#[Official] Spell Disabler Review
1 messages · Page 2 of 1
while I'm at it though, do you guys have it on your list that 413 looks like it nolonger has a lore benefit and is -20 now and such? If that's intended that's fine, it'll still find a whole lot more use now than it ever did before, but should potentially include that in the changes since the wiki will need to be updated
Cool stuff here devs. Excited to play with more routines. I will echo the confusion as to why this didn’t all happen on test though. Seems like the discord squad (providing the majority of the feedback) would likely have been willing to go through the drudges there without breaking things for those less connected folks
I know that it was stated to skip test, so I wasn’t surprised - but i still don’t understand 😁
I'm apparently one of the few on the non-GM side who much preferred it this way. 🤣
I personally don’t mind, because I’m in here and have the feedback loop. Plus my particular playstyle is pretty forgiving so I don’t mind working through the bumps. I know everyone else could be plugged in, but many choose not to engage in discord, much less know how to navigate it and find the right place. It’s just strange not to use the tools for their purpose I guess
I also dig the rapid change, super fun to see this roll out for so many spells
This is admittedly my first time testing 530 in years… but, is it intended that 530 does not interrupt critters with a prepped spell, in the same way that 417 does? That’s one of the key benefits of 417 - stopping critters from casting something nasty. I kind of assumed 530 would do the same
230 and 530 have never interrupted prepped spells, no.
I got 216'd by a triton radical, 106 endroll, and I've been stuck in offensive for hours
No debuff showing, have relogged, no change. Good thing we got those invoker pills😂😂🤣🤣🤣🤣😂😂🤣🤣😆😆
have you had someone try and dispel you?
417/119 ?
You momentarily drop your defenses as you focus your dispel to purge any negative effects.
Nothing happens.
Cast Roundtime 2 Seconds.
Roundtime: 5 sec.
R>stance def
You are unable to change your stance.```
dang
You're fixed.
Cool, thanks, Davenshire seemed to be having the same issue but I don't see them online
I got him fixed. It was just a quirk in how the Immobile/Frenzy stuff was being applied to you.
lol, already seeing ewave miss on bandits on Drigler. This NEVER happened before....
>hide
[script done]
You trace a simple rune while intoning the mystical phrase for Major Elemental Wave...
Your spell is ready.
You come out of hiding.
You gesture at a brawny gigas shield-maiden.
A wave of snapping and crackling ethereal ripples moves outward from you.
[SMR result: 84 (Open d100: 48)]
A brawny gigas shield-maiden is buffeted by the snapping and crackling ethereal waves, but is unaffected.
[SMR result: 89 (Open d100: 73)]
A withered shadow-cloaked draugr is buffeted by the snapping and crackling ethereal waves, but is unaffected.
Cast Roundtime 3 Seconds.
>
You attempt to blend with the surroundings, and feel confident that no one has noticed your doing so.
Roundtime: 1 sec.```
this is broken: A sphere of dark ethereal ripples expands outward from you. [SMR result: 98 (Open d100: 22)] A half-krolvin thief is buffeted by the dark ethereal sphere, but is unaffected.
this NEVER happened before with a wizard with 101 spell ranks and 2x spell aim 3x emc 50 water lore 3x harness power, etc..
did water lore benefit get removed?
#1191064189981163611 message
They are aware that the smr formula isn't where they want it quite yet.
Your vitality returns, rekindling your reflexes.
I've been getting this message since the update and I'm not sure what it reflects
It's there to tell you that your reflexes have been rekindled.
at least a couple spells that changed, seem to not have lore benefits anymore from my testing so far
My take so far...
216, 413, 504, 909, 912, 1016, 1207
I didn't use any of these, but now consider them very strong options.```
```Also winners:
217, 316, 611, 703, 1614
I did use these, but now they're even better.```
```Losers:
301, 512
Despite getting cheaper, 301 is good against fewer targets than it used to be, namely anything that can free itself from immobilization. 512 likewise got cheaper, but 912 got so much better simultaneously that I can't see myself casting 512 anymore. (Yes, I did cast it on occasion. Also, this is just me, as I could see someone who puts 128 into Major Elemental instead of Wizard Base having the opposite feeling.)```
```To be determined:
311, 1219, 1225, SMR spells
The SMR spells are still being tweaked. 311, 1219, and 1225 need more testing on my part to figure out when or if there are scenarios I want to use them and/or would even be capable of successfully using them with monk CS.```
you never used 909? X_x
also not sure if it's been mentioned but 912 looks like 2% stance forced per success margin
316 doesn't knock things out of hiding right
I much preferred 410 over 909 because I needed to inflict RT and I needed it immediately. 😄
316 knocks out of hiding. You just have to set it to open cast.
if it wards, it will knock
if you have the mana you can 909 and then 410.. 😛
That's twice the RT, I ain't doing that!
what if disablers had 0 RT?
stomp makes 909 incur no RT! 😛 not sure if that's gone now though.. I didnt test it
playing around with 217 and open web, it felt fairly good but didn't actually stop a sentinel from snaking me. open web now sends you a bunch of SMR resolutions for enemies that are walking around when you aren't in the room, which is funny to see.
I'm not sure that open web in a swarm is better than it was I think maybe I just should have been using it more all along haha
only time I ever wanted to use web was in endless and it didn't work at all, I assume it still won't work now given the level difference there?
Endless web is not going to be better than it was
Are 212 and 217 still considered CS spells for the sake of slippery mind? I know brawlers still seem to slip it
The triton brawler's face goes blank for a moment before returning to normal, as he successfully avoids the effects of the magical attack!
Cast Roundtime 2 Seconds.```
Yeah slippery mind doesn't seem to know they've changed to smr. Web is the same
how are you casting 217? if you aren't already make sure you're doing it with incant 217 open and not actually targeting the brawler.
I'll switch it up to that
Got a request to check if lore benefits still apply to 212. The answer is yes.
Now to figure out what else I should test for lore...
Edit: 216's lore benefits also still apply. 413's lore benefits do not apply.
217 also still has the mysterious chance to cause spell failure based on major spiritual ranks
so my suggestion I think on the SMR formula, is primary factor is spell ranks or level, whatever is higher, with the secondary factor being the mana control of the spell list, so spirit for 100's/200's, EMC for 400's/500's, this gives bonuses to class lists where you might be over trained, but should allow the spells to be usable for people by knowing them.
It should then allow with pushing mana controls up to be the equivalent of a combat manuever reaching 2x CM ranks.
semi's can only 1x mana controls, where pures/semis can 2x spell aiming.
that should be fine, they can 2x CM and have more physical options to go with spell options, while I don't intend this to make anyone mad or anything, but a pure using spell circle disables should be a little bit better than semis/squares IMO
like I think both should be usable, but I do think pures should be a tad higher bonus, because they do not have any physical options available to them, just my thoughts on the manner at least
I used 301 a little also and it just didn’t really provide value in the sanctum (it barely did before, in fairness) so I assume the spell will just not be usable against undead enemies that shake
It’ll be good for the 90 levels before that haha
think of it as like 75% of the bonus is the level component up to 1x, 10% for going above spell ranks, 10% from 1x mana control 5% from 2x mana control
Something like that as far as formula percentages. Then you just balance so that the 75% works to where you want, and then with trainings and such people can be a bit better
Wait a minute, 504 is AoE?! (I didn't even know this until I was poking around for more things that might have lore benefits.)
Okay, yeah, 512 now looks even worse by comparison since it comes from the same spell circle. Long live 504 and 912!
512 blocks maneuvers
Being in RT also blocks maneuvers!
Now I just need the wizard review to hurry up and nerf 950 so I can justify pulling ranks out of Earth lore and go harder on Air.
Edit: Actually, wait. Maybe "being in RT also blocks maneuvers" isn't true. Can creatures use forceRT?
pretty sure high end endless break out from everything in 0.25 seconds
Well they just have super fast rounds right
Okay, so 504 is super great and 1602 will be once they get to it in the review.
what would things look like if the spell disabler SMR formula scaled off all magical skill ranks something like runestaff parry
The way current SMR offense works is just by averaging your ranks across all your relevant skills
why is 1016 a winner?
So adding more relevant skills does not, in general, increase your offensive cap unless you can train those skills more (like vaemyr recommended the mana controls I assume because clerics and wizards can 3x their mana control)
It's only 18.75% as expensive as it used to be, basically. 🤣
I actually like things that force offensive stance, just... not for 16 mana like 216 and 1016 were before. Like if I were going to spend that much mana to try setting a creature up for an assault technique or whatever, I might as well just 1030 the thing to death (especially since I need to get past a warding check from the same CS either way). But 3 mana makes some sense.
inc 413
Mirage-like distortions surround you as you prepare the Elemental Saturation spell...
Your spell is ready.
You gesture at an ancient phantasmic conjurer.
Your magic is ineffective against an ancient phantasmic conjurer.
Cast Roundtime 2 Seconds.
More than that no? 11 levels would only be 10% failure chance.
That’s unfortunate since that is the specific situation where you’d really like to use an auto success disabler haha
is this an inference from #1191064189981163611 message or something else?
As I read estild’s post, non ascension targets more than 10 levels above you are not subject to the growing failure chance, they’re just immune
It’s only for ascension enemies that you have the failure chance thing
Estild asked us earlier to not debate how it should work for various professions as they intend it to work for everyone.
Generally whenever we’ve asked naijin or estild for how the secondary skills for SMR work we’ve been told they’re just averaged in, I can look for the specifics
I would think the time you'd want to actually use disablers is for those OP targets
But also estild did a pointy up finger here haha #1191064189981163611 message
Yes I didn’t see it coming but these ancient bounty enemies are going to be immune to autosuccess disablers like a lot of the time
is that not just the "you low-rolled the chance to hit high level stuff with an 'auto hit'" message? i haven't seen the messaging if any for that yet
We’ll update the level 11-20 higher logic to also work on grizzled/boss creatures.
even with all that i could barely ward the thing. i ended up imploding it. #sorclyfe
to dispel the 913, and cast 413, 715, sym diminishment turn to page 52
to just implode the damn thing turn to page 68
You focus on the blood pounding in your veins, drawing upon your flesh and your will to prepare Empathy.
Your spell is ready.
You gesture at an Ithzir champion.
Your orase walking stick glows intensely with a verdant light!
CS: +533 - TD: +439 + CvA: -10 + d100: +23 == +107
Warding failed!
The Ithzir champion blinks for a moment, then runs east!
** Numerous sigils along your orase walking stick abruptly flare to brilliance! Pale energy surges from each, twining into an echo of your last spell... **
CS: +533 - TD: +439 + CvA: -10 + d100: +89 == +173
Warding failed!
The Ithzir champion is frozen with fear!
Cast Roundtime 2 Seconds.
>e
[Lake, North Shore - 12064] (u17004085)
You notice an Ithzir champion (immobile).
Obvious paths: north, northeast, west, northwest
```Love the 2 seconds on 1108, but here is a pretty comical example of how unreliable the spell is.
That does feel odd.
If you use mana control only, it won't work for squares/semis. I would be okay with a combination of mana control + harness power, using whichever is highest trained. I still want to and intend to use 410/435 as a Bard.
I'd like to see something like this:
+1 for Spell Rank, +1 for Spell circle Mana Control, +1 for HP
If total => 2x training: 80%
If total => 3x training: 100%
If total => 4x+training: 120%+
Just checked Stamina costs for MnM spells (under Mental Acuity) and glad to see that wasn't missed; they're costing 2x stamina of the new mana costs
912 in the hands of my wizard is a whole lot of fun now. Going to hunt my bard shortly and I am pretty worried 410 won't be serviceable as his only AOE crowd control anymore, in which case I'll just use open 1030 and hope for the best
Morning. We explode yet?
A sphere of dark ethereal ripples expands outward from you.
[SMR result: 118 (Open d100: 60, Bonus: 15)]
A triton brawler is buffeted by the dark ethereal sphere and is knocked to the ground.
[SMR result: 94 (Open d100: 32, Bonus: 15)]
A spectral triton protector is buffeted by the dark ethereal sphere, but is unaffected.
You feel the unnatural surge of necrotic power wane away.
Cast Roundtime 3 Seconds.```Lol yeah that's very bad. Cannot at all rely on that now. Level 100 bard with 75 MnE ranks. And that's **with** +15 bonus from Ensorcell, jeez
This is making me wish the SMR display was different so I don't have to do all the mathing, and I could visually see exactly what my skills are adding to the roll.
