Psychometabolism

by Janalon

Back to Ideas.

Eldanien2010-08-03 19:24:08
Krakphet (Harmony fire-body) does increase damage. Akhang (requires all three ang- mantras) adds +10 to weapon stats. Nothing else in Harmony adds damage, though one of the spirit mantras is SUPPOSED to modify damage based on a comparison of your karma versus theirs. It doesn't, and hasn't for a long time.

Mind that health damage modification due to wounding starts at 300 deep wounds, and caps out at... 3750? Going from 100% (base) damage from 0 to 300 deep wounds, and scaling up to 250% damage at the wounds cap. Mind, this is just going off memory. I want to say it was Placeus who did this initial number crunching.

We might have to meet up and have Eldanien do some beating on your pet. He's an acromonk at the moment, likely to stay that way for the next few days at least. But as a titan faeling, this should provide some contrast for comparison.
Janalon2010-08-03 19:50:09
QUOTE (Eldanien @ Aug 3 2010, 02:24 PM) <{POST_SNAPBACK}>
Krakphet (Harmony fire-body) does increase damage. Akhang (requires all three ang- mantras) adds +10 to weapon stats. Nothing else in Harmony adds damage, though one of the spirit mantras is SUPPOSED to modify damage based on a comparison of your karma versus theirs. It doesn't, and hasn't for a long time.

Mind that health damage modification due to wounding starts at 300 deep wounds, and caps out at... 3750? Going from 100% (base) damage from 0 to 300 deep wounds, and scaling up to 250% damage at the wounds cap. Mind, this is just going off memory. I want to say it was Placeus who did this initial number crunching.

We might have to meet up and have Eldanien do some beating on your pet. He's an acromonk at the moment, likely to stay that way for the next few days at least. But as a titan faeling, this should provide some contrast for comparison.


Wow, +10 to weapon stats seems like a pretty sweet skill. Not sure what it takes to get all three ang- mantras... though it sounds annoyingly complex. In fact, reading about chanting harmonies gives me a headache. Can't imagine how a harmony psymet juggles it all.

Your second point about damage modification sounds very, very probable. Since I was kicking for about 300 wounds, I noticed an approximate bonus to 50 damage from the round before. Something like:

QUOTE
300 ws, +50 from base
600 ws, +100 from base
900 ws, +150 from base
1200 ws, +200 from base


Didn't get far above that point. Though, the graph produced a very straight line from my very limited window. Would love to run another set of tests using either nekai or punches to build wounds up through about 4000 wounds (or an approximate 50 nekai hits). That would give me enough data points to "see" the pattern through graphing wound and damage points.

Yeah, would also love to see damage done to my pet with your faeling acro. What's your max dex? I didn't take into account weapon stats (through tempering and runes). So we might need to adjust for that by having you swing with my nekai.

Then I need to pull all this information together into a Game FAQ style guide to place into some monk clan for future reference.
Unknown2010-08-04 05:33:46
QUOTE (Janalon @ Aug 3 2010, 10:50 PM) <{POST_SNAPBACK}>
Wow, +10 to weapon stats seems like a pretty sweet skill. Not sure what it takes to get all three ang- mantras... though it sounds annoyingly complex. In fact, reading about chanting harmonies gives me a headache. Can't imagine how a harmony psymet juggles it all.

One of the reasons I switched to acrobatics, but I think most harmony monks don't switch mantras mid-combat...
Janalon2010-08-04 07:48:32
I went poking through the forums to read up on the back history of psymet discussion and found this thread:

http://forums.lusternia.com/index.php?showtopic=13724

Interesting what issues have persisted since the beginning, and what issues have already been addressed through an Envoy process.
Thul2010-08-11 18:43:06
One of the fundamental issues I've found with Psymet is that Psionics is designed with the intention of being a mage's primary offense, where Psymet is meant to be a utility skill for monks. While some decent support skills are provided past Master level, this is of little use to novice monks, who have a choice between the wonderful, and in some cases vital possibilities granted by Acrobatics (sprinting, climbing, somersault,) and a number of low-end psionic abilities which they cannot use effectively. Novices, who may come in expecting the two skillsets to be reasonably equal in terms of utility, end up hurt because of this design oversight.

