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Re: Upcoming Spell Changes 08/29/2015 08:47 AM CDT
So, I know Duskruin isn't a balance consideration as far as the rest of the game is concerned, but I wanted to test out bolting in the arena without rapid fire at various levels of AS in the hopes that the information provided might provide some useful insight as we discuss our future. Here are my results!

601 AS (+120 over baseline)
Completion time: 6:43
Total casts: 73
Casts/kill: 2.92
Total mana: 730
Mana/kill: 29
Spells used: e-wave (2), major shock (71)

With +120 bolt AS I was able to easily overwhelm all but two enemies just chain casting major shock. Unfortunately, even in this scenario I came in at about 3 casts per kill. Using pain as a model for a best-case pure attrition-based spell, 3 casts per kill is the target. I was only able to do this with max enhanced bolt AS plus heroism, bravery, and dauntless. For comparison, the time reflected is about twice my normal completion time for rapid shock (3:30).

531 AS (+50 over baseline)
Completion time: 7:16 (+8.2%)
Total casts: 89 (+21.9%)
Casts/kill: 3.56
Total mana: 829 (+13.6%)
Mana/kill: 33
Spells used: Tonis bolt (11), e-wave (4), major shock (71), immolate (1)

At this point my bolt AS is still high enough to land hits with a reasonably high critical rank on most targets. Still, it became beneficial to use a knockdown on many of them to produce more reliable results. Immolate made an appearance because one of the targets was simply too hard to hit even after a knockdown. Also notice that at this point mana usage begins to push the boundary of what a capped wizard with 1x harness power can generate.

478 AS (-3 over baseline)
Completion time: Ran out of time on the 24th enemy.
Total casts: 113
Casts/kill: 4.7 (+61%)
Total mana: 1207
Mana/kill: 50 (+72.4%)
Spells used: Tonis bolt (7), e-wave (6), major shock (84), immolate (7), boil earth (7)

As you can see, bolting is not particularly effective at baseline. The mana requirement now pushes the boundary of 2x harness power and 32% of casts are now utilized to mitigate the high DS/armor of targets. A baseline wizard with 2x harness power could almost certainly complete the arena within the time allowed - but only by a very slim margin and under favorable circumstances.

Just some data and observations to consider as we ponder where wizards should be post-ELR. While Duskruin may not be a good balance metric, taken with observations from normal hunting, the trend indicates to me (and this is, of course, subjective!) that mana efficiency and power are major issues for bolting wizards. We have alternative spells, but they are terribly inefficient and, without proper training, may only reliably be used to reduce bolt DS so that the wizard can finish the fight.

~Taverkin
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Re: Upcoming Spell Changes 08/29/2015 08:54 AM CDT
Just curious, but when are you planning on showing us your plans for the rest of the ELR? The stuff that you're wanting us to trust you on because it's supposed to be so awesome that we won't care about any of the incoming nerfs?

We've had enough doom and gloom for the week. Can we have some good news this week?

~ Methais
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Re: Upcoming Spell Changes 08/29/2015 09:02 AM CDT
<711 to kill in 3 hits requires decent warding margins, I was also hoping 720 would kill faster than that. I was disappoint. Alas time travel is a wizard ability or I'd go back and change my <spell selection. 711 may be guaranteed to take no more than 3 casts if you can ward at 140+ endroll (varies with lore), never fumbler or have an armor failure. However, it is also guaranteed <never to take fewer than 3 casts. The average is probably 4 casts unless you're severely under hunting. 44 mana and say 15 seconds (giving some lag for command entering).

<FI kills typically in probably about 2.5 casts like level, 7-10 casts at 5 levels above you, 1.5 casts at 5 levels under you. It is however more variable, 711 will be 3 casts, 4 casts, or 5 <casts. Rarely with really bad luck it could be more than 5 casts, but of course never fewer than three. FI could be anywhere between 1 and 7 on like level. It probably averages to 2.5. Mana <cost is 20-12 mana depending on training. So a sorcerer is looking at an average 50-30 mana and an average of 10 or 11 seconds to kill with FI for something like level. I am of course awesome <(hold your applause) so my mana cost is the minimum. Ergo, FI on paper was the better choice than Pain, however it ended up being an unlucky run.

I really don't care a bit about the sorcerer vs. wizard pissing contest, V. I know both classes face challenges. When it comes to the arena, rapid shock is the only spec that comes close to matching the speed of sorcerers. Nobody else is coming anywhere near 3 1/2 minute arena times or reliably under 4. Only rapid shock wizards and sorcerers using FI/evil eye/pain to bypass some of the unique challenges of the arena are able to do so. That's more of an issue specific to arena balance - these two classes shouldn't be able to game the system this way. The difference, again specific to Duskruin, is that fixing the wizard's crutch in this regard fully doubles the arena completion time of even the most powerful wizards out there. Fixing the sorcerer advantage (the ability to bypass the spawn timer on instant kills with 720/717) would still leave high end sorcerers able to reliably complete the arena in under 5 minutes.

When it comes to general hunting, the major difference is that sorcerers have a far more varied toolkit than wizards do. I'm a lot like you in that I am a pure bolter. I recognize with you that's more of a choice supported by the gear you've invested in. For myself, there are no effective alternatives. As my previous arena post demonstrates, the other spells I would use are only utilized when bolts aren't feasible and only to bring the target's defenses down to the point where I CAN utilize bolts. I don't have any reliable alternatives to bolting. Compare to sorcerers, who again have that nice toolkit that gives them an answer in most any situation. Evil eye requires a high warding, but does have the potential to instantly kill. FI bypasses warding and can instantly kill. DC is fairly reliable against casters that can be warded. Pain can bypass any health pool, regardless of padding or armor.

