Report 1859

Report #1859
Skillset: Loralaria Skill: SkySforzando
 Org: Hallifax Status: Finalised
Problem: Skysforzando was recently changed in order to distance itself away from
a frustrating aeon experience on the target and an unreliable availability
experience on the caster. While the changes have made the skill more accessible
for the Symphonist and (hopefully) less of a death sentence to the target,
Skyforzando feels just a little bit weaker than the changes intended for 3p.
[A: 6 R: 0] Solution #1: With a sapphire gem attached Skysforzando will do
 somewhere in the region of
 Max((timewarp-10)*(maxhealth*0.01)+400, 400)
 magically typed damage. The timewarp aspect of the
 sapphire gem remains and the damage component fires
 before the additional timewarp is given.
[A: 6 R: 0] Solution #2: When a sapphire gem is attached to the instrument,
 magical typed damage scaling from 800 + 2% (0 warps)
 to 1600 + 10% (massively) will be applied to the
 target. The timewarp aspect of the sapphire gem
 remains and the damage component fires before the
 additional timewarp is given.
[A: 3 R: 0] Solution #3: When a sapphire gem is attached to the instrument the
 steam balance is either thrown or extended for 1.5s.
 This occurs in addition to the timewarp given by
 attaching the sapphire gem.
Player Comments:
---[Yarith on 2/18 @ 04:15 writes]:
My preference here is for 2 foremost. While 1 is particularly powerful and makes
the skill universally useful, I'd like to stray away from merely copying
Crowcaw. If we choose to pursue a solution like 3 I'd be invested in raising the
floor of redrubato's damage from the low 150-200s to somewhere more around
400-500. Given that Loralaria does not dish out heavy volumes of damage with the
current incarnation of redrubato, I do not think adding a damage formula as
proposed is going to be an issue, and it adequately justifies building timewarp
as a Symphonist while being just expensive enough to not permit the user to spam
it to massive effect.
---[Yarith on 2/28 @ 06:05 sets as pending]
---[Veyils on 2/28 @ 16:55 writes]:
Can you clear up the solutions a little? You want to drop the disrupt and
replace it with a stun in sol1 and in sol2 you drop the disrupt and replace it
with a damage element?
---[Yarith on 3/1 @ 00:03 writes]:
These changes only reflect the instance when a sapphire gem is applied. They're
in addition to the base aspect of Skysforzando. I do not believe it is necessary
to change the solutions with that in mind. This is, of course, implied by the
use of 'with a sapphire gem attached' in every one of the solutions.
---[Yarith on 3/1 @ 00:04 writes]:
For complete clarity: This means the 2 unmasked mentals affs, and disrupt
persist in all iterations of the solutions. When a sapphire gem is attached, the
timewarp aspect currently will fire in addition to any of the proposals in Sol
1-3.
---[Veyils on 3/1 @ 14:23 writes]:
Just as a concept but instead of just a straight damage formula if it was more
scaling to give loralaria bards a secondary style kill route. EG If it did .5%
health damage per tick of timewarp. Timewarp ranging from 0-75 ticks. You'd be
hitting 0% to 37.5% damage. So more potential damage but requiring more set up.
It'd scale better for group combat, numbers can vary but something like this
would be akin to Shotnote/crowcaws style of secondary style set up kills.
---[Yarith on 3/1 @ 23:40 writes]:
I'm not opposed to the concept of scaling with literal warp value, but a
solution which does nothing at 0 warps doesn't address the issue here. Crowcaw,
for example, will always do a hefty amount of bleeding alongside its stun and
mental affs. This is also true of shotnote. If we did go for a per instance
basis, I'd expect the damage to be calculated after the timewarp applications,
and not before, but yeah, I could roll with that.
---[Veyils on 3/3 @ 10:07 writes]:
In terms of giving it an on hit punch and comparing it to Crowcaw: Crowcaw does
approx 300 bleed, stun and two mentals. With a conditional under 25% mana
requirement to do 25% damage. I'm not a big fan of Crowcaws set 25% mana to be
honest I think that could do with an adjustment as well but focusing on the
skyfor element atm. As a rough estimate if you want to bring it a bit akin to
that you could say the damage formula is something like:
damage=(timewarp-10)*(maxhealth*0.01)+400, Min of 400 damage. On a 12300 health
target at 0 timewarp you hit for 400 damage. At 20 timewarp you hit for 1630,
2860 damage at 30 timewarp, 4920 at 50 timewarp and max damage of 8395 damage
against a 75 timewarped target. It'd have the hit doing 2 mentals, disrupt,
timewarp build and between 3.25%-68% damage.
---[Veyils on 3/3 @ 10:10 writes]:
As a side note this could give lol bard some direction to build for for future
reports. I'm just thinking as a concept but what if they had a build to a
timewarp bomb as well, something clearly telegraphed and with a timing element
but that could build to a burst of timewarp. They'd play a bit like a half way
house between Cantors and Wildrane then building to a burst of timewarp then
using my skyfor concept formula to burst enemies down.
---[Yarith on 3/3 @ 13:36 writes]:
Ideally the floor would be higher if calculated before timewarp application, but
the general feel of it seems pretty good to me. I'm not opposed, I think it
could work and I agree, I'd like to tie this change into the general direction
of Loralaria instead of being a tacked on element that just kind of exists
there, much like the other songs. Timewarp is largely an ephemeral nature, even
with all the recent additions we've added, so the windows to manipulate high
timewarps are rather tight. Indeed, it's rare for a target to even scrape, let
alone stay in moderate timewarps for any length of time. If the floor is placed
too low, I fear this skill will just see the floor regularly being hit and the
higher, more potent aspect never reached (the problem with RedRubato precisely).
We can, of course, come back to these numbers and adjust them, but I'd still
like to see them a little higher at floor with the above in mind. I'm also not
opposed to any of the other solutions, but this is what I'd like to see. Not
opposed to the suggestion for future reference, since we seek to rework
ClearCapriccio at a later date when reports are available and we have a good
idea.
---[Yarith on 3/4 @ 19:18 writes]:
I have replaced Solution 1 (prior a 2s stun replacing the disrupt) with the
damage values from Veyils' suggestions in the comments. I personally found the
old Solution 1 to be a stopgap in creativity.
---[Moi on 3/8 @ 01:59 writes]:
I don't see a problem with any of these changes. Preference 2>1>3>0.
---[Danquik on 3/8 @ 14:34 writes]:
Support Sol 2, but any of them look fine to me
---[Minkahmet on 3/8 @ 16:30 writes]:
1 or 2
---[Deichtine on 3/21 @ 15:10 writes]:
Not a fan of option 3, it'd be real strong in supporting the aeon lock what with
the balance time on skyf4. Much prefer heavily scaling damage based on insanity.
Tiny/no damage at low timewarp to deadly damage at high timewarp.