As such, I'd propose making Psychometabolism a full tree, still Psionic in nature, with the combined skills of Psionics and Psychometabolism, and move about the skills to allow for earlier access to helpful utility abilities. This will help make Psychometabolism a better choice alongside Acrobatics at lower skill levels, and allow for rebalancing without threatening to affect mages' primary attack powers.

Proposed list as follows:
CODE
Channels        Check the status of your psionic channels.
Scan            Locate other psionicists in local area.
PsiSense        Monitor the room you are in for psychic activity.
Biofeedback        Reduce damage from the elements.
BodyDensity        Increase weight psychically to help resist summons.
MindBar            Reduce psychic damage.
Introspection        A more intense and concentrated method of meditation.
DoublePain        Your physical touch can cause intense pain.
ReadAura        Psychically read another's aura and see defenses.
Gliding            You can glide on any surface, even water.
Mindfield        A backlash against those who would attempt to scry you.
Psiarmour        Reduce cutting and blunt damage.
EgoScan            Determine the sense of self worth and ego of others.
Secondsight        See things with increased sight.
Shift            Phase your body to pass through doors and walls.
IronWill        Regenerate willpower and ego.
BodyScan        See what ailments another has.
PsychicBlock        Block telepathic connections.
AlterAura        Psychically remove a specific defense.
Hyperhidrosis        Raise your temperature from within to sweat off afflictions.
Regeneration        Regenerate health through force of will.
Ironskin        Toughen the skin to be as hard as iron.
CellAdjustment        Heal your body by repairing yourself cell by cell.
EnergyContainment    Your nervous system can absorb elemental damage.
BoneDensity        Harden your skeletal structure to resist breaks.
Pheromones        Release a scent that few can resist.
BodyFuel        Generate power from your body.
Enhancement        Enhance either your strength or your dexterity.
Lifedrain        Absorb the health of another through your physical touch.
ForcedSymmetry        Wounds to your limbs are spread evenly.
Bloodboil        Boiling the blood in your veins prevents bleeding.
BioCurrents        Cause electrical damage to rebound on your attackers.
SuspendedAnimation    Place your body in a state where nothing can harm it.


Summary of changes:
Removed: Psiblade, PortraitReading, EgoWhip, Amnesia, PsychicPush, Shatter
Moved: Regeneration, DoublePain, Introspection, Shift, Mindfield
Yiila2010-08-11 20:10:58
Just throwing this out there but if you took out skills, even unused or thematically useless ones, won't those players want skills back in those slots? I mean, having an AB that is shorter than the others would just be bothersome to the eye, I would think.
Unknown2010-08-11 20:18:40
I kinda doubt you're going to see it changed from a base/spec skill to a flat skill just for monks. It doesn't work that way.
Janalon2010-08-11 21:15:58
QUOTE (Zarquan @ Aug 11 2010, 04:18 PM) <{POST_SNAPBACK}>
I kinda doubt you're going to see it changed from a base/spec skill to a flat skill just for monks. It doesn't work that way.


Why not? The aetherfaring skillset went from a base w/three specs to a streamlined skillset. How is this proposal much different? At least if the Furies refuse this idea, we will pick a new approach to evoying the psionic side of psychometabolism.

Remember, only four of twenty something psionic skills go to support psymets. How would you suggest this issue to be addressed? I would love to hear your constructive ideas...
Thul2010-08-11 21:24:39
QUOTE (Yiila @ Aug 11 2010, 03:10 PM) <{POST_SNAPBACK}>
Just throwing this out there but if you took out skills, even unused or thematically useless ones, won't those players want skills back in those slots? I mean, having an AB that is shorter than the others would just be bothersome to the eye, I would think.


Even with stuff cut out, this list is longer (at 33) than Acrobatics (at 24.) The problem is going to be redistributing skill relatively evenly throughout the levels. And it'll be easier to add in more monk-centric abilities at this level.

QUOTE (Zarquan @ Aug 11 2010, 03:18 PM) <{POST_SNAPBACK}>
I kinda doubt you're going to see it changed from a base/spec skill to a flat skill just for monks. It doesn't work that way.