Again, it's not with jealousy that I observe what sorcerers have that wizards do not. The fact is we're currently discussing major nerfs and changes to wizards that take away the few crutches we had, and we don't yet know what's replacing them. My concern is that these shortcomings aren't fully recognized at this point and will only become clear with the review we would inevitably receive under that assumption. In other words, if the prevailing opinion is that pure bolting is fine as it stands, I would expect to receive some flavor upgrades and lore tie-ins, but nothing fundamentally different that addresses the perceived problems with bolting. If I were a sorcerer, I would likely have an answer if one tool in my toolbox isn't working out. As a wizard I just bolt. If bolts aren't particularly fast or efficient, my one (admittedly way overpowered!) tool for bypassing that barrier is now gone. Where does that leave me?

That's all I'm saying. I love where sorcerers are and I don't want to take anything from them. This is all about wizards and getting this review right. They did not come anywhere close to getting it right when they did this to sorcerers. It took years and years to fix what was broken. That's what I'd like to avoid here.

~Taverkin
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Re: Upcoming Spell Changes 08/29/2015 09:10 AM CDT
Do warmages not use MStrike at all? (Particularly when Haste is just about to fall anyway, or has already done so and you might as well hit two creatures before you re-cast?) As I said, pretty much every character of mine, ever, has gotten those first 5 ranks to enable that ASAP. If I'm going to be stuck in 5s RT anyhow, I might as well hurt twice as many creatures. Pleasant bonus in getting more effective ball-spell splashies, too.

What weapons is everyone using? I know Throgg uses a highly Enchanted maul, because the RT could still be completely reduced. Flares? Weighting?
Bards with Tonis are usually advised to use things like Sonic Daggers: screw the AS/DS HP, go for the flare. Same same for you wizards? (I know when I was still in my 30-days after the shift to the web--so, unlimited free reallocations--I cranked out the +39hp damage-weighted two-hander, and just needed to roll a 101 to lay a hurtin' on everything; "very quickly", with Haste running.)

How common are scrolls/items with <that Paladin spell, maybe> Champion's Might? The one that gives faux CM ranks. Or using up some of those Self Knowledge certificates from the last Duskruin...

Do warmages typically make friends with Rangers, and get Mobility cast on them? I always loved me getting some from Erek, when that crowd were dragging me into the Illoke Stronghold (25 levels over my head)...
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Re: Upcoming Spell Changes 08/29/2015 09:30 AM CDT
>That's the intended goal of lores. It forces individual players to diversify their training for certain benefits. Those decisions are what make your character different than every other level 43 runestaff using wizard. I'm sure there are sorcerers who want to be the best demonologist and the best necromancer, but you can be the best at one or the other, or decent at both. (Estild)

For mechanical benefits, this is possibly true in the context of 1x training only for sorcerers. It's at that level where you would have to choose between demon and necro benefits with some difficulty.

If you are theorizing the best mechanical benefits for 202 ranks of sorcerous lore, the split is close to 150 ranks of necromancy lore and 52 in demonology. This is because the necro lore offers more and better benefits. I don't think sorcerers have subclasses in the way of wizards and they don't have much meaningful diversity in their training options in terms of lore.

>Some people have talked about how important killing the fastest is for safety at cap.

Yes. It's also important who can disable a creature the fastest.

>ASPEN posted some stuff about 711 taking 3 or 4 hits.

It takes me 2 hits of Pain (711) and one of Disintegration (705)to kill a like-level Spectral Triton Defender with 0 ranks of the relevant lore.
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Re: Upcoming Spell Changes 08/29/2015 10:23 AM CDT


>601 AS (+120 over baseline)
>Completion time: 6:43
>Total casts: 73
>Casts/kill: 2.92
>Total mana: 730
>Mana/kill: 29
>Spells used: e-wave (2), major shock (71)

So, to be clear, on the snow critters and fire critters you didn't use their opposite element bolt and instead used less effective in that scenario (or use fire against trolls), and more expensive, major shock?

Dear Estild: Can we add a feature to 405 that detects elemental weaknesses in critters? Straight up like Detect in the old Final Fantasy games? Lots of people apparently aren't realizing that you can get up to double damage in some situations by using a specific element bolt.
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Re: Upcoming Spell Changes 08/29/2015 10:33 AM CDT


>I really don't care a bit about the sorcerer vs. wizard pissing contest, V. I know both classes face challenges. When it comes to the arena, rapid shock is the only spec that comes close to matching the speed of sorcerers. Nobody else is coming anywhere near 3 1/2 minute arena times or reliably under 4. Only rapid shock wizards and sorcerers using FI/evil eye/pain to bypass some of the unique challenges of the arena are able to do so. That's more of an issue specific to arena balance - these two classes shouldn't be able to game the system this way. The difference, again specific to Duskruin, is that fixing the wizard's crutch in this regard fully doubles the arena completion time of even the most powerful wizards out there. Fixing the sorcerer advantage (the ability to bypass the spawn timer on instant kills with 720/717) would still leave high end sorcerers able to reliably complete the arena in under 5 minutes.

Sorcerers, by far, are the best profession in Duskruin, hands down. Too many of the critters have super high health and are uncrittable, and sorcery has the best tools for dealing with those specific types of critters. The critters are also all basically like level (even the last few are effectively like level for a postcap sorcerer, someone like myself, Rolfard, Allereli probably cast like a level 130 player - FI excluded). We're also the best at hunting troll kings now that I think about it.

However, in most invasions, sorcerers are by far the worst profession (outside of sending out evil eye to mass kill 70 critters at a time that are 30 levels younger than you - not playersafe by the way and it gets you no loot and no learning so whats the point?). Because invasion critters have sky high TDs and tend to be higher level so level based spells fail on them. They tend to have much lower AS's, and coupled with knockdowns and big time AS boosters (blue crystals) other professions tend to excel at invasions.

