Report 385

Report #385
Skillset: Aeromancy Skill: Staff
 Org: Aeromancers Status: Rejected Jul 2010
Furies' Decision:
We do not find this to be necessary.
Problem: Currently, the twirl staff defence for our staff is pitiful, with the
lightningshield doing damage in only the single or rarely double digits when
hit. Compared to the pyromancer defence which is similar in nature except theirs
causes both burns and ablaze, this is far too weak. It is also notable that the
comparable pyromancer defence is not their twirl staff defence, but a seperate
skill, allowing them to have this as an extra defence in addition to their twirl
staff active attack. Regardless, the lightningshield needs to be improved,
whether or not it is kept as twirl staff or added as an independent skill.
Solution #1: Raise the damage of the lightningshield to cause minor, but
 significant damage when hit.
Solution #2: Keep the negligible damage, but add a chance of it proning or
 causing a cloudcoil if in demesne or inflicting epilepsy (or any
 other appropriate annoyance)
Player Comments:
---[Lehki on 7/12 @ 03:48 writes]:
I'd go with solution 2, but not with any kind of proning, that seems a bit much.
---[Viynain on 7/12 @ 09:56 writes]:
I'd rather not the ability give cloudcoils even if the Pyromancy equivalent
gives burn levels. A percent chance for an affliction (epilepsy or some other
brain disorder on HELP CURELIST) would suffice.
---[Fillin on 7/13 @ 18:16 writes]:
How much is minor, but significant? Is it a % of the damage given, or a flat
amount?
---[Asmodea on 7/13 @ 23:12 writes]:
In my testing, I've seen it do from around 7 to about 40ish damage.
---[Fillin on 7/15 @ 13:39 writes]:
I mean, how much are you proposing it should do?
---[Asmodea on 7/18 @ 02:29 writes]:
Perhaps something like 5% of max health. Though it would need to be made so
monks and two-handers are only struck once.
---[Sahmiam on 7/22 @ 08:55 writes]:
Currently, lightningshield will trigger once on each damage type from a single
attack (for example, a boulderblast will trigger it three times - once for
blunt, once for cutting, once for poison). As it currently does such negligible
damage (and appears to scale to damage done), this is fairly inconsequential.
However, if it's given a chance of afflicting per tick, or a flat rate of
damage, then it should only tick once per attack rather than per damage type to
keep the effect flat.
---[Fillin on 7/28 @ 07:11 writes]:
I'd be fine with 5% if there was a 2-3 second cooldown on it to prevent multiple
firings on combo type attacks and multiple damage types