Report 1690

Report #1690
Skillset: Bonecrusher Skill: None
 Org: Glomdoring Status: Completed Sept 2017
Furies' Decision:
Solution 1, though we do love solution 2 for its uniqueness.
Problem: Bonecrushers suffer from a lack of areas to build wound on outside of
the chest and head. My ideal is that all warriors should have at the bare min
four body parts that they can build wounds on to be threatening. EG Axelord can
threaten with high chest, gut, head and leg wounds. Cav with the same plus arms
etc. Bonecrusher suffers at the moment with only having scary wounds on the
chest and head. With the parry buff going through bonecrusher is going to be
even easier to counter. The basis of this report is to give Bonecrushers more
body parts that they can build wounding threat on that forces an enemy to move
and shift their parry about smartly to survive instead of simply keeping it
focused on the chest and head.
[A:12 R: 1] Solution #1: Give bonecrushers mutilated legs at critical. This
 means that in a one on on situation if you ignore the
 bonecrusher building wounds on your legs then
 eventually they can devastate you with double
 mutilates which will pretty much result in them
 murdering you eventually. Similar to Blademasters and
 essentially just a copy paste solution.
[A: 4 R: 3] Solution #2: Upgrade smashleg to also give hemorrhaging. 15 per
 strike at light. 30 at heavy and 75 at critical.
 Resulting in a double combo doing 30, 70 or 150 at
 light, heavy and critical respectively. This is going
 to need a bit of explaining and I'll put a large
 comment below.
Player Comments:
---[Veyils on 5/27 @ 22:29 writes]:
A quick low down of the hemorrhage idea. Same principal as anything you fail to
guard your legs or hinder you end up dead. The point of this is to have a
situation where a Bonecrusher can set up a pulp kill. Low down of pulp is more
bruising= more damage and at 400 bruising a double pulp for 6 power is most
likely going to damage kill any target. Requires prone.
---[Veyils on 5/27 @ 22:29 writes]:
How this will work in practice is as follows. 30 hemorrhage at light wounds
simply wont build in a practical situation. Using top buffs a warrior can strike
at 3 seconds per combo. Forty two seconds in were talking sitting at 14 combos
uninterupted and 420 built and 400 cured. Basically you wont build at light but
light at 30 per combo is there to give bonecrushers a little bit of a helping
hand in group combat. At heavy 70 per combo were talking about at 42 seconds of
uninterrupted combos we'll have built 980 and cured off 400. Leaving us at 580
which translates to 290 incurable bruising, this would be enough to double pulp
kill most smaller to medium targets. At critical we are talking about building
to 850 the hemo cap on the seventh uninterrupted combo. 425 incureable brusing
and that will result in a double pulp doing meteor level damage and pretty much
killing almost anyone but the strongest targets in the combo.
---[Veyils on 9/7 @ 15:55 sets as pending]
---[Aeldra on 9/11 @ 11:13 writes]:
No warrior expert, but as I've mentioned before, given the strength of monks in
general, am a little wary of any outside monk source of hemmoraging. While
mutliates are scary, I'd very much prefer solution 1 to this.
---[Ciaran on 9/15 @ 14:16 writes]:
As a BC currently, I don't support either solution. Mutes on legs will make it
so that if I get crit on one leg I can just spam leg mute -> break other leg and
my victim will never stand up. It'd be mega-cheesy.
---[Veyils on 9/16 @ 01:18 writes]:
Thats exactly what a blademaster can do though Ciaran. All other warriors can
kill or prone you over extended times across more than two body parts except for
bonecrusher.
---[Veyils on 9/16 @ 01:20 writes]:
Once you get into all the warrior specs and see how they work and experiement
with them Bonecrusher is the one that has the least way to build around parry
and build wounds at the same time. Bonecrushers need something threatening at
heavy or critical wounds on other body parts other than chest and head.
---[Shedrin on 9/19 @ 18:22 writes]:
BCs do need a meaningful high level modifier outside head/chest. Mutilated legs
would solve this, though not in the most interesting way. Solution 2 is more
interesting and helps open up a secondary kill method. I haven't really gone
over the numbers specifically, but in concept I like it.
---[Shedrin on 9/19 @ 18:23 writes]:
Also of note, PB was approved for hemorrhaging, so it's not unprecedented
outside of monks now.
---[Shedrin on 9/19 @ 19:29 writes]:
Based off of Veyils' numbers, I don't think the numbers at Critical are
unreasonable. You'll need double critical leg and then several rounds unparried
and unhinered to get to cap. I think if there's concerns about rushing
hemorrhaging / pulp at lower numbers, we could limit the mod to heavy/crit, and
then if necessary, lower the damage of Pulp at lower bruising levels (while
keeping the damage at cap).
---[Veyils on 9/19 @ 22:47 writes]:
Fair point Shedrin. You could drop the light part of it and keep it to
heavy/critical only. Reports more designed for giving them threat at high wound
levels. I thought a bit of utility at light would be a nice touch for them to
have as well but its not the main goal of the report for the class.