Report 620

Report #620
Skillset: Aquamancy Skill: Jellies
 Org: Aquamancers Status: Completed May 2011
Furies' Decision:
Tsunami damage boosted by 200.
Problem: In an older envoy report, the poison damage from aquamancy jellies was
removed in an effort to help dreamweaving aquamancers maintain a sleeping state
on their targets even though the damage loss was not compensated in other ways
as originally intended. In addition, with the changes to dreamweaving, it has
become easier to keep someone asleep in a demesne and this has essentially
become a non-issue. For reference, the total damage of the meld can be passively
healed through racial regen and ends up being fairly inadequate for a meld that
has few afflictions. (Dealing approximately 740 total damage to someone with 10k
health. For the test, the caster had 24 intelligence)
[A: 0 R: 0] Solution #1: Increase the base damage of stillwater by 700-900.
[A: 0 R: 0] Solution #2: Replace the poison damage on jellies.
[A: 0 R: 0] Solution #3: Increase the base damage of tsunami by 1000-1200.
 This effect is blocked by protection scroll and
 stopped by skills that prevent proning so it follows
 that it would deal a bit more damage.
Player Comments:
---[Ixion on 5/24 @ 05:09 writes]:
What report # are you referencing?
---[Placeus on 5/24 @ 07:54 writes]:
I think it was before this report system was written. It was during the April
2008 reports, in announce post 1082
---[Placeus on 5/24 @ 07:59 writes]:
And having read that announce, it seems Tsunami damage was increased to offset
the jellies damage loss
---[Akyaevin on 5/24 @ 09:44 writes]:
Disregarding that the damage was already compensated for, the proposed changes
would move aquamancer damage to almost double the damage from a geomeld. Testing
and extrapolation would put Geo damage at about 1000-1100 at 24 int (a level not
even mechanically achievable for a geo, unless I'm missing a race). Aquamancy
doesn't need this.
---[Ixion on 5/24 @ 11:42 writes]:
Thank you Placeus, that would explain why I didn't see it.. I personally view
this as a jab in the dark to get more passive damage (significant amount to
boot) with little-to-no scope of demesnes as a whole. Geo demesne is more
damaging than aquamancer demesne, truth. However, aqua meld also has passive
healing of all allies and substantial movement and balance stealing movement
hindering in the form of whirl/currents whereas geos have no lateral or vertical
elevation forced movements, being one of the major strengths mage demesnes
offer. I don't think a buff is needed here given the above comments as well.
---[Wobou on 5/25 @ 01:29 writes]:
I'd be okay with a damage increase but no where near the amounts being
suggested. Let's not balance combat around surged warriors. Also as pointed out
it seems the theme is that geos get more damage to compensate for lack of
healing, just as aero demesne does practically no damage because of all of its
afflicting and healing. 1k additional damage every 10 seconds would very nearly
kill quite a number of people.
---[Iytha on 5/26 @ 20:34 writes]:
Increasing tsunami damage to 1000 per tic would be excessive. Increasing it -by-
1000 per tic is right out. You have to keep in mind here that demenses are
primarily a group combat tool and that most people simply do not have 10K
health. 3000-6000 is more in line with what most people have, and with what we
should be considering for balance. Dropping all of your enemies by 20-40% of
their health passively in addition to causing afflictions and passively
healing/curing your side is simply too much.
---[Nydekion on 5/28 @ 16:31 writes]:
Admittedly, I did not doublecheck to see the current damage geomancers do with
rockslide/poison as it was well into the 2k+ range previously. That said,
however, it would still be reasonable to increase damage done by 200 in each of
the solutions instead of the aforementioned numbers. That would put it under
geomancer damage but add some more relevancy to it.