Sorcerers are also the best at torturing critters/players younger than them. We can kill younger things in a variety of interesting ways.

You can't win them all.

Maybe the answer is as simple as there needs to be more elemental vulnerable critters across a wider variety of age ranges. We used to have an undead gap, and that really retarded the advancement of clerics (the cheaters). Do we have elemental gaps as well? Because really, that seems to be the problem, you're not hunting the right critters, maybe they're just not available. If there was a level 100 version of a skeletal ice troll you'd be all set. Liches in OTF are really weak to fire, but they're night time only and not quite old enough for a capped hunter.
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Re: Upcoming Spell Changes 08/29/2015 10:36 AM CDT


>It takes me 2 hits of Pain (711) and one of Disintegration (705)to kill a like-level Spectral Triton Defender with 0 ranks of the relevant lore.

Then you're a bad hunter. If you can use 705 to take over 1/3rd a critter's health, you're spending 27 mana when you should be spending 15. Personally my experiences are nothing like that, but if you really have such a powerful 705, stop using pain.
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Re: Upcoming Spell Changes 08/29/2015 10:55 AM CDT
>>That leaves killing with spells, an already mana-intensive proposition made more so by a warmage's AS disadvantage (even with 513 running) compared to a typical bolting mage build

How are you at an AS disadvantage vs a typical bolting mage when 513 is running?

-Viduus
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Re: Upcoming Spell Changes 08/29/2015 10:56 AM CDT
>>Do warmages not use MStrike at all? (Particularly when Haste is just about to fall anyway, or has already done so and you might as well hit two creatures before you re-cast?)<<

I personally never got any MOC, since M-strike stops haste and (here is the point) I never allowed haste to drop at all. I had a macro (stop 506\rincant 506\r) which I hit every 45 seconds or so. I can still do this of course, even with the proposed changes, but only 4-5 times. So, it would be run in, kill one or two critters, run away until the cooldown is over. Lame. And of course, younger mages won't be able to do even that.

>>What weapons is everyone using? I know Throgg uses a highly Enchanted maul<<

Genarally speaking, yes, I currently use a 7x perfect maul. However, when I first started out, I had trained OHE and shield, and was using a fel-hafted waraxe and 6x shield. (The waraxe having HCW and the shield giving me a better defense). I didn't switch to THWs until somewhere in my late 70's. Even with the HCW, the waraxe (only 4x and doing base handaxe damage) wasn't killing things fast enough. The loss of the shield wasn't too inconvenient, since by then the major thing that would kill me was maneuvers and/or CS based spells, not weapons; the best protection against those is to disable the foe and kill them faster, before they can uncork something nasty.

I must say, I suspect that the Dev team's main target here is haste cast on others. I have a moderately advanced ambushing rogue; when she hunts with wizard friends they keep her hasted, and indeed the results are pretty sick. From hiding its ...

Ambush leg (1 second RT) (for tall creatures)
Hide (1 second RT)
Ambush head = death (1 second RT)
Rehide (1 second RT)

Average time per kill 4 seconds. Sometimes less, if the target's head is within reach on the first attack. I only do that in swarms, however; I need to be polite and give my wizard buddy time to get a hit in. This is in marked contrast to my warmage needing 10+ attacks to kill a like-level creature. I strongly suggest that these changes to haste apply only to casts from an outside source, and leave self-cast alone. That would avoid warriors, rogues, paladins etc. from becoming unstoppable killing machines, while still keeping warmages viable.



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Re: Upcoming Spell Changes 08/29/2015 11:15 AM CDT
"<HCW handaxe while hasted>" -- Throgg, and probably other warmages

Okay, well, that explains it.

You were doing it wrong. (Probably, ALL of you have been doing it wrong.)

Crit weighting, for warmages who are bitching about how badly their weapon AS sucks, IS FRICKING STUPID, PEOPLE! Fighters, at least, have the cleverness to know that if they can barely scratch the beasts, they use a non-crit-weighted weapon.

.

If You Are Hasted, You Use Flares. Or DAMAGE Weighting.

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.

Now. Can we hear the results of some competent warmages, and their feelings about Haste possibly leaving them at only 1s, and not being run all the time, and suchlike.
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Re: Upcoming Spell Changes 08/29/2015 11:26 AM CDT
>>Fighters, at least, have the cleverness to know that if they can barely scratch the beasts, they use a non-crit-weighted weapon.<<

Oh please. I am aware of the need for an adequate end roll to trigger a weapon's crit threshold. I do have other characters who ambush regularly, and the mechanics there are similar. Early on as a warmage it's easy to get good end rolls and get that benefit. Later on, I wasn't getting that nearly as much, which was one of the reasons I switched to 7x perfect maul. I didn't think I had to be that detailed, but apparently I do.

>> Can we hear the results of some competent warmages,<<

You can criticize me after you cap using weapons.
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Re: Upcoming Spell Changes 08/29/2015 11:28 AM CDT
Sorry, V. But using fire against cold- based targets generally doesn't produce better results than major shock because it doesn't increase the DF of the spell.

These targets die slowly because dealing 200 damage to a hand doesn't help speed things up when the target has 500 health. It still takes 3 casts. Using fire on cold would save mana, but not time.
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Re: Upcoming Spell Changes 08/29/2015 11:44 AM CDT

<Crit weighting, for warmages who are bitching about how badly their weapon AS sucks, IS FRICKING STUPID, PEOPLE! Fighters, at least, have the cleverness to know that if they can barely scratch the beasts, they use a non-crit-weighted weapon.