The base skill is just something that flat-out doesn't work for monks, and is going to be difficult to alter as it's already bloated and optimized for mages. This is the best solution I could come up with to make things easier for monk novices while minimizing end-game balance.

The other solution I could come up with is to allow monks to use kata attacks off psi balance, making all of the Psionics tree useful. I'm sure people are thrilled by the prospect of monks having more abilities per round.
Janalon2010-08-11 23:24:20
QUOTE (Thul @ Aug 11 2010, 02:43 PM) <{POST_SNAPBACK}>
One of the fundamental issues I've found with Psymet is that Psionics is designed with the intention of being a mage's primary offense, where Psymet is meant to be a utility skill for monks. While some decent support skills are provided past Master level, this is of little use to novice monks, who have a choice between the wonderful, and in some cases vital possibilities granted by Acrobatics (sprinting, climbing, somersault,) and a number of low-end psionic abilities which they cannot use effectively. Novices, who may come in expecting the two skillsets to be reasonably equal in terms of utility, end up hurt because of this design oversight.

As such, I'd propose making Psychometabolism a full tree, still Psionic in nature, with the combined skills of Psionics and Psychometabolism, and move about the skills to allow for earlier access to helpful utility abilities. This will help make Psychometabolism a better choice alongside Acrobatics at lower skill levels, and allow for rebalancing without threatening to affect mages' primary attack powers.

Proposed list as follows:
CODE
Channels        Check the status of your psionic channels.
Scan            Locate other psionicists in local area.
PsiSense        Monitor the room you are in for psychic activity.
Biofeedback        Reduce damage from the elements.
BodyDensity        Increase weight psychically to help resist summons.
MindBar            Reduce psychic damage.
Introspection        A more intense and concentrated method of meditation.
DoublePain        Your physical touch can cause intense pain.
ReadAura        Psychically read another's aura and see defenses.
Gliding            You can glide on any surface, even water.
Mindfield        A backlash against those who would attempt to scry you.
Psiarmour        Reduce cutting and blunt damage.
EgoScan            Determine the sense of self worth and ego of others.
Secondsight        See things with increased sight.
Shift            Phase your body to pass through doors and walls.
IronWill        Regenerate willpower and ego.
BodyScan        See what ailments another has.
PsychicBlock        Block telepathic connections.
AlterAura        Psychically remove a specific defense.
Hyperhidrosis        Raise your temperature from within to sweat off afflictions.
Regeneration        Regenerate health through force of will.
Ironskin        Toughen the skin to be as hard as iron.
CellAdjustment        Heal your body by repairing yourself cell by cell.
EnergyContainment    Your nervous system can absorb elemental damage.
BoneDensity        Harden your skeletal structure to resist breaks.
Pheromones        Release a scent that few can resist.
BodyFuel        Generate power from your body.
Enhancement        Enhance either your strength or your dexterity.
Lifedrain        Absorb the health of another through your physical touch.
ForcedSymmetry        Wounds to your limbs are spread evenly.
Bloodboil        Boiling the blood in your veins prevents bleeding.
BioCurrents        Cause electrical damage to rebound on your attackers.
SuspendedAnimation    Place your body in a state where nothing can harm it.


Summary of changes:
Removed: Psiblade, PortraitReading, EgoWhip, Amnesia, PsychicPush, Shatter
Moved: Regeneration, DoublePain, Introspection, Shift, Mindfield


Agreed that the the mage-skewed psionic skill set is mostly incongruent with monk psychometabolism; the few exceptions being ironwill, mindbar, bodydensity, and psiarmour (after all the secondsight buff can be achieved through herbs).

I mostly agree with your stance on how to envoy the issue by flattening the tree for psymets... though I feel you go too far and not far enough in the same stroke.

Psymet monks could easily stand to loose every psionic skill (other then the previoulsy mentioned four. The only other potential keeper is psychicpush. Stealth and ninjakari both have abilities to move an opponent into an adjacent room. I wonder if harmony monks could benefit from psychic push. Otherwise I think the psionic half of the tree still stands to be pruned.

