New Skill/Artie Ideas for Damage Types

by Janalon

Back to Ideas.

Neos2011-07-25 03:29:22
QUOTE (Saran @ Jul 24 2011, 11:14 PM) <{POST_SNAPBACK}>
@Eventru:

I've been logging in and skimming threads, but I'm still not sure why tuning was given to mages.

If we look at Bards, Druids and Wiccans they got a second attack while Guardians got an extra/modification to existing attacks.

Without having much of a look into the mob weaknesses and resistances it seems immediately obvious that tuning is superior if only because you can just tune out any resistances, if you aren't doing full damage to a mob it's your own fault. I'm not quite sure of any reason not to tune a staff to 100% except in cases where the weaknesses/resists are equal for the damage types.


That being said I'd be interested in looking at the spread of damage types available, if only because of the comment that restrictions on tuning will hurt mage bashing. Immediately guilds such as the Moondancers and Bards come to mind, both have the choice between a 100% magic attack or a fixed mixed damage attack, they can't, for example, strip out the cosmic damage type when it doesn't suit them and they will have to accept that but if mages are forced to work the same way it will hurt them? This sounds rather weird.

Tuning was added because of the introduction of mobs resistances/weaknesses. Lobs have a slight resist to asphyx, and moderate resist to cold. Untuned, that's 75%(well, not fully 75%, but still a large chunk) of my damage thrown out the window, against the one astral mob I -know- I can deal with unless I get swarmed by linked lobs. A large number of Astral mobs have poison resist, and equal amount of blunt resist/weakness, and variable for aspyhx. If tuning wasn't put in, something else to compensate the lack of damage against Astral mobs would have had to be put in for mages or there would be little to no chance of them -ever- hunting Astral since they'd be doing far less damage than before. While I hate the idea of 100% poison damage, I also hate the idea of not being able to effectively bash Astral, when I'm already a squishy little mage. That's just how I view things.
Eventru2011-07-25 03:34:51
QUOTE (Saran @ Jul 24 2011, 11:14 PM) <{POST_SNAPBACK}>
@Eventru:

I've been logging in and skimming threads, but I'm still not sure why tuning was given to mages.

If we look at Bards, Druids and Wiccans they got a second attack while Guardians got an extra/modification to existing attacks.

Without having much of a look into the mob weaknesses and resistances it seems immediately obvious that tuning is superior if only because you can just tune out any resistances, if you aren't doing full damage to a mob it's your own fault. I'm not quite sure of any reason not to tune a staff to 100% except in cases where the weaknesses/resists are equal for the damage types.


That being said I'd be interested in looking at the spread of damage types available, if only because of the comment that restrictions on tuning will hurt mage bashing. Immediately guilds such as the Moondancers and Bards come to mind, both have the choice between a 100% magic attack or a fixed mixed damage attack, they can't, for example, strip out the cosmic damage type when it doesn't suit them and they will have to accept that but if mages are forced to work the same way it will hurt them? This sounds rather weird.


I think that's a bit of a missed argument. Comparatively, it'd be like Moondancers only having Moonfire. As-is, if they're up against something with a fire or holy resistance, they can use magic (moonburst). If a Nihilist is up against something with unholy resistance, they can switch to poison/psychic. If a bard is up against (and so forth) - they have options. Mages do, as well, in the form of tuning. They, like everyone else, are limited to one or two types. The only difference is that they get to choose the weighting, whereas bards/guardians don't.

In other words, if we didn't give them tuning, we'd have had to give them a different, 100%-type attack, to put them 'on par' with everyone else (so 1 full-type and 1 mixed-type).

Fitting as-is, I think, since they are, after all, masters of their element (and again, I feel the need to stress they don't get 'any type they want' - they're limited to whatever they have always had).
Ytran2011-07-25 03:40:19
QUOTE (Eventru @ Jul 24 2011, 10:34 PM) <{POST_SNAPBACK}>
I think that's a bit of a missed argument. Comparatively, it'd be like Moondancers only having Moonfire. As-is, if they're up against something with a fire or holy resistance, they can use magic (moonburst). If a Nihilist is up against something with unholy resistance, they can switch to poison/psychic. If a bard is up against (and so forth) - they have options. Mages do, as well, in the form of tuning. They, like everyone else, are limited to one or two types. The only difference is that they get to choose the weighting, whereas bards/guardians don't.