[(Open d100: X, Bonus/Penalty: X) + Advantage/Skill/Whatever you want to name it: X = SMR Result: X]
If I slippery mind a disabler back at the caster, is it considered self-cast for the auto success?
not adding more to the pile...but this is a critter ewave attempting to hit me
Crackling torrents of spectral energy erupt from the angargeist as it reforms, warping the air as they ripple outward!
[SMR result: 28 (Open d100: 74, Penalty: 5)]
You dodge the disruptive wave with barely a hair's breadth to spare!```
I mean...I"m assuming you don't want me to be totally immune to a level 114 or so mobs ewave. Just sharing some data.
But you barely dodged that...obviously the next one will get you 🙂
I think it would have been cool for some of these to be on a new system, Magical SMR. mSMR. Replace all the physical related things in SMR with their magical counterparts. In terms of offense + defense.
One of the things I had been curious about with switching to smr is that the old td pushdown skills won't help with them because they still only do td pushdown. Probably makes sense for those to do smr pushdown now as well. And for there to be a mass version of 413/715 (td) to match mass interference and depression. Granted, I still am not so keen on the idea of using a disable to apply a disable, but separately I think any TD modifier should also apply an SMR modifier (or to put it another way, genericize "defense reduction")
Not that pures should play like squares….but disable to enable a disable is pretty common in square world
Except for tackle, hamstring ... etc etc
I don't feel like it's beneficial to say, well squares can do this or squares can do that. It's not the same game play and unless you've played both, you really don't have a good understanding of the differences.
I literally said i didnt think they should play the same
>cman throatchop #1621169129
You chop at a pale scaled shaper's throat with your framea!
[SMR result: 108 (Open d100: -11, Penalty: 20)]
A pale scaled shaper chokes silently, unable to utter a sound!
** Cords of plasma-veined grey mist seep from your ghezyte framea and entangle the scaled shaper, causing her to tremble violently! **
Your ghezyte framea suddenly lights up with hundreds of tiny blue sparks!
A sphere of formless black ripples expands outward from you.
[SMR result: 90 (Open d100: 42)]
A pale scaled shaper is buffeted by the formless black sphere, but is unaffected.
[SMR result: 92 (Open d100: 39)]
A deathsworn fanatic is buffeted by the formless black sphere, but is unaffected.
Roundtime: 2 sec.
This would have never failed before.
Ewave is in a really bad spot and I hope it's still being looked at
And you are right, I have no idea what pures play like. And clearly those fails shouldnt be happening.
Your spell is ready.
You gesture at a flayed gigas disciple.
Your magic is ineffective against a flayed gigas disciple.
You feel the unnatural surge of necrotic power wane away.
Cast Roundtime 2 Seconds.
Abruptly, you sense the attention of your spirit slayer focus upon a flayed gigas disciple. The pattern of your spell is wrested away from you as the mote of white light flares with blinding brilliance.
A flayed gigas disciple appears distracted.
Your magic is ineffective against a flayed gigas disciple.```Is the 240 re-cast counting as a first or a second attempt here? Also weird messaging - I got Ineffective, 240 re-cast, distracted messaging, then ineffective. Is the second ineffective beacuse it's already distracted?
Yeah, it might be good to highlight the reasons for disables, perhaps. For squares the purpose of the disable is to make your target easier to hit, but on the squishy side it's to avoid getting killed by your target. Is it possible more a acccurate to describe them as setups versus disables? Like in my wizard I consider cold snap pretty essential, but not because it makes targets easier to hit (it does but it's not why I cast it) but instead be because it prevents maneuvers. That's also why I use web, and breeze, etc. it's not for a setup, it's to make it harder for the target to act or kill.
yeah we always called them setups for years and years, but I prefer 'controls'. The only way to play a square is to kill the thing before it can kill you. Either you are hiding and ambushing or you are controlling the fight until you can end it
Yeah, and what little I do with square maneuvers in my group they're setups. They keep the targets on the ground so they're easier for everybody to hit. The wizard handles the disabling with cold snap. But even more so in this review, if you need to disable to reliably hit with your disable which is supposed to come first? It's kinda like the warding problem with a new hat... We needed to ward to apply warding reduction. Ok.. warding reduction abilities hit automatically, good change (grizzled fix pending....) But now these new SMR based abilities are right back in that same paradox
A big factor for squares is we have ForceRT. So for me, staking up 2, 3 second moves immediately is worth it
Yeah. And if td pushdowns applied SMR pushdown, I could see area web opener followed by some td pushdown, now when the enemies act they have a high chance of getting webbed
Also worth noting, there are squares who still do the old way. Max the AS, the hell with the set ups and just blast everything, That works against 'most' stuff. Some HW and ME critters can't be got that way
Yeah. That's wizards too. It's rarely worth being graceful when you have high as and cone of elements spam
You mean you don't want to make your target run away when you're trying to make it stand still? Weird. 😆
Mana cost reduction is interesting considering how harness power and mana pools have changed over the years. My experience is provably an edge case and I can recall only one time where I ran out of mana this month.
the thing rogues have always utilized is being able to ewave in a crowd and hide during the cast rt. But if it doesn't work at all we kind of lose something we had to combat more than a few targets
Honestly never been happier I didn't get around to rolling a casting rogue
Also if it takes multiple cast to be effective it is not really a mana cost reduction, but an additional action cost and mana cost
Yeah that highlights the other thing, which is there are squares that spell still.
I mean 410 is useless on bards now. My bard feels real bad vs more than one mob at this point. 410 was the only reliable AOE CC. I'm tempted to just only fight 1 on 1 with him now. He's definitely going to die more if I keep taking on multiple mobs without 410 in the mix. This is WITH 15 bonus from Ensorcell.You gesture at a triton brawler. A sphere of dark ethereal ripples expands outward from you. [SMR result: 118 (Open d100: 60, Bonus: 15)] A triton brawler is buffeted by the dark ethereal sphere and is knocked to the ground. [SMR result: 94 (Open d100: 32, Bonus: 15)] A spectral triton protector is buffeted by the dark ethereal sphere, but is unaffected. You feel the unnatural surge of necrotic power wane away. Cast Roundtime 3 Seconds.
I know things are being tweaked but I thought the main benefit was for disablers to be more useful and not a nerf. Hopefully 410/435 is being looked into and tweaked still
Oh, I think there's no argument from anybody that 410 right now needs love
I don't think any of the new smr's are tuned where they want them yet.
Just tried 1015 into 410, 1015 doesn't penalize SMR. Would be nice if it got that added to it to match its TD penalty of 20.
I mean, 435 WAS one of the few things that could still smack me so its overall good for me....
Noticing that 417 doesn't seem to remove Dreadsteed flame aura in Moonsedge anymore. Not sure if im seeing failures or what - but mulitple casts aren't removing it.
[11:40 PM] Auchand: I'd expect the statement of "Hey, we're tuning it" to stall a little of the doom 'n gloom, but... here we are. 😛
[11:45 PM] Auchand: Yeah, I just didn't want to keep hearing about how bad the SMR numbers were when we're taking a peek under the hood.
#1191064189981163611 message
Sure but that makes it even more baffling that this release skipped the Test server
I think maybe they assumed the changes would produce different results than what we're seeing, so now they have to figure out how to make it work.
Yeah maybe. My bard is parked until 410 works again
feels bad, man
I haven't followed what is going on with this but it sure affected my hunting this morning and for the worse. 912 doesn't help me disable some of the critters anymore in nelemar. Man I really hate change. Happy New Year!...Your character has been nerfed...Again.
Willing to give it some time and some trial and error. Some troubleshooting. Honestly these systems seem pretty huge so even with testing, there have to be some big variables that just don’t show up until we get in there and start breaking stuff.
Alright, bear with my terrible idea, but here it is: I'd suggest that characters that are hidden should be able to cast spell disablers from invisibility/hiding, with a roll check where they could remain hidden after casting.
Wizards benefit; rogues benefit; rangers benefit; bards marginal benefit. I can't imagine it would help empaths, clerics, warriors, or paladins much.
Monks exist too! D:
yea! like 5 monks exist!
totally valid, but I feel like that is what the test server is for
Why sus Alastir -- I fully own that I want to have spells from hiding for ranger. But, the ability to disable from invis seems like it would give some actual benefit to Invis. Maybe Invis gives an SMR buff to disablers (instead of staying hidden). I don't know what the point of invisibility is at this point. At least give it a useful combat function.
Being able to disable from invis wouldn't be much of a boon. Literally every creature in GS sniffs out invis almost instantly. It's a fluff spell
Then maybe it gives the SMR buff and still pulls you out of hiding (akin to 608 for rangers).
Morning all. Is there a summary of what is being evaluated further or changes that went in last night?
The pinned posts should have what's changed
everything is still being evaluated, as far as we know
This was kinda my hope, could of been really neat counterpart to physical smr balance
specifically, some more complicated spells (single target and aoe options) haven't yet been addressed at all, and are likely to still see changes, and I think we're all expecting continued tweaks to smr success - current numbers seem low and don't match up with Estild's stated goals for about 70% success with minimal or baseline training
I haven't tried hunting anything other than low level alts since the changes rolled in and don't plan on it until everything is figured out, heh. Hopefully that is sooner than later; I'd like to hunt my main characters again this week.
Thanks to everyone who is doing all of the active testing and bug finding work while I sit this one out.
I think I understand why you're asking for it. But I don't personally feel like 916 needs to have combat applications.
Get out of here bard!!
Your spell is ready.
You gesture at a bloody halfling cannibal.
Cloudy wisps swirl about a bloody halfling cannibal.
[SMR result: 89 (Open d100: 35)]
The wisps dissipate harmlessly into the air.
Cast Roundtime 2 Seconds.```I feel like I'm going to continue just not using web. What kind of success margin does the average square have with a setup/disabler against a cannibal? What do they sacrifice to have that success margin, versus me having to pump my Minor Spirit ranks (at direct detriment to my base circle CS and profession service bonus) to maybe make this spell reliable?
< What do they sacrifice >
Squares only have so many cman points to access manuevers, so they lose the ability to use others effectively by having less ranks in that, or simply not be able to use that cman at all....
Would you choose to lose access to disabler X to improve your chances at Web? by taking the stance of "I won't lose ranks in my primary circle" ( which is 110% your own valid choice ) , you are indeed doing such
All the spell smrs are still being looked at, as now they are kinda useless in the places you want/need them, there's a big difference in success margin in cm smr moves and spells, and yeah they sacrifice nothing to be good at things like sweep or bull rush or feignt.
If anyone remembers though when psm3 launched there was a similar issue with a lot of physical disables, naijin went in and gave all of them a pretty big boost so that they worked most of the time.
Baseline for WEAPON & CMAN abilities is 3 ranks, which gives 80% success rate?
Except disables have like a 50 bonus or something also tacked on
The minor elemental spell circle is as much the Warrior's, Bard's, Rogue's spell circle as it is the Wizard's and Sorcerer's spell circle. To change the parameters to favor one profession's preferred training path is very much unfair to go about it in light of how it worked previously.
yeah ambush is for all the classes!
A summary of the changes thus far:
https://gswiki.play.net/User_talk:GS4ALASTIR/Spell_Changes_2024
(I still need to clean it up a little bit.)
You can learn ambush easier than I can learn spells.
I don't think anyone wants classes that can currently use spells not to be able to use them effectively. But in the same way, pures don't have any other options in the game, I think they should be skilled at like how 6/5 ranks of cms work for guild skills vs 5/5 which I think everyone should be able to obtain.
Yeah but a square's AS is their AS no matter what CMs they pick (barring those with buffs), you don't have less AS because you prioritized hamstring over bullrush. Your baseline attack power is static and CMs are for flavor. A pure taking more off-base circle spell ranks is losing attack power by doing so
I'm basically just talking about like a 5% difference. That's kinda it, everyone whom invests in the spells should be able to be effective.
I would certainly be an advocate of that. I think pures should be powerful in a fantasy game. But not at the expense of the other profession that use the spell circle. It should work better for everyone. Not not tailored for one particular training path.
Estild: Please don't get into debates on how it should or shouldn't work for specific professions. Overall, the goal is that 410/435 will still be effective.
#1191064189981163611 message
I think post PSM3 GS is a very physical oriented game and trying to shove SMR spells into it may not end up working out unless some changes are made. Pures can and do carve out some specific niches they excel at, but SMR'ifying spells, if it means they have to give up their attack power to use them, ain't it imo.
Yeah, right now they are broken for everyone evenly hah.
I can get behind it working for everyone. It should not be less effective than it was.
100% agree
< A pure taking more off-base circle spell ranks is losing attack power by doing so >
You are prioritizing the buffs/debuffs available in that spell circle, for sure! A pure has access to 100 more ranks to power than a square has access to cman ranks....you are asking to be all powerful with more ranks in all of the things, and I'm not sure that's how it's supposed to go
My hot take is that, they should work less for someone with 10 ranks than vs someone with 75 ranks. They have explicitly stated that won't happen though.