Though, this makes me realize that flattening, pruning, and reorganizing the psionic/psymet are all separate issues. Would we stand a better chance of the Furies acceptance if we made flattening step one, with a second evoy proposal to prune/reorganize?

Placeus2010-08-12 03:51:24
Wow, lots of stuff happening here.

A couple of quick notes
- krakphet is a flat 10% increaase to damage. It doesn't affect wounding.
- all my testing shows that tahtai and the other power mods are +40% damage and wounding. Not sure how your test got up to 75%
Shiri2010-08-12 03:57:35
The admin promised us clairsentience by like 2 years ago, which I think they've forgotten about but Estarra will probably want to keep her options open and not change the spec structure.
Janalon2010-08-12 05:30:42
Posting from an iPhone, so I don't have the capacity to cut and paste links easily. Check out page four where I post all of my numbers. I tested everything out under a variety of conditions. Nekreve raised a nekai, nekai from 160 wounds to 280 wounds... a 120 wound difference. 120 is 75% of 160. Remember, nekreve and the like won't effect wounding from a kick... So you won't easily see the 75% wounding to armed actions in a nekai, nekai, kick w/nekreve mod where the kick is unaffected because it is an unarmed action.. If you have proof otherwise, please post some numbers so we can compare side by side. Doing so would greatly deepen the general knowledge about monk kata mods.

Not sure how clairsentience relates to psychometabolism thematicaly, or how it would work mechanicaly. Could you fill in the details... I would love to hear more about it!

I can understand how admin would not want to change the spec structure. That being said, this will severely limit how to address the issue of four psymet friendly skills in psionics (cluttered with 15 mostly unusable mage offensive skills). As Thul mentioned, one option is to suggest that psymets gain an ability to use channels between katas (somewhat like how I command my beast's actions). The other is to bring certain psymet skills down into psionics (i.e. doublepain which only gives a 5% boost to wounding). Last option is to just dwal with it and warn novices against taking psionics unless they plan to invest lessons past master where there is finally some payoff.
Janalon2010-08-14 17:17:51
In my honest opinion, Thul raises a good point about psionics (which is primarily an offensive skill set for city mages) largely not being accessible to psymet monks. I've done my own rundown of how psionics adds to psymet here: http://forums.lusternia.com/index.php?s=&a...st&p=755863

There've aready been suggestions to move psymet skills down into psionics, to flatten psymet into it's own skillset, to make psionic attack actions more accessible to monks. etc. etc. etc. So far all I've heard in response is these ideas will never pass through a Furies final decision if properly put through the envoy process. We shall see pending the Nekotai REPORT 447 by Thul: http://forums.lusternia.com/index.php?s=&a...st&p=767140

The only thing I have not yet suggested is to Envoy psionic skills to make them more accessible to psymet monks. This is in reply to Esano's comment:

QUOTE (Esano @ Jul 15 2010, 03:38 AM) <{POST_SNAPBACK}>
...Is there any reason to put more skills in psionics (which already has quite a lot) rather than psymet? Are they going to be useful for a variety of people?


Take the skill Portrait Reading for example:

QUOTE
PortraitReading* Hear what is said through enchanted portraits.
Apprentice 25%
Syntax: PSI PORTRAITREADING
Channels: Id
Stand at an enchanted portrait and hear everything said in the room with the other portrait.


Denust says:

QUOTE (Denust @ Jul 14 2010, 11:59 PM) <{POST_SNAPBACK}>
Portrait Reading is pretty much like Doorblast: utterly worthless. You'd need to have placed and then linked magical portraits in every location you want to spy on, and the magical link can tend to backfire pretty dramatically on you: like giving enemies an easy way into your city without resistance. Magical paintings also can't be distorted like planar gates (if I remember correctly), so you can't stop someone from abusing them without destroying the painting. Plus, the skill only lets you hear what is said in a room. Not what is happening, like someone entering or leaving, or any other actions. Only what is said. If no one says anything/chats only in tells or channels, this skill does nothing for you.