In other words, if we didn't give them tuning, we'd have had to give them a different, 100%-type attack, to put them 'on par' with everyone else (so 1 full-type and 1 mixed-type).

Fitting as-is, I think, since they are, after all, masters of their element (and again, I feel the need to stress they don't get 'any type they want' - they're limited to whatever they have always had).

If the tuning stuff is purely to accommodate the new mob resistance/weakness system, maybe tuning should be restricted to damage against denizens only? The big issues people have with tuning is that it basically allows easy bypass of another player's DMP entirely. PvP dynamics didn't change with mob resistances, so adding PvP effects doesn't really make sense.

EDIT: It's also a lot cleaner than revamping defenses and such en masse, which just has the potential to unlock more problems balancing an already very complicated PvP system.
Saran2011-07-25 04:05:45
QUOTE (AquaNeos @ Jul 25 2011, 01:29 PM) <{POST_SNAPBACK}>
Tuning was added because of the introduction of mobs resistances/weaknesses. Lobs have a slight resist to asphyx, and moderate resist to cold. Untuned, that's 75%(well, not fully 75%, but still a large chunk) of my damage thrown out the window, against the one astral mob I -know- I can deal with unless I get swarmed by linked lobs. A large number of Astral mobs have poison resist, and equal amount of blunt resist/weakness, and variable for aspyhx. If tuning wasn't put in, something else to compensate the lack of damage against Astral mobs would have had to be put in for mages or there would be little to no chance of them -ever- hunting Astral since they'd be doing far less damage than before. While I hate the idea of 100% poison damage, I also hate the idea of not being able to effectively bash Astral, when I'm already a squishy little mage. That's just how I view things.


Oh yeah, I understand that something needs to be there. What I am saying is that what everyone else got is the "something else".

QUOTE (Eventru @ Jul 25 2011, 01:34 PM) <{POST_SNAPBACK}>
I think that's a bit of a missed argument. Comparatively, it'd be like Moondancers only having Moonfire. As-is, if they're up against something with a fire or holy resistance, they can use magic (moonburst). If a Nihilist is up against something with unholy resistance, they can switch to poison/psychic. If a bard is up against (and so forth) - they have options. Mages do, as well, in the form of tuning. They, like everyone else, are limited to one or two types. The only difference is that they get to choose the weighting, whereas bards/guardians don't.


You are missing the actual comparison though, I expect that there is likely a mob on astral that has fire resistance but holy weakness (and possibly magic neutral), a MD can't just say "well I'll just use holy" they will have a portion of their damage reduced and, depending on the variables, this may give them more or less damage.

Well... two or three isn't it, unless you include blast. Let's also not forget druids, the closest analogues who received a 100% damage type attack in this addition.

QUOTE
In other words, if we didn't give them tuning, we'd have had to give them a different, 100%-type attack, to put them 'on par' with everyone else (so 1 full-type and 1 mixed-type).


And?

QUOTE
Fitting as-is, I think, since they are, after all, masters of their element (and again, I feel the need to stress they don't get 'any type they want' - they're limited to whatever they have always had).


Tuning actually doesn't give me the mental impression of master of element, though this is likely because my opinion of magic users is that those who require crutches(tools/gestures/etc) are actually weaker than those who don't.
Enyalida2011-07-25 04:31:20
QUOTE (Eventru @ Jul 24 2011, 09:04 PM) <{POST_SNAPBACK}>
I know exactly what you meant, and I'm also telling you that you would find a strong push (by at least one admin!) for there to be 100% cold, 100% asphyx, 100% cutting, and so forth options available to mages. That was the entire reason we brought in tuning - the fact they can pick fractions was more an added on feature.
Oh, ew. That's what everyone has a problem with, I think. That added to this next thing is pretty obnoxious.