You mean with the minimum effective value?
Meanwhile with 75 ranks ewave is trash
With 100 ranks ewave is trash
I would have created a magical version of SMR, so that you had to train in magical things to be good with the magical disablers. It creates counter-balance with the physical PSM maneuvers. And yes, I know what that does to Rogues, but that would be addressed outside of magic.
I think the ship has probably already left the docks, but I would have liked to have seen a PSM3 for magic ... with access to spell disablers that are not specific spells in existing circles, but where each class could access certain disablers. I think the PSM3 model was spot on. And then I would have left the spell reworking for the class reviews.
As the Rogue Service Proposal clearly demonstrates that one day that it will be fixed may never come.
Spells are the PSM abilities for magic.
Yep. Replace CM, Dodging, Perception and PF with Spell Aiming, Harness Power, Mana Controls (take whichever is highest maybe) and then an average of MIU+AS or something.
But they didn't have to be... they could have had arcane "maneuvers" or "controls".
I don't see the point of doing that. You're asking to reinvent the wheel, but it's still going to look and work the same.
PSM was new.
If all the chaos is going to make any of you whales rage-quit and sell your stuff, I'm in the market.
for me, I geniunely think for the cman vs. disabler effectiveness discussion comes down to trying to make it apples to apples...how many spell ranks equate to ranks..is being 1x in a spell circle going to get you 3 ranks in the big scheme of things?
Not sure that is helpful. But you be you.
You may not see the point -- but the pure disabler system is not working (hence the need for this). PSM3 makes combat dynamic and interesting, and is accessible by all classes, but favors squares. Your point is a bit like saying, you don't need PSM3 because squares have "Attack." But, in any event, it doesn't matter, my preference for seeing something isn't the direction the game went.
I mean calcing it on total spell ranks would be apples to apples
Do most pures stop minor elemental training between 75 or 80?
That wouldn't work though for non pures, so that can't be the formula here
Whether you take 3 ranks of Hamstring or 5 your AS doesn't drop.
I don't think it's that simple, unless you're allowing squares to access ALL of the cmans available to the professions instead of having to choose...your spell ranks allow you to cast all the spells in your circle
It could, if you make 2x the baseline.
3x would get a bonus.
1x would get a slight reduction.
80% = 1x
100% = 2x
120% = 3x
Rogues with 10 ranks of MnE would fall upon the minimum effective level backup.
Total spell ranks = combat maneuvers, spell list = training the maneuver, where 3/5 is like at 60 ranks or what not.
Regardless of anything else, I would ask that Spirit Shrouds be reverted please. They were marketed specifically as being useful for squares, Quilic even specifically mentioned KS squares at one point. It was quite expensive, and I even went to quite a bit more expense to win an auction to customize mine. Now, I am not able to hit anything with it. Hope you can address this.
This is complex. We have cman ranks, which helps, but also ranks in the individual cmans itself
That's why it shouldn't be brought up. There are too many differences to compare them in any meaningful way.
I think the likely answer is closer to something Vaemyr is saying. You need some way to create the equivalent bonus that Combat manuevers provides to squares. And I kinda agree. Its apples to oranges.
What is the skill that all pures train in, to max, with no questions asked?
Spell ranks. Eventually every pure will get 303 spells. Not everyone will necessarily max Harness Power/Mana Controls/etc.
Total spell ranks would create a balance between all professions.
Squares = 1x
Semis = 2x
Pures = 3x
But then you have the Rogues who may only go to 10 MnE. (Bards too while leveling may only go to 430.)
Full spell training for all classes is a post-cap thing.
And soooo many items out there
yeah, spell ranks really is the closest direct comparison to cman, with pures having 3 choices of maneuver
Warriors have basic 2x cman training. Every warrior does this or they are loco. That means that even with 1 rank of say...dirtkick, I can hit like level stuff. That's sort of what you need on the pure side for any kind of equity there.
And guild training is akin to 3x training with the 6/5.
Yeah as a monk I can and do make use of some CMans I only have 1 rank of, because I am maxed on my SMR stuff. Can't do the equivalent as a pure currently. If total spell ranks was the primary factor, you could likely use 118 with 67 MnS spells pretty reliably.
yeah, but I'm ignoring the guild right now. There is no equivalent to that for any other professions besides warriors and rogues. Maybe spell ranks ABOVE 202 could be something like the 6/5 advantage?
Animal spirit headdresses are broken too: Clouds of thick night black mist enshrouding your frame and making it appear bulkier, you rear up and tilt your head back with a deafening gnar, your sharp teeth exposed menacingly. [SMR result: 51 (Open d100: 91, Penalty: 2)] An ethereal triton psionicist seems unphased by the frightening display. Night black motes rush away from you, leaving your features back to normal.
The problem with using total spell ranks, is that they want to promote diversity in spell training. (At least for the Pure Elementalist). The spiritualists still train the cookie cutter max CS build.
yeah, you'd need to put 202 as the par target for spell ranks, for semis, and then the extra 101 makes it equal to a 6/5. Of course, this still leaves squares with spells out of the discussion
I think they can have TDs as high as they are presently, or promote diversity in training, but both doesn't make sense.
Cman also has ascension and enhancives where spell ranks do not unless you have $$$$$
So why can't it just be any spell ranks from any circle? I'm asking legit in ignorance here.
Can this be pinned?
This is kinda like I said the success should be spell ranks as combat maneuvers, but training in the specific circle is like training in the maneuver itself.
ah, ok, I see this is a work in progress, I will stand by. Thank you.
That's part of the difficulty of these changes. It could be. But one of the goals (digging into old wounds here) is to promote diversity in spell splits. Currently only Wizards really choose varying spell splits (You either go 500s heavy, or 900s heavy). Spiritualists (Clerics/Empaths/Sorcerers) all train for max CS.
Squares with spells need a feat to solve this and have since KS released. Squares should have that choice. KS or spell guy.
That's a pretty easy answer tbh if they did spell ranks, feat for squares that just gives a bonus.
Even squares who take spells aren't always getting to 101 though, there would need to be some sort of base-level pushup long before forcing them to go full KS, because there' s a long gap to full spells on square as well. 410 isn't a capstone spell
Yeah, hence the feat
It's mostly just rogues right, when we're talking squares here. Does any warrior actually use 410
but yeah, a feat that just pushes up the effective rank for squares is probably the answer. Or the "minimum effectiveness" essentially. I just think they didn't get to minimum in the scramble last night. A 70% effective baseline 410 would be fine, but that has to scale up levels or it becomes useless if that's only like levels
Yeah, rogues get shadow moc ranks right? Make it similar
do rogues? I know Rangers get it (1.5x) I didn't think rogues had such a thing
If they use a crossbow or thrown
The other thing could be making level the primary factor, and then all this stuff could be secondary factors.
This could just be amazing RNG but as we just had a massive number of changes I thought I'd post it here as something potentially worth looking at.
Got hit with a vortex in the Confluence a few minutes ago with the largest open roll I've ever seen in my history of playing the game.
[SMR result: 1623 (Open d100: 13)]
You are buffeted by the russet ethereal waves, and knocked to the ground.
You are pinned in place, unable to move.
... 745 points of damage!
Blow to your back removes the spinal column!
Seems normal, everything's fine. 😵💫
Level works except that they're continually adding more level 110+ things, which it breaks down, since you can't train for more levels. They'd have to let you ascend up your effective level
Well. Sounds like a good use of charms.. Each charm = +1 phantom level
I'm honestly surprised they haven't gotten there faster (ascended levels)
Sounds like a nightmare based on how rare the good charms are suppose to be.
You chop at a pale scaled shaper's throat with your framea!
[SMR result: 157 (Open d100: 20, Penalty: 2)]
You reverse your weapon and swing the blunt end down at the knee of a pale scaled shaper!
[SMR result: 150 (Open d100: 33, Penalty: 20)]
A pale scaled shaper crashes to the ground, falling to his knees!
5 Ranks (+127-+137)
vs
75 MnE Spells (+46)
A sphere of formless black ripples expands outward from you.
[SMR result: 123 (Open d100: 77)]
A pale scaled shaper is buffeted by the formless black sphere and is knocked to the ground.
I dunno. Any charm = +1. Slot any charm and thats a base benefit. I'm just spitballing
Level as the base, and then you use skills to push it higher with bonuses. Every 5 ranks known above the spell? Another plus 1, every blah ranks of insert skills here? More bonuses. So that with enough xp and ascension you can make any spell work.
given that you'd eventually need to get people up to 115, if each charm was +1, then once the charms themselves hit certain quality tiers you go to +2 and then +3
To be honest, this was one of the things that came out of the PSM on test procedure. We identified, for example, that hide didn't work vs 110+ critters. That cman couldn't scale to reliably disable anything. etc. This all go worked out in test. TWC too. TWC got adjusted to scale better vs ASC critters. CMan was allowed to get smr benefits for more than 202 ranks. Hiding too. Like this is why it was on test and all of these problems got sorted there
Charms should not factor into any of this, at all. They need to work at a baseline level.
as long as you don't key it to spell ranks, yeah. You'd have to use EMC / HP / SA / LORE though, since you can't enhance/ascend spell ranks. But it's viable. Ultimately, all of these suggestions are viable as comprehensive approaches, they're just bigger than spell disabler review
They do for squares now, so thats fair👍
And I will say we are focusing on a set of spells that fizzled, 410/435 and web etc. But a lot of the changes made last night are nothing but pure buffs, so those are good. We all kinda knew these would be the tough ones
Not really sure how big it is tbh, level v level smr exists, level v level smr that have bonuses based on something also exist, dispels flares are an example of level v level with a bonus based on the tier of the flare so that they work in ascension.
Sigil staff is level v level with bonuses based in Miu, they work in ascension.
Like copy paste the sigil staff smr, replace Miu with spell circle and see where it is, I bet it would just start working for everyone and we'd all be happy and shush lol.
"We've secretly replaced the success resolution algorithm in all gemstone systems with a flat 90% success rate. Let's see who notices"
but like... that's basically how setups work, they are super high success things
Cleaned up, organized, yadda yadda.
A summary of Spell Changes:
https://gswiki.play.net/User_talk:GS4ALASTIR/Spell_Changes_2024
Thanks
Hmm wonder if spell aiming now factors into 611's smr success or if it's a different formula entirely.
I seriously doubt it....
If can help if you have a lot of spell aim, not having it does not hurt you per a change last night.
Does anyone besides me use 214 (Bind) with any regularity? I tested it out last night and the ethereal Pirate Captain berserked out of immedately, every single time. And I don't remember it happening with that kind of immediacy or regularity.
I like Bind because I hunt with a Wizard partner, and besides the DS pushdown, it gives him a chance to fire off a few times without risk of being squished. (And I need DS pushdown on NCU because my Wither just doesn't do enough damage to be worth the cost; I typically fare better with web bolt...which was also being constantly broken, when it also wrapped the web around the Captain.)
(and yes, I know that the undead pirates are the worst)
ewave 😦
Making things super high level screwed too many things up. So many systems are largely level based. I hope that everything at least gets tweaked to be the same effectiveness it was, and then simply more effective against the higher level stuff.
I don't know exactly how SMR1 worked with ewave, but I do know that level was the bulk of its power, and spell ranks/lores were just a minor bonus. This allowed for it to be effective the moment you learned it.
But if it has a 70% effectiveness against like level stuff, that's pretty bad for a disabler.
Yeah comparing 10 results from the 23rd with a spread of 115-141 with 135 ranger ranks and 10 results from today with a spread of 115-134 with 135 ranger ranks and 2x SA. It looks like 611 isn't using the new formula or I would expect to see a difference of 135 vs 168.5
Wait why? 70-80 is what I expect at ascension level for my disablers
This is what i find as well
He said like-level. Ascension mobs aren’t like-level.
Fair. Like level is like 95% for me
Yeah, we have to remember not everyone is capped, either.
like level is close to like 50-60% with these currently, the highest level stuff I would need an open ended roll to hit
Meanwhile even at just 10 MnE, ewave was like 95% chance against like level, before.
Sure. It also completely outclassed 912's accuracy, a primary pure's spell circle with a higher mana cost.
yeah, pretty much, because it was pure level component, which again is still my suggestion to fix these, is make them back to a level component + some bonuses for training in the spell list, but would make it usable at least as well as it was before
I personally always presumed the basic idea was to bring Asc hunting setups in line. Im not sure ‘good as before’ is really gonna do it
that's the base line if you only had 10 ranks
So make 912 better. Isn't that typical GS sentiment?
if you wanna use it in ascension arena you can train more and it'd be effective, I guess the minimum viable thing also might work for that, but I feel like that's just gonna make it 70% everywhere cause noone is gonna have 160ish mne ranks
Different purposes. Different strengths.