That is entirely situation on what you're fighting. Something in plate is much harder to get that initial crit to activate the weighting, but for lower armored enemies that's not really a concern. I'd have to double check but I think a 106-108 endroll will break the threshold on the cloth-wearing monks in Sheruvian temple. Using a claidhmore that immediately activates 40 post-DF crit damage, you need endrolls over 300 to get anywhere close to that with a maul or what-have-you. MOST of my kills are from crits, only the stubborn and lucky ones manage to die from bleeding.

Understandably this changes as one levels up further but on anything below chain, claids are vastly superior. I've graphed it out and it wasn't even close.

Using a damage weighted weapon guarentees you'll be hitting it 5 times, whereas I can get lucky hit non-limbs for fatal crits regularly in 1-3 swings.

But, you know, thanks for calling me stupid.
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Re: Upcoming Spell Changes 08/29/2015 11:48 AM CDT
>Then you're a bad hunter. If you can use 705 to take over 1/3rd a critter's health, you're spending 27 mana when you should be spending 15. Personally my experiences are nothing like that, but if you really have such a powerful 705, stop using pain.

No. I usually kill Defenders with focused 720. But if I happen to want to search one for whatever reason, I use Pain and 705. Pain disables the creature with RT on the first cast so there is no chance of them charging me. If I cast 705 three times, then the creature would have at least a 6-second window to kill my character.

In theory, I could get away with one cast of Pain and finish with just 705 at a small mana savings.
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Re: Upcoming Spell Changes 08/29/2015 11:48 AM CDT
No, actually, I can freely criticize others... just as they have felt free to do with me.

Sucks when the shoe fits both feet, don't it?

</snarkiness>

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.

Even with a maul, you're still relying on getting a decent-to-good roll. Because "AS < than <those other guys'>."

Try it with a Greater Elemental Flaring shortsword. Or one of those black ash mattocks (even with randomized damage weighting, dishing out the minimum every second will add up).
With flares or damage weighting, you can also adjust your stance to not necessarily be "full offensive"; you just need to be at the "any die-roll hits" stage.
OH LOOK! Free DS, to help alleviate the "warmages' defense sucks so bad, too!" cries.

.

.

You people who've been responding to my posts in other categories might be onto something: this whole "I'm smarter than you" is a pretty cool zone to post from.
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Re: Upcoming Spell Changes 08/29/2015 11:52 AM CDT

That does bring up an interesting idea, though a possibly labor-intensive one. I noticed as well that using opposing elements seems to have pretty negligible effects most of the time. Sure they'll scoff at their own element, but cycling through the others seems to produce pretty similar results.

Maybe to make bolts better, and to get some actual mileage out of our bolt diversity, we could look into making those weaknesses more noticeable? The undead ice trolls in Mule are a great example of how to do this well. Those things REALLY light up when using fire bolts and it makes hunting there with bolts actually fun and efficient. This was the only time in over 40 levels that I opted to use bolts instead of swinging. If we could get more creatures to have strong reactions to certain elements in that way, I would feel slightly better about this incoming nerf barrage.

(Really, I want to see what good changes are coming. 909 is the only one that's impressed me so far. Big missed opportunities with 512 and 501 aren't filling me with confidence so far)
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Re: Upcoming Spell Changes 08/29/2015 12:01 PM CDT



<Try it with a Greater Elemental Flaring shortsword. Or one of those black ash mattocks (even with randomized damage weighting, dishing out the minimum every second will add up).
With flares or damage weighting, you can also adjust your stance to not necessarily be "full offensive"; you just need to be at the "any die-roll hits" stage.
OH LOOK! Free DS, to help alleviate the "warmages' defense sucks so bad, too!" cries.

Not sure what's up with you today but the bad advice and saltiness just keep coming eh?

Maybe you should actually try putting your (bad) suggestions into practice and testing them out before acting like you're the only one who's thought about how war mages work in the last 30 years.

Damage weighting is only better if you can't crit, which means you are not in the "can hit with any die roll white not in offensive" range AT ALL. If you had that kind of AS v DS advantage, you'd be critting like a mofo in offensive. Switching to damage weighting and advanced stance is only going to slow you way down at that point.

Also the whole POINT of the warmage is the added disablers allow you to swing for the fences in relative safety. Ignoring those to instead use stance like a square is the least efficient thing you could possibly be doing.
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Re: Upcoming Spell Changes 08/29/2015 12:04 PM CDT
Oh, wow! I totally had forgotten about my claidh. Doh!

I had a 2x claidh I gave to my warrior some time back. I'm in Voln, it was useless vs undead, and we had a bunch of temporary hunting areas full of high level Undead open up near the landing around that time (the Lich Citadel, those woods with the Undead Taladorans), so my maul was weapon of choice. I'll have to see if she'll let me borrow it back from her and compare the two.

Thanks for the memory jog.
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Re: Upcoming Spell Changes 08/29/2015 12:04 PM CDT
"<HCW handaxe while hasted>" -- Throgg, and probably other warmages
Okay, well, that explains it.
You were doing it wrong. (Probably, ALL of you have been doing it wrong.)
Crit weighting, for warmages who are bitching about how badly their weapon AS sucks, IS FRICKING STUPID, PEOPLE! Fighters, at least, have the cleverness to know that if they can barely scratch the beasts, they use a non-crit-weighted weapon.
.
If You Are Hasted, You Use Flares. Or DAMAGE Weighting.
.
.
Now. Can we hear the results of some competent warmages, and their feelings about Haste possibly leaving them at only 1s, and not being run all the time, and suchlike.



Would you stop posting if all you're going to do is insult people?
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Re: Upcoming Spell Changes 08/29/2015 12:08 PM CDT
>Also the whole POINT of the warmage is the added disablers allow you to swing for the fences in relative safety. Ignoring those to instead use stance like a square is the least efficient thing you could possibly be doing.