I think you're carrying the issue way far afield - if the problem is that one or two damage types available to mages have minimal DMP, then that's something we can address. I really don't believe 100% cold or 100% fire is a problem - no moreso than 100% magic has been for moondancers, for example.
This is what I was calling for from the beginning, the other tuning things were secondary suggestions, not the main issue.

It's a red herring of an argument - the (perceived) problem isn't switching damage types, it's that some have available to them damage types with minimal mitigation.
See above?

Restricting access to said damage types isn't going to fix the problem (and only hurt mage bashing) - if there's problems, we should fix them, not apply band-aids so one class can function better than others or worse than others or however it is today with the latest problems.
Mage bashing wasn't bad before.. They do the most single burst damage and have access to forcefield for lulzy hp-like values.

We want surgical repairs where possible - this isn't surgical, this is a finger band-aid for a broken nose, as far as I can tell. It won't solve anything regarding the actual issue.
One surgical thing-> add in a few ways to get common dmp to the odd types.

If we'd rather, however, we can go back to old mages, then give aquamancers a 100% asphyxiation (appropriate for drowning!), Geomancers 100% poison, aeromancers 100% lightning, pyromancers 100% fire attacks, and call it a day.
Still doesn't fix the issue of some of those being better then others. Those are at least possible to account for, you can get tattoos based on your enemy orgs.

However, I realize that it A.) will allow mages a variety of bashing options and B.) will give them the same options we've allowed guardians/wicca/druids, however it will not C.) address the fact some damage types have far fewer DMP available than others.

Restricting tuning beyond what exists won't add C into the solution set, it'll just remove A and/or B from it.


I think that tuning is a bit misplaced, and is annoyingly better then some of the other stuff given out, but if it wasn't so easy to just avoid common dmps, it would be waaaay less of an issue. Just minorly annoying, not worth really bothering over.

Edit: Asphyx dmp being in both low AND highmagic, and some sort of consumable poison dmp thing. Not sure what would work for psychic. How about another enchantment, so I can have a circlet of transcendent magneto?


EDIT:
QUOTE (Saran @ Jul 24 2011, 11:05 PM) <{POST_SNAPBACK}>
Well... two or three isn't it, unless you include blast. Let's also not forget druids, the closest analogues who received a 100% damage type attack in this addition.


And our mixed type is probably the worst. Cutting/Blunt: (master)armour/(spendour )robes/(Trans) Tattooarmour That doesn't even factor into dmp. About half the classes get physical dmp in their basic skills also.
Eventru2011-07-25 04:40:15
QUOTE (Saran @ Jul 25 2011, 12:05 AM) <{POST_SNAPBACK}>
Oh yeah, I understand that something needs to be there. What I am saying is that what everyone else got is the "something else".


QUOTE
You are missing the actual comparison though, I expect that there is likely a mob on astral that has fire resistance but holy weakness (and possibly magic neutral), a MD can't just say "well I'll just use holy" they will have a portion of their damage reduced and, depending on the variables, this may give them more or less damage.

Well... two or three isn't it, unless you include blast. Let's also not forget druids, the closest analogues who received a 100% damage type attack in this addition.


I don't really include Blast - it's sub-par damage formula kind of leaves it out. My point was only that Mages got something akin but a little different, that in the end serves much the same person. In that situation you offer, instead of using moonfire, they can use moonburst. Lo, options. If the monster is resistant to all three, well, they're in the same boat as a mage going up against a monster with their resistances.

QUOTE
Tuning actually doesn't give me the mental impression of master of element, though this is likely because my opinion of magic users is that those who require crutches(tools/gestures/etc) are actually weaker than those who don't.


I guess, though I think that's a bit of a weird stance. Druids are the ones hopping about and squawking and chittering, and prancing! I agree with your stance, but I don't really include 'focuses' as a 'crutch'. I'd consider chittering to squirrels (or prancing about as you call on Stag or roaring when you call Bear and such forth) or using an athame as a crutch (or any tool for a ritual, really), but not so much crafting a staff to amplify elemental vibrations. That's more of a feat of 'higher' magic - forging focuses from magic to amplify magic.