The skill is too situational, too skewed for city dwellers, and not at all applicable. WHAT IF, Portrait Reading could be replaced with:

CODE
BEASTLINK*   Hear what is said through your pet.
Apprentice 25%
Syntax:   PSI BEASTLINK
Channels: Id
You can create a mental link through your beast to hear anything that is said within the room.


The skill would basically work like a more limited Hunting Companion in the Hunter/Tracking skillset:

CODE
HuntingCompanion    Your loyal hunting companion is your best friend.
Master 33%
Syntax: REQUEST
        BOND LOOK
        BOND MOVE
        BOND LISTEN
        BOND ATTACK
        BOND RECALL
Power: 5 (any) (To recall from another plane)
You are now able to receive a hunting companion, some form of hound or wolf depending on your city/commune affiliation. After you receive this companion, you are able to give it various commands using your bond with it, provided you are on the same plane as your companion.

Commanding your companion to listen will allow you to use its ears as your own, picking up all conversations that it can hear, while commanding it to look will allow you to use its eyes, showing you what it sees. You may also command it to move remotely, and recall it to you if necessary, though this will take longer if it is out of your local area. Finally, you may command your companion to attack an enemy that is with it.


First and foremost, only elemental and cosmic enchanters can enchant paintings. This automatically precludes monks, and especially precludes the commune monks who don't naturally have access to these types of enchanters within their org. Not to mention, paintings can only be hung in indoor, urban settings. I would be very hard pressed to find such a location within Glomdoring (I believe the Black Tower is the only one). These conditions heavily skew usage towards city mages.

Moving the skill to pets ensures equal access between commune and city. The skill could expand certain stealth elements (i.e. an eavesdrop like skill) outside stealth monks. The application would be to beast link, drop your beast off someplace you want to keep an open ear, and leave it there. If someone doesn't like a linked beast, they can just kill it. The only real issue I see is that a stealth beast with beastlink up could be nearly undetectable... as third eye doesn't see invis beasts; however, INFO HERE still works to detect them. If someone feels this is really OP, you could add the stipulation that skills like Lowmagic Blue (and other similar skills that prevent eavesdropping) could "hide" conversation from the beast. I think something like this could be win/win for monks and mages alike.
Janalon2010-08-19 09:38:01
QUOTE (Thul @ Aug 11 2010, 01:43 PM) <{POST_SNAPBACK}>
One of the fundamental issues I've found with Psymet is that Psionics is designed with the intention of being a mage's primary offense, where Psymet is meant to be a utility skill for monks. While some decent support skills are provided past Master level, this is of little use to novice monks, who have a choice between the wonderful, and in some cases vital possibilities granted by Acrobatics (sprinting, climbing, somersault,) and a number of low-end psionic abilities which they cannot use effectively. Novices, who may come in expecting the two skillsets to be reasonably equal in terms of utility, end up hurt because of this design oversight.


Thul, another fundamental issue with psymet monks operating on the psionic mechanics is the duration each of the psionic channels take to independently recover. From AB PSIONICS CHANNELS:

CODE
Channels           Check the status of your psionic channels.
Inept  0%
Syntax: CHANNELS
Lists the status of psionic channels. If off of normal equilibrium, you cannot use any channel; however, otherwise each of the three types of channels has a seperate recovery times from the other. When using psionics you can abbreviate SUB for substratus and SUPER for superstratus. Each channel has a different speed:

Substratus:   Lower thought waves (fastest channel).
Superstratus: Higher thought waves (slower channel).
Id:           Primitive thought waves (varies based on ego).


What does this mean? Well in an earlier reply to this thread, Esano explains:

QUOTE (Esano @ Jul 15 2010, 03:38 AM) <{POST_SNAPBACK}>
Channels:
Unless something's changed, substratus is 4s, superstratus is 6s, and id varies depending upon ego with a base at 5s.


The real issue is post-momentum monks loose one level of momentum for every 7 seconds of kata inaction. This places substratus and id activities on the verge of dropping one momentum level if used mid-combat. Substratus comes dangerously close considering a momentum drop is nearly guaranteed if someone was to web a psymet monk after using a sub psionic action... and there is no contort-like, quick writhe for psymet monks (see my psymet shift proposal). This means the fundamental mechanics of psionic recovery is fatally flawed against psymet monks. This is especially frustrating as it places many psionic/psymet actions as working against a monk, opposed to acrobatics which speeds up actions (i.e. springup, contort, pre- and post- envoy proposal for hyperventilate.