Seems like you could still be at max efficiency for a good portion of your hunt, then just switch strategies once the increased haste cost gets too much and you want to toss in a cooldown period. Then rinse, and repeat.

Don't think that because you hunted in a certain way before the changes, you have to hunt in exactly the same way after the changes.



Fyonn's player
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Re: Upcoming Spell Changes 08/29/2015 12:08 PM CDT


>Sorry, V. But using fire against cold- based targets generally doesn't produce better results than major shock because it doesn't increase the DF of the spell.

No, but they're vulnerable to the spell, its like they have inverse crit/damage padding. You will get better results. Some cold critters are so vulnerable to fire you'll rank 3 crit them with the splash damage from 908.
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Re: Upcoming Spell Changes 08/29/2015 12:09 PM CDT
>>this whole "I'm smarter than you" is a pretty cool zone to post from.

Ok, that's funny right there. I definitely almost moofed my refreshment.

I am kind of curious though when this became the 'compare sorcerer spells' and 'compare hunting tactics for winnar' folder. Not that I expect anyone to read too deeply, but I expressly asked we avoid this type of diatribe because it goes no where. Fast. Hasted fast. As has been shown.

Is there, perhaps, any sense to discussing what might work in. . . you know, the future?

Doug
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Re: Upcoming Spell Changes 08/29/2015 12:15 PM CDT
No, actually, I can freely criticize others... just as they have felt free to do with me.
Sucks when the shoe fits both feet, don't it?
</snarkiness>
.
.
Even with a maul, you're still relying on getting a decent-to-good roll. Because "AS < than <those other guys'>."
Try it with a Greater Elemental Flaring shortsword. Or one of those black ash mattocks (even with randomized damage weighting, dishing out the minimum every second will add up).
With flares or damage weighting, you can also adjust your stance to not necessarily be "full offensive"; you just need to be at the "any die-roll hits" stage.
OH LOOK! Free DS, to help alleviate the "warmages' defense sucks so bad, too!" cries.
.
.
You people who've been responding to my posts in other categories might be onto something: this whole "I'm smarter than you" is a pretty cool zone to post from.
Krakii


You could make suggestions without being offensive.
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Re: Upcoming Spell Changes 08/29/2015 12:20 PM CDT
>I am kind of curious though when this became the 'compare sorcerer spells' and 'compare hunting tactics for winnar' folder. Not that I expect anyone to read too deeply, but I expressly asked we avoid this type of diatribe because it goes no where. Fast. Hasted fast. As has been shown. (DOUG)

The case of sorcerers has been used to provide some additional context to the upcoming wizard changes. Most recently, Estild used sorcerers to make a point about how lores and lore training are designed to operate.

I think some of the comparisons to sorcerers in this thread and others have been inaccurate, however, and I have tried to offer some concise responses on those points.
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Re: Upcoming Spell Changes 08/29/2015 12:22 PM CDT
>>Damage weighting is only better if you can't crit, which means you are not in the "can hit with any die roll white not in offensive" range AT ALL. If you had that kind of AS v DS advantage, you'd be critting like a mofo in offensive. Switching to damage weighting and advanced stance is only going to slow you way down at that point.

Actually, Keith - it's situational. As is a great many of our positions that we each (all of us) trot out. In some instances, you're absolutely right. In some situations, you couldn't be more wrong. And if there were a median calculation, I'd be willing to bet that the positions each of us like to use for support in our personal views are frequently edge cases - and the rest could be shown to possibly go either way.

After all, let's consider why a maul might be a great weapon for a war-mage.

I can tell you for a fact when I had the basket-hilted broadsword, I didn't miss crit weighting, not one bit. And that was before crit randomization became the watchword of the game. Of course, during that phase, I was not hunting undead, and several of the creatures were either soft (and thereby easily stunned) or immune to crits, in which case - well, you know. At any rate, while I can say I didn't miss it, I do have to give the nod that it was situational, and 'only' lasted for some 20 or so levels. I changed because. . . boredom.

I can also say, though, that if I still had that weapon, success in the Scatter wouldn't change overly much - even if the tactics would. So while situational, it's a broad case of situations that could apply. Bandits, though - likely a different story. Which, happily, returns me to my main point above.

Doug
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Re: Upcoming Spell Changes 08/29/2015 12:23 PM CDT
And, BTW, I do have a black ash mattock also; I have collected a fair amount of weapons over time. You do realize, I hope, that these are only +18 AS? When I am scrimping up AS points, I prefer the extra AS/AvD from a 7x perfect maul vs the mattock's extra 18 (one the average) HP damage. I will admit that it's a close call, however, and depends on the opponent.

Flares, on the other hand would always be of value, unless the target is Undead, of course. I've considered adding them, but then it wouldn't be blessable. I do have other (non-perfect) 7x THWs, and am contemplating those for such a service.
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Re: Upcoming Spell Changes 08/29/2015 12:26 PM CDT
Throgg, ironwight ftw?

Also, I am curious, any thoughts on the new tremors option vs using tonis bolt with the changes to 513?

Tal.
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Re: Upcoming Spell Changes 08/29/2015 12:26 PM CDT
Fyonn,

I think that's the problem. If not relying on haste is the goal, why are we still relying on it?

If haste is still critical, then why are we taking away full uptime?

I'm with you if the idea is haste as emergency use or as a bonus. But what do we get to compensate?

I won't budge on that. The Krakii's of the world may feel everything is fine if a class can get fried. That's not good enough for me. I need a distinctive class identity and it needs to be effective. War mages with haste meet the first criteria and barely pass muster on the second at the high end.

