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Weave Tweaks

Posted: Tue Aug 11, 2009 9:16 pm
by Fogel
I couldn't find a thread for this, so I'm going to be posting any tweaks to weaves that I make in this thread.

To start with:
-Regen cost and length has been increased.

Posted: Wed Aug 12, 2009 4:26 am
by Defish
How about slightly upping the damage on all weaves?

Also - failure rates are kind of .... meh I fail weaves which i have at 94% 4-5 times in a row before a success. With 99% i fail alot.

The nerfbatt has hit channies very hard.

At one point channies did huge damage and were very manuverable and had an advantage in tracking and hunting people down. The also had damage that was unavoiable purely because of fact you can air scythe everytime someone hits flee.

Understandably they were overpowered and were nerfed. Especialy understandable that gate + too much damage on air scythe was nerfed as it meant going crit anywhere near a channie was death.

Maybe the nerfbat has swung too far though.

Posted: Wed Aug 12, 2009 6:00 am
by Blark
Defish wrote:
The nerfbatt has hit channies very hard.


Maybe the nerfbat has swung too far though.
Yup, it has.

Posted: Wed Aug 12, 2009 8:16 am
by Sonea
I would rather things like bash against dodge and combo to be looked at. Or instead of bash against combo how about damage taken against combo? Currently I wish normal combo could dodge a little, parry a little, and absorb a little damage. At this time, however, I get bashed almost every time no matter what weapon is used, I get hit almost every round against as little as a mob and a player, and I get fragged for almost every bashed hit I take.

If it's true that I am taking a 'lesser frag' because of my combo I wouldn't mind some other denomination to state that I got hit for a lot more than the mininum damage to obtain a frag. If regular, easy to get weapons are hitting dodge characters for 30+ damage**, I just can't help wondering if that's too much for just any melee weapon. With the amount of fails that plague channelers: low stats, limited SPs, and low hps, a person attacking a dodge channeler can bash them and do 60+ damage to them solo in that bash. A channeler, if fighting this person, can do about the same if they wish to eat the bash to get off a fireball and if they don't fail. Of course most non-channelers have, if not over 400 hps, they have close to it (my warrior has 443 at around level 40) while a channeler has around 300 if they got max con.

**Not sure on exact number. I'm considering a frag's mininum damage is around 22-24. If you compute the abs% into combo and consider I'm getting fragged through that, you can assess that dodge is getting fragged for roughly 40% more damage. It brings it to 30 damage a frag at the low range. But again, I'm assuming a lot in this. You have to consider several things: Are the frags a person takes through combo really a 'lesser frag'? What's truly the abs% on various items? On my warrior, it seems since I got these abs for Mordeth I absorb a lot more, but my abs% stays at 64%.

Posted: Wed Aug 12, 2009 10:56 am
by Fogel
Defish wrote:How about slightly upping the damage on all weaves?
I will be assessing weave damage sometime in the near future.
Defish wrote:Also - failure rates are kind of .... meh I fail weaves which i have at 94% 4-5 times in a row before a success. With 99% i fail alot.
With 99% in a weave you should be succeeding ~95% of the time. This sounds pretty fair to me.


Sonea: I'd appreciate it if you stayed on topic. This thread is for tweaks to weaves. If you wish to discuss bash and damage, please make a new topic for it, thanks.

ouch

Posted: Wed Aug 12, 2009 11:27 am
by Trysstianna
Fogel wrote:With 99% in a weave you should be succeeding ~95% of the time. This sounds pretty fair to me.
I admit upfront I do not know how the mechanics work fully, but this made my brain throw a rock at me.

I was just wanting to point out that inorder to practice the few weaves I use often, I can only get them to about 93 maybe 95 (97 i think i have shield, but i am not sure why) so 99% isnt really plausible.

Posted: Wed Aug 12, 2009 11:51 am
by Fogel
I don't really have any issues with practices on channelers. Here's a sample setup from one of mine:

Code: Select all

You have 3 practice sessions remaining, 2 spell practices remaining, and 30 trade practices remaining.
You are skilled in the following:
Agility            (Cost: 1), (86%),  (superb)
Call Lightning     (Cost: 1), (99%),  (superb)
Create Food        (Cost: 1), (90%),  (superb)
Create Water       (Cost: 1), (86%),  (superb)
Cure Critic        (Cost: 1), (93%),  (superb)
Locate Object      (Cost: 1), (93%),  (superb)
Poison             (Cost: 1), (93%),  (superb)
Sanctuary          (Cost: 1), (93%),  (superb)
Strength           (Cost: 1), (86%),  (superb)
Remove Poison      (Cost: 1), (74%),  (good)
Regen              (Cost: 1), (93%),  (superb)
Night Vision       (Cost: 1), (93%),  (superb)
Locate Life        (Cost: 1), (93%),  (superb)
Tornado            (Cost: 1), (93%),  (superb)
Fire               (Cost: 4), (Level 7)
Water              (Cost: 4), (Level 7)
Earth              (Cost: 3), (Level 4)
Air               (Cost: 1000), (Level 10)
Spirit             (Cost: 3), (Level 4)
Create Fire        (Cost: 1), (99%),  (superb)
Flame Strike       (Cost: 1), (99%),  (superb)
Harness the Wind   (Cost: 1), (99%),  (superb)

Posted: Wed Aug 12, 2009 12:18 pm
by Evilina
here's my ls channies pracs

Code: Select all

Agility            (Cost: 1), (99%),  (superb)
Ice Shards         (Cost: 1), (99%),  (superb)
Create Food        (Cost: 1), (99%),  (superb)
Create Water       (Cost: 1), (98%),  (superb)
Cure Critic        (Cost: 1), (99%),  (superb)
Locate Object      (Cost: 1), (95%),  (superb)
Sanctuary          (Cost: 1), (99%),  (superb)
Strength           (Cost: 1), (94%),  (superb)
Regen              (Cost: 1), (99%),  (superb)
Air Scythe         (Cost: 1), (99%),  (superb)
Night Vision       (Cost: 1), (99%),  (superb)
Locate Life        (Cost: 1), (95%),  (superb)
Fire               (Cost: 3), (Level 4)
Water              (Cost: 3), (Level 4)
Earth              (Cost: 3), (Level 4)
Air                (Cost: 3), (Level 4)
Spirit             (Cost: 3), (Level 4)
Sandstorm          (Cost: 1), (94%),  (superb)
Bash               (Cost: 3), (85%),  (very good)
Track              (Cost: 2), (54%), (Level 4)
Shield Parry       (Cost: 3), (98%),  (superb)
Notice             (Cost: 2), (89%), (Level 7)
Ride               (Cost: 3), (72%), (Level 6)
Axes               (Cost: 3), (93%),  (superb)
New Tongue         (Cost: 0), (100%),  (superb)

Posted: Thu Aug 13, 2009 8:07 pm
by Talmaes
I vote no to an upping of weave dmg, I already eat 70+ dmg every bash

Posted: Thu Aug 13, 2009 8:33 pm
by Guest
i vote we lower the high damage weaves timers by a little, i was fighting a dreadguard and in the time i got one immolate of he did the same or more damage to me by using create fire

Posted: Fri Aug 14, 2009 12:12 am
by Dakeyras
and spent much more sps.

the fast ones are innefficient, is reasonably balanced.

Posted: Fri Aug 14, 2009 2:08 am
by Blark
Dakeyras wrote:
the fast ones are innefficient, is reasonably balanced.
Do you play a channeler/dreadguard?

-If so then you're doing it wrong because fast ones can turn out saving your life.

-If not then say whatever you want.

Posted: Fri Aug 14, 2009 9:29 am
by Dakeyras
And other times run you out of sps and get you killed.

1 spell is not the be all and end all of the channeler class, there's positives and negatives to using spells in various situations.

Posted: Fri Aug 14, 2009 4:27 pm
by Fogel
Air Scythe, Create Fire, Earthquake, Sandstorm have been adjusted. More to come soon.

Posted: Fri Aug 14, 2009 5:55 pm
by Fogel
Ice Shards, Harness the Wind, Flame Strike, Harden Air and Fireball have been adjusted.

Posted: Sat Aug 15, 2009 1:22 pm
by Fogel
Immolate, Blizzard, Call Lightning, Rend and Riven Earth are done. Be sure to let me know what you think

Posted: Sat Aug 15, 2009 11:47 pm
by Guest
i vote for adding a 200sp weave called Volcano for clanned MC's that reach rank 8. the opposite would be a rank 9 weave for aes sedai called Avalanche, volcano does 200 damage to everyone on the opposite faction in the room and avalanche does the same.



it'd be win.

Posted: Sun Aug 16, 2009 4:04 pm
by Guest
or, on a more reasonable note, a 50 dmg 40 sp weave that damages everything in the room that matches your target name (dark, human, rhinoceros, etc)