Thul's envoy REPORT 447 indirectly addresses this in congruency through two options:

  1. Make Psychometabolism its own skillset, still Psionic in nature, with the combined skill list of the current Psionics and Psychometabolism skillsets combined. Rearrange the list and trim certain elements to better benefit lower power monks, with emphasis on easier access to utility skills. Proposed list here: http://forums.lusternia.com/index.php?show...st&p=767140
  2. Solution #2: Allow kata-type abilities to be used off psionic balance. This will actually give monks some use for the active type Psionics abilities.


Pending the outcome of this report, it may be necessary to come up with alternate strategies on how to envoy psionic/psymet mechanics to make it more compatible with momentum monks. Taking into consideration the very limited amount of psionic attack actions available to a psymet AND how using psionic actions is incongruent with katas and monk momentum, I propose to directly and simply address the issue by increasing psionic channel recovery for psymet monks (i.e. make it faster).

Here are two possible options for Envoy:

  1. Upon reaching psychometabolism specialization in psionics, give monks a psymet ability/defense to speed up channel recovery by 50%. That is Sub recovers at 2s, Super recovers at 3s, and Id recovers at 3+s. So as not to bloat psychometabolism, this skill could replace introspection.
  2. Upon reaching psychometabolism specialization in psionics, give monks a psymet ability/defense to speed up channel recovery by 25%. That is Sub recovers at 3s, Super recovers at 4s, and Id recovers at 4+s. So as not to bloat psychometabolism, this skill could replace introspection.


OK, so introspection in it's current form would bite the dust. No worries, the skill goes to increase recovery time on ego, mana, and willpower. Ego and mana are easily recoverable through scrolls/sparkle/sips; it's willpower recovery that takes a hit. Ah well, to the rocking chair! Kata, stealth, and psionic actions generally don't chew up tons of willpower. Not a tremendous loss. This proposal would go to solve several things. First, consider what psionic actions are available to psymets:

CODE
        +=-=-=-=-=-=-=-=-=-=+
        | CHANNELED ACTIONS |
        +=-=-=-=-=-=-=-=-=-=+
        
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.


From psionics: amnesia, alter aura, hyperhidrosis become somewhat more available. In psychometabolism: cell adjustment (mentioned here) and shift (mentioned here) don't have the hefty 4s pricetag associated. All of these abilities are readily available on the Sub channel which I would hope to see gain the most benefit from this proposal.

Even suspended animation which requires an open Super channel becomes more accessible. Sus Animation is somewhat of an anomaly because it requires the Super channel to remain open to enact. Typically I see psymet monks locking down Id and Super with locked psymet defenses, leaving the option for the Sub channel to either remain open to access a wide variety of abilties OR locked into a third defense. As I play my monk now, I have to unlock Super to utilze suspended animation... which has a hefty power and time price tag associated for what is "panic button" skill. Sus Animation has it's own set of issues which I will address in a future post.

This, right here, could solve a wide host of issues regarding psymet monks operating on psionic mechanics.
Janalon2010-08-20 14:08:24
Harmony is similar to Psychometabolism only in that three "mantra" abilities get locked at a time... comparable to how psymet can lock three channels. That is when the similarities begin and end. Psychometabolism has a ton of locked abilities that act as very specific defenses against very specific guilds.

Pheromones against Bards and Driuds. Bloodboil against Druids and Monks. Forced Symmetry / Lifedrain against warriors. Double Pain against... well, nothing (yeah, no good general offensive locked ability. See this link.)

However, switching defenses is incredibly impossible because of the super long recovery time. Most psymet defenses lock into the Super and Id channel, which both carry around a 6s recovery time. SO, 6s to unlock and another 6s to relock a defense... totaling a 12s cumulative waste where the monk is consumed by psionic recovery and cannot use equilibrium or balance. Compare that against the workings of Harmony mechanics:

CODE
Ooshmun             Sense those who move under the shroud of deceit.
Inept  0%
Type:    Mind
Element: Wind
By infusing your mental aura with the qualities of water, you can sense the movement of those who are shrouded. This does not detect those in dreambodies.

