Report 1865

Report #1865
Skillset: Geomancy Skill: Chasm
 Org: Magnagora Status: Finalised
Problem: Chasm is currently a timed instakill that is mostly unreliable due to
the ease of prevention and long window that is required for its success. This
report seeks to shorten the window while creating an opportunity to make use of
other skills that Geomancers hopefully can work together in achieving and be
more engaged in. Something that can be fought against but equally punished for
actively rather than hoping for in a passive progression.
[A: 4 R: 1] Solution #1: Make Chasm a tic based skill that requires the focus
 of the Geomancer, staying at 3p. On cast do 30%
 damage based on staff typing/tuned typing to the
 target: tic one and two are 3s in and 6s in after
 cast. Tic one does 1s balance loss + 200 bruising and
 tic two does 35% based on staff typing as well(If
 sprawled does 40%). The final tic will open up
 another 3s window that permits Fleshstone to kill the
 target but requires that the target be at <50% health
 to do so. This will have the same restrictions as it
 currently does(tainted ground/Etc), and the chasm
 being limited to one individual on the target. In
 order to address power costs, lower Fleshstone on
 kills to 5p if a person meets the Chasm requirement.
 In theme, also fossilizing them.
[A: 3 R: 1] Solution #2: Same as the above, except chasm will do the
 following: On cast does 30% staff typing/tuned
 typing to the target. Tic one does 1s balance loss +
 10% staff typing/tuned typing, tic two does 35% staff
 typing/tuned typing. (Sprawls will increase the
 damage to 40%)
[A: 3 R: 1] Solution #3: Same as solution 1, except chasm will do the
 following instead: On cast does 35% staff
 typing/tuned typing: 20% staff typed/tuned type + 1s
 balance loss for both tics
Player Comments:
---[Avurekhos on 3/6 @ 12:48 sets as pending]
---[Avurekhos on 3/6 @ 13:43 sets as draft]
---[Avurekhos on 3/6 @ 17:26 writes]:
I've made some changes based on input from Envoys(Yarith and Veyils). Another
condition was put in to fulfill the fleshstone kill as well, and the formulas
were changed to support it. It should be noted that chasm will still have the
same preventions to counterplay it, but otherwise has more bang for its buck.
---[Avurekhos on 3/7 @ 16:22 sets as pending]
---[Moi on 3/8 @ 02:24 writes]:
Am I reading these solutions correcting? 3p for a non-channelled passive that
does 30-40% max health damage every 3s? Or are these solutions still supposed to
be channelled actions where the geomancer can't just start chasm and
staffcast/unleash staff for the kill?
---[Avurekhos on 3/8 @ 02:44 writes]:
It will still be a 3p channeled action that has the same requirements as before.
---[Moi on 3/8 @ 02:46 writes]:
Okay, that's pretty reasonable.
---[Minkahmet on 3/8 @ 15:33 writes]:
Looks ok to me for any of these suggestions.
---[Yarith on 3/8 @ 16:20 writes]:
Sure.
---[Maligorn on 3/10 @ 11:36 writes]:
Supported, looks like pretty interesting stuff.
---[Danquik on 3/12 @ 02:01 writes]:
Supported
---[Crek on 3/15 @ 01:06 writes]:
I am somewhat hesitant to see this report AND the fleshstone report (1864) go
through at the same time. If both were to go through any geomancer could either
pull off an instant kill or a banish attack (either way getting a target out of
the way for some time). Would be slightly less hesitant if instead of fleshstone
becoming the new instant kill a new ability called calcify (just an idea) were
used to finish the instant kill window suggested in solution 1.
---[Deichtine on 3/21 @ 14:32 writes]:
I think having a 30% damage hit on cast is a bit much, the damage should most
likely come in at the 3 second tick mark. Having a 30% damage hit for no real
set up that you can spam for three power would give geos huge damage potential.
Take the 30% damage hit off the cast effect and shift to to later on.
---[Deichtine on 3/21 @ 15:17 writes]:
Drop the on cast damage and the rest of it looks pretty good. Just had a look
about and there isn't really any other skill around that does 30% damage on cast
for that small amount of power with no set up. Solution 2 but swap around the
effects and numbers a little: On cast does 1s balance loss and no damage. 1st
tick at 3 seconds does 30% damage, 2nd tick does 45%. 3rd and final tick opens
target to weakened state for instant kill as described. Also lock the instant
kill to the caster of chasm so that the chasm caster has to be the one to land
the kill.
---[Deichtine on 3/21 @ 15:18 writes]:
Or some variation. My only real issue with this report is the big damage on cast
effect. You'd turn chasm into an ability you dont care about channeling, you
just spam to repeat the 30% effect for huge group damage. Drop that part and
adjust accordingly