Report 1425

Special Report #1425
Skillset: Knighthood Skill: Calcise&Dendroxin
 Org: Serenguard Status: Completed Feb 2016
Furies' Decision:
Solution 1.
Problem: The calcise and dendroxin poisons deliver the ice afflictions
damagedlegs and damagedarms respectively. Whereas poisons used to be more varied
to the situation and specialization, these two poisons are now clearly superior
choices, as they stack with wounds. Depending on a person's ice priorities, they
present a nightmare of a balance challenge. If one chooses to cure wounds over
damagedarms, they are left hindered for the majority of the fight. If they
choose to cure damagedarms over wounds, the rate of wound accrual rises
dramatically. Damaged legs are less of a problem, though there are offensive
attacks which require both legs to be healthy. Another issue that is related to
calcise and dendroxin is that there is a discrepancy between 2-handers and
1-handers and their ability to wound and afflict. One-handers can cause 2 wounds
and deliver two poisons, whereas two-handers can only deliver one poison with
the same 2 wounds. Addressing calcise and dendroxin will allow us to find a
healthy balance in wound delivery and curing without this complication.
Currently, not using these poisons has been demonstrated to make wound accrual
much slower, and potentially non-viable in a real fight, and a separate report
aims to address wounding.
[A: 0 R: 0] Solution #1: Retire the calcise and dendroxin poisons.
[A: 0 R: 0] Solution #2: Keep the calcise and dendroxin poisons and move
 wounds back onto health potion. Reduce warrior damage
 to 25% of its current value.
Player Comments:
---[Rivius on 2/18 @ 01:09 writes]:
This is a log of a testing session with Synkarin from my perspective
. I should also
mention, of note, that during the second round when not using dendroxin, I also
refreshed power to try to help wound building more. There is a very notable
difference in wound-building rate when using dendroxin vs when not, and this is
without any hindering being taken into account (as would occur in a real fight).
---[Shuyin on 2/18 @ 01:36 writes]:
I think this report has merit simply because the sheer value of
calcise/dendroxin has removed most usage of any other poison due to the
difficulty of stacking wounds. It would probably be best to switch the cure for
wounds if it is preferred that these poisons remain
---[Tredian on 2/18 @ 10:13 writes]:
I would also prefer Solution 2.
---[Wobou on 2/19 @ 01:33 writes]:
Solution 1 would impact too many other classes is the problem. Ecology,
psychicdagger in TK, dart traps for trackers, etc. Ecology is the only real big
deal in these since it messes with ecology druid sap. Solution 2 works for me. I
suppose the lame alternative to solution 1 would be to mystically stop warriors
from using dendroxin/calcise.
---[Celina on 2/19 @ 03:26 writes]:
Solution 1. I will be addressing at Ieptix's OK through a pyrotoxin report
alongside this one.
---[Synkarin on 2/19 @ 05:22 writes]:
I don't want to go back to health - doing that puts warriors in a weird spot
with damage + wounds, especially in groups. Separating wounding from health
balance opens up warriors in entirely new ways. I agree the poisons is an issue,
and I don't really have any other answers, but going back to wounds curing on
health balance is a step in the wrong direction I feel.
---[Rivius on 2/19 @ 11:05 writes]:
Ieptix stated back in August that if we did retire these poisons, he would be
amenable to patching classes that it would affect. I am not convinced TK dagger
with calcise and dendroxin is an important or common enough strategy to hold
these poisons around, especially now. Trackers classically use mantakaya dart
traps more often and their use is very niche to begin with (as a tracker myself,
I won't miss it). Ecology is the biggest loser her, but it's relatively easy to
modify their abilities to just give broken limbs without counting it as a
poison.
---[Celina on 2/21 @ 03:16 writes]:
TK pyro with calcise is a pretty important part of the strategy, that being said
I have a solution to address it with pyrotoxin (fitting!) so we can delete
calcise.
---[Synkarin on 2/23 @ 00:44 writes]:
I can't say for HS druids, but BT eco druids will use calcise to damagelimbs to
perpetuate a saplock (after target is proned). HS druids may find stagstomp
better to use then, but BT druids do use it and benefit greatly from it, so
despite some envoys comments to the opposite, that needs to be considered
---[Raeri on 2/29 @ 03:59 writes]:
Could you not retire the poisons and give Ecology an active bone-break skill
instead?
---[Rivius on 3/1 @ 19:23 writes]:
Aye, that's what I was saying. Ecology can easily be patched to replace the
poison with a non-poison damagedlimb where needed.
---[Enyalida on 3/5 @ 06:41 writes]:
Stagstomp is a dramatically inferior way of damaging limbs when compared to the
limb poisons, but I'm not very concerned. If it's an issue, ecology can be given
a workable limb break, as mentioned.
---[Synkarin on 3/6 @ 04:10 writes]:
....How is a 2p skill that disrupts and can break 1-2 limbs with a prone
requirement 'dramatically' inferior to a 1p -2 calcise hit skill? If anything,
that statement (which I think is just really not well thought out) strengthens
the fact that losing calcise can be significant to druids (and possibly other
classes). Certainly a consideration to be made in regards to this report