Report 1465

Special Report #1465
Skillset: Knighthood Skill: Pulp
 Org: Serenguard Status: Completed Feb 2016
Furies' Decision:
Already reviewed and/or by Ieptix in announce #2589.
Problem: Pulp is a bonecrusher modifier that currently costs 3 power per hit,
requires the target to be prone and requires the target to have 300 bruising. It
hits with a flat damage increase from a regular strike that does not scale
upward. On a target that is actively keeping up with bruising, achieving the
required bruising can be quite difficult. While clotting bruising does consume a
fair amount of mana (8 bruising for 60 mana), you would need to build bruising
up quite significantly to be able to overwhelm their mana enough to build net
bruising. In addition, the prone requirement means that the bonecrusher would be
incredibly unlikely to double-pulp in a 1v1. For the set-up involved, pulp is
not very desirable 1v1 and can be very difficult to achieve. In testing, a
single pulp hits for approximately 2703-3000 health (depending on resistances
and buffs). This report aims to improve pulp to be more useable 1v1.
[A: 0 R: 0] Solution #1: Remove the bruising requirement from pulp entirely.
 Have a single pulp do slightly more than a strike at
 0 bruising, at 300 bruising do the amount it does
 now, have it continue scaling gradually upwards from
 there with increasing bruising.
[A: 0 R: 0] Solution #2: A variant of solution 1. Remove the bruising
 requirement entirely. In order to prevent pulp from
 being overwhelming in groups (where double-pulp can
 happen), increase the base damage on pulp even more,
 but require it to be targeted to gut and require at
 least heavy gut wounds. Continue scaling upward with
 bruising as described in solution 1.
Player Comments:
---[Tredian on 3/12 @ 12:48 writes]:
I'd support the removal of bruising requirements in the same light as the
removal of bleeding requirements in warrior kill skills, as they are just mana
drains translated which I find to be too much synergy with other classes
considering the other things they could do like physical affs, traps, poisons.
Increasing damage with bruising appears a viable route and the limitation placed
on Solution 2 to make it viable 1v1 but not too overwhelming in groups is
appealing. Support Solution 2.
---[Shuyin on 3/13 @ 23:47 writes]:
I think bruising amounts in general need to be increased given their generally
ignorable status as an affliction. Then we can start tanking mana to let
bruising build up.