912 prones in offensive + RT
410 just prones + RT.
on the bright side, I'm currently completely immune to creature ewave too in the places I've been
Plus bards use 410 and their base circle doesn't have an AOE knockdown to replace it with
priate captains would break out of 301 immediately too
I used bind against treekins since they break web (even before the change.. definitely now)
I'm trying to think of PSM abilities that creatures immediately break out of.
The comparison shouldn’t be to abilities but to status effects. Lots of PSM abilities apply stunned just like spells do, and that gets shaken. As you note, it is staggered that is less likely to get shaken
That is the point I'm trying to make.
The PSM abilities aren't broken, because they have multi-status effects.
All disablers either need multi-status effects, or the ability to "immobile-break" should be removed.
I thought most setup cman had a stagger component. Minimum of the rt used to try. Without looking at the wiki I can’t think of one that doesn’t, it’s the lynchpin that makes them all work independently
SMR is already a level component plus a skill bonus, level is the primary component of SMR.
Patching everything with a Stagger effect seems like a band-aid though, not a real solution.
Also the MLE idea is basically “what if there was a second formula that was pure level but a little bit worse”
the thing with Bind getting broken so fast is that I didn't have a chance to get my actual attack spell fired off. Maybe that's my fault for not using a script or even a macro and relying on fast typing, but... honestly, my typing isn't THAT much slower than if I were to have used a macro. (I don't have lich so script hunting isn't even an option, and if it was, I still wouldn't do it because I just don't want to give up the control to change things up because of need/whim)
(also, I know undead pirates are a major PITA, and personally, I wouldn't have chosen them to be the first test case, but... that's the joy of playing with others sometimes)
This is a fair take. Speaking for myself, I was citing the point because it works and lots of people are holding cman setup as a level of efficacy to aim for with spell versions.
Alot dont have stagger.
this is false, SMR is a formula that allows them to plug in components and it calculates the end result. For an example spell ranks is the primary component of 309, and 917. Level basically doesn't do much of anything.
Yes, it does
Which setups don’t? I’m going on memory
Spell cleave. Cripple. Hamstring. Dizzying Strike. Three that come to mind immediately. Im not at my pc
Level difference has always been in the SMR formula
That is level vs level
The level vs level component is at the core of lots of discussions we’ve had previously about SMR results, because mobs go above 100 but players cannot
Dispel and weapon skills are correct, but not physical cman setups imo. Hamstring is a good point out as an outlier. Is it unique in that it’s a borderline attack? I pretend it doesn’t exist most of the time because Paladin is the only cman user without access
Im trying to think of others. Cutthroat. Divert…id need to look at the list
The best setups do though
I never really considered e-wave a disabler on the same level as sounds or bind. And I'm basing us on the fact that E-Wave is killed me by itself multiple times
yes it's part of the formula, but what I'm talking about are the primary success factors, in the case of the two spells I mentioned the spell ranks are, just level alone, without spell ranks will not allow you to succeed against anything that gives xp
I mean, it’s a formula
I think we both agree that level and skills are both in the SMR formula
well skills don't have to be
there's plenty of examples where skills play zero factor
crowd press, dislodge, eye poke, nose tweak, subdue, throat chop, temple shot, vault kick also do not cause staggered.
Hey they're still classified as setups and are cmans! I just went through the list.
there are also plenty of examples, that I've named where level is the primary factor, and skills are just bonuses (these are mostly on items, designed so they can work for everyone, and if that's the goal with these disablers, then they seem like a much better baseline to follow)
level might be the single largest contributor to be honest. but in general the S in SMR is for defending. offensive power with smr is considerably more malleable.
IIRC there was an update that any maneuver that caused roundtime to the target was converted to Staggered.
I think we all agree that it would be good to change the formula, and they’ve begun looking at tweaks
Random question - I noticed that one of the new formulas has a bit that is flipped depending on whether the target is a player or a creature. I think this is a pretty interesting idea, given that players (myself included) probably don’t want combat to be 100% symmetrical. Are there existing examples of this in a formula? Is it brand new? Is it rare but existing?
917 is weaker against players on the first round
edit: timer
like the artist formerly known as nidal said:
309 has the concucussion damage per round capped at 20, 35 against creatures
mmm..... maybe others. have to think more. not the most common but not brand new.
309 in the hands of creatures is nerfed, 917 too
My goal here is mainly to try to make sure discussion does not go along the lines of changing the formula to be what the formula more or less currently is, because that will lead to it being mostly unhelpful
Not trying to suggest that things are perfect as they are by any means
Wow the 309 they get is the nerfed version?
I thought some of those cheap shots gave RT, but thats remembering other things using them on me and not because I use cheap shots. Could be messaging similar for critter specific stuff
Clerics are even more OP!
Yea lol. Has damage caps on the concussion part I think.
I'm just going by the wiki which could be out of date. I admittedly don't use a single cman.
I think when enemies cast 335 it’s single target for them too
309 on any decent roll was (35 + crit (say average 20)) * 5 = 275 damage. it was bleeding out even large races before you could act lol.
Do any pay items make SMR generally more effective?
Sporestaff with smr unlocks incoming this DR (just using this as an example, since I made this request when they first debuted)…
Generally SMR has enhanceable skill and stat components and people improve their SMR results by enhancing those skills and stats
I would argue some of those are setups, not disablers.
my fault, I used the setup term when asking the question - decent distinction to make for where the examples go
Oh i dont really see a difference. They are all tools to control the fight
I'll try to think of good examples to explain it via PSM, but I do feel like there is a difference and it's easier to describe via spells.
Setup = Hamstring/Kneebash
Disabler = Cutthroat/Throatchop
Setup = getting you ready to do something? Whereas disabler = preventing them from doing something?
Ok. Then warriors dont really have disablers. Nothing we do prevents things. We just delay them.
thinking it over, I think the MLE (minimum level of effectiveness) is a good idea for making these SMRs baseline useful, it just seems to be producing more like a 40% like level rather than a 70% like level
I dunno, from the hamstrings I've seen it's closer to a nuke than a setup or disabler
Hamstring is its own thing lol
I guess disarm is warriors best disabler by that definition.
It’s like what if they stapled 250 points of concussion to a knockdown maneuver
most of the hamstring clips you see that blow things up are after it got hit with a subdue or warcry so yeah, if you get a 300+ result it is 😄
I was thinking about this last night too… I think I’m leaning that this feels like a bandaid, rather than a nuanced long term solution… but I couldn’t think of anything “better”
hamstring is like 719, it disables, if it doesn't kill the target with a 400 point bleed
Also, people rarely hunt like level, especially at cap and post cap, where ten levels up is normal.
I'm not sure I agree with that. I would say most people hunt like-level. Nelemar, OTF, SoS, Rift.
The minority venture into HW/ME/Scatter.
Nah. Its not the endroll. Its the flares. Endroll just makes it do more bleed. Bleeds are very rarely 400 hp
it's generally not possible to hunt ten levels up in most capped areas!
I would probably assume for the moment that if you are walking into hinterwilds to hunt level 113 mobs then you are going to be deeply trained in your tools and MLE won't come into play
everyone in OTF, nelemar, sanctum, confluence, pirate ships besides bosses, bandits, and the rift outside of scattar are basically hunting like level. that's...not no one.
yeah I was mostly kidding on the bleed, but yeah the chance of flares from both weapons procing and such, I see a lot of hamstring kills from kiyna when I'm hunting with her
if you go into hinterwilds and expect ewave to knock everything with ten ranks of mne I am okay saying you should come up with a plan b
(this doesn't apply to vaemyr, for example, because he is deeply trained)
I'm torn on that, because it did work before.
Should it continue to work for the Rogue with 10 MnE ranks?
Probably, until something else is put in to provide the same quality of benefit.
I am confused at the intent of the MLE based off this example. The web was a failure based on training, Looks like the MLE kicked in, but still was a base chance of 70% along with the 25 bonus put it at a 95. Is the MLE expected to have a bonus of 31+ to land?
[SMR result: 95 (Open d100: 27, Bonus: 25)]
Of course it could be a bad example and rolling a 33 would have been a hit, but I'm not sure how the MLE is applied here.
I do a lot of hamstring kills. But i have 4 lethal flares on my hamstring
Honestly I feel like rogues should probably have an SMR option to replace ewave...having to rely on ewave for a rogue seems like the issue, rather than making ewave work better with just 10 ranks of a spell circle.
but I know she regularly kills things with just hamstring --> exsangunate without flares too
this looks basically like what I was seeing -- at like level, my preroll bonus is around 40 with web
that's lower than what estild described so it's possible the fix is just to turn that up a little
I wouldnt ask a profession to just give up a whole spell like that to fix this. Id rather see a feat for phantom smr spell bonus or something
That's such an ugly solution to me. Like a band-aid for a bigger problem.
just as rogues were given replacements to 403/404 so they didn't have to train spells...they should have something to replace the need for ewave imo
it makes sense that a spell doesn't work well with very little spell training
Just seems to me that these types of spells would be better off where the effect of the spell is better with a higher result, not necessarily the base impact. So, with web, it should be easy for anyone to hit 101 for a basic web effect, but something like 150 endroll, for people who are better trained, have an additional effect (rather than tied to duration).
Give them access to Bullrush maybe
Its GS. Its a series of layered band aids going back to the 90s
bull sweep, you spin around the floor like a beyblade sweeping everything in the room with you
Responding to my own comment… but the more I think about this, the more it makes sense to me. The problem is that increase success is only tied to duration, when increased success should probably lead to more helpful status effects or something… make it easier for everyone to use disablers for base impact, but make extensive training pay off with additional benefits.
Hopefully this isn't the target for the 410 items as well. Seems like some classes and specs are catching stray nerf battings here.
the items that produce 410 is a totally different thing for me because they don't have a skill bonus at all so that's just something they gotta figure out
the GMs, that is
also what do you mean stray nerf batting
who was SUPPOSED to get nerfed haha
Anything that worked before should still work. If anything, this should have made them better. Not the items
everyone 
I mean, Squares should be getting hit by these magical SMRs on the level of Pures getting hit by the physical PSMs.
That's what I consider to be balanced.
Right now, I think it's pretty much lol nice try, squarestone 4ever
For example, 410 with 10 ranks MnE should result in a knockdown, but 410 with 101 ranks MnE should apply knockdown + stance + RT
Where's the math professor when you need them.
I trained telepathy for my empath for big brain empath RP vibes. And then they went and updated Empathic Link and it was glorious. I felt oddly vindicated.
I wonder if they shouldnt back all these changes out, revert to previous, put the new stuff on test and lets iron this out without having to patch everything on the fly
I was thinking that this morning. Keep the mana and RT reduction. Figure out the other changes and then push them in.
but I just made my 217 macro haha
I don't know about all the changes ... if they're gonna do that it should be limited to the one changed to smr
yeah I think most of the changes went smoothly
It is a bit of a mystery to me why we didn't use the test realm for this. some of these things appear to have gaping holes in performance that should have been evident with the most basic testing, and it was pushed out in the night on a holiday 36 hours before i'm assuming all the dev gms are going to be busy at their real jobs after the 31 days of pretending to work we call december
edit: for clarity the not working in december statement is a jab about how no one gets work done during the holidays, in gemstone or otherwise, so january tends to be busier for people as they come back from winter breaks and have to pick up all the new work they've been putting off.
this type of large, sweeping change seems like exactly the type of situation where the test server would allow for players to provide meaningful feedback before going live in prime ¯_(ツ)_/¯
A grizzled deathsworn fanatic appears too distracted and his spell casting attempt fails.```
interference is pretty good tbh
Test server is normally used by the exact people here, a bunch of overly leveled uber hunters......Captain Ron says if its going to happen its going to happen out there.
technically we cannot be overly leveled because there is a cap
test server is obviously a biased sample set. i think a more aggresive, iterative test realm cycle vs languishing until it's perfect there absolutely makes sense. but it would have pointed out things like "this spell isn't usable with any reasonable build" before breaking said non-optimal hunters routines for some unspecified amount of time.
you are making a lot of assumptions and being rather hostile toward staff. I suggest you take a step back and count to ten before we need to get into policy enforcement territory.
