Report 1622

Report #1622
Skillset: Aquachemantics Skill: Novamist
 Org: Aquamancers Status: Approved Apr 2017
Furies' Decision:
Solution 4, to be decided. Will discuss with envoys as time allows, defer to
mage rework otherwise.
Problem: Novamist currently restores health to the mage upon death with a short
prismatic barrier for 5p and lasts an hour. The problem with this is that it
only triggers upon death by damage and not by any other death, eg. Instas etc,
and if it fires early within the hour the skill is then useless for the rest of
its duration as it will only fire once within its cycle and is not recastable
until the hour is up so you are better off just using vitae. This report seeks
to change the direction of Novamist to be more useful for an aquachems
objectives.
[A: 2 R:10] Solution #1: Change Novamist to affect all enemies in the room.
 Enemies hit by Novamist will now be smart afflicted
 with 1-5 afflictions every 9-12 seconds (tic
 dependant on spell duration) depending on how low
 their ego is (1 aff/10% missing ego). Affliction pool
 recklessness, pacifism, luminosity, blindness and
 addiction.
[A: 4 R: 6] Solution #2: Change Novamist to affect all enemies in the room.
 Enemies will swallow the billowing mist every9-12
 seconds (tic depending on spell duration) causing
 them to choke on their next potion (health, mana,
 bromides or lucidity) causing pain in the form of the
 opposite of that potion. (Health will drain mana/ego,
 mana will drain heal/ego,bromides will drain
 mana/health and lucidity will cause a random mental
 affliction to appear rather than be cured.) This will
 consume potion balance as normal. Damage in the range
 of 5-10% of the enemies max vital.
[A:10 R: 0] Solution #3: Change Novamist to affect the mage and his/her allies
 in the room. Those hit by Novamist will now be healed
 of health (5%-15%) and cured of one affliction every
 9-12 seconds (tic/heal dependant on spell duration).
 If the Aquachem dies whilst Novamist is active, the
 Nova will explode and heal all allies in the room for
 20% health and cure 1-3 afflictions dependant on
 spell duration.
Player Comments:
---[Falaeron on 3/25 @ 03:51 writes]:
Sure.
---[Falaeron on 3/25 @ 05:26 writes]:
Actually, just realised that solution 2 isn't what I had read at first. This
iteration is way too powerful.
---[Falaeron on 3/25 @ 05:30 writes]:
L
---[Falaeron on 3/25 @ 05:31 writes]:
Oops. Was going to say that I think it'd be better if instead of damaging the
vital enemies are trying to cure, it should allow the heal to go through, but it
should damage the other two vitals by a small amount instead. So if you drink
health you get health back as normal but you take mana/ego damage instead.
---[Shuyin on 3/25 @ 06:38 writes]:
Why not just have novamist "fire" of all kinds of death, not just damage deaths,
then just have this scale in % chance to proc on death as the hour passes?
Simplest IMO
---[Auriella on 3/25 @ 15:06 writes]:
@Shuyin That was actually my first thought for Novamist, however the way that it
works is that it completely prevents the death when it fires, if this were to be
a recurring % chance throughout the hour, this could in theory and the best case
scenario make the mage unkillable should it keep firing, it would also be
blocking power insta-kills if it were to block them. The reason I've suggested
the first two solutions is because they would work alongside an Aquachem's
objectives as the majority of the skillset revolves around ego with passives,
reactives and bombs geared towards something based on target's ego.
---[Auriella on 3/25 @ 15:06 writes]:
I've altered Solution 2 as per Falaeron's suggestion.
---[Shedrin on 3/27 @ 23:37 writes]:
Solution 2 sounds fine. Solution 1 sounds not that great. I'm guessing most of
the time it'll do very little, or explode the amount of afflictions on the
target.
---[Wobou on 4/3 @ 13:22 writes]:
I like the idea of solution 2 but i'm wary of the spread between lucidity
balance and healing potion balance. It sounds like the "proper" thing to do in
response to solution 2 is to always sip lucidity first even though it gives you
another affliction but if you mess that up then instead of being thrown off bal
for 1s with a new affliction you take damage and are thrown off of 4s of potion
balance, am I understanding that all correctly? If so then when you make a
mistake you suffer 4x the balance hit due to how the balance timers work. I
think it's good to have a cost if people don't handle something ideally but the
distance between the two should not be so great in my opinion. What if it throws
lucidity for the full 1s and healing potion balance for 2s? I agree with
Shedrin's assessment of solution 1. To me it seems like a "win more" button
because it doesn't do much to help you if you can't get someone's ego low but
does a tremendous amount to people who you can get low.
---[Falaeron on 4/3 @ 19:49 writes]:
I think lucidity slush should just be removed from solution 2 entirely. Just
keep it to the vitals.
---[Auriella on 4/9 @ 08:32 writes]:
I've added Sol. 3. Something a little more in line with the life giving
properties of Water and not geared towards offense. Constructive comments
welcome.
---[Shedrin on 4/11 @ 22:56 writes]:
Solution 3 sounds fine, but besides hunting it'll probably be much weaker in
practice than an offensive effective.
---[Wobou on 4/14 @ 14:36 writes]:
Solution 3 works for me. I think if we can figure out a good balance loss
(that's less than 4s) for solution 2 then it can work as well.
---[Shuyin on 4/16 @ 19:15 writes]:
I like the idea of a defensive mist, it sticks to the theme of the original
novamist
---[Malarious on 4/18 @ 03:15 writes]:
I like solution 3, but I would like to have the regen tic speed down a lot or
the heal down a lot. 15% max health on top of our really high regens is a bit
much. Heal level needs to be lower
---[Aeldra on 4/18 @ 15:01 writes]:
Auriella asked me to add the following: The tic is the dependant on the spell
duration as stated in the solution. The faster end of the scale of 9 seconds has
it healing less, while at the slower end of the scale it heals more at 12
seconds. Also not everyone has a max 13/13 regen, so that statement is moot.