Saran2010-07-18 02:24:27
QUOTE (Gregori @ Jul 18 2010, 12:08 PM) <{POST_SNAPBACK}>
No, I didn't test. I just figured I would throw that out as a fact for the fun of it.
Of course I tested. It was one of the very first things tested.
Of course I tested. It was one of the very first things tested.
Well timewarp does, that's all I can say
You are:
blind.
deaf.
afflicted with clumsiness.
an insomniac.
massively warped in time.
3520h, 2022m, 5100e, 10p, 15200en, 21192w lrxkdb-
You have recovered equilibrium.
3520h, 2022m, 5100e, 10p, 15200en, 21192w elrxkdb-
focus mind
You attempt to control the warping of time around you.
The warping of time lightens but you are still massively warped.
3520h, 1772m, 5100e, 10p, 15200en, 21125w elrxkdb-
Your mind is able to focus once again.
3520h, 1772m, 5100e, 10p, 15200en, 21139w elrxkdb-
focus mind
You attempt to control the warping of time around you.
The warping of time lightens but you are still majorly warped.
3520h, 1522m, 5100e, 10p, 15200en, 21064w elrxkdb-
edit: Just tried with a focus mind and a horehound. still was massively and had to eat three horehound all up with one focus mind to cure back down to majorly.
Gregori2010-07-18 02:24:29
QUOTE (Sojiro @ Jul 17 2010, 08:14 PM) <{POST_SNAPBACK}>
I agree, fae + uncureable aeon is a better combination than timewarp + ??? and should be fixed.
/fixed
Unknown2010-07-18 02:26:38
QUOTE (Gregori @ Jul 18 2010, 02:24 AM) <{POST_SNAPBACK}>
/fixed
See, you can make anything about choke!
Prav2010-07-18 02:29:08
QUOTE (Gregori @ Jul 17 2010, 10:03 PM) <{POST_SNAPBACK}>
Akui's findings show that temp insanity does in fact less than timewarp in the overall scheme of things, as timewarp affects every action, temp insanity affects 2% of actions.
Statistically speaking:
2% loss on 100% of actions = 100% loss on 2% of actions
I think the issue here is that Insanity contributes to existing strategies and Warp does very little of value to contribute towards any of a Researcher's primary goals.
Gregori2010-07-18 02:32:01
QUOTE (Prav @ Jul 17 2010, 08:29 PM) <{POST_SNAPBACK}>
2% loss on 100% of actions = 100% loss on 2% of actions
The sky is blue.
Unknown2010-07-18 02:33:17
Xenthos2010-07-18 02:33:47
QUOTE (Gregori @ Jul 17 2010, 10:32 PM) <{POST_SNAPBACK}>
The sky is blue.
It is actually black.
And wet.
With the occasional bright flash.
Geb2010-07-18 02:36:42
QUOTE (Saran @ Jul 18 2010, 03:24 AM) <{POST_SNAPBACK}>
Well timewarp does, that's all I can say
You are:
blind.
deaf.
afflicted with clumsiness.
an insomniac.
massively warped in time.
3520h, 2022m, 5100e, 10p, 15200en, 21192w lrxkdb-
You have recovered equilibrium.
3520h, 2022m, 5100e, 10p, 15200en, 21192w elrxkdb-
focus mind
You attempt to control the warping of time around you.
The warping of time lightens but you are still massively warped.
3520h, 1772m, 5100e, 10p, 15200en, 21125w elrxkdb-
Your mind is able to focus once again.
3520h, 1772m, 5100e, 10p, 15200en, 21139w elrxkdb-
focus mind
You attempt to control the warping of time around you.
The warping of time lightens but you are still majorly warped.
3520h, 1522m, 5100e, 10p, 15200en, 21064w elrxkdb-
edit: Just tried with a focus mind and a horehound. still was massively and had to eat three horehound all up with one focus mind to cure back down to majorly.
You are:
blind.
deaf.
afflicted with clumsiness.
an insomniac.
massively warped in time.
