Report 1386

Report #1386
Skillset: Pyrochemantics Skill: Emberdance
 Org: Pyromancers Status: Completed Dec 2015
Furies' Decision:
Approved for sol. 2, with allowance for number tweaking.
Problem: Emberdance currently sets all enemies ablaze, and if they are ablaze,
it does damage. Ablaze is a difficult to stick and easy to cure affliction that
emberdance relies on to be of any use. Simply setting everyone on fire is a
fairly useless trans skill to have, as it will more often than not be cured
immediately and have no greater effect than consuming that cure balance. This
report seeks to fix this and give the trans skill some value in line with the
pyro offensive focus.
[A: 0 R: 0] Solution #1: Emberdance will both set the target ablaze and do
 damage. I am asking for 1000 damage before
 reductions/buffs are taken into account.
[A: 0 R: 0] Solution #2: Solution 1 but in addition, if the target is already
 ablaze somehow, it will do an additional 50% damage.
Player Comments:
---[Shedrin on 12/13 @ 04:06 writes]:
How much damage does it do now if the target is already ablaze?
---[Lerad on 12/14 @ 15:49 writes]:
Support solution 1. If solution 2 is added, I will suggest at least adding in a
failsafe to prevent multiple pyrochems just repeated spamming that to victory -
for example: progressively less damage (-10%) everytime emberdance is cast in
the same room within 5s of the last emberdance. Alternatively, make it affect
everyone in the room instead of just enemies - pyros won't be affected thanks to
their passives, but non pyros will be etc. Alternatively, do to it what was done
to balestone to make it balanced etc.
---[Enyalida on 12/14 @ 15:53 writes]:
Emberdance is not cast in a particular room, it is a passive ability that
follows the user around for an hour, blocked by shields, lust, or blinding the
user (probably). It ticks on a range of something like 8-12 seconds (?),
gradually slowing down over the course of that hour.
---[Lerad on 12/15 @ 01:16 writes]:
Ah, I see. Uhh, no objections to either solution, then, if it is uncontrollable
and slows down significant over the course of its active time.
---[Tredian on 12/16 @ 05:34 writes]:
I'd like to know its current damage too. I may not get it right but I thought
ablaze was an easy thing to afflict if all effects hit at same time.
---[Enyalida on 12/17 @ 01:39 writes]:
I don't think it slows down significantly. Again, I think it ticks on a 12-8
second range. It was mentioned off hand recently, but I can't remember if those
exact numbers are correct. That means that it can't really be timed to ten
second effects, as the window in which it will tick every 10 seconds is fairly
narrow. I want to know what the current damage is too, 700 damage every 10s (on
average, damage assuming a full 30% non-arti reduction) is more than a druid
demesne on targets with smaller defense values.
---[Enyalida on 12/17 @ 01:40 writes]:
Also not taking into account fire damage buffs.
---[Celina on 12/18 @ 05:07 writes]:
I don't know the numbers on hand, it's not all that high. I am not flexed to it
currently (because it's bad). The timer is 9 to 12 seconds, slowing the longer
it is up. You cannot refresh it mid effect. I'm asking for the damage to be as
is because it's siginficant enough to be noticed but not significant enough to
be game breaking. Pyros are supposed to be offensively oriented, and damage
sticks to the current design of the skill.
---[Lerad on 12/18 @ 07:26 writes]:
I think having the damage scale down over time might be a good compromise to
consider as well. It allows a pyrochem to activate it when they want a few
rounds of high sustained damage, but as it goes on, it gets less and less
useful, and cannot be refreshed for an hour - making timing its use a
strategical consideration and an important make-or-break point in a fight. Can't
just put it up and then traipse around for an hour dealing sustained damage
forever if the effective period is time-sensitive.
---[Raeri on 12/19 @ 23:54 writes]:
Would multiple pyrochems proc this in the same room, and would it be on a
separate timer or global? (I'm assuming separate, but still). Agree with Lerad
above though, in having it scale down. Otherwise, Support for Sol 1.
---[Celina on 12/20 @ 00:09 writes]:
If the damage were significant, I'd agree, but 1000 isn't enough to passively
scale down when in the hands of a pyrochemantic. A pyromancer is infinitely
better at group damage/stuns/etc than a pyrochem, so giving them a gimpy trans
skill that starts to suck after a while isn't going to encourage anyone to
switch over. I understand the concern, it just don't think I'm asking for a lot
for a trans skill
---[Raeri on 12/27 @ 22:14 writes]:
On second thoughts, I could also support Sol 2 if the ablaze affliction was
consumed to deal the additional damage.