Report 1330

Report #1330
Skillset: Bonecrusher Skill: Vomitblood
 Org: Templars Status: Completed Mar 2015
Furies' Decision:
Sol. 1. Sols 2-3 are irrelevant in the face of the physical affliction overhaul.
If vomiting sticks around as a knighthood affliction post-physical overhaul,
we'll make sure it's at a suitable wound level.
Problem: Vomitblood was replaced with vomiting per the overhaul. Vomiting isn't
worth having the effect be a heavy-level wound affliction. Further, the vomiting
affliction is far too similar dysentery (vomiting is a 25% chance for eq loss
every 7.5s & 10% chance for the same every balance/eq used, while dysentery is
eq loss every 8s), so that should be changed to be more unique as an affliction.
[A: 0 R: 0] Solution #1: Change the vomiting affliction to be a 25%-33% chance
 to fire every time balance or equilibrium is used.
 When it fires, have it extend the relevant balance by
 0.5s and have it do damage (same amount of damage as
 before).
[A: 0 R: 0] Solution #2: In addition to solution 1, move Bonecrusher
 VomitBlood to light wound levels (currently heavy),
 since you can afflict with vomiting as a poison now.
[A: 0 R: 0] Solution #3: In addition to solution 1, add a high tick of bleed
 as soon as VomitBlood is scored on an opponent (in
 addition to afflicting with vomiting). Have this
 amount of bleeding scale with the current gut wound
 level, to make it unique and suitably powerful. Keep
 the wound level at heavy.
Player Comments:
---[Shuyin on 3/11 @ 21:21 writes]:
Solution 3 is my preference, since it changes vomiting to be more unique and it
makes vomitblood worth the heavy wound req.
---[Ushaara on 3/11 @ 22:06 writes]:
Agreed with problem statement. Vomiting + Bleed of Solution #3 sounds decent to
me. Maybe JaggedWound Gut level bleed of Cavalier, rather than scaling with
wounds? CrushAorta on chest is already hefty bleed
---[Shuyin on 3/11 @ 22:46 writes]:
That's fine with me too. I think for the purposes of the report, less than
CrushAorta (since it's a critical level wound) as far as bleed level is ideal.
---[Synkarin on 3/12 @ 01:55 writes]:
I agree with Ushaara, vomiting + bleed at jaggedwound gut level.
---[Kaimanahi on 3/12 @ 02:14 writes]:
I'm opposed to scaling the bleeding with wounds when you can crush for it and
pretty reliably hit it at heavy wound state. I'm not sure that the comparison to
Cavalier JaggedWound is appropriate, considering that requires both Heavy chest
and Medium gut wounds, and Cavaliers can't do it twice in one balance. Plus
you're asking for the added affliction? I would see this as causing an awful lot
of bleeding, fast, if JaggedWound actually does 400 bleeding as m&m suggests and
that's what's on the table. I like the idea, but would want to see the bleeding
tweaked down to something more manageable.
---[Llandros on 3/12 @ 02:21 writes]:
Changing the vomiting affliction has wide spread implications. It is in a number
of skill sets and even available as a poison. I would rather fix skills that
need fixing and change afflictions that need changing instead of changing
afflictions to fix skills and then just hope that it turns out for the best.
---[Siam on 3/12 @ 03:46 writes]:
Solution 3, sure
---[Shuyin on 3/12 @ 03:54 writes]:
I think comparison with jaggedwound is entirely appropriate, considering
Cavaliers can sunder with heft up to render the multiple bodypart requirement
for JaggedWound mostly moot. After discussion, I do agree that bleeding scaling
to wounds might be too much, I feel that a high level of bleed appropriate to
the wound level (like JaggedWound) makes sense. Furthermore, BC's certainly
can't take advantage of bleed as well as BM's, PB's, and nearly every other spec
that does cutting damage, given the involvement of rend, arteries, lacerates,
and so on. RE: changing vomiting - I would prefer every poison be somewhat
potent, and personally, I would prefer them to be more unique to each other,
especially since many other unique effects have already been removed. Might as
well avoid redundancy.
---[Rivius on 3/12 @ 11:10 writes]:
There is some misinformation about Cavalier JaggedWound here. JaggedWound does
not require *both* heavy chest and medium gut. It requires either, for that
particular body part. In other words, I can get a medium gut JaggedWound without
even having any wounds placed on the chest. That said, I think the spirit of
this report is excellent and aims to fix a long-standing problem with this
bonecrusher aff. I think I support solution 3 the most, with particular
attention to some immediate bleeding when the aff hits. Ushaara's comment on how
much the bleeding should be is most appropriate.
---[Jaamil on 3/13 @ 11:43 writes]:
These seem a bit strong, but I think lowering the wound requirement to low or
medium would be great in addition to perhaps lowering the proc rate of it firing
to 15 or 20%
---[Raeri on 3/14 @ 02:23 writes]:
Support for solution 1 only. The current sol3 is unnecessary, in setting of
potential double afflicts with it.
---[Viynain on 3/22 @ 22:54 writes]:
Solution 3 to justify keeping VomitingBlood at Heavy wound levels. Otherwise,
Solution 2.
---[Xenthos on 3/30 @ 02:56 writes]:
Solution 1 or 2. As has been mentioned, vomiting can be provided via all kinds
of things. Theoretically, poison + 2 hits would allow for potentially -four-
applications of it per balance (obviously it would be rare, but RNG would allow
it from time to time). It should not give bleeding.
---[Ushaara on 3/31 @ 13:11 writes]:
Rivius pointed out the misinformation on Cavalier JaggedWound, but there is
something else to consider too. The effects of vomiting (not the actual
affliction) are currently blocked by Athletics Constitution, and I believe one
of the blessings received from Sacraments Benediction and Moon Maiden. It is a
largely negligible affliction for a broad spectrum of potential opponents, and
not suitable for a heavy wounding warrior affliction. Sure vomiting itself
should not give bleeding, but VomitBlood converted Vomiting should.
Unfortunately I do not have logs to check what the old level of vomiting blood
affliction bleeding was (I think ~250 bleed on a tick), but with BloodyNose at
negligible wounding giving ~80 bleeding, I maintain that scaling up to the one-
off, on-hit 300-400 range of a Cavalier Gut JaggedWound for heavy gut wounding
(x5 times negligible wound requirement) is more appropriate. Can debate the
bleeding number some more, sure, but it should give some. Though in any case,
with the upcoming warrior revamp, this ability for BCs may already be on the
chopping block.