3520h, 2022m, 5100e, 10p, 15200en, 21192w lrxkdb-
You have recovered equilibrium.
3520h, 2022m, 5100e, 10p, 15200en, 21192w elrxkdb-
focus mind
You attempt to control the warping of time around you.
The warping of time lightens but you are still massively warped.
3520h, 1772m, 5100e, 10p, 15200en, 21125w elrxkdb-
Your mind is able to focus once again.
3520h, 1772m, 5100e, 10p, 15200en, 21139w elrxkdb-
focus mind
You attempt to control the warping of time around you.
The warping of time lightens but you are still majorly warped.
3520h, 1522m, 5100e, 10p, 15200en, 21064w elrxkdb-
edit: Just tried with a focus mind and a horehound. still was massively and had to eat three horehound all up with one focus mind to cure back down to majorly.
Ohm, let me test again and see. I never seem to stay on massively, so let me try testing another to see if I can duplicate that.
Edit: You are right. Their are 2 levels of massively beyond what I have on the chart, each one requiring a single cure. My mistake, let me adjust the chart.
Rodngar2010-07-18 02:36:44
QUOTE (Prav @ Jul 17 2010, 10:29 PM) <{POST_SNAPBACK}>
Statistically speaking:
2% loss on 100% of actions = 100% loss on 2% of actions
I think the issue here is that Insanity contributes to existing strategies and Warp does very little of value to contribute towards any of a Researcher's primary goals.
2% loss on 100% of actions = 100% loss on 2% of actions
I think the issue here is that Insanity contributes to existing strategies and Warp does very little of value to contribute towards any of a Researcher's primary goals.
That doesn't speak for anything of temporaryinsanity's power level - all you're doing is making the 'problem' sound more severe than it may or may not be. The fact that temporary insanity meshes well with the classes it belongs to speaks on nothing more than how well it was designed to operate with other skillsets/existing sets in the game from a mechanical point of view, not how powerful it is.
EDIT: That is to say, the idea that temporary insanity having synergy implies that it is overpowered is ludicrous and a shamefully uninformed statement. What it actually means is that it was well-designed, especially compared to its counterpart. While well-designed mechanics may or may not be frequent in IRE, their frequency or anything thereof involved in it should not really play a part in judging if it is overpowered or not.
Unknown2010-07-18 02:42:48
QUOTE (Prav @ Jul 18 2010, 03:29 AM) <{POST_SNAPBACK}>
Statistically speaking:
2% loss on 100% of actions = 100% loss on 2% of actions
2% loss on 100% of actions = 100% loss on 2% of actions
Yes, if you have an attack that does 100 damage, and one skill makes it do 98 damage over 100 swings, and another attack makes it do 0 damage on 2 out of 100 swings, you come out the same. 98*100 = 100*98. This is meaningless in the context of this conversation, unless you want to start trying to show that, at the two highest timewarp levels, timewarp should increase balance time by 2%, and this would be equivalent to a 2% command loss. Given the complexities of combat, that wouldn't be a task I would envy. Again, I'm of a mind to let the numbers speak for themselves.
QUOTE
I think the issue here is that Insanity contributes to existing strategies and Warp does very little of value to contribute towards any of a Researcher's primary goals.
Only in the most impossibly, impossibly literal, marginal sense. Honestly, we'd be better off if neither timewarp or temporary insanity had any secondary effect, and was just a level, ala burns. Then nobody could clamber around screaming about how they deserve a buff because the other side is "so much better because they said so".
QUOTE (Xenthos @ Jul 18 2010, 03:33 AM) <{POST_SNAPBACK}>
It is actually black.
And wet.
With the occasional bright flash.
And wet.
With the occasional bright flash.
Stop camping Shikari's god realm Xenthos. You can snuggle the kitties later.
Unknown2010-07-18 02:45:34
Actually, burns also increase balance loss like timewarp does.
Saran2010-07-18 02:46:05
QUOTE (geb @ Jul 18 2010, 12:36 PM) <{POST_SNAPBACK}>
Ohm, let me test again and see. I never seem to stay on massively, so let me try testing another to see if I can duplicate that.
