Report 697

Report #697
Skillset: Knighthood Skill:
Drawdown+Nightkiss+Crowform+Stagform+Tracking-New
 Org: Serenguard Status: Rejected Oct 2011
Furies' Decision:
This report is rejected as we believe there is no need to add more damage types
in this manner. If we were looking at adding more damage types to attacks, we
would approach it thoughtfully and conservatively.
Problem: Following the release of new damage types, many classes received an
additional attack of equal strength but of different damage type, in order to
add some variety to bashing in terms of mob weakness and resistances. While
warriors have always had the ability to vary their damage types from pure
cutting, this requires elemental runes. Given the recent changes, every class
has received at least an additional attack to go with it. In addition, as of
July 2011, sacraments righteous arms is capable of converting 1/6 of a warrior's
damage to divinus, giving precedence for similar changes to other warriors. As
discussed among the envoys, it would be preferable if these solutions were
toggleable so as to allow for flexibility.
Solution #1: Allow for new toggleable commands in the mentioned skills to
 convert 1/6th of physical damage as follows: drawdown - fire,
 nightkiss - cold, stagform - psychic, crowform - poison,
 tracking's focus poison - poison.
Solution #2: New skill in Knighthood that lets one toggle 1/6th of their
 damage type based on their commune/city affliation.
Solution #3:
Player Comments:
---[Xenthos on 9/17 @ 19:36 writes]:
I have a problem with this suggestion, in that simply by using my Crowform, I am
then forced to have 1/6th of my damage become excorable-- something to which
most mobs worth hunting are resistant and to which -no- mobs are weak. It needs
to be toggleable (if it is attached to these skills), not a forced nerf to
damage for members of the Ebonguard (whether they are Night or Crow) when they
are going for the other benefits of these skills. I understand that there is no
similar issue with Divinus at present, but it will be a further nerf to the
Ebonguard as suggested at this time.
---[Raeri on 9/18 @ 00:52 writes]:
I don't see an issue with an optional toggle to these aspects of the solution
Xenthos mentions. Assuming this toggle is put in too, Sol 1.
---[Elana on 9/18 @ 03:47 writes]:
What about Gaudiguch and Hallifax?
---[Raeri on 9/18 @ 04:19 writes]:
I don't think they have a weaponaura equivalent, as is evidenced by the
discussions in report 692. Might need to attach it to one of the solutions there
for ease of implementation.
---[Neos on 9/18 @ 17:26 writes]:
What about Astral?
---[Rivius on 9/18 @ 23:24 writes]:
I'm sure a toggle for these skills (and extra syntax to turn it off and on)
would not be too bad to add on. And as per Xenthos' suggestion, I suppose Crow
would fit better with poison. Also, I wasn't sure what to do with Hallifax and
Gaudiguch. Which defenses would be most appropriate for dropping these in, and
what would be some appropriate damage types? This report is really in its
infancy right now, so I'd appreciate comments to refine it, yes.
---[Senna on 9/26 @ 22:17 writes]:
Support this as long as it's implemented in the form of a toggle.
---[Xenthos on 10/2 @ 13:00 writes]:
Long as it is toggleable, and damage types are modified a bit (ie, Night becomes
Cold, Crow becomes Poison, Moon becomes Fire, Stag becomes Psychic, or some
variation thereof) I'm happy with this. I'd prefer that neither Divinus nor
Excorable be granted to any of these, as there is a world of difference between
them on pretty much every mob worth hunting.
---[Rivius on 10/2 @ 19:33 writes]:
Fair enough. I'll amend the report soon once I get the chance, and I admit your
damage-type choices are quite a lot nicer, Xenthos.
---[Janalon on 10/4 @ 11:22 writes]:
I just want to clarify, does this report propose to assign a skill-based damage
type mod to every warrior guild, accounting for secondary and tert combinations?
I don't mean to derail the comments on problem/solution, but I am left wondering
would then this report carve the way for monk damage mod abilities? Anyway, I
support the idea of adding 1/6th skill based mod, and will leave it to the
respective warrior guilds to designate damage types and abilities.
---[Janalon on 10/4 @ 11:30 writes]:
Another idea stemming from the monk REPORT 552 (which is being composed): Give
a new skill to poisoners to distill certain poisons into an "elemental oil" to
be spread onto a weapon, giving it 1/6 damage type mod for a 2 to 5 minute
duration. Ideas include pyrotoxin into fire damage type, mactans into cold,
mellitin into electric, crotamine into poison, escozul into psychic. Whereas an
alchemist uses a powerstone to transform reagents into magical potions, the
poisoner skill would be based more in naturalism.
---[Shuyin on 10/11 @ 04:12 writes]:
Depending on what's decided for the chaosaura report, maybe it can go there for
Gaudiguch, have it change 1/12 damage to excoro and 1/12 damage to divinus.
Otherwise, it's going to have to be fusion or goodluck
---[Ixion on 10/17 @ 07:31 writes]:
I'm fine with whichever change yields warrior damage flexibility. 1/6th may even
be too low given the % of mage staff changes. Another idea could be revert
elemental runes to 50% like it used to be, and add runes to all damage types.
Given the righteous arms change though, I think it would be more fair to apply
that same standard to all tertiaries at the bare minimum. I'm also seeing that
paradigmatics, aeonics, and necromancy were left out from solution 1.
---[Rivius on 10/17 @ 10:54 writes]:
As per 692, Paradigmatics now gets psychic damage from chaosaura. However, yes,
I deliberately left out aeonics in hopes of good suggestions of which skill to
drop it in. I suppose deathweapon is the best option for necromancy, but I'm not
sure what damage type to go for there, given that there is opposition to using
excorable and divinus (due to their unbalanced nature).
---[Morbo on 10/17 @ 22:00 writes]:
Solution 1 is too complicated and would require tuning of every tertiary
(several of which are not listed), I would prefer something like the 2nd
solution
---[Shuyin on 10/17 @ 23:57 writes]:
Solution 2 is fine, but necromancy/aeonics needs something
---[Janalon on 10/18 @ 20:12 writes]:
@Ixion, do you feel that warriors should have more than 50% alt damage over
weapon's natural type? Should the same standards also apply to monks (see REPORT
552). Also, given the nature of mob resistances, elemental runes should have a
toggle on/off feature so 500 credits don't hinder bashing given mobs might
resist elemental damage and not weapon damage type.
---[Ushaara on 10/19 @ 01:02 writes]:
With the approval of report 692, I do intend to submit an Aeonics report for a
similar timewarp on weapon hit effect, which would likely be the best place for
a damage modifier effect. As to an appropriate damage type, I would like to see
them remain unique to each org, and would suggest asphyxiation for aeonics, with
the reasoning that as one gets more and more displaced from the current time-
stream from being timewarped, it becomes more difficult for them to breathe.
---[Inagin on 10/25 @ 17:30 writes]:
I would have preferred the combining of damage type modifier runes into a single
one and letting us select the damage type or Solution #2. However, with the
recent approval of Report #692, I think Solution #1 will be the route to go.
---[Inagin on 10/25 @ 17:55 writes]:
As an aside (not to disagree with this report), I would like to point out that
RighteousArms was changed as a result of the problems listed in Report #647. If
Solution #1 is indeed approved, I would kindly ask that RighteousArms be given
another look. The extra healing is largely unnecessary. It is offense that the
skillset is lacking. (Also, I think the approval of Report #692 demonstrated
that the offense of warriors should be complemented by their tertiaries.
DeathWeapon could probably use a look as well. The weapon malus should probably
be removed.)