So what is going to change and why are still relying on significant uptime from haste? Either make it a more powerful cooldown with less uptime and give warmages a different base to meet those criteria or find a way to make full uptime haste work.
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Re: Upcoming Spell Changes 08/29/2015 12:29 PM CDT
I understand that,V. But the extra flare is still generally less damage than a high end roll from major shock. As the average is several casts per kill, sacrificing significant damage for a low chance of crit kill is a bad bet.

You seem to be under the impression that bolts are crit based. They are not. They are primarily attrition based. Most of your kills come from damage or multiple attempts before a crit kill.
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Re: Upcoming Spell Changes 08/29/2015 12:31 PM CDT
>>I think some of the comparisons to sorcerers in this thread and others have been inaccurate, however, and I have tried to offer some concise responses on those points.

Yeah, sorry Silvaen. I'm not criticizing so much as trying to stay on point.

Something I've noticed over the past few weeks seems to be a shift away from the 'lores aren't required and will only be a slight additional benefit' to 'lores are coming, and you need 'em' mindset.

I haven't sat down yet to tabulate where this shift occurred, and whether it's GM driven or if the player base is headed that way its own self. Irrespective, there's no reasonable method I can see to compare lores across the pure professions at any point in time during a change. My reason is simple - each pure profession is at a different point in its development curve, and is maturing at varying pace.

I think it might be a good idea to have a LORES topic in the Magic System area, because I do see value in comparing current profession state (like wizard, when it finally lands) to other professions as that should be an indication of where the other professions might be expected to trend.

But point in time in the midst of significant change? Madness, I say! Or, at least - observe. ;)

Doug
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Re: Upcoming Spell Changes 08/29/2015 12:39 PM CDT

<Actually, Keith - it's situational. As is a great many of our positions that we each (all of us) trot out. In some instances, you're absolutely right. In some situations, you couldn't be more wrong. And if there were a median calculation, I'd be willing to bet that the positions each of us like to use for support in our personal views are frequently edge cases - and the rest could be shown to possibly go either way. --Doug

Hey I'm here to learn, enlighten me! Other than non-critable enemies and heavily armored foes with good DS, who prevent you from getting stage 1 crits, when else is crit weighting sub-optimal? (Not sarcastic, very much would like to know)

I took a 10 year break so your reference to "basket-hilted broadsword" is over my head a bit. Also HCW from a ohe is a long cry from the +40 of a claidhmore. The DFs are better (meaning less endroll needed for crit-1) and fantastic crit weighting will do a lot of the work for you once you crack the crit-1 threshold. I get fatal torso crits on a regular basis.


<Seems like you could still be at max efficiency for a good portion of your hunt, then just switch strategies once the increased haste cost gets too much and you want to toss in a cooldown period. Then rinse, and repeat.

<Don't think that because you hunted in a certain way before the changes, you have to hunt in exactly the same way after the changes. --Fyon's player

That's the current plan. I don't think swinging without haste is in the cards, too risky and weak. Basically I expect to have to bolt (or maybe 502?) while the haste cooldown is taking place. Also strategically setting up swarms for a big hasted slaughter-fest, rather than casting it as soon as I enter the area.

I was a big proponent of removing the penalty from 513, I'm very glad Estild opted to include that in the spell revisions.
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Re: Upcoming Spell Changes 08/29/2015 12:52 PM CDT
Aspen:
>>No, but they're vulnerable to the spell, its like they have inverse crit/damage padding. You will get better results. Some cold critters are so vulnerable to fire you'll rank 3 crit them with the splash damage from 908.



That's actually not true. I headed over to Gossamer Valley in Ta'Illistim to capture a few logs:



0 Lore, Fire against Ice, using 906 against all critters.

You gesture at a glacial morph.
You hurl a stream of fire at a glacial morph!
AS: +479 vs DS: +279 with AvD: +27 + d100 roll: +46 = +273
... and hit for 80 points of damage!
Extreme heat causes a glacial morph's right arm to expand and snap. That must hurt!
Cast Roundtime 3 Seconds.

AvD 27 = ASG 12, .345 DF
173*.345 = 59.685 Base Damage
Critical damage: Rank 6 Arm: 20
Total damage = 80
Fire vulnerability damage identified: 0


>You gesture at a snow madrinol.
You hurl a stream of fire at a snow madrinol!
AS: +479 vs DS: +237 with AvD: +34 + d100 roll: +22 = +298
... and hit for 74 points of damage!
Nasty burns to right arm. Gonna need lots of butter.
The snow madrinol is stunned!
Cast Roundtime 3 Seconds.
AvD 34 = Leather: ASG 7 w/ .455 DF
OR ASG 15 w/ .323 DF
Crit damage = 10
Base Damage = 63.954, Definitely ASG15
Fire vulnerability damage identified: 0


You gesture at an animated slush.
You hurl a stream of fire at an animated slush!
AS: +479 vs DS: +264 with AvD: +55 + d100 roll: +15 = +285
... and hit for 168 points of damage!
Cast Roundtime 3 Seconds.

AvD 55 = Cloth, DF .667
185*.667 = 123 damage. This could imply additional damage, so lets test!
That's +45 damage from criticals, which is reasonable from a rank 9 hit, quite a few opportunities there
Fire vulnerability damage identified: 0

You gesture at an animated slush.
You hurl a powerful lightning bolt at an animated slush!
AS: +479 vs DS: +241 with AvD: +50 + d100 roll: +43 = +331
... and hit for 196 points of damage!
An animated slush quivers violently and collapses, its conical form flattening into a wide pancake.
Cast Roundtime 3 Seconds.
AvD 50 = Cloth, DF .750 + 24 ranks of Air Lore = .762
231 * .75 =176.022
So, there are is still Critical damage, it's just not displayed, Tons of lightning criticals rank 5-9 can produce 20 damage.
Fire vulnerability damage identified: 0


Creatures that are truly vulnerable to specific elements are not common at all. The best known vulnerable creature are Trolls, but other than that, I can only think of a handful of fire-type creatures that are vulnerable to water, but nothing else. Even then, those are more the exception to the rule than the rule itself. Most of the resistence mechanics were overhauled back in about 2005 when creatures adopted a more standard creature format.