Edit: You are right. Their are 2 levels of massively beyond what I have on the chart, each one requiring a single cure. My mistake, let me adjust the chart.
Edit: You are right. Their are 2 levels of massively beyond what I have on the chart, each one requiring a single cure. My mistake, let me adjust the chart.
You should try curing with horehound too and see what it's like to try curing out of it without focus mind.
I think focus mind is curing threeish levels of warping while horehound only cures one.
Gregori2010-07-18 02:46:15
Obviously temp insanity should give burns as well then!
Prav2010-07-18 02:50:19
QUOTE (Rodngar @ Jul 17 2010, 10:36 PM) <{POST_SNAPBACK}>
EDIT: That is to say, the idea that temporary insanity having synergy implies that it is overpowered is ludicrous and a shamefully uninformed statement. What it actually means is that it was well-designed, especially compared to its counterpart. While well-designed mechanics may or may not be frequent in IRE, their frequency or anything thereof involved in it should not really play a part in judging if it is overpowered or not.
I never made any comment at all about Insanity being overpowered... I was just correcting the statistical error and pointing out that the two skills are, relatively speaking, on par with each other in a mechanical sense.
In saying that Insanity seems better designed than Warp, you won't get any argument from me there.
I'm not asking for it to be downgraded: if it is well-designed, that is not a necessity. However, what I would like to see is a similar level of coherence in the design of Warp.
Geb2010-07-18 02:51:55
QUOTE (Saran @ Jul 18 2010, 03:46 AM) <{POST_SNAPBACK}>
You should try curing with horehound too and see what it's like to try curing out of it without focus mind.
I think focus mind is curing threeish levels of warping while horehound only cures one.
I think focus mind is curing threeish levels of warping while horehound only cures one.
Focus Mind cure does count as twice as powerful as eating horehound, but normally fighters are going to be using both to cure. Since TimeWarp is cured first with Focus Mind, using it as the basis of the time it takes to cure is the correct way to go. There is no means of hindering a person from curing with focus mind as an Aeonics user, besides the total removal of a person's mana pool and Aeon.
Saran2010-07-18 02:54:57
Does anyone feel like re-checking massive insanity to see if there are any levels above massive?
Rodngar2010-07-18 02:58:55
QUOTE (Prav @ Jul 17 2010, 10:50 PM) <{POST_SNAPBACK}>
I never made any comment at all about Insanity being overpowered... I was just correcting the statistical error and pointing out that the two skills are, relatively speaking, on par with each other in a mechanical sense.
In saying that Insanity seems better designed than Warp, you won't get any argument from me there.
I'm not asking for it to be downgraded: if it is well-designed, that is not a necessity. However, what I would like to see is a similar level of coherence in the design of Warp.
In saying that Insanity seems better designed than Warp, you won't get any argument from me there.
I'm not asking for it to be downgraded: if it is well-designed, that is not a necessity. However, what I would like to see is a similar level of coherence in the design of Warp.
Arguably, I'd prefer for Warp to be made to be better, but the problem is that when you evaluate it on a grand scale, you are looking at temporary insanity existing as a "2% chance on command to deny the command". That is a lot more different than "2% of commands are refused". By the very nature of random number generation, you could roll a 1d100 for thousands upon thousands of rolls and NEVER see a 1 or 2 - which would be the two rolls required for temporary insanity to trigger. That is a double-edged argument, however, and I will present it to be fair to both sides: you could roll a dice and by some freak nature accident, get a 1 and 2 for thousands upon thousands of rolls. The average comes out to be that it has no actual bearing on the grand scheme of things except on the far end of one outlier, and that the concept of random chance is almost one of the biggest thorns in the side of Lusternia's combat balance - actually, in all of IRE's balance and all of any game with PvP or combat's balance.
On the flip side, Timewarp's effect is constantly active but not as effective. It also honestly doesn't provide as much of an effect as one would assume, but it doesn't do NOTHING by any regards.