(Not to speak ill of low magic users, it's just less 'refined' in my mind, more raw, natural)

My, tangent.
Enyalida2011-07-25 04:47:19
QUOTE (Eventru @ Jul 24 2011, 11:40 PM) <{POST_SNAPBACK}>
I guess, though I think that's a bit of a weird stance. Druids are the ones hopping about and squawking and chittering, and prancing! I agree with your stance, but I don't really include 'focuses' as a 'crutch'. I'd consider chittering to squirrels (or prancing about as you call on Stag or roaring when you call Bear and such forth) or using an athame as a crutch (or any tool for a ritual, really), but not so much crafting a staff to amplify elemental vibrations. That's more of a feat of 'higher' magic - forging focuses from magic to amplify magic.


Following your tangent about spiritbonding.. those aren't what the totems user does to bond the totem, it's the result of the spirit entering. We just call to the spirit and all the other stuff happens afterwards, from the messages.

Something gives me the feeling that having a choice between a mixed damage and a single type damage, or three different single type damages puts the latter at a distinct advantage, but I can't math now. Mind still poisoned by diet soda. It's still not a huge issue, if common dmps get looked at.
Saran2011-07-25 05:28:57
QUOTE (Eventru @ Jul 25 2011, 02:40 PM) <{POST_SNAPBACK}>
I don't really include Blast - it's sub-par damage formula kind of leaves it out. My point was only that Mages got something akin but a little different, that in the end serves much the same person. In that situation you offer, instead of using moonfire, they can use moonburst. Lo, options. If the monster is resistant to all three, well, they're in the same boat as a mage going up against a monster with their resistances.


Yes... the standard option is that if one attack is resisted use the other.

If, in the example, the creature had magic resistance too then MD gets even weaker against them even though they have one damage type the mob is weak against. I'm not sure what tuning is really doing other than giving mages two to three single damage attacks and am trying to think of a reason not to think of them that way, which makes the closest comparison the harmonics weapons which cost 10 power and gems while also requiring you go back to the guildhall. (though the damage types are quite nice for researchers)

QUOTE
I guess, though I think that's a bit of a weird stance. Druids are the ones hopping about and squawking and chittering, and prancing! I agree with your stance, but I don't really include 'focuses' as a 'crutch'. I'd consider chittering to squirrels (or prancing about as you call on Stag or roaring when you call Bear and such forth) or using an athame as a crutch (or any tool for a ritual, really), but not so much crafting a staff to amplify elemental vibrations. That's more of a feat of 'higher' magic - forging focuses from magic to amplify magic.

(Not to speak ill of low magic users, it's just less 'refined' in my mind, more raw, natural)

My, tangent.


Agreeing with Enyalida, the other route though is that you learn to do those things by rote and they are learned at a level where you are very inexperienced. Can't remember bonding with nature but isn't it more stand there, everything bonds and there's a little bit of floating or something? The highest powers represent the point of mastery, something like moonburst is a small gesture and application of will
Enyalida2011-07-25 06:01:32
QUOTE (Saran @ Jul 25 2011, 12:28 AM) <{POST_SNAPBACK}>
Agreeing with Enyalida, the other route though is that you learn to do those things by rote and they are learned at a level where you are very inexperienced. Can't remember bonding with nature but isn't it more stand there, everything bonds and there's a little bit of floating or something? The highest powers represent the point of mastery, something like moonburst is a small gesture and application of will


I call that the difference between power and skill, which to some degrees are equally useful, but that's an IC discussion!

QUOTE (Saran @ Jul 25 2011, 12:28 AM) <{POST_SNAPBACK}>
If, in the example, the creature had magic resistance too then MD gets even weaker against them even though they have one damage type the mob is weak against. I'm not sure what tuning is really doing other than giving mages two to three single damage attacks and am trying to think of a reason not to think of them that way, which makes the closest comparison the harmonics weapons which cost 10 power and gems while also requiring you go back to the guildhall. (though the damage types are quite nice for researchers)


That may be why it's irksome, everyone got one extra skill, mages got 2-3, one for each type they have. And yes, getting something shiny is nice (yay not cutting/blunt), but no addition will ever get away from comparison. I've kind of said what I mean to on that, and on adding in ways to get dmp to the odd types that didn't crop up much before.
Neos2011-07-25 06:34:52
QUOTE (Enyalida @ Jul 25 2011, 02:01 AM) <{POST_SNAPBACK}>
I call that the difference between power and skill, which to some degrees are equally useful, but that's an IC discussion!



