Report 1641

Special Report #1641
Skillset: Kata Skill: BleedingGlobal
 Org: Shofangi Status: Rejected Dec 2007
Furies' Decision:
No Longer Relevant
Problem: This report is an alternative to 1637 which instead seeks to address
bleeding in the game as a whole while also addressing monks in both solo and
group combat. The solutions are shown separately to try to avoid things becoming
too blocky but they should be considered together.
Solution #1: Implement a diminishing return on bleeding attacks as follows.
 bleed = max(0.2*original, original - (original * current_clots /
 max_clots)) Where original is the original bleed amount.
 current_clots is the number of clots it would take to cure the
 amount of bleeding the target currently has, and max_clots is the
 target's max mana divided by 60. This would allow monk base bleed
 values to be balanced around 1v1 without overwhelming groups in
 the same way that they do now.
Solution #2: Remove the ability to pre-clot. Meaning that you cannot clot
 bleeding until a tick has occured and you cannot clot bruising
 until it damages you. This buff to bleeding will also allow monk
 base bleeding to be reduced and will make it more viable for a
 monk to focus on afflictions over pure bleeding by having a
 significant chance to stick bleed/bruising for the length of one
 balance.
Player Comments:
---[Wobou on 3/21 @ 00:55 writes]:
Note that I cannot claim credit for coming up with the formula in solution 1.
It's difficult to explain the formula entirely in words but here's a shot. The
following things are all true about the formula: it would never diminish
bleeding below 20% of the original value, it would never diminish bleeding below
the original value if the target is not bleeding/bruised. It will also diminish
bleeding more against low mana targets which smooths out monk power level in
relation to the vitals of the target without removing the disadvantage of having
lower mana.
---[Shango on 3/21 @ 01:18 writes]:
Support Solution 2, and would more suggest making it so the diminishing returns
of bleed applications are applied based on differing sources. So in groups, you
couldn't get slammed with bleed attacks from all directions and go out like a
spout, but the first one to tap you still can make headway
---[Shedrin on 3/21 @ 02:08 writes]:
I prefer the hemhorraging implementation as I said in report 1637, but if Sol2
here is implemented then I'd suggest a cooldown on how fast bruising can fire,
as it'll affect certain classes more than others.
---[Demartel on 3/22 @ 15:00 writes]:
Support both solutions
---[Aeldra on 3/28 @ 07:51 writes]:
Solution 2 only if monk bleeding/bruising is adjusted at the same time. Solution
1, I've been mulling it over in my head and I think I'd be alright with it.
---[Shedrin on 3/31 @ 19:23 writes]:
With hemorrhaging I don't think this is necessary. But maybe hemorrhaging or
similar ideas can be adopted for other bleed-heavy classes.
---[Lerad on 4/8 @ 02:51 writes]:
I agree with Shedrin's comment. Hemorrhaging seems like the better alternative
now that it is implemented - though we never did try diminishing returns. But
anyway, we can look at using hemorrhaging for other bleed centred classes, if
there's a need for diminishing returns there.
---[Shuyin on 4/18 @ 04:09 writes]:
I'm not sure the solutions are still relevant given hemorrhaging, but I'm fine
with removing preclot if we are going to make monks able to insta 1v1