Revised blind, dazzle and eagle eyes mechanic

Problem: An unmitigated blind lasts up to 20 seconds, which is an absolutely ridiculous amount of time to sentence a player to inactivity to. Blind is what other games consider a hard CC, it stops your ability to fight, cast and escape and does not break on damage. The longest hard CC you will see in any other successful game is WoW's 6 seconds stun, however, that can be trinketed. In short, no other games force a player to suffer anything similar.

What this change does to address this:
1a) Blind duration is no longer random and scales with SP from 5 seconds to 10 seconds. Reagent cost has been reduced to two entroot berries. Mana cost and vigor cost have been reduced by one third to 10 mana and 4 vigor.
1b) Dazzle gains 0 to 5 seconds from SP and 0 to 5 seconds from karma difference to the target. The sum of both is bound between 2.5 and 10 seconds. Reagent cost has been changed to two diamonds. Mana cost and vigor cost have been reduced to 10 mana and 4 vigor.
2) After the intial calculations based on SP and karma, both blind and dazzle now receive a small random adjustment of 10% of their computed duration. After this, they go through Eagle Eyes.
3) Eagle Eyes is essential in the balance of the other two. It no longer grants a percentage reduction of the duration, but instead offers a flat reduction of up to 2.5 seconds. This takes place after the randomization we just did. EE also no longer grants a percentage based chance to resist the spell, but instead eats blind/dazzle durations below a threshold of 2.5 seconds to 5 seconds based on the spellpower of EE. Casters of these spells are notified of this by a fizzle sound. The cost remains the same.
4) Regardless of whether the spells went through eagle eyes (and possibly got eaten), the resulting duration is bound again to nullify randomization that occured out of the original bounds.

Consequences and reasoning:

The maximum duration of a blind is now 10 seconds. It used to be 20 seconds. > This is a major nerf that makes PKing a bit more challenging and gives people that get jumped a chance to get back into the fight.

In a battles against a buffed target, the average duration is now 7.5 seconds. This is the same as before, however, the maximum deviation has been reduced from 2.5 seconds to 0.75 seconds. > This is a buff because of increased reliability.

In battles when you are demented, the average duration is now 7.5 seconds. It used to be 6. That is a straight buff.

In battles where you are demented and the enemy is buffed, the average duration is now 5 seconds. It used to be 3 seconds. That is a straight buff for the most part, however, if you fall below 5 seconds, your spell may get eaten by EE.

The absolute minimum duration is now 2.5 seconds down from 3. > These spells get eaten by EE. Without EE, blind has a minimum duration of 5 seconds and dazzle a minimum duration of 2.5 seconds.

The reduced cost of blind makes for neater inventory management and makes up for the nerf in raw maximum potential.

Dazzle mostly follows the same concept, but can only each full potential if the karma difference is greater than 100. While dazzle scales the same with SP as blind, dazzle has a bonus of 0 to 5 based on your and your target's karma. Qor offers a reliable 5 second base instead. At equal SP, a dazzle with a karma difference of 100 will have the same duration as a blind, but falls behind by 5 seconds when cast on opponents of equal or higher karma than that of the caster. Nothing has been changed about zoning or map visibility. Blind is still clearly superior. Dazzle is also way more likely to return low values that can get eaten by EE. (A 50 karma dazzle against a full SP EE, zero karma target will always fail, regardless of the caster's SP.) The pain effect has been reduced to 4 seconds from 8, since it does little but annoy the player.