I very much am not on either account and frankly that's an incredibly outlandish and overly defnesive repsonse to what i just said and how i said it.
you just said staff was "pretending to work in December".
lol at their real jobs
I was speaking about society there. not just devs 😉
edit, timer:
I meant literally no one works in december, so everyone is busier in january. I'sm orry if that was the miscomunication there 😄 i hjaven't worked since november at best!
At "their real jobs"...
It was a joke. Everyone "pretends to work" their real jobs in December. I know I do.
that is not how it came across, but ok that is funny.
I don't, it suuucks but I wish I could. Holiday metrics.
the december thing wasn't even aimed at staff, just all of us kinda pretend to work in december, cause like... yeah nothing ever happens in december, oh god though I know I have like 3 months of work to try and fit into january coming 😦
Understood. I disagree, but I see how it may have been presented that way.
I fully believe staff has been working super super hard on this update, and I'm astonished by everything that's gone into it, but that's all the reason I want it to be successful across the board
Yeah, the fact that test wasn't used for this first blows my mind. But whatever, it's done, so I hope the fixes roll out soon.
I don't think its hostile or assumptive to ask why big changes don't leverage the test environment when other recent changes have done so and turned out better for it. Auchand's recent hunting ground releases took advantage of it and smoothed out issues before release. I feel like the test server would have caught things like the casting RT spell interactions, bard song issues, and paladin infusion costs that players discovered almost immediately after these were put live into prime
i think we're good here i edited the intiial post to add some extra clarity there. just a text miscommunication. i'm also crappy in general so ya know, not like it was certainly a valid potential reading of how i said it!
can confirm that guy sucks
I read everything Tikba says as an attack...it serves me well and keeps me on my toes. I think that red WARNING name makes it easier to do so.
IN THE GAME THOUGH
Let's return to more civilized conversation about spells. Carry on.
my assumption is there most likely was some technical reason these didn't go onto test first, but hard to really know, I think it was Wyrom whom mentioned it's actually a lot of work to put new technical systems on test and then prime.
spells are bad and people who use and make spells are bad and should feel bad!
Historically test hasn't been used for mechanical roll-outs. Auchands use of it for HW and The Hive was uncommonly rare
but, yeah some of these probably should of been reverted while they are being worked on like the bard spells were TBH
It was used for PSM3 which was kind of a big rollout
I don't think rogues really NEED an AoE, and ewave is sort of just a fancy thing rogues have always had the option of getting. It always sort of made the magical rogue a thing, and has been a part of the rogue class for sooooo long. If ewave even improves from its current state to be 70% chance against like level, it is still such a nerf that I don't think anyone will use it. Against Asc? Sure, 70% is not bad! But like level? I think 70% is awful.
I do know when they reviewed all the maneuvers in the past and converted them to SMR2, they left ewave as SMR1. I guess we know why now!
I thought it cost a lot to update test…
I don't really mind rolling things onto prime, it certainly gets it in the hands of more players, and a LOT more data very quickly, I just also believe in rollbacks in those cases when things aren't working (which for things like 410 that were pretty intigral to some people's kits, they can't hunt like they did before)
410 as it currently sits was nerfed so badly it may as well have been unimplemented last night
410 is obviously in a difficult place right now, but just to reup from last night, auchand said they are still tweaking the SMR formula, so no reason to expect it will remain as it is
unfortunately in the mean time those spells are not really usable for people who were relying on them until last night. i get that putting things on the test server may be non-trivial, but so is regaining the sentiment of players who are frustrated with these changes in their current state
Purely conjecture/opinion here, but earlier when there was semantics debate over 'setups' and 'disablers,' both falling under the umbrella term of 'controls.' I imagine 410 falls more into the setup category. 435 would be the adult version one is looking for in the realm of AoE damage disabler, but I'm not certain I saw any changes to it in the updates.
when you run into a room full of mobs and you don't want them all to attack you at once, what non-damaging spell do you use?
>sym return
He Boldly Ran Away...
You know, I guess I do have a use for ewave with Midgar that I didn't think about. I use it on bandits and triton wardens to knock them out of hiding, since it's better than searching.
Warriors have a few answers there that dont damage. We are bad examples
619
I tend to start off with Sympathy to ease the pressure, then Empathic Link until I get them all. Then I just play whack a mole. If it's really bad, I'll open cast web?
I was gonna say, I was struggling to find some squareside examples but we really don't have any in the current not-working-well context. We used to, however.
410 was probably in the runnning for being a top 5 ability in the game for like, the first 30 years of the game. so now it's just getting counterbalanced with 5 days of being unusable or whatever
I don't really think the setup/disabler distinction is as strong as described, almost all setups also make the enemy not do stuff until they get out of the setup
there are very few long-term disablers in the game and as alastir's list suggests they almost all just disable spellcasting
actually they might all disable spellcasting haha
More of a venn diagram situation than two rows two columns.
just as easy examples, 413 and 909 don't stop the enemy for any time at all
And there is no official designation for "disabler". Except for spells because they called this the spell disabler review
Yeah, this is more just any debuff at all is a disabler. 512 disables since it prevents maneuvers use. And at two casts all actions are locked down.
My main wish/want has been to not have my character's throat slit or just be outright silenced or spell stripped during a fight. I don't much mind that it CAN happen, I just was frustrated when it seemed like it was inevitable. There should be balance on what happens and what you can do about it. When I get Moonbeamed, for example, I tend to just drop my hands from the keyboard - because what do you do?
I think it's more a distinction for spells.
909 - setup
912 - setup/disabler
410 - disabler
512 - setup/disabler
210 - disabler
214 - disabler/setup
I think we're just talking semantics, and waaaaay back when we were discussing these spells we started calling them disablers, then then the name stuck.
They are spells that do stuff that killing the target is not their primary function I think is basically the classification here.
like these are the list of actual classified setup skills:
https://gswiki.play.net/Category:Setup_skills
They do a very very wide variety of things
We should call them immobilers, since they call the ability to break them Immobile-breakers.
so I think generally everything on the "spell disabler" list actually could also qualify in that "setup" category, some also disable, but generally they are designed to be used in conjuction with other spells or attacks to defeat a creature
I liked ... Leffs? explanation.
I want to do something to you
vs
I want to stop you from doing something to me
When I hamstring, I want to hurt you.
When I ewave, I want to prevent you from nuking me.
I always want both of those things!
Yeah, the term may be generalized but it's ultimately important to account for why somebody is casting a spell that doesn't kill. Making it easier to hit your target, and making your target less likely to kill you, are distinct goals.
I'm just saying there is no distinction in cmans for "disablers" only for setups, of which disablers certainly are a part of
Cutthroat is the only example I can think of that only disables.
Can't we just use "CC" and/or "debuff" like every other game uses? 😆
I think that example kind of shows the problem, ewave prones the enemy, and it ALSO means they won't act until they get out of roundtime and stand up (usually)
proning an enemy so you can hit them more is a time-honored strategy in gemstone
Did we get a more detailed explanation of MLE or are the details of that still under construction?
but it is in the "setup" category of skills
The point of showing that list is that basically all the spells in this "spell disabler review" are similar in that they are intent to be followed up with something else.
Setups in Cmans are also special in the fact they have big innate bonuses to success, outside of any training, which is why they work so well on higher level creatures still.
We haven’t gotten any mechanical update comments since like 3:00 am last night. We’re just all kindof chumming the waters talking.
Can't ewave, gotta fill the time with something 😂
first big mechanical release in a long time, of course we gonna discuss it to death haha
This is the friendliest mechanics conversation we've ever had
In the meantime, hunt those creatures that 435 that have been a problem, they're harmless now
Only one warning. 🙂
I think I saw some confluence major ewave in a channel with like a 1700 end roll doing like 700 damage
HARMLESS
Oh yeah, players get those too. I had a 1400 end roll last night
I think that was the massively skewed room's effect. Clearly the game's been playing longer and has more xp.
to which I will say that uhhh 435 probably will need an effect cap on it
no no, I like those open rolls for me now
my hot take is if you get hit with a 1700 end roll it should do 700 damage
maybe more
Lucky charms, RSN
maybe 800
oh I was more refering to some more "reasonable" results assuming they fix the smr formula, looking at it's scaling now, 435 is pretty awkard, in that I feel like it'll either do very little or too much, just saying it probably needs a balance pass overall once the SMR formula is worked out
But is that a disabler or just an attack spell that happens to knock you down?
I don't go back to work until next Monday, for what it's worth.
Just scrolling up.
One thing I've mulled is basing 435 damage on a standard flare instead of failure-based weighting. But we'll see.
Your "standard flare" math is the math that somehow gets me killed all the time in ME from those stupid flaming horses
So, this is why it should be both… I think. Make endroll determine effect, not duration. Make all smr spells easier to hit. 410 at 101 endroll should knockdown. 410 at 150 should stagger. 410 at 160 should knockdown, stagger, and RT.
It's not mine, lol.
When I say "standard flare" I am talking about the same equation that determines the damage of most flares in the game.
If it helps, they kill me too.
you should stop getting run over by horses
Moonsedge 4 (un)life.
pro tip
yeah, I mean I'd be fine if it was intended to be a big aoe nuke too, although probably doesn't need a mana cost reduction in that case, it's more kinda like what's the intent of the spell I guess
It's usually Flaming Aura that gets me. My fault.
I'm not really a fan of abilities that barely hit me but then kill me because the damage is not related to the thing that hit me initially.
Yea undead horses...so hot right now
make it the elemental version of 125.. some kind of elemental vortex/cloud that does damage in waves...
ranger, fire, hot
Flaming aura is great. Best update of 2023
Should 212/217 maybe also impart a penalty to SMR defense? Then you could go 212->118 if you wanted to, etc. 1015 could also use this; a SMR penalty in addition to the TD penalty, to make 410 better for bards
does anyone want to use a debuff to make their next debuff viable though?
Stacks on stacks
I mean, 212 into 309 would be great, I'll take that.
As a player, I have generally found this design to be frustrating in practice. Offensively, even if I invest in increasing my skill to make it land consistently, the higher endrolls don't make the effects consisent enough to rely on. Conversely, it is frustrating to get murked by a 101 endroll when I face it defensively. Logically I understand that there is a negativity bias at work but that doesn't change the way it feels in play to me
I find this true. With spell cleave, I can get a 200+ endroll and strip ZERO spells. Its table tossing
I was thinking if sounds went from 7 to 3 mana and 2s vs 3s and 611 went to 5 mana and 2s then I really SHOULD use two for a total of 8 mana and 4s vs the 11 mana and 3s I was using before considering the huge difference it makes in the end....
depends on whether it actually speeds up your kill time, I guess
I don't think the +25 from sounds on top of the +100 you already get from 611 is going to make enough difference to make it worth 2 more seconds, regardless of mana
putting aside the fact that 2+2 = 4 which is more than 3, it also delays the beginning of the desired effect by 2 seconds which is a non-trivial amount of time in dangerous situations
im not against wombo combos that take more time to set up, but I don't think the general design for most disablers should have an expectations that you need to chain them to be effective
Yea it is 1 more second than what I was using before but 3 less mana...and those are both disablers that should in theory be lowering the danger from that creature. It is just something I am toying with that I didn't need to consider before.
611 already lowers the danger from the enemy to 0 (essentially)
Flaming Aura ............................ 00:01:39```
Flaming aura is incorrectly showing as a debuff now instead of as a buff.
Nothing has changed for months. I will take a look under the hood once I get to my NYD celebration.
That +25 from sounds makes that 611 easier to hit. You wouldn't use it every time, you would use it when you need the extra help landing that 611.
Or want 616 to hit even harder…
I use it on those vampires that bounce around if they live. I hate that mechanic and just want them dead and lose more time chasing a living one.
I still think in most situations you'd just aim to cast 611 twice, for the chance that the first one works and you don't need to waste another 2 seconds. In some situation where your odds are very low and the 607 is important to make 611 feasible, sure, but I don't think that's a normal hunting scenario (at least not before the changes last night).
walks in, the perfect picture of serenity
Good morning and happy new year—
looks at hundreds of messages
Right then. New year same as the old year. 🍿
A Flaming Aura standard flare?
Can we keep the open roll for player-cast, but do standard flare for creature cast?
Let's be real though, Ranger is a bad example. They're on top.
607 is an awesome opener. Why? Because it will trigger an animal companion attack opening, and the 607 will give the bonus.
611 -> tell comp to attack -> 616
i totally see your point, but not sure that's the intention of the design. for example, my initial feeling is that leading with web as a primary disabler against like-leveled foes shouldn't require another disabler to set up, but it doesn't seem like the designers feel the same way: #1191064189981163611 message
Only if your 611 hits. 607 virtually never fails. Sorry, on a non relevant tangent. Situational benefit here.
