Report 710

Report #710
Skillset: Skill: Tuning
 Org: Harbingers Status: Rejected Oct 2011
Furies' Decision:
We are rejecting this report as unnecessary.
Problem: Tuning currently allows mages to adjust their damage to 100% of their
choice of 2-3 damage types. This versatility allows mages to capitalize on the
specific weaknesses of any given target like no other class for a minimal power
cost. Despite there being more DMP available against the previously less used
damage types, tuned staffcasts can still seem overly strong. In regards to pve
damage, the variety of choice means that generally mages can bypass the mob
resistances which other classes need to contend with.
[A: 0 R: 0] Solution #1: Require tuning to include at least 2 damage types,
 with a maximum ratio of 75:25.
Player Comments:
---[Xenthos on 10/3 @ 03:37 writes]:
100% damage type tuning is over-the-top as it allows for completely bypassing
any particular target's defenses as desired. The solution is reasonable in that
it does not remove tuning (or even the concept of it), just mitigates some of
the worst excesses possible.
---[Rivius on 10/4 @ 21:18 writes]:
I fully support solution 1 with no objections.
---[Senna on 10/4 @ 23:52 writes]:
I approve of this.
---[Raeri on 10/5 @ 05:37 writes]:
Support for solution 1. Alternatively, provide an equivalent versatility to the
other archetypes.
---[Elana on 10/5 @ 21:00 writes]:
I certainly approve of the proposed solution 1. It is a bit laughable to see
someone staffcast for almost 2k damage despite the fact that I have a full set
of defensive tattoos to mitigate that and no racial weaknesses. Additionally,
some mage classes are inherently more capable at inflicting higher damage jolts
as certain damage types do not have a related tailoring proofing. (Geomancers,
in particular, come to mind with their poison/asphyx combo)
---[Enyalida on 10/5 @ 21:42 writes]:
I agree with solution 1.
---[Veracruz on 10/6 @ 15:50 writes]:
I can agree with solution 1. also add that there be some way to check what your
staff is tuned to, be it weaponprobe or something
---[Neos on 10/6 @ 17:45 writes]:
Sure, I personally don't use staff beyond group fights. But, any 2k+ damage
staffs are due to champ staffs or magic runes. I've only ever seen maybe three
people go over 2k and all three were/are Champions and/or have magic runes.
---[Viynain on 10/12 @ 18:26 writes]:
You're already able to see what it's tuned to with weaponprobe, Veracruz.
---[Morbo on 10/15 @ 20:57 writes]:
I believe this would actually nerf aeromancer staffs even more than they are
right now (being effectively the worst staff type in the game) to force them to
take cold and lightning. While I do believe the new damage types need to be
addressed, and I would support this if aeromancers didn't exist (even to the
tune of 66/33 more than 75/25) I just believe it would nerf aeromancer staff
even more than it already is
---[Ethelon on 10/17 @ 05:08 writes]:
I support solution 1
---[Shuyin on 10/17 @ 23:59 writes]:
Sounds good
---[Talan on 10/18 @ 16:53 writes]:
Oh, and I guess if there are 3 damage types used, a max of 75:x:y needs to be
accounted for.
---[Talan on 10/20 @ 22:01 writes]:
After speaking with Iosai, she tells me that the staff tunings go by 10's, so
the proposed ratio is actually 70:30, or 70:x:y.
---[Iytha on 10/23 @ 20:51 writes]:
A better way to phrase it would be "No tuning may exceed 70% towards a single
damage type", which would allow 70:30:0, 70:0:30. 20:70:10 or whatever other
combination you want, as long as none of them are more than 70.
---[Talan on 10/24 @ 23:13 writes]:
I will assume that since you're left with nothing to quibble with but the
phrasing that you agree with the report. :)
---[Inagin on 10/25 @ 01:54 writes]:
Maybe make it so that the highest tuned damage type cannot be greater than 2.5
times the lowest tuned damage type.