some defense against instakills)
c. 'Shifts' your kata weapons into a psionic construct, adding an amount of mana and ego damage to your weapon attacks. (synergy with other class' instakills, also helps towards Harmony deathtouch)
I'm iffy on the suggestion for Double Pain. On the one hand, it's not a bad take on the skill, and I'd think socking up one of the three available channels for a quarter of the damage changed to psionic source would be appropriate. Adding more health damage seems wrong... monks already have a toe across the line of damage balance. You're also not entirely right about skills past Kata being uninfluenced by deep wounds. I've tested that recently with bleeding, and wounds absolutely affects how much the bleeding modifier adds bleeding damage (at least with Tahtetso twist).
Janalon2010-06-11 10:08:21
BONEDENSITY
Alright, this is a very minor problem. In fact, I am sure there is some way to script around it. Bone Density will resist a broken bone something like 1/3 or 1/4 times. Here's a log of a bone breaking.
And now with the resist.
Only problem is that my trigger line cures will always opt to send out mending. I'm sure there is a way to send out a cancellation on a Mudlet trigger on the vibration line. Though, that would still queue up after the command to mend, right? Does anyone's system account for this?
Unfortunately the way trigger lines are set (to my knowledge), although bone density will resist, it won't stop a system from mending. Though, fortunately mending on a bone that is NOT broken will use a dosage of salve, but will not consume salve balance.
I'm guessing all resists work this way.
My only suggestion (which I don't think is do-able or preferable), is to have the resist line take the place of the "Aslaran bites down on your arm..." because there must be scores upon scores of broken limb aff messages.
Keeping it so that mending on a non-broken limb won't consume salve balance is good enough!
Alright, this is a very minor problem. In fact, I am sure there is some way to script around it. Bone Density will resist a broken bone something like 1/3 or 1/4 times. Here's a log of a bone breaking.
CODE
A female aslaran bites down on your arm, her massive jaws splintering bone with
a sickening cracking noise.
{*** BROKEN ARM ***} {*** BROKEN ARM ***}
apply mending to arms
6064h, 3684m, 3966e, 10p, 25273en, 16380w, 3mo exb-|s||h||v||p||f||sp||h||b|
You take out some salve and quickly rub it on your arms.
The bones in your left arm mend.
{*** BROKEN ARM MENDED ***} {*** BROKEN ARM MENDED ***}
a sickening cracking noise.
{*** BROKEN ARM ***} {*** BROKEN ARM ***}
apply mending to arms
6064h, 3684m, 3966e, 10p, 25273en, 16380w, 3mo exb-|s||h||v||p||f||sp||h||b|
You take out some salve and quickly rub it on your arms.
The bones in your left arm mend.
{*** BROKEN ARM MENDED ***} {*** BROKEN ARM MENDED ***}
And now with the resist.
CODE
A female aslaran bites down on your arm, her massive jaws splintering bone with
a sickening cracking noise.
{*** BROKEN ARM ***} {*** BROKEN ARM ***}
apply mending to arms
The hardened bones of your left arm begin to vibrate.
5708h, 3684m, 3966e, 10p, 25461en, 16380w, 5mo lrxp-|s||h||v||p||f||sp||h||b|
Your bones refuse to break and your limb remains whole.
5708h, 3684m, 3966e, 10p, 25461en, 16380w, 5mo lrxp-|s||h||v||p||f||sp||h||b|stand
You take out some salve and quickly rub it on your arms.
The salve has no discernable effect.
a sickening cracking noise.
{*** BROKEN ARM ***} {*** BROKEN ARM ***}
apply mending to arms
The hardened bones of your left arm begin to vibrate.
5708h, 3684m, 3966e, 10p, 25461en, 16380w, 5mo lrxp-|s||h||v||p||f||sp||h||b|
Your bones refuse to break and your limb remains whole.
5708h, 3684m, 3966e, 10p, 25461en, 16380w, 5mo lrxp-|s||h||v||p||f||sp||h||b|stand
You take out some salve and quickly rub it on your arms.
The salve has no discernable effect.
Only problem is that my trigger line cures will always opt to send out mending. I'm sure there is a way to send out a cancellation on a Mudlet trigger on the vibration line. Though, that would still queue up after the command to mend, right? Does anyone's system account for this?
Unfortunately the way trigger lines are set (to my knowledge), although bone density will resist, it won't stop a system from mending. Though, fortunately mending on a bone that is NOT broken will use a dosage of salve, but will not consume salve balance.
I'm guessing all resists work this way.
My only suggestion (which I don't think is do-able or preferable), is to have the resist line take the place of the "Aslaran bites down on your arm..." because there must be scores upon scores of broken limb aff messages.
Keeping it so that mending on a non-broken limb won't consume salve balance is good enough!
Zallafar2010-06-11 10:21:20
In my system I don't send out a cure command until I get a prompt. I see your mending command go in before the prompt. Since the "begin to vibrate" message comes before the prompt, if the mending waited until the prompt it could be canceled by the vibrate first.
Unknown2010-06-11 10:39:58
If it's your system, I suggest you consider curing at the prompt. It's the best way to do it. What if you get a slitthroat immediately after the broken leg (very realistic situation, especially if you are fighting a monk)? You are using salve balance to cure the broken arm, instead of the slitthroat. That's just an example, there are lots and lots of situations where curing at the prompt is the best way, including when you get the illusion message.
Also, in your case, you could simply trigger ^The hardened bones of your (left|right) (arm|leg) begin to vibrate\\.$ to delete the "broken_%1%2" (broken_leftarm, or whatever the name you are using to store your afflictions).
Also, in your case, you could simply trigger ^The hardened bones of your (left|right) (arm|leg) begin to vibrate\\.$ to delete the "broken_%1%2" (broken_leftarm, or whatever the name you are using to store your afflictions).