Report 1241

Report #1241
Skillset: Paradigmatics Skill: Badluck
 Org: Illuminati Status: Completed Dec 2016
Furies' Decision:
Solution 1.
Problem: Paradigmatics Badluck currently increases the insanity hits from
various sources based off the victim's current mental afflictions. The current
rate is 1 extra hit of insanity for every 2 mental afflictions. The overhaul has
made this rate overly harsh given that there are now a lot less mental
afflictions and curing balances are a lot shorter, thereby making mental
afflictions harder to "stack". Badluck needs to be updated to match the current
climate.
[A:12 R: 3] Solution #1: Change the ratio of extra insanity dealt by badluck
 from 1 extra hit every 2 mental afflictions to 1 hit
 extra every 1 mental affliction. From 2:1 to 1:1
 basically.
Player Comments:
---[Raeri on 11/17 @ 06:23 writes]:
I thought report 1397 was already addressing the buildup of tempinsanity and
took the current badluck into account. How will the proposed (?100%) boost to
badluck impact upon rate of buildup to illuminate pre-reqs?
---[Shuyin on 11/17 @ 08:55 writes]:
1397 helped increase the balance between lucidity sips in order to reduce the
curing rate. The 1.5s balance change helps but is still not enough given the
fact that almost all of the insanity-giving moves (greywhispers, visionflux,
homunculus bite, morrible, revelations, etc) tick every 3s+ at the minimum
(usually more). Further, due to this slow rate, there isn't any incentive for
the victim to actually focus insanity, meaning that the victim merely needs to
keep sipping lucidity (to cure the actual afflictions) in order to easily stay
safe. If the victim is not under pressure, he is free to just cure away. What
this report aims to do is increase the insanity pressure in order to force the
victim to focus insanity and allow for a chance to build afflictions.
---[Shuyin on 11/17 @ 08:59 writes]:
FYI, there were about 24 mental afflictions before the overhaul (using this list
from the forums - http://pastebin.com/QtFZPTfT), now there are 10 (11 including
temp_ins). It has been cut in half.
---[Shedrin on 11/17 @ 14:57 writes]:
Were you commonly getting more than 10 mental afflictions on a target before? I
think it would be the rate of afflicting that would matter most. I think this is
a better way to support Illuminate, but I'd like to see some numbers on how well
insanity buildup is working now with the slush bal increase.
---[Falmiis on 11/17 @ 19:10 writes]:
With the other Paradigmatics reports currently going through I don't really see
how this is needed. It doesn't matter if there were 100 mental afflictions pre-
overhaul because unless you were getting more than the 10 we have now there
isn't much difference. Also, temp insanity is already going to increase the
slush balance to 1.5s. Pre-overhaul focus mind was available as an alternative
cure and the removal of this was the entire reason for slush dropping to 1s in
the first place. Most of the mental affliction output you've talked about are
passive. You haven't even touched on how active abilities/tertiaries come into.
---[Shuyin on 11/18 @ 05:43 writes]:
The reason why I mentioned the cut in affs is due to the fact that these
"filler" affs tend to be prioritized lower on a person's curing system compared
to the more pressing ones. As a result, there was a significant chance for these
affs to stick on someone (which then gives a chance for badluck to work its
magic). For importantly however, before the overhaul, insanity actually
protected mental affs due to the fact that focus mind prioritized insanity over
everything else, again giving badluck a chance to work. Both of these facets no
longer exist. You can cure both insanity and mental afflictions at the same time
-and- the mental afflictions remaining currently are highly prioritized and are
cured as quickly as possible on a 1s (soon to be 1.5s) balance.
---[Wobou on 11/20 @ 18:16 writes]:
I support solution 1. I feel even with this that insanity will still be
difficult to build but it's a step in the right direction and it's better to
move incrementally toward the goal rather than overbuffing things (which I don't
think this will do). Another thing that old insanity used to do that new
insanity does not is that at high levels old insanity it had a chance to block
focus mind from working just like astral insanity does. This mechanic does not
exist in slush as far as I know so that form of cure hindering is gone. I'm not
proposing that we return to that mechanic because it feels like a 'win more'
kind of mechanic since it's so rare to get someone to major insanity in the
first place, but it is another area in which insanity is now weaker. I should
also note that even before the overhaul illuminate was only possible with very
specific combos that relied on certain system weaknesses as far as I am aware.
So things need to be buffed past the point where they were before if illuminate
is to become viable, ideally without buffing illuminati going for meteor and
soulless where I think they do just fine.
---[Demartel on 11/22 @ 15:06 writes]:
Support for Solution 1
---[Tremula on 12/18 @ 15:11 writes]:
Support for solution 1, echoing Wobou's statement. I've never been illuminated
under any circumstance since the curing overhaul, and I rarely have more than
tier one tempinsanity (unless the lag monster rears its head).