Syntax: MANTRA CHANT
        MANTRA STATUS
All chants are made up of three parts, each part being filled by a mantra. You cannot have duplicate mantras within a chant. It doesn't matter which order you chant mantras. You can use the sound of "na" to denote a blank space within a mantra so you may change parts of your mantra without needing to replace the entire chant.

For example, you may start with:
   MANTRA CHANT OOSHMUN LUMUTI CHUPHET
Later you can change the chant by using "na" in one or two positions.

For example:
  MANTRA CHANT NA KRAKMUN NA
This would change the previous chant to be: OOSHMUN KRAKMUN CHUPHET

-NOTE: Equilibrium is shorter when using blank "na" positions within a chant.


Yes, Harmony monks can swap a defense in AND out in a single syntax. What's recovery time to switch out three Harmony defenses? Well, for that I consulted an expert:

QUOTE
(Something Monkish): You say, "When you switch out harmony powers... you don't have to unlock and relock them, right?"

(Something Monkish): You say, "It's a single syntax."

(Something Monkish): Sadie says, "No. I just do MANTRA CHANT when I want to switch."

(Something Monkish): You say, "What is the recovery time on that?"

(Something Monkish): Sadie says, "The equilibrium is longer depending on how many new mantras I switch to."

(Something Monkish): Sadie says, "Sec."

(Something Monkish): Ragniliff says, "It will vary."

(Something Monkish): Sadie says, "It's uh...2.7 seconds."

(Something Monkish): You say, "What's the longest?"

(Something Monkish): Sadie says, "For completely new."

(Something Monkish): Sadie says, "I think...no wait."

(Something Monkish): Sadie says, "3.3 seconds."

(Something Monkish): Ragniliff says, "It's always around 3 seconds if you use the full names."

(Something Monkish): Sadie says, "Aaahhh. yeah, around 3.3-3.5."

(Something Monkish): You say, "So a psymet has 6 second unlock, 6 second relock."

(Something Monkish): Ragniliff says, "But if you want to keep the same mantra as part of the chant."

(Something Monkish): You say, "12 seconds to swap out defenses."

(Something Monkish): Ragniliff says, "You can use "na" instead."

(Something Monkish): Sadie says, "Yeah, Ragniliff."

(Something Monkish): Ragniliff says, "And that'll reduce eq regain."

(Something Monkish): Lerad says, "Lol psymet."

(Something Monkish): Sadie says, "So maybe you should get that shortened, Janalon biggrin.gif."


Compare the Psymet unlock/lock 12s recovery to reset defenses against Harmony's 3.something to Na Na Na another mantra. Again, another argument why I whole heartily believe this proposal given in the post above is the one-stop fix to addressing the current underlying psionic mechanics for psymets:

QUOTE
Upon reaching psychometabolism specialization in psionics, give monks a psymet ability/defense to speed up channel recovery by 50%. That is Sub recovers at 2s, Super recovers at 3s, and Id recovers at 3+s. So as not to bloat psychometabolism, this skill could replace introspection.


Sure, it would still consume 6s to swap out defenses, but that is an amazing increase over what it is now!
Neos2010-08-20 15:21:37
QUOTE (Janalon @ Aug 20 2010, 10:08 AM) <{POST_SNAPBACK}>
cannot use equilibrium or balance.


Actually I believe you can use balance while off psionic balances.
As shown by this.

Janalon2010-08-20 15:41:19
(Mostlly) wrong. At least where it counts for monks (i.e. arm and leg balance).

QUOTE
Mob target has been set to weevil.

5845h, 3720m, 4005e, 10p, 26525en, 16498w esSilrxb-

Searching for wood, a lumbering red weevil wanders into view.
5845h, 3720m, 4005e, 10p, 26525en, 16498w esSilrxb-psibuff

psi id mindbar
psi super bodydensity
You raise a mental bar around your mind.