~Whirlin
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Re: Upcoming Spell Changes 08/29/2015 12:56 PM CDT

The question for me isn't whether warmages will be 'viable' in the monk sense of the word. I'm sure it will be possible to level one.

But after the changes, can I still justify spending a huge number of TPs into weapon style and CM when I only get to take advantage of those skills half the time? And the other half I'm basically just a poorly designed wizard?

I can't really afford to beef up Strength, THW, Dex AND spell aiming to be good at both right? So I end up being a fun mutant for 1/2 and a crappy wizard for half.

Or just fixskill into pure wizard and save a lot of heartache and metric ton of TPs. At which point my race and stat choices become very sub-optimal as well. Sigh.

I've yet to see any of these changes bring much to the table for warmages. 909 sounds cool though a 10sec cooldown on stomps is a wrench in the gearworks. After getting effectiveness essentially cut in 1/2 it would take a lot to balance those scales.
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Re: Upcoming Spell Changes 08/29/2015 01:06 PM CDT
One thing I would suggest to GMs/Simu is before implementing any downgrades to haste is to make sure the planned upgrades in other areas are implemented and do indeed make haste from a must have to a nice to have but I can live without. And by that I don't mean implement the various ELR and whatnot spell changes and then 2 days later say ok now we are turning off haste...have fun.

Also, you might consider for those classes most significantly impacted by the changes giving them a rapid migration week similiar to what new characters get...so they can thoroughly test out various builds instead of blindly picking one based on what they read, and then being stuck until next years fixskill.

Or if you don't want to risk the potential abuse a weeklong (or whatever) rapid migration period could spawn...open up the test server with all the changes and let us go play there with rapid migration permanently turned on so there is a way to test various builds before committing.
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Re: Upcoming Spell Changes 08/29/2015 01:28 PM CDT
Also, you might consider for those classes most significantly impacted by the changes giving them a rapid migration week similiar to what new characters get...so they can thoroughly test out various builds instead of blindly picking one based on what they read, and then being stuck until next years fixskill.
Or if you don't want to risk the potential abuse a weeklong (or whatever) rapid migration period could spawn...open up the test server with all the changes and let us go play there with rapid migration permanently turned on so there is a way to test various builds before committing.


I think this is a great idea considering the amount of changes that are taking place.
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Re: Upcoming Spell Changes 08/29/2015 01:32 PM CDT
There are areas of OTF more swarmy than others. If you want to avoid swarms Glory road is a good place to hunt, stay on the west end of it, walk east to find something, kill it, if it gets too swarmy, walk a room west again. Stay out of the west market no matter what you do, and north OTF if there is a group hunting up there. If there is no group, north OTF is also reasonable, with nodes right close by.

To be honest, I like the swarms. With perma-haste, I can fight them effectively (barely, and I die more than the average hunter, but this type of combat is fun for me). While un-hasted, I cannot. Running away to a node every 3-4 minutes shouldn't be my only answer. I have accepted that perma-haste is gone. I will try my best to adapt. My main request is simply to leave me more mana to bolt/immolate during the downtime when my main fighting style is disabled.


High level pures are not expected to hunt self cast. You learn magic item use, arcane symbols, and all the others not just for window dressing, it is expected that you put those skills to use somewhat for each hunt. The exception is of course the rift. OTF-style spell burst is even designed to allow pures to put up almost whatever spell they want, while only limiting squares. It is expected.

Fair enough. To be honest, I do run small statues permanently just by charging the ones I find in the treasure system. I'm sure most high level wizards and sorcerers do similarly with charge item/scroll infusion. By self-spelled I just mean not running a comprehensive multi-sphere spell up. I still have to make up for all the missing 500/900 ranks from a DS perspective.


>>That leaves killing with spells, an already mana-intensive proposition made more so by a warmage's AS disadvantage (even with 513 running) compared to a typical bolting mage build
How are you at an AS disadvantage vs a typical bolting mage when 513 is running?
-Viduus

At higher levels, pure mage builds are typically much more than 2x spells, keeping both 513 and 425 as close to max as possible. Exceeding 2x spells for a war mage is prohibitively costly in terms of training points. The difference is not huge, amounting to around -20 AS during the 70-100 level range. But it's still a difference which can only realistically closed well after cap. It's one admittedly small concern in a group of many more larger ones. And it's only a concern to me because of how little mana I will have during my haste downtime under the proposed changes.


I don't want to seem like I'm complaining. I'm not. My intention is simply to advocate for small changes to the proposed implementations. I wanted to provide a detailed description of why swinging at 5 seconds is not feasible during haste downtime at higher levels, not just at cap, but in the many challenging hunting grounds leading up to it(Thanatoph Bowels was even harder for example... also OTF is the easiest capped hunting ground...). I hoped my perspective would be valuable to a development team that has specifically mentioned wanting to keep warmages viable after these changes, and I am encouraged that Viduus has clearly read my post carefully enough to ask questions about it. This is great, and I want to thank all the GMs/development team again for posting these proposals in advance to give us time to both provide feedback, and prepare ourselves for the difficult transition.
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Re: Upcoming Spell Changes 08/29/2015 01:42 PM CDT
>Okay, well, that explains it.

>You were doing it wrong. (Probably, ALL of you have been doing it wrong.)

