Report 1636

Special Report #1636
Skillset: Kata Skill: Eel/mantekarr/kraken
 Org: Nekotai Status: Rejected Dec 2007
Furies' Decision:
We can look at QOL effects for bashing in stances another time. Good idea, just
not at the moment
Problem: One of my guildmembers suggested adding bashing-only effects to these,
since they are basic kata stances. Since stances can't be stacked on top of one
another (only 1 active at a time), I think it's fine. Won't add additional power
to monk bashing, and gives bashers more choice. All of the below should be non-
active when masochism is up, basically.
Solution #1: Eel stance - do damage to denizens even when hitting shield, but
 halve it.
Solution #2: Mantekarr Reduce incoming bleeding from denizens by 20
Solution #3: Have any crits that happen in the Kraken stance heal the user for
 a percentage of their max health as follows: Critical - 2%,
 crushing 3%, oblit 4%, annihilating 6%, worldshattering 8&. OR
 allow a monk in the Kraken stance to gain a "Kraken Rage" charge
 every 10s, max of 1 charge. Does not generate, and will
 disappear, upon the user going into PvP (masochism). When the
 WRITHE or CONTORT command is used while there is a Kraken Rage
 charge, it will be consumed and the binding the user is writhing
 from will be lifted immediately (turns the writhe timer to 0)
Player Comments:
---[Wobou on 3/19 @ 17:46 writes]:
These ideas sound fine to me. The thing that would make most sense for kraken
would be to do a percentage of damage done to your current target to all other
aggressive mobs in the room but that is probably overpowered with crits.
---[Lerad on 3/20 @ 01:44 writes]:
Or rather, that would be detrimental to a monk: you don't want to get aggro so
many mobs at once. You also don't want to hit your own mobs (beasts, entourage
etc), and while PvP Kraken is controlled by enemy lists, that's not possible for
PvE. Other ideas for Kraken welcome, though!
---[Shedrin on 3/27 @ 04:19 writes]:
Kraken -> +2/100 crits in that stance?
---[Wobou on 3/28 @ 04:06 writes]:
Well the use I was thinking for that would be in bashing spots that
automatically agro everything in the room so I don't think it'd be to the
detriment of the monk. The idea is it would only damage mobs that are already
agro to you (the ones that show up in red in INFO HERE which would not include
your own mobs). That said it's probably hard to balance with crits.
---[Xenthos on 3/30 @ 12:57 writes]:
Shedrin: They've said "no" to adding +crit bonuses to any more skillsets because
it is too common now or something (there's a Crow report out there with that
answer on it). Sol1/Sol2 are good.
---[Lerad on 3/30 @ 15:53 writes]:
I've edited solution 3 of the report to sort of tie into crit mechanics without
increasing crit rate. Other suggestions welcome
---[Shuyin on 3/31 @ 01:22 writes]:
Ok
---[Shedrin on 3/31 @ 19:30 writes]:
A bit of a concern that with the three hits per form, you can proc a lot of
crits and thus get a lot of bonus healing. Maybe cap the amount, or new idea:
extend/empower the damageshift bonus (like the gilded cage).
---[Lerad on 4/8 @ 03:04 writes]:
Actually, the numbers on solution 3 was created while taking into account the
fact that a monk can crti 3 times in one balance. The highest possible, a triple
world-shattering, heals 36% of max health - when bashing. I think that's not
unreasonable. Generally speaking, you'll see the heals be roughly around 10%
instead. Of course, if those numbers are still too high, they can be adjusted
downwards - alternative numbers: Critcal - 2%, crushing 3%, oblit 4%,
annihilating - 6%, world-shattering - 8%
---[Aeldra on 4/10 @ 11:35 writes]:
High End bashers have easily ~60% crit rate. For me, usually 6 crits a minute (
as a not monk ) are very common, that would mean 12% health healed per minute
without 3 hits per minute. Assuming that with monk combat this would scale
accordingly, I'd expect 18 crits a minute, that would mean 36% health restored a
minute. In comparison, a level 10 regeneration gives 15% every 10 seconds, which
is equivalent to having a 5/x buff in health regeneration. (taking into account
that regneration ticks every 10 seconds not every minute) ... I feel that monks
already are very tanky in bashing? Solution 1 and 2 are fine. Don't get me
wrong, I don't mind the solution per se, just wanting to say it might be worth
reconsidering. Maybe we could have something else proc of crits? denizen can't
attack for 1-3 seconds? can't shield for x seconds?
---[Lerad on 4/12 @ 11:32 writes]:
A guildmember suggested this for Solution 3: every 10s, gain a "Kraken charge",
max of 1. Whenever you writhe/contort, it consumes the kraken charge and
immediately removes the binding - like a free summer/tipharet via the writhe
command. Obviously shouldn't be usable in pvp. I think this idea has merits as
well. Thoughts?
---[Xenthos on 4/18 @ 21:26 writes]:
I kind of like the kraken thing (probably should be called something different,
like kraken-rage or kraken-burst), but still neat.
---[Lerad on 4/19 @ 12:44 writes]:
I've added the suggestion to solution 3