912 v2 is my current favorite update. 217 is pretty great too.
Yay. As a wizard I am glad you like it.
This is a genuine question: how much did people here use single target web before these changes? I used it quite rarely because I felt it was pretty limited in value — basically against targets that I knew would shake stun but not webbed
909 stomp + 912 is a pretty devestating combo. Some overlap, but -EBP and stancing them? Money.
Rarely. But I used AoE web occasionally.
yeah, I used aoe web much more (like whenever I have bandits)
We need custom AoE webs (akin to custom 709) so that I know which ones to dispel!
Goals:
Improve spell disablers so that magic has options available to set up and disable creatures.
perhaps my expectations were unreasonable, but I expected achieving this goal to include making spells like single target 118 viable to use as primary disablers
I don't use single-118 much now b/c it's not that useful where I hunt, but while leveling Tsalyn I used 118+309 as a combo constantly whenever the advguild sent me to kill something living (otherwise as a Volner I preferred 301/309 of course).
I infused it in my paladins weapon vs bandits and other non ascension creatures. Not 100% of the time, but regularly enough. If I didn’t want 1614 it was web, 111 or 1603
The problem I think is in balancing how this impacts different classes. I think they’re going to have to find a unique approach to this.
if it doesn't work for a very post-cap cleric, I don't see how other classes would expect to fare better
Yes I also hoped for single target web to be something I’d use more
For context, my wizard is running 153/75/75 split
I never used 118 previously at cap.
Before cap yes, because I was a war cleric and warpath while leveling too. The -25 TD pushdown was enormous at lower levels (and by that I mean up through at least minotaurs).
If they can get 118 to be as effective as it was as a CS spell with the pushdown, I'd probably start using it more at cap with the lower mana cost.
Never. But the idea of having an SMR disabler was interesting for things like brawlers that have slippery mind it gave me another option but since I went the 170/66/67 route it only being like 50-60% effective just isn't worth me using it
that's kind of where I land too, as SMR web currently stands it is not reliable enough for me to cast the single target version except in very specific circumstances, but the AOE version is definitely useful
I think the solution is to scale it up, so that it’s very easy to land 118, where almost anyone can achieve a 101 endroll to web a creature, but adjust skills so that bonuses to endrolls hit benchmarks that add additional status effects. So a capped cleric casting 118 web, with a 190 endroll achieves web+rt+vulnerable. But my capped ranger with 20 ranks MnS, just gets a web.
I keep beating this drum because it’s what makes sense to me.
I stopped using any ability that was immediately shaken off. It was just a waste of time.
The AOE is good because it’s a one cast for passive effects thing, very worth 3 cast RT. Put it down then continue your routine. Repeatedly trying to land the single target one isn’t worth the action economy
I see 70-80% success at fresh cap against same-level enemies as a good baseline.
At 2x cap (primary skills trained) against like-level 100% should be feasible.
Against Ascension enemies back down to 70-80% is reasonable, even with full training.
I’ll admit: until this discussion just now, I didn’t really think about how severely my leveling characters would have taken a hit if 118 hadn’t been reliable. (And keep in mind I had their spell ranks relatively low, as war pures, so the TD pushdown was covering a lot of ground.)
Of course, to be fair, they would have traded it for 212 being reliable instead, but that’s not quite what melee characters are looking for, heh…
If nothing else, this exercise has helped me (re)learn a lot of spells I had long since written off 😆
Inhaling deeply, you lift your pale golden warhorn to your lips, and with a mighty blow you sound the warhorn, loosing a high blaring hornblast that echoes through the surroundings. The powerful note builds for a moment before culminating in a thunderous explosion, centered on a ball of fire that bursts from the warhorn's cone! The force of the blast transforms the burning sphere into a rapidly expanding flaming ring of elemental energy!
The roiling wave of fire moves outward from you.
[SMR result: 69 (Open d100: 27)]
A human robber is buffeted by the crimson ethereal waves, but is unaffected.
[SMR result: 75 (Open d100: 30)]
A half-elven outlaw is buffeted by the crimson ethereal waves, but is unaffected.
[SMR result: 90 (Open d100: 41)]
A human mugger is buffeted by the crimson ethereal waves, but is unaffected.
Roundtime: 6 sec.```
Definitely not good for my old GA warhorn 😦
I am surprised (not complaining) that 914 got included in this update. I still need to give it a whirl. I expect it will still be terrible, but at least affordably terrible now.
I will gladly admit I’ve not tried 914 or 915 and won’t unless someone else tells me they’re good now.
Same spells, just cheaper and faster.
I try to keep in mind that a lot of these spells are fun - and many people will probably enjoy being able to use them at a reasonable cost - even if it doesn't lead to maximum kill efficiency...it's hard for my brain to accept, but I bet most players care more about FUN than EFFICIENCY lol
I’m all about fun, but I wouldn’t describe most disablers as fun. Fun is more like 525!
Edit: actually trying to think of a disabler I would describe as fun… 1219 for sure because everything starts repeatedly tripping over itself.
setting their weapon on fire as a disabler seems fun!
Not compared to setting them on fire!
Except they just immediately drop the weapon.
1210 1211 could be a fun disabler in theory. In practice it isn’t, because you’d need to find the perfect combination of something that takes extraordinarily fast combat actions, has low enough TD to get hit by it, lives in a swarmy area, and has enough power to hit other creatures in its area—and then those creatures themselves have to be fragile enough to take serious damage.
I was struck by this, because I think most of the square setups are more fun than the actually killing strikes
Yeah, it’s an interesting dichotomy. Hamstring, Shield Throw, etc. are where the cool, flashy, fun things happen. Magic disablers really are setups to get to the good stuff.
Edit: not even saying either way is wrong, just interesting differences.
You’re thinking 1211 Confusion, 1210 is thought lash 🙂
I think 311 and 316 are super fun
Somehow Thaumaturge SMR seems fine...
[SMR result: 175 (Open d100: 89, Bonus: 15)]
Flying high before undertaking an aerial dive at a flickering mist-wreathed banshee, your jet leather codex unleashes a dazzling arcane projectile!
... 20 points of damage!
Strike swipes cleanly through the abdomen, but seals up a moment later!**```
Telling people “have you heard the good news about Marlu” and then they fall over paralyzed is 100% in my power fantasy
I will admit that webbing them is not haha
1120 is fun for me. not only prevents them from harming me but make them fight amongst themselves too
Honestly, I think hamstring and shield throw are too strong as they are. I feel like they set a bad precedent.
Oh yeah, 1120’s definitely a good, fun disabler.
it almost makes me feel bad for subsequently linking all of them up to murder
I tried for a long time on an arachne character. Even with the pushdown eventually the fact that it was off circle made it get out scaled and it is not a reasonable trade off to not train the core spells. I was hopeful the change would be similar to how many cmans are usable even with 1 rank of the maneuver for an off circle and they really aren’t (yet)
I'm gonna need you to stop talking now Midgar or I'm going to hunt down all the stockings in the game and burn them.
Or maybe they SHOULD be the standard. They are super fun
I use several CMans with 1 rank as a monk and they work pretty well. Better than SMR spells with .6x in the circle
Midgar is used to that. He gets that reaction a lot. Maybe not the stocking threat though. We may have found his weakness
So then we can just kill with our disablers and call it good? 😆
Spells can't do whacky things with flares and such either. It's not fair and not balanced.
So, ask them to enable that
Going to total spell ranks rather than ranks in the circle really would be closest to how CMans work
I understand the design goal of wanting to promote maxing off circles but with resource skills it’s almost never going to happen. And even then another design paradigm stated is prof circles > major circles > minor circles. So by design a non-prof circle is going to be worse and that won’t feel good.
Maybe they can add a multiplier for each circle.
You either want valravn to have 490 TD or you want us to diversify spell splits, it can’t be both
I think he doesn't want to die to player setups w/ flares
Lores
Like 2.5 multiplier for major/minor and 1.x for class circle. To make it on par with 2x CM.
Thats a fib!
... 56 points of damage!
Quick, powerful slash to the tatterdemalion ghast's left knee!
A cadaverous tatterdemalion ghast falls to the ground grasping his mangled right leg!
The tatterdemalion ghast is stunned!
** A torrent of shimmering dust roils around you before forming an ordered phalanx of crystalline swords and tridents that plunge into a cadaverous tatterdemalion ghast in a violent storm of Liabo-hued light! **
... 20 points of damage!
Nasty burns to right arm. Gonna need lots of butter.
Riotous Liabo-hued energy races along the surface of the sword, slender tendrils rising up to coalesce into the ethereal form of a hollow-eyed valravn.
** Surrounded by a shroud of clinging shadows, a hollow-eyed ethereal valravn swoops down with an eerily echoing shriek as a murder of distorted Liabo-hued valravns lurch around it on a wave of disruption! **
... 35 points of damage!
The tatterdemalion ghast's wrist bones explode, leaving only a stump.
A turbulent cloud of Liabo-hued light lashes out from an ornate ebony eahnor cresset sword with a glowing firewheel-shard pommel with an echoing shriek!
Rage fills the ghast's eyes as his body tenses up.
** A vicious torrent of crackling lightning surges from a nacreous-bladed eonake longsword with a cloud-etched zorchar spine and strikes a cadaverous tatterdemalion ghast! **
... 30 points of damage!
Electric blast goes right to the heart! Fibrillation can be fun.
You hear a sound like a child weeping as a white glow separates itself from the tatterdemalion ghast's body and rises into the heavens.
A cadaverous tatterdemalion ghast lets out a hoarse cry that devolves into dry, rasping coughs. Spasms race through his form, dead muscles seizing and clenching before at last going still.
A cadaverous tatterdemalion ghast exhales the last of a virulent green mist.
Roundtime: 3 sec.``` 👀
I think the main counterargument against this approach is that they want to force meaningful choices in spell split.
But IMO a lot of other changes need to happen beyond this disabler revamp to make that a realistic choice for anyone but wizards
Wizards are the +only class with the forced spell split IMO.
oh jeez...lol. I'm sorry, this is pretty funny.
Shadowy, fleshless limbs snatch from the other side the ghostly rift, their grasping claws flailing blindly through the aperture!
[SMR result: 10 (Open d100: 7, Penalty: 1)]
You twist away from the shadowy, skeletal limbs!```
I have deflect the elements so PvP wise I'm good in that regard 😆
Yeah if my choice is have 548 sustained CS and mow everything down with big number, or go 101/101/101 and HAVE TO use setups to even be as effective as I am now I’m just gonna keep my 170/67/66 split. TDs are too high not to.
I tried the 101/101/101 + using disablers. It's not as effective. (As a Cleric).
Died way more often and everything just took longer + more mana.
I also didn't try it in ascension areas where, going by the CS vs TD I saw, it wouldn't work, period.
It would likely be better now with 118/212/217 change but yeah I can’t imagine going that route being a net improvement,
So how important is diversity in spell split. (For non-wizards).
My max CS as a wizard was 600. Using their minimum system (70%), that would put outside circles at 420 CS. Which isn't going to hit anything.
I would argue not very. We keep harping on this but squares can effectively use CMans with a single rank. Their choice between CMans doesn’t affect their AS/UAF. It’s not the same and it can’t be made to be the same. Pures having to make sacrifices to use SMR when physical classes don’t seems off. It should just use total spell ranks up to 100, with bonus for overtraining the circle the spell is in. You can use all of these spells with 303 ranks, you can be GREAT with them by overtraining the circle.
If it's not important, do wizard spells get revamped, so they can overtrain their profession circle and have max everything like spiritualists?
I don't have a solution, but it feels like ascension areas should incentivize you to invest in setup time and increasing disabler/debuff power at the cost of pure dmg output but its exactly the opposite right now
The TDs are too damn high
Last night, as I finally spent ATPs I'd been hoarding on my empath for literally a year, I briefly questioned whether I still felt it was necessarily to get to 40 Ascension Wisdom. Maybe I could save myself 75 ATPs, stop at 30, and let 212/217 do the rest of the work.
Then I remembered that even auto-success fails against higher end Ascension creatures, so 40 Ascension Wisdom it was.
It sounds like their intent is to have the skills be effective for everyone, without you having to make major training adjustments. My only concern is what they will consider "effective" to be. Because 70% against like level things doesn't sound very effective, and that's the only number we've been given that I am aware of.
Yeah like I’m max CS guy on my cleric because I saw the writing on the walls about creature TD. It’s a binary system and they give stuff giant TD so I went all in on CS. Would I like to train different? Maybe but I’m not changing it as long as warding works how it does and TDs are what they are
I think it's going to be difficult to make it effective for a Rogue (10 MnE) vs everyone else (75 MnE) without some weird band-aid.