That may be why it's irksome, everyone got one extra skill, mages got 2-3, one for each type they have. And yes, getting something shiny is nice (yay not cutting/blunt), but no addition will ever get away from comparison. I've kind of said what I mean to on that, and on adding in ways to get dmp to the odd types that didn't crop up much before.

Mages got 1 new skill that allows them to fully choose their damage type from the damage types that they already had. Only ones that got a damage type added were Pyros and I'm not even fully sure about that, though I recall the wiki saying that their staff was 100% fire before tuning.

Tuning cost one power each time, even to revert back to regular damage spread, so if you're fighting in an area with multiple mobs with different resist, it's one power to switch tunings each time.
Enyalida2011-07-25 06:40:14
I get to do 1 100% damage type, and 1 fixed, mixed-type attack. Mages get to do at least 2 different 100% damage type, and many more combinations of their types. That's 1 power each time, but for more vesatility then anyone else who cares. Link astral once and get enough to change twice wink.gif .

I still don't think that's the main issue, but arguing that tuning>lightningbugs/wasps is totally laughable.
Edit: Meh, ^ might be a little harsh, but honestly that's how it comes off to me, and to everyone I've talked to. It's nice giving everyone some choices, but it seems like mages got the best choices, because instead of between a 100% type, and a more statistically chancy 50/50 or 75/25 damage type choice, they get several 100%-s, some of them pretty great. I'd love to be able to pick between 100% poison and 100% asphyx for pvp, for instance. Even cold isn't super terrible, it looks to be better for pve then either of those.


Edi: Granted, I'm not sure you'd ever want to bother with mixed damage typing. I can see cutting your asphyx with something if someone is a dedicated... breather. Sounds silly.
Neos2011-07-25 06:52:04
QUOTE (Enyalida @ Jul 25 2011, 02:40 AM) <{POST_SNAPBACK}>
I get to do 1 100% damage type, and 1 fixed, mixed-type attack. Mages get to do at least 2 different 100% damage type, and many more combinations of their types. That's 1 power each time, but for more vesatility then anyone else who cares. Link astral once and get enough to change twice wink.gif .

I still don't think that's the main issue, but arguing that tuning>lightningbugs/wasps is totally laughable.

As you said, "everyone got one extra skill, mages got 2-3", it's 1 skill. And on Astral if you're staying on one sphere, there's no need to tune, I'm talking about places like Muud or Catacombs, or various other places.
I fully agree tuning is a tad OP in terms of certain damage types, 100% poison is not fun at all, but if dmp for asphyx and poison were to be added, the problem everyone is having really wouldn't be as prevalent.
Saran2011-07-25 06:54:53
QUOTE (AquaNeos @ Jul 25 2011, 04:34 PM) <{POST_SNAPBACK}>
Mages got 1 new skill that allows them to fully choose their damage type from the damage types that they already had. Only ones that got a damage type added were Pyros and I'm not even fully sure about that, though I recall the wiki saying that their staff was 100% fire before tuning.

Tuning cost one power each time, even to revert back to regular damage spread, so if you're fighting in an area with multiple mobs with different resist, it's one power to switch tunings each time.


oh... wow, no... you did not just... no way did you just complain about a one power cost. As an Aquamancer I pulled in a few hundred power in a day without really trying, plus with planning you can either go through group by group or find a best fit.

We understand that you received 1 skill, however that one skill has given you the ability to have three completely different attacks due to damage type variance.

Has anyone come up with a reason for not tuning to max on one damage type?

EDIT: As a side note, there would be no complaints if mages had received a single damage type attack.
Qistrel2011-07-25 06:59:20
QUOTE (Eventru @ Jul 25 2011, 05:34 AM) <{POST_SNAPBACK}>
Fitting as-is, I think, since they are, after all, masters of their element (and again, I feel the need to stress they don't get 'any type they want' - they're limited to whatever they have always had).