EDIT: Essentially, reliability and 'random chance' are two different bags and random chance should have been brought to the curb years ago in terms of IRE. Continuing to add more and more to the bag and less to the bag of reliability only makes the game more and more unpredictable - and while unpredictability is theoretically fun, it is not really conducive to fun fighting.
Unknown2010-07-18 03:02:50
QUOTE (Prav @ Jul 18 2010, 03:50 AM) <{POST_SNAPBACK}>
I'm not asking for it to be downgraded: if it is well-designed, that is not a necessity. However, what I would like to see is a similar level of coherence in the design of Warp.
Except, this, as a practical matter, is still operating on the extremely flawed premise that temp insanity is anything other than marginal almost to the point of just being flavor.
Solution 2 does what you want it to, but to be equivalent in use to what temp insanity does now, your delay would have to be such a small handful of milliseconds that it seems more an exercise in silliness than an actual change.
On the other hand, if it was made to signifigantly delay quicksilver, then it would be grossly better than temporary insanity. Unless temp insanity were to have its fire rate driven way up too.
And lawdy lawdy I'm sure we don't want that. In any case, it would be a tough line to walk to balance correctly.
Leave it like it is, or take out both extra effects. Occam's razor.
Prav2010-07-18 03:05:24
QUOTE (Rodngar @ Jul 17 2010, 10:58 PM) <{POST_SNAPBACK}>
Arguably, I'd prefer for Warp to be made to be better, but the problem is that when you evaluate it on a grand scale, you are looking at temporary insanity existing as a "2% chance on command to deny the command". That is a lot more different than "2% of commands are refused".
Actually, the grander the scale you evaluate it on the more statistically equal they become... that's the nature of it.
Your argument would be better served saying that it should be evaluated on a very small scale, beneath the 100 iterations that would be required to satisfy a very basic evaluation of the the two skills.
At any rate, this is completely beside the point. My point was just to show that the two skills operate relatively equally from a mechanical point of view. However, from a practical point of view I don't think anyone is arguing against the fact that Insanity is the more efficient of the two skills.
Is that a product of Insanity being overpowered? That's not at all what I'm saying. What I am saying is that it is a product of Warp not contributing towards the progression of any real strategy available to Researchers.
Rodngar2010-07-18 03:07:35
QUOTE (Rainydays @ Jul 17 2010, 11:02 PM) <{POST_SNAPBACK}>
Except, this, as a practical matter, is still operating on the extremely flawed premise that temp insanity is anything other than marginal almost to the point of just being flavor.
QUOTE (Prav @ Jul 17 2010, 11:05 PM) <{POST_SNAPBACK}>
Actually, the grander the scale you evaluate it on the more statistically equal they become... that's the nature of it.
Your argument would be better served saying that it should be evaluated on a very small scale, beneath the 100 iterations that would be required to satisfy a very basic evaluation of the the two skills.
At any rate, this is completely beside the point. My point was just to show that the two skills operate relatively equally from a mechanical point of view. However, from a practical point of view I don't think anyone is arguing against the fact that Insanity is the more efficient of the two skills.
Is that a product of Insanity being overpowered? That's not at all what I'm saying. What I am saying is that it is a product of Warp not contributing towards the progression of any real strategy available to Researchers.
Your argument would be better served saying that it should be evaluated on a very small scale, beneath the 100 iterations that would be required to satisfy a very basic evaluation of the the two skills.
At any rate, this is completely beside the point. My point was just to show that the two skills operate relatively equally from a mechanical point of view. However, from a practical point of view I don't think anyone is arguing against the fact that Insanity is the more efficient of the two skills.
Is that a product of Insanity being overpowered? That's not at all what I'm saying. What I am saying is that it is a product of Warp not contributing towards the progression of any real strategy available to Researchers.
What Akui said sums up my response I'd type out to you on that end. Timewarp doesn't HAVE to do anything more than what it does - the sidebit it provides in reducing the speed at which people do things doesn't matter. What matters is how fast Researchers stack it up for an insta or other effective skills, since the main purpose of the skill is to gateway in to stronger skills in Aeonics.