Thursday, April 30, 2009

Masteries beyond 100% - discussion #1

Ok, this particular entry has a very specific purpose. We'd like to use this entry as a collection tool for abilities that you feel are not scaling properly beyond 100%.

As per the 4/30/09 MotD, we're trying to move Nodeka away from the "class change of the month" model and a little more towards personal investment and individuality in each class. Since ability clearing will have a steeper cost associated with it, the balancing of abilities which scale beyond 100% mastery will become an even stronger focus for us.

This is where you come in. If there is a scaling ability which you feel is too weak (or strong), you can place your explanation/argument/analysis in a comment here. Obviously, I cannot guarantee that everyone will agree with your analysis, but I can guarantee that I will take a close look at every well-constructed explanation (and even some of the more scattered ones).

I will be happy to look at the code even if you suspect something is off-kilter - I understand that not every ability is easily tested.

If this thread grows too cluttered, I will start a new one. =)

11 comments:

  1. Need possible improvement:
    Parry/Dodge
    Bash
    Kick
    Fireball/Elemental malediction

    Scaling too high:
    Focus Sphere
    Stoicsm grants quite a lot of +hit
    Immunities give incredibly high +stat bonus

    Just plain weird:
    Radical Defiance scales in uptime very high. The quickened attack that is granted past 100% is always 50% uptime of the bonus attack. When this ability can reach an hour its just a bit odd. Nothing wrong with it, regardless of how you cut it 50% uptime is 50% uptime.

    Also forgetful fire does this aswell if I remember correctly.

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  2. Devil's Siphon seems like it needs a boost. Others by email soon as my brain stops protesting (or at least holds up the sandwich board quietly instead of chanting).

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  3. Elemental malediction at 250 with PI and 6th sense at 500 averaged 4k per on npc. I think it scales fine. Especially when they have 40ish 4k wrinkles (locks) at their disposal.

    Vicious fist at 250 with PI at 500 average 2.9k per on npc, it does not seem to scale appropiately.

    KungFu's
    Bash, Kick, Ashi Bari Kick, Striking fist, Yikwon did not seem to scale appropiately the last two times I raised them up (300%, 250% respectively). It definitely was not worth the cost against npc. May have helped a little against pc.

    Radical Defiance: I am not sure what you are talking about Odinn. Can you put it in medical terms for me? Radical gets another attack at 101% at 1%, the second attack increases as the practices do.. but at 300% you get 1 atack at 100% and one at 200%. As far as I can tell an attack at 200% is not more helpful that an attack at 100%.

    Berengei

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  4. Elemental Mal isn't just for warlocks. The other classes that have it do not have Physical Intensification

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  5. Perhaps Sixth Sense and Phys Int should be on seperate subclasses of warlocks (i.e. one is more caster heavy, one is more fighter heavy)

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  6. Armor scales HORRID, I can't remember the exact numbers but for extreme amounts of pracs its just plain not worth it for the affects it gives, great armor however adds the dmg which is nice.

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  7. Need possible improvement:
    Kheh's chaos star
    better heals
    more damage from % should be added along with more heals and alignment

    Bash def need to have better affect with %

    as far as Stoicsm grants quite a lot of +hit
    i think with higher % it should be more not less and last longer with no % its not that good at all

    Parry/Dodge/kick all need to do more i think with 405% its not that much of a change past 200%


    mental blast and mental tempest Ashi Bari Kick, Striking fist banded smiting initiative storm complexity bash at 400% show little to no improvments

    hold alignment 150% gave me 6% more for like 300k not worth it should of saved the plats and just star keeps me at -1000 anyways

    dark protection should be able to be trained like bless

    maybe slow to last longer and take more speed

    unhallowed scathing is not trainable but even if it was the prevent and amount of damage it does prob wouldn't be worth it

    just my 2cents

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  8. I forgot, the scaling for "shadow" past 100% really seems tragic. I'm not sure if shi-ku and hunt scale the same way (and I think it was mentioned somewhere that hunt would always be better, which makes sense), but it seems incredibly weak from the reports I heard. Would it be alright to look into this? Is there a measurable benefit at 200% shadow?

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  9. The area skills could use some work as well. Fury gives a full set of attacks against 10 to 20 people in the room. This can be an insane total amount of damage compared to quickblade or collapsed elliptical. I would like to see pracs added to these to allow them to scale up to hit more targets and do damage accordingly.

    Valkyrie wolf? Does it even scale? If so the gains seem to be pretty minute.

    Summonable weapons: The damage dice seem to be way out of whack with all other weapons in the game. Also, the hit/dam seems to scale insanely high. This seems to give damage gains from the die and the damroll which makes it scale incredibly fast. Are all summonable weapons this way or is it just the warlocks?

    Ruans could use more skills to put pracs into. Maybe adding %s to forge/fade to lower the prevent time? Ishtl's choler would be another great skill to allow to scale for them as well.

    Defender's discipline seems to give an awful lot of AC and would be something that could be scaled back some then allow pracs to build it up and maybe add additional NR as well.

    just a few ideas.

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  10. the poseter above- For ruans, we need % in insanity/havoc, berserkers focus, and ishtls choler.

    Fury hits a max of i believe 8, definetly not 10 or above.

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  11. Good feedback, folks, both here and in e-mail. Keep it coming! After the Scar is complete, I'll take a good look at existing skill issues.

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