QUOTE (Eventru @ Jul 25 2011, 06:40 AM) <{POST_SNAPBACK}>
I guess, though I think that's a bit of a weird stance. Druids are the ones hopping about and squawking and chittering, and prancing! I agree with your stance, but I don't really include 'focuses' as a 'crutch'. I'd consider chittering to squirrels (or prancing about as you call on Stag or roaring when you call Bear and such forth) or using an athame as a crutch (or any tool for a ritual, really), but not so much crafting a staff to amplify elemental vibrations. That's more of a feat of 'higher' magic - forging focuses from magic to amplify magic.

But...an athame is also crafted out of magic, and used as a focus for casting nature spells. But druids don't use athames, that's Moondancers. Druids have cudgels that focus energies from the ethereal plane instead of elemental to the point where they can actually do the same things with it as a mage can - twirl, whirl, raise, and point for an attack. Druids are masters of nature magic, they have the same connection to their cudgel as a mage does to their staff so why can't they alter the splinters to make them sharper to deal more cutting, or blunter to deal more blunt?

Your arguments sound to me like 'high magicians must have more powerful abilities than low magicans because the use a higher form of magic'. Please tell me I'm wrong. I've always liked the concept of differing low and high magic using such terms as invoke (to call upon an object) vs evoke (to manifest an idea). I'd like the differences to embody the source of the magic, which has always been the difference between druids and mages despite their similar mechanics of demesnes and staff/cudgels.

Druids get to deal a different staff attack by calling upon fireflies or wasps, and mages should get a different attack by calling upon the energies of their elemental planes. That way mages can say that their magic is superior, because they don't have to call on insects in order to use their alternate attacks. And then we can argue about it and maybe even write books on this subject.
Rika2011-07-25 06:59:36
Is Neos really saying tuning is fine?
Enyalida2011-07-25 07:20:52
It looks like it, because 1 skill that does up to 3 different things is the same as 1 skill that does exactly 1 thing. And tuning is 1p.

I didn't think that mages were really all that badly off bashing before, and with all the new NPC resistances, I think being able to pretty much always pick one damage type that something will be minimally resistant to is quite a hefty boost. I still like the idea of tuning not being a 100% damage type thing, but more of a damage type tweak, or re-prioritization of damage types, but Even said that other admins will nix that. I think that giving mages a specific 100% damage type attack would be the far easiest way to avoid messing with it. You'd still have to make sure to deal with the availability of dmp thing, and keep in mind that some types are definitely... better then others.

Edit: Looking at the types that mages get, and using astral as a sample, it looks like Pyromancers and geos can't escape some resistance on two spheres, Aquas and Aeros never have to hit resistances.
Rika2011-07-25 08:04:37
How about we remove all the new changes for PvP and just let them apply for PvE?

(Or you can let me change my minorsecond to psychic damage and I won't complain anymore ninja.gif)
Asmodea2011-07-25 08:19:14
Change the damage type from cold!?!

Blasphemy!!!!
Rika2011-07-25 08:24:13
QUOTE (Asmodea @ Jul 25 2011, 08:19 PM) <{POST_SNAPBACK}>
Change the damage type from cold!?!

Blasphemy!!!!


Minorsecond, not WildeChord. That said I don't mind losing WildeChord if it meant minorsecond became psychic.
Sylphas2011-07-25 23:21:31
Psychic Minorsecond would rock. drool.gif

But yeah, I'm really not sure why this isn't blatantly obvious. I've got two attacks: 100% magic and 75% cold / 25% divinus. If something is resistant to cold and magic, I'm kind of screwed, even though I have a bit of divinus. A lot of stuff weak to divinus is resistant to cold (and often magic as well). An Aquamancer, on the other hand, has three or more attacks: 100% cold, 100% asphyxiation, 100% blunt, and any combination of those. What creature is resistant to all of those at once?

I'm not particularly upset about it, although 100% asphyxiation in PvP is lols, but it's stunning to see people trying to argue that mages weren't buffed over and above the rest of the basin.