5845h, 3720m, 3863e, 10p, 26525en, 16476w esSlrxb-(-142 Ego)

You concentrate on forcing your body to become more dense.

5845h, 3720m, 3768e, 10p, 26525en, 16426w eslrxb-(-95 Ego)

kata perform weevil hunt0 hunt1 hunt2 hunt2 hunt2 hunt2 hunt2 hunt2 hunt2 hunt2 hunt2

You attempt the Kata form of hunt0.
* ka raze weevil left
You must regain equilibrium first.
You are unable to continue executing your Kata form.

5845h, 3720m, 3874e, 10p, 26525en, 16390w lrx-(+80 Mana, +200 Ego)

Covered in wood pulp, a fat green weevil scuttles in, its long proboscis waving in the air.
5845h, 3720m, 3768e, 10p, 26525en, 16440w eslrxb-

You feel the Id channel open again.
{*** ID RECOVERED ***} {*** ID RECOVERED ***}
5845h, 3720m, 3768e, 10p, 26525en, 16440w esilrxb-

You feel the Superstratus channel open again.
{*** SUPER RECOVERED ***} {*** SUPER RECOVERED ***}


As compared to this:

QUOTE
You feel the Id channel open again.
{*** ID RECOVERED ***} {*** ID RECOVERED ***}
5845h, 3720m, 3960e, 10p, 26525en, 15824w esilrxb-

You may drink another health, mana, or bromide potion.
{*** HEALING RECOVERED ***} {*** HEALING RECOVERED ***}
5845h, 3720m, 3960e, 10p, 26525en, 15838w esilrxb-

You feel the Superstratus channel open again.
{*** SUPER RECOVERED ***} {*** SUPER RECOVERED ***}
5845h, 3720m, 3960e, 10p, 26525en, 15838w esSilrxb-

Its long proboscis detecting some tasty wood, a lumbering red weevil scuttles out of view.
5845h, 3720m, 4005e, 10p, 26525en, 15838w esSilrxb-(+45 Ego)

kata perform weevil hunt0 hunt1 hunt2 hunt2 hunt2 hunt2 hunt2 hunt2hunt2 hunt2 hunt2

You attempt the Kata form of hunt0.
* ka raze weevil left
You thrust a clawed fist towards a fat green weevil, ripping at the air before his face.
* ka nekai weevil right
Slashing viciously at a fat green weevil, you rend him with a nightmarish nekai of morbid oddity.
Your momentum increases.

5845h, 3720m, 4005e, 10p, 26511en, 15844w, 1mo esSixb-

You have recovered balance on your right arm.
{*** RIGHT ARM RECOVERED ***} {*** RIGHT ARM RECOVERED ***}

5845h, 3720m, 4005e, 10p, 26521en, 15858w, 1mo esSirxb-

You have recovered balance on your left arm.
{*** LEFT ARM RECOVERED ***} {*** LEFT ARM RECOVERED ***}

You attempt the Kata form of hunt1.
* ka nekai weevil left
Slashing viciously at a fat green weevil, you rend him with a nightmarish nekai of morbid oddity.
* ka nekai weevil right
Slashing viciously at a fat green weevil, you rend him with a nightmarish nekai of morbid oddity.
Unable to withstand more punishment, a fat green weevil collapses and dies.
You have slain a fat green weevil.
You are unable to continue executing your Kata form.
Your momentum increases.


Apparently can't use punch balance while in psionic channel recovery. This is the very heart of the problem which is partially addressed through Envoy REPORT 447 in solution #2:

QUOTE
Solution #2: Allow kata-type abilities to be used off psionic balance. This will actually give monks some use for the active type Psionics abilities.
Unknown2010-08-20 17:04:50
The last thing we need is monks with MORE stuff in their combos. nono.gif
Janalon2010-08-20 17:15:51
QUOTE (Zarquan @ Aug 20 2010, 12:04 PM) <{POST_SNAPBACK}>
The last thing we need is monks with MORE stuff in their combos. nono.gif


And by MORE stuff you mean Amnesia and Cell Adjustment? There are no real offensive actions that would mesh with a monk offensive... though, I appreciate your uninformed fervor. clap_1.gif