Report 855

Report #855
Skillset: Acrobatics Skill: Tripleflash
 Org: Shofangi Status: Completed Jun 2012
Furies' Decision:
Solution 1.
Problem: A while back, acrobatics dodging was changed so that after a successful
dodge, the % to dodge is halved for a duration afterwards. This negatively
impacts Tripleflash, an active 10p Mythical skill in Acrobatics, which grants an
additional 50% dodging chance for 30 seconds. With the halving of dodge % in
place, Tripleflash does not function as the 10p defensive skill it was designed
to be.
[A: 0 R: 0] Solution #1: In addition to the current effect, while Tripleflash
 is in effect, remove the halving of dodge chance
 following a successful dodge.
[A: 0 R: 0] Solution #2: Keep the halving of dodge % following a successful
 dodge, but grant Tripleflash +100% base dodge chance.
 (i.e. after a successful dodge, drops to 56%
 [(12%+100%)/2=56%], compared to the old
 (12%+50%=62%), instead of the current
 [(12%+50%)/2=31%])
[A: 0 R: 0] Solution #3: Keep the halving of base dodge % following a
 successful dodge, but grant Tripleflash's +50% an
 exemption to the halving effect.
Player Comments:
---[Hiriako on 6/7 @ 04:21 writes]:
My testing shows that Tripleflash provides about a 33% total dodge rate - or
about half of what it was originally supposed to do. I feel that this is far too
weak for a skill that's 10p and short-term. I'd also be willing to consider
lowering tripleflash's power cost so that it would be more in line with what the
skill actually does. 33% total dodge is powerful, after all.
---[Shuyin on 6/8 @ 07:17 writes]:
Solution 1 is fine
---[Xynthin on 6/9 @ 00:24 writes]:
I can see solution 1 being acceptable (returning the skill to its original
design).
---[Llandros on 6/11 @ 23:17 writes]:
Solution 1 is good
---[Talan on 6/12 @ 01:04 writes]:
Solution 1
---[Tulemrah on 6/12 @ 01:28 writes]:
Solution 1 seems perfectly reasonable to me
---[Tacita on 6/12 @ 13:26 writes]:
Solution 1.
---[Viynain on 6/18 @ 08:24 writes]:
Solution 1.
---[Ushaara on 6/18 @ 18:41 writes]:
Solution 1 supported.
---[Janalon on 6/22 @ 15:32 writes]:
I support solution 1. Though, would it also be acceptable to double duration up
to one minute as an alternate to solutions 2 & 3? Just curious. Also, what about
the idea of halving power cost as another option?
---[Hiriako on 6/25 @ 18:01 writes]:
I'd rather increase duration and decrease power together, if that were to be
done. Perhaps 6 or 7p for a minute at it's current effect. I still think it'd go
unutilized though, as most monks (or bards) would rather take the power to
improve offense rather than have a moderately powerful defense. It'd be far
weaker than current foresight in Aeonics for far more power.