>Crit weighting, for warmages who are bitching about how badly their weapon AS sucks, IS FRICKING STUPID, PEOPLE! Fighters, at least, have the cleverness to know that if they can barely scratch the beasts, they use a non-crit-weighted weapon.

>If You Are Hasted, You Use Flares. Or DAMAGE Weighting.

>Now. Can we hear the results of some competent warmages, and their feelings about Haste possibly leaving them at only 1s, and not being run all the time, and suchlike.

And people call me snarky and rude. I think you deserve this award more than I do.

/hands award to Krakii

The absolute nerve you have to tell literally everyone they are doing it wrong and don't know how to play this game. Why are you even allowed to post on the forums still? As far as I can tell you contribute absolutely nothing to discussions and instead just belittle people and insist you are the only person who knows how to play this game and everyone just needs to grow up and learn to play.
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Re: Upcoming Spell Changes 08/29/2015 01:45 PM CDT
Also, you might consider for those classes most significantly impacted by the changes giving them a rapid migration week similiar to what new characters get...so they can thoroughly test out various builds instead of blindly picking one based on what they read, and then being stuck until next years fixskill.
Or if you don't want to risk the potential abuse a weeklong (or whatever) rapid migration period could spawn...open up the test server with all the changes and let us go play there with rapid migration permanently turned on so there is a way to test various builds before committing.


<I think this is a great idea considering the amount of changes that are taking place.



I definitely second that motion. I was just worrying about how to both test the warmage changes and still somehow allow myself a way to pivot out if I decide they aren't tolerable.
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Re: Upcoming Spell Changes 08/29/2015 01:50 PM CDT
>>Other than non-critable enemies and heavily armored foes with good DS, who prevent you from getting stage 1 crits, when else is crit weighting sub-optimal?

I think Robert took a stab at this, and was derided for it - but interestingly enough, some of that same information was included as a reference by Tav for why bolt crits don't work as a defining criteria for bolt effectiveness.

I don't know that I can do this topic the real justice it deserves, most especially since the advent of crit-weighting and damage-weighting randomization. I suspect there's some point where cross-over occurs, and the advantage falls one way or the other.

But I will say this and I think this is pretty solid:

In those cases where the war-mage could attain any lethal critical result on a swing naturally (without crit weighting) before randomization - the damage weighted weapon will be superior. The reasoning is straight-forward - any lethal crit will be randomized and may stay a lethal crit, or may not. The damage weighting will be added irrespective.

As we know, any attack that does not break a threshold to achieve a crit rank one result will discount any crit weighting, and so again the damage weighted weapon would be superior.

Conversely, damage weighting is added to the end combat resolution and does not modify critical rank resolution (boo!), so any natural critical result that is neither zero nor lethal will benefit from the critical weighting over the damage weighting - most especially in those conditions where the critical weighting is enough to move the critical rank from non-lethal to lethal before randomization.

So in either end of the spectrum edge cases, damage weighting wins. In the middle spectrum, it is far more convoluted. But - you've piqued my own interest now, so I'm going to see if I can find some way to put together a simple chart that might help definitively answer this part of the question. Math. . . oh gads. Look out!

But - before I spend an hour or so to see if I can build such a summary, let's look at another example. Robert mentioned flaring weapons as something that the war-mage should consider perhaps even ahead of crit or damage weighting. It drew little commentary, but with crit / damage randomization I believe Robert is more right today than ever in that regard. Don't get too swelled a head, Robert.

Infrequently (and to varying degrees), flaring weapons will provide an additional damage factor, with a separate critical rank determination, always applied to wear the attack landed (if at all possible). So, a feras dagger (which has the happy benefit of flaring every swing for a very limited number of swings) aimed at the eye of a target, may strike the target for 1 point of damage to the head - and then a lightning flare with attending hit points and critical resolution is applied, also to the head.

In the case of this flare - 1 point of damage would not be enough to kick in a crit rank determination on the strike, and a damage weighted weapon would be considered more effective. But the separate roll to determine a lightning critical to the face opens up an entirely different possibility - a rank 5 crit or higher is going to cause 25 damage (more than any damage weighted weapon) and stun for 10 rounds. In my day, we call that wizard chow. And all this irrespective of armor type worn!

War-Mage Suggestion: If you haven't tried using a feras weapon as a set-up / disabler while hunting, do yourself a favor and give it a shot!

What I don't know - with weight randomization (both crit and damage), and flaring weapon mechanics, if one fires more 'consistently' to the benefit of the war-wizard.

So in summary: Always reach the upper bound, or never reach the crit threshold - damage wins. Summary chart for varying degrees of crit versus damage weighting forthcoming. And flaring weapons, most especially in aimed scenarios, may well be better than both.

There's a reason why those frequently flaring projectile weapons are so popular - easy to aim, likely to hit aimed point, ease of reaching fatal crit level, and even when you can't quite get that far there's always a chance for a flare attack with a separate critical resolution that still will seal the deal.

I'll tell you honestly - if a handheld weapon of any type could be aimed as successfully as a projectile weapon could, in the current scenarios of war-magery, I'd go for a perfect forged, switchable flaring weapon every time over what I have to work with. Put 'em prone (or other setups) to maximize the weapon crit potential, and watch the flares clean up where the crit didn't quite happen.

BTW, the basket hilted broadsword went through a couple changes - going from memory here, but I believe it was a 60 point weighting, changed to a 40 point weighting, and subsequently to a 20 point weighting. Before randomization, this had the happy benefit of the Elf getting at least 61 points of damage every swing that connected (and this was HasteII days, too!), before anything else was calculated. When it was changed to 40, I let it go - and then randomization came in and really hurt that particular use case. It was obscene, yes - and ultimately boring, even before the changes to the weapon.

Doug
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