Report 1596

Special Report #1596
Skillset: Kata Skill: Psymet-Doublepain
 Org: Shofangi Status: Completed Dec 2007
Furies' Decision:
Solution 1 with 0 mana and 100+10% per action (300+30% per form)
Problem: Previously psychometabolism's doublepain increased wounds. Monks no
longer function on wounds and instead function on bleeding and afflictions. This
report seeks to give doublepain an offensive use.
Solution #1: Cause doublepain to deal 100 + 20% of target's hemorrhaging in
 mana and ego damage.
Solution #2: Cause kicks with doublepain to deal 76 additional bleeding or 38
 additional bruising based on spec (bruising for tahtetso and
 ninjakari, bleeding for shofangi and nekotai)
Solution #3: Cause doublepain to cause mana drain on kicks (180 is the
 suggested number to keep it in line with these numbers).
Player Comments:
---[Eicia on 3/18 @ 23:13 writes]:
We could also have it be an attack that takes 2.5s equilibrium, but can be done
off balance, that gives sensitivity through deafness.
---[Lerad on 3/19 @ 02:47 writes]:
I'm actually not keen on making doublepain a bleed/bruise lock. I don't have any
ideas at the moment. Will comment later. Adding non-balance taking actives to
psymet has been tried a couple of times by Janalon and myself, and were
rejected, too.
---[Wobou on 3/19 @ 07:30 writes]:
I agree that +bleeding is somewhat lame but it would also be lame if a skill
called doublepain did not in some way improve offense, and I think it's
important to have offensive locked choices in psymet because as it currently
stands my opportunity cost for locking in things like
introspection/celladjustment/pheromones is nearly zero. I like the idea of
pushing the boundaries of what a psymet action is on paper, but as Lerad
mentioned it tends to get rejected.
---[Shedrin on 3/21 @ 02:00 writes]:
Wouldn't it be 37.5 bruising to be equivalent? Otherwise no problem with this
solution.
---[Wobou on 3/26 @ 16:55 writes]:
I corrected the bleeding/bruising ratio per Shedrin's comment and I added a
solution 3 which is an equivalent amount of mana drain in some desparate attempt
at flavor. I am also obligated to report that mana drain and double pain both
rhyme and make sense thematically since you're damaging two vitals at once.
---[Shuyin on 3/31 @ 01:21 writes]:
2 is fine
---[Lerad on 4/8 @ 03:08 writes]:
Hi, just to return to this after all the changes and implementation of
hemorrhaging etc. I think there's room to move away from flat bleeding here, and
go toward something unique. My suggestion: have doublepain make kicks drain mana
and ego equal to 50% of the target's current hemorrhaging. So if a target is
hemorrhaging for 1000, and gets kicked while doublepain is locked, he'll take
500 mana and ego damage. This will tie in to harmony's deathtouch too, and for
the stealth specs, represent normal vitals pressure without exacerbating
hermorrhaging or giving flat bleed.
---[Wobou on 4/8 @ 12:36 writes]:
I would enjoy a skill like that Lerad but I'm concerned about how large the
numbers could get. Basically with the (granted arbitrary) numbers I have laid
out now your proposal would begin to be stronger mana drain at 360 hemorrhaging
and would keep increasing from there (arguably even at 360 it'd be stronger
because it'd be draining ego too). What if it was 100 + 15% of hemorrhaging as
mana and ego instead or something similar? That way it has an effect at the
beginning of the fight but it still scales on hemorrhaging.
---[Lerad on 4/8 @ 15:34 writes]:
I think 15% is too low. 100+20%, and then adjust upwards (or downwards) as
needed, might be better. But I do take the point that this allows strong and
constant vitals pressure that might be overboard. That said, it's important to
remember douplepain is a full locked channel - and therefore constitutes quite a
big opportunity cost, and the reliance of hemorrhaging does mean that it's not a
flat, unblockable advantage. In fact, we could probably go with 30% of
hemorrhaging without any flat component, to exacerbate this weakness. But well,
I'll leave it to you to decide if you prefer a flat component.
---[Wobou on 4/15 @ 00:30 writes]:
Since solution 1 was largely a duplicate of solution 2 (and hadn't been
mentioned) I have replaced it with the idea of something scaling from
hemorrhaging. I used 100 + 20% as a baseline but I'm open to talk about numbers.
---[Shuyin on 4/18 @ 04:02 writes]:
Upon review again, I still like solution 2 due to simplicity and
straightforwardness, but I don't mind solution 1 due to the uniqueness
---[Xenthos on 4/18 @ 21:25 writes]:
Going to agree with Sojiro, solution 2 is probably the cleanest.
---[Falaeron on 4/19 @ 22:56 writes]:
My only concern is that this just adds to the already very high
bleeding/bruising output of monks.