I think it should be reliable with 75 MnE. I don’t think expecting it to work well with 10 MnE is reasonable or realistic
Now, let’s do that again with a maxed out luck charm.
I don’t agree with this. Why should spell ranks dictate how effective it should be?
Yeah, it's a shame. Because traditionally it was, and very few rogues can train up to 75+ MnE. Only a handful of us exist.
It’s pretty bad with 81 MnE as a rogue right now.
Chance to hit ascension creatures is like 0 percent
so an eyeless black valravn doesn't care about feint RT
That is generally how most things work, it's the reason all the Ranger stuff works so well.
I understand the need to balance against max CS builds. Changing the CS calcs for off-profession circles to approach main CS seems like it would put a big dent into this, but open to other ideas
I don’t think it should never work with 10 MnE, but I think it should work significantly better with 75. Scale it like 1 vs 5 ranks in a CMan maybe. 1 works, 5 really works.
I’m not sure I agree. I’ve been sitting at 60 ranger ranks at cap for a long time. Rangers have some other things going on that make it effective…
Most ascension critters ignore rt completely for our setups
i know not a PSM skill, but a manuver and creature who pulls a honeybadger for any disabler
~
MnE Ranks: 15/30/45/60/75/90
CMAN Comparison: 1/ 2/ 3/ 4/ 5/ 6
My other concern is not just rogues that have few MnE ranks, but also leveling characters.
also Disir fear + call wind !=fun
The auto success level check against targets levels 11-20 will now work on grizzled and boss creatures (in addition to the previous ascension creatures). Currently, the default messaging is the same on failure, but we're planning to update it so it's obvious when subsequent attempts might result in success.
I think I’d rather see something like lores impact disabler spell effect, and have base effect success be exceptionally high regardless of spell ranks.
Someone mentioned the lore bonus was not working from Elemental Saturation (413), but I can't find any issue with it.
@fierce saddle
This is an interesting idea. The one difference though is that with cmans you can get to higher ranks quite early. Spells is more restricted by your levels. So at lower levels the spell disablers would be way less effective in comparison
Golden energy spirals up your wrists and condenses into thrice-wrapped coils as you prepare Elemental Saturation. When the final word of your incantation falls from your lips, the rings abruptly shatter into shimmering shards of mana.
Your spell is ready.
You gesture at a huge steam elemental.
[SSR result: 229 (Open d100: 114)]
** For a split second, the striations of your somnis staff expand into a sinuous pearlescent mist that rushes towards the steam elemental, enveloping it entirely and causing it to collapse, fast asleep! **
A huge steam elemental does not seem to be affected.
A dark shadow passes over a huge steam elemental.
V5 = -37
V5 = -37
** Numerous sigils along your somnis staff abruptly flare to brilliance! Glowing purple energy surges from each, twining into an echo of your last spell... **
A dark shadow passes over a huge steam elemental.
V5 = -37
V5 = -37
Cast Roundtime 1 Second.```
woah Sorrenn can see the matrix
Give the spells a base effect. For 118 it would be web. For 410 it would be knockdown.
Yeah, it would take some math skill to do that based on current level + current spells
Idk, 15% vs 15 ranks
If 90% of your known spells are in that spell circle = Rank 6
If 75% of your known spells are in that spell circle = Rank 5
It would be a big boost for Rogues I believe, because 100% of your spells (if you only know 410) would be in that circle.
It looks like it would completely not work for everyone else though lol.
202 * .9 = 181 spells.
Maybe not total spells.
I am glad I am not a coder who has to figure out what to do 😆
Vaemyr and I couldn't get the additional TD pushdown working on a sorcerer, at least. Mine is 50 Fire lore, not sure on his.
yeah I tested a good bit yesterday, it seemed to always be a flat -20, based off this:
https://gswiki.play.net/Elemental_Saturation_(413)
It used to be a -25 and scale with fire lore, I don't have a ton, but I have enough to get those first couple points there.
Need to see a log in to see the numbers and what spells you’re casting. It’s only -ETD.
Ahhhh, of course, the numbers would vary on a followup Sorcerer Base cast... good catch.
Edit: Actually, I see, the wiki page threw me off. "Elemental Saturation causes a target to incur a -25 penalty to target defense (TD) against all warding spells after the target fails a normal warding check." I'll go update that now.
still doesn't match what I was seeing, but yeah I'll get some examples for you, give me a couple minutes
In some ways the game is more entertaining for me now, because instead of saving people with ewave I get to just sit there and watch them die.
Saving people that are immobilized is like my #1 use case for ewave. 😅
ok yeah, the issue looks like I was just looking at sorc TD, math is adding up after I apply a .75 modifier to the reduction for ETD to sorc TD
For elemental it looks to be working correctly as well
yep, I just had read on the wiki the -25 TD to all didn't know it was only elemental, I didn't even think to test with an elemental spell
I suddenly wondered about the 212 page, but interestingly enough, that one does specify it's only spiritual TD. I'm downgrading the 217-->504 combo I theorycrafted from "super powerful" to "pretty powerful." 😄
Was the idea ever tossed around for a free fix skills for affected professions due to the number of spell changes? Considering you can't really test this stuff on test.
I find it odd that 504 still requires Air Lore for extra targets rather than EMC.
I suspect one may come once changes are solid
everyone got free mitigation when PSM3 dropped for a while, I don't see why this would be different
Cman migration and TP migration are pretty different though
was it just cmans?
looking back I guess it was, yeah that's a slightly different problem then
Maybe turn on instant spell rank migration? No, it’ll be abused for service bonus. Lame
don't do it for 4 weeks though. and only for clerics. no reason.
Did clerics get free spell rank migration when sanctify dropped?
You trace a simple rune while intoning the mystical phrase for Major Elemental Wave...
Your spell is ready.
You gesture at a triton radical.
A sphere of formless black ripples expands outward from you.
[SMR result: 209 (Open d100: 95)]
A triton radical is buffeted by the formless black sphere and is knocked to the ground.
... 60 points of damage!
Left arm explodes into thousands of pieces!
[SMR result: 669 (Open d100: 63)]
A spectral triton defender is buffeted by the formless black sphere and is knocked to the ground.
... 290 points of damage!
Huge strike vaporizes the right thigh.
The triton defender convulses, falling inward upon itself while the leg mends.
Cast Roundtime 3 Seconds.```
Not sure if this is unique to spectral triton defenders, but they're saying they're getting hit by major ewave if you target a corporeal target
Everything on the Atoll acts strange
Not really related to the change.
Horrah! Voln Bible lives on!
You trace a simple rune while intoning the mystical phrase for Major Elemental Wave...
Your spell is ready.
You gesture at a triton combatant.
A sphere of formless black ripples expands outward from you.
[SMR result: 199 (Open d100: 48, Bonus: 45)]
A triton combatant is buffeted by the formless black sphere.
... 70 points of damage!
Abdomen erupts, blood and bile splatter everything!
The triton combatant gurgles once and goes still, a wrathful look on his face.
[SMR result: 120 (Open d100: 8)]
A triton executioner is buffeted by the formless black sphere and is knocked to the ground.
... 10 points of damage!
Ribs crack as chest swells!
[SMR result: 199 (Open d100: 84, Bonus: 3)]
A triton executioner is buffeted by the formless black sphere and is knocked to the ground.
... 50 points of damage!
Right hand explodes into thousands of pieces!
The executioner's sharply tapered longsword falls to the ground.
The triton executioner is stunned!
Cast Roundtime 3 Seconds.```
Since it's SMR now, if the mobs have some penalties to SMR or you're severely overtrained 435 tends to hit like a truck on high end rolls
I'll have to take a look at them.
435 is a disabler like implosion is a healing spell
While we're looking at these disablers, can we do something about the stacking SSR Disables that RT lock you forever?
[SSR result: 129 (Open d100: 75)]
The mastodon's angry trumpeting startles you!
Roundtime: 14 sec.
R>
A putrid arm quickly snatches at a niveous giant warg, dragging it down before retreating into the soil!
R>
Your disk arrives, following you dutifully.
R>
The freezing cold winds shriek all around you, numbing your extremities.
R>
In a display of martial precision, a brawny gigas shield-maiden thrusts with a gold-tipped heavy spear at you!
AS: +556 vs DS: +838 with AvD: +21 + d100 roll: +44 = -217
A clean miss.
R>
A niveous giant warg rolls over and leaps to its feet in a single fluid motion.
R>
A tattooed gigas berserker glares at you and lets out a nerve-shattering bellow!
[SSR result: 146 (Open d100: 51)]
You are startled enough to lose initiative!
Roundtime: 11 sec.```
Walked into the room, instantly put into 25s RT before I even had a chance to move, never left RT until death because they continued to stack more SSR based RT maneuvers repeated.
Unlike Stagger, these RTs stack over and over building to untenable durations.
I'll probably do a pass on all of my creatures once we lock in these numbers.
The sad thing is that as a sorcerer, I am not even being crit to death here. They don't even stun me. I just get plinked to death and end up dying with a couple minors and HP loss, so never get a chance for my cloak of shadows to activate. This has happened to me 3x today alone. Suffice to say, time to stop hunting hinterwilds for a bit.
yeah, the wargs were updated to use stagger mechanics on their SSR move, but the beserkers and mastodons still one that stacks, does the actual warcry stack is that the issue there?
with everything that gives RT being generally changed over to stagger, if stuff is still giving stacking RT it's probably not intended
There are 2 warg maneuvers, one does stagger, the other is the howl that is not stagger and stacks with the berserker and mastadon shout SSR attacks.
the howl does stagger for sure, it doesn't stack I've been hit by it like 1000 times
it'll refresh to the 20 seconds with high end rolls, but it doesn't stack, it does have messaging that makes it seem like it stacks, but it's really just the end roll resulting in 20 seconds RT
Well it probably stacks with the other shouts then is my point since they dont stagger. It only doesn't stack with other stagger effects.
I mean it doesn't stack anymore than any other stagger SMR move would
suggestion: make 435 hit like shield throw and give it a cooldown 😛 (all those clips of 435 PALE in comparison to shield throw)
I mean, I'd be fine with 435 being an attack spell that's useful and does good damage/kills stuff and has a CD like shield throw, that'd be pretty awesome TBH
but on a more serious note: maybe make SMR spells scale similar to skills like shield throw that (AFAIK) use up to 4x in skills (2x shield use, 2x cman) to determine effectiveness. SMR spells could use any combination of skills to max out at 4x, ie. spell circle ranks, spell aim, AND mana controls... pures and semis can then get to 4x while squares can only get to 3x... (i think those numbers are right)
You are leaving out ranks in shield throw itself. Its 3 factors, not 2
I feel like you’re ignoring the crit rank. Major Ewave is dropping rank 10s like candy. Just because it’s only a single hit doesn’t mean it’s worse than shield throw
well, yes.. that highlights the difference in the two systems: cman points to pick skills vs spell ranks that strengthen all your spells, which you DONT have to pick and choose from. Just trying to come up with simplest way to compare and balance the two...
Shield throw only has 1 impact cycle, the others are concussion and unbalance which aren’t going to be fatal
Yeah. I get it. The more i think about it, the more its just something that needs unique solutions
Shield throw is awesome, don’t get me wrong. But it isn’t vaporizing rooms either. It’s more flash + a flare platform
I didn't notice that when I was trying it out 😛 It felt really weak even vs bandits.. many hits under 20 with low crits.. I'll keep playing around with it..
Thing should die of embarrassment if you get the spin around and fall on their butt crit. Or the scooby doo leg skidaddle
I think people often assume the maneuvers are loco. Its far more often the flares
I'm sure guessing the solution they're coming up with revolves around what skills they use for success, and what the floor and ceiling are. I'm hoping they use PSM3 systems as their guide and try to make them similar if not as close as possible to equal in power.
I think a big difference is forcert. Squares can pretty easily ‘try again’. Pures are sitting out the full cast rt.
That said, based on the feedback i got on my forceRt video, most square players didnt know it existed
Without going offtrack here, wasn't forcert a system implemented to make up for CMANs' slow speed? PSM3 sped everything up AND forceRT is still around.. Not too shabby 😛 I know they said they are tuning things but when things are released and they feel like nerfs, it doesn't feel very fun. It's hard to avoid thinking "oh great, when will it be better again?"
... do squares not have forcert?
She said, having hid behind a stick for six years.
I dont know. I came back 15 years later and was like…whats this? Then i read it and became a god
And then my monk also makes liberal use of qstrike to speed things up even further. I qstrike basically every twin hammerfist so they're all 1s RTs, and sometimes I qstrike my stun maneuvers and volley.
Qcast when? Give it a scaling mana cost, inefficient - but could be a fun option to throw some dynamic flow in
Qcast is called "play a ranger or wizard." 😛
I'll give the team props for bringing out the release on the timeline they said they would. Especially grateful they are trying to hammer all these things out during the holiday. However, I think it might be better for everyone if we waited another month to have everything on test and draft an official document where it's way easier to keep track of everything that is happening and all the tweaks taking place.
You trace a simple rune while intoning the mystical phrase for Major Elemental Wave...
Your spell is ready.
You gesture at a brawny gigas shield-maiden.
A sphere of formless black ripples expands outward from you.
[SMR result: 77 (Open d100: 49, Bonus: 20)]
A withered shadow-cloaked draugr is buffeted by the formless black sphere, but is unaffected.
[SMR result: 93 (Open d100: 92)]
An eyeless black valravn is buffeted by the formless black sphere, but is unaffected.
[SMR result: 45 (Open d100: 35)]
An eyeless black valravn is buffeted by the formless black sphere, but is unaffected.
Cast Roundtime 3 Seconds.``` major ewave is all spell ranks now?
I THINK its: ```Actually, for the updated spells that use SMR, they use ((spell ranks (from the affected circle) + Spell Aiming ranks) / 2). (edited)
Jump
Only uses spell aiming if it would improve the result
Suggestion for 1108, rather than flee rooms could the higher warding margins cause the target to drop held items instead? Low success they freeze, high success they freeze and drop held items.
Your spell is ready.
You gesture.
A gust of wind tugs at your sleeves. Suddenly, a fierce wind rips through the area, scattering everything in its path and making it difficult to remain standing.
[SMR result: 171 (Open d100: 81)]
The wind knocks an ethereal triton psionicist off balance and she falls over!
[SMR result: 122 (Open d100: 31)]
is knocked out of hiding by the gust! The wind knocks a triton warden off balance and he falls over!
The wind then subsides.
Cast Roundtime 1 Second.```I LOVE that 912 can knock hidden targets out now (it couldn't before, right? I used it a lot and never saw that happen), but the creature name is missing from the start of the messaging
I can fix that.
So is 410 dead now?

It was murdered last night yes. They're still working on resurrecting it.
Sweet
I hope so, I loved it 🤗
I mean who is using ewave where it needs to be reliable? Wizards got 909/912, sorcs got grasp, and bards i guess (but they shouldnt even have mnE and should be mentalists), and then we got magical rogues/warrior? I mean minor elemental AOE shouldnt be as powerful a disabler as pure caster circle disablers anyways
It stinks for bards rn
Bards definitely need it. Aoe CC is a big hole in the kit. Only other option is open cast 1030 which ain’t gonna work too much against noncorp
Edit: and if you’re physical and mainly MnE you can’t even ward with it reliably in the mid levels.
It just highlights that SMR works if it falls in a profession's primary spell circle and doesn't if it's a secondary circle. If you train 100 ranks of MnE, then you have a pretty solid spell because SMR kind of assumes you're at least 1x and not under trained.
I'm not fixskilling to find out but I imagine a cleric or empath with 100 minor spiritual and 2x spell aiming is really good with web.
The spells that are still CS based still require you to maximize training for those secondary spell circles if you hope to land the spells. Simple fix would be to just value ranks in the secondary circle higher. Wasn't something similar done for paladins and minor spiritual? Here's some free CS.
I think animal headdress is fixed with smr...
Any chance we can trade 912 disengaged for "knocks down flying"? Strike that, not enough capped flying
Thats the one benefit ewave would have over other AOE disablers at this point, it works on flying stuff with lore (kinda)
only MOSTLY dead. There's a big difference between mostly dead and all dead. Mostly dead is slightly alive.
Yeah, people covered it though and they are looking into success chances for a few of the SMR conversions
Speaking of 912 disengage - do we know how it applies? Which enemies are disengaged from - the ones knocked down?
updated the wiki for all 100s/200s/300s changes
In theory it could be really good because you walk into room with lets say 3 lvl 105 mobs and you hit all 3 so they are knocked down and disengaged. You then engage one critter and disengage breaks so its a 1v1 but the other 2 critters need to roll 50% to even have a chance to melee attack. (They can still do ranged and some maneuvers) That is how i read the wiki.
i know people have been dropping issues in here, but should we be bugging in game too? any specific syntax or phrasing that would help route bugs easier on the back end?
~
Spell 435:
75 MnE / 127 Bard Ranks:
[SMR result: 160 (Open d100: 92, Bonus: 15)]
Advantage: 68
101 MnE/101 Bard Ranks:
[SMR result: 146 (Open d100: 57, Bonus: 15)]
Advantage: 89
w/ 101 Spell Aiming.
~
Spell 435:
[SMR result: 120 (Open d100: 6, Bonus: 40)]
Advantage: 104 (Minus 25 for Ensorc Proc) = 79
w/ 202 Spell Aiming (101/101 Split)
[SMR result: 63 (Open d100: -51, Bonus: 40)]
Advantage: 114 (Minus 25 for Ensorc Proc) = 89
[SMR result: 165 (Open d100: 73, Bonus: 15)]
Advantage: 92
tl;dr
I don't believe the Spell Aiming actually made any major difference in the end, going from 75 MnE to 101 MnE did though.
that makes sense for the SMR formula -- if you are fully trained in the circle and 2x spell aiming you are pretty close to 100% success
A minor gain for that 2x vs 1x but minor gains are kind of what 2x is all about...its where you go to squeeze some performance
That minor gain cost ... 2000 TPs. On a Bard.
spell ranks also crush redux, which semis can still have some of with most standard training plans
Yeah, I'm all about training silly everything but needing to go 2x spell aiming to reliably have an AoE disabler makes me want to keep spamming symbol of sleep. If only some grumpy grumps hadn't torpedoed the bard review 😦
But I trust in Auchand et. al! Assume good will. Stuff will work out.
What is the intended cast RT for 515. It was 0s when self cast or at others. Now I am getting 1s for self and 3s for others.
Yea a lot of time 2x is when you like....are willing to spend stupid amounts of TP's for 10AS or a 20 advantage on an SMR roll or something like that..
spells infused into a paladin bonded weapon do not appear to help SMR spells. It's actually looking worse through the first 4 critters as I test it. As paladins never had an SMR spell before, should it also provide a bonus there similar to the DS and TD pushdown? I do have 2x spell aim, unclear if that's not accounted for when cast via infusion. And this is not about the chance to succeed, only showing the delta between straight cast and infused in a bonded weapon being opposite of the expected result. I understand SMR rates are under review.
straight Cast: +64 to d100 roll
[SMR result: 133 (Open d100: 69, Bonus: 15)]
Infused in bonded weapon. +49 to D100 roll
Same critter, same room, waited for it to dissolve and reset itself for about a minute.
[SMR result: 80 (Open d100: 31)]
all of the updates should now be on the wiki including the changes to the formula, although the SMR spells could use text updates to specify that they were affected by optional spell aiming and MLE
should spells like 135 that now cost less than 20 mana be reduced further in cost by 320 now? the wiki does say it's based on level but the wiki can be wrong, of course
Thank you for all of those updates, Tikba!
I destroyed the recent changes and I'm not sorry
this is a good question and can be tested probably
might just be something that Estild has made/has to make a decision on in this new paradigm
wait, I don't know 135 lol
We have some stuff in the works, but remember that people are also trying to holiday.
few do....I am contemplating going up that far for the first time ever
You whisper a short prayer of gratitude to Marlu before incanting the words for Spiritual Abolition...
Your spell is ready.
>cast rolton
You gesture at a rolton.
A pale, flickering nimbus coalesces around a rolton, then vanishes in a brilliant flash!
Cast Roundtime 3 Seconds.
>mana
Normal Enhanced
Maximum Mana Points: 308 308
Remaining Mana Points: 288```
doesn't look like it saved me any mana to have 320 up
I'm just stoked that I can reliably destroy conjurers in Moonsedge now.
417 having a lower castRT and cost = great.
I was trying to get at the idea that even if it doesn't work now, maybe it should and hasn't been considered yet?
that is valid
fwiw, that seems somewhat self inflicted.
as if we wouldn't have taken the option if they offered to get it out before the end of the year! let's be thankful for the great dev work and not nitpick every decision that we have little insight on anyways 🙏 ♥️
I tried testing the disablers in moonsedge and instantly died
ugh...if they offer a fixskill I might really kick my MnS up
Yeah, why did you guys choose to do this NYE again?
Easier to respond to discord comments when you’re drinking.
Just returned from my first pass trying the Hinterwilds on a duo with the changes.. 217 was still basically outclassed by 316, at least in Fjallarhaart, but 216 puts in incredible work. I did, however, get the distinct impression that 217 would be amazing in a larger group where its lack of stunning/binding/proning/etc. things isn't a liability.
(Not knocking 217 at all, just saying where I think it's good or isn't. It's been great in the Sanctum since the Sanctum existed, as a counterexample!)
On Test?
<makes joke about live coding + bugs + drinking>
there's still time!
Are the changes even on the test server at the moment? I don't remember if they were when I looked last night. (I was trying to see what kind of Minor Mental CS I'd need for 1225 in the Hinterwilds and if it was remotely sensible to even try.)
I don't think so, I asked and got no response, so I'm going to take that as a no.
Is Sunburst going to get a reduced mana cost and/or RT reduction?
In my headcannon now there is no GM kill command and this whole thing is an elaborate way to get them to stop owning you when you go there on your GM char
I test all of my hunting areas.
and you've let us test some of them too, which has been a lot of fun. 🙂 Thank you for that.
Wow, nice!
I went to play around in plane 4 instead. SMR web is a big reduction in my ability to web crawlers, and I can't bind them either because my mjs CS is so poor, so I use fewer disablers than I used to. the 301 improvements make it even more effective than it was (which is very effective) against enemies that don't shake it, that's a huge benefit to clerics in the vast majority of areas in the game
oh actually 311 was great against crawlers and it repeatedly stunned them again so I genuinely don't understand how that works
For some reason I thought crawlers didn't have eyes
next time I will probably just try blinding all the crawlers, that seems like it would work fairly well, but still gives them the chance to sneak something through
SHUT UP
(they don't have eyes)
IT'S MAGICAL BLIND OKAY
Just an fyi...they had like a 190 AS with their wands earlier
There haven't been any changes with them.
So I know people are complaining about ewave but um either my wizard is broken or it's been tweaked the otherway (I'm guessing the former)
A wave of dark ethereal ripples moves outward from you.
[SMR result: 1097 (Open d100: 30)]
A glistening cerebralite is buffeted by the dark ethereal waves.
Cast Roundtime 1 Second.```
Or both
Well since I'm also not getting any SMR checks on 912 (but its also not knocking anything over) I'm guessing it's my wizard. As fun as 912 may be with the new changes I may consider trading it for godlike ewaving abilities
For the record I think it's neither in this case I think cerebralites are just broken
A wave of dark ethereal ripples moves outward from you.
[SMR result: 1234 (Open d100: 171)]
A glistening cerebralite is buffeted by the dark ethereal waves.
Cast Roundtime 1 Second.```
```You gesture at a glistening cerebralite.
A wave of dark ethereal ripples moves outward from you.
[SMR result: 1060 (Open d100: 10)]
A glistening cerebralite is buffeted by the dark ethereal waves.
Cast Roundtime 1 Second.```
Because I'm sadly less powerful against other creatures
```You gesture at a fallen crusader.
Your faewood runestaff glows intensely with a verdant light!
A wave of dark ethereal ripples moves outward from you.
[SMR result: 227 (Open d100: 94, Bonus: 9)]
A fallen crusader is buffeted by the dark ethereal waves and is knocked to the ground.
Cast Roundtime 1 Second.```
[SMR result: 236 (Open d100: 78, Bonus: 80)]
The wind buffets a grim gigas skald violently!
[SMR result: 114 (Open d100: 81)]
The wind knocks an eyeless black valravn off balance and it falls over!
[SMR result: 147 (Open d100: 93)]
The wind knocks a tattooed gigas berserker off balance and he falls over!
[SMR result: 104 (Open d100: 31)]
The wind knocks a brawny gigas shield-maiden off balance and she falls over!
[SMR result: 154 (Open d100: 89)]
The wind knocks a withered shadow-cloaked draugr off balance and she falls over!
[SMR result: 57 (Open d100: 24)]
An eyeless black valravn is unaffected.```
I dub 912 (at least with 128 Wizard Base) "really good as long as you're not fighting a top 5 highest level creature in the game."
I'll have what he's having plz
Cerebralites are immune to unbalance effects,
