Report 1176

Report #1176
Skillset: Harmonics Skill: Scalpel
 Org: Institute Status: Completed Aug 2013
Furies' Decision:
Solution 1+2.
Problem: Currently, the harmonic crystalweapon scalpel's discharge is
exceedingly powerful for a powerless discharge effect, particularly when
compared to the majority of the other discharges available on crystalwepaons.
Currently, it fully restores health, mana, and ego to maximum, removes all
afflictions, cures all wounds, fully restores rest, and restores sobriety.
Notably, it can be cast on others, while most other similar effects cannot. This
report seeks to cull back some of these effects while also respecting all the
manners in which an opponent can currently block the discharge, which will now
be listed for the sake of arguments that may come: sprawl and all other forms of
proning, a broken leg, a broken arm if it is the wielding arm, ceasing to wield
the scalpel, being off equilibrium/balance, blindness, and stun.
[A: 0 R: 0] Solution #1: Remove any effect on wounds and tiredness. Reduce the
 h/m/e effect from 100% on each to 15-20% on each.
[A: 0 R: 0] Solution #2: Reduce the number of potential afflictions cured to
 between 2 and 4. How many, and whether or not there
 may be a random factor, can be up for debate.
[A: 0 R: 0] Solution #3: Reinvent the scalpel discharge into an entirely new
 effect: a health/mana/ego boost which lasts for 60
 seconds.
Player Comments:
---[Llandros on 7/16 @ 15:16 writes]:
Currently it is trueheal without the shield ~10p worth of effect. Solutions 1
and 2 with 4 affs would put it close to princess tarot which is 5 power. Even
going with just 2 aff cures would make this equivalent to green, 2p, and a sip
each of health, mana and bromide which is still a lot. 15% and 2 affs would be
the most I could support.
---[Vivet on 7/17 @ 02:56 writes]:
Green is not stopped by all of the listed afflictions/conditions. Not sure about
Princess.
---[Vivet on 7/17 @ 02:57 writes]:
On that note, the most important aspect of it is that it can be cast on others,
and should be the focal point of discussion, by my own opinion.
---[Llandros on 7/18 @ 01:13 writes]:
Ok, being able to cast it on others bypasses hindering considerations as the
healer is unlikely to be the target of focused fire when rescuing allies.
---[Siam on 7/18 @ 04:43 writes]:
A bit curious here: how many attacks does it take to fully charge a
crystalweapon? Is it the same across the board or are there differences
depending on the weapon type?
---[Vivet on 7/19 @ 03:53 writes]:
All crystalweapons require 10 damage attacks to fully recharge.
---[Siam on 7/28 @ 17:10 writes]:
Thanks. I'm supporting both solutions.
---[Vivet on 8/1 @ 14:58 writes]:
Solution 3 has been added after some discussion with guildmates, with the idea
that it would steer away from being really useful for combat to being far more
significant for PvE.
---[Enyalida on 8/1 @ 18:39 writes]:
How much of a vitals boost? The other solutions also seem alright.
---[Siam on 8/1 @ 19:12 writes]:
I can get behind solution 3 depending on the suggested strength of the boost.
---[Vivet on 8/3 @ 00:55 writes]:
15% is the number we were bouncing around between ourselves.
---[Ushaara on 8/6 @ 13:03 writes]:
Supported, no particular preference.
---[Ioni on 8/6 @ 17:32 writes]:
All solutions supported.
---[Shuyin on 8/7 @ 18:59 writes]:
1+2 or 3 by itself
---[Wobou on 8/9 @ 00:46 writes]:
I echo Shuyin's suggestion 1+2 or 3 by itself.
---[Kio on 8/13 @ 21:05 writes]:
Also echoing the suggestion of 1+2 or 3 by itself.
---[Xenthos on 8/17 @ 15:08 writes]:
I like solutions 1 & 2 personally. Keeps it with the same flavour, but removes
the "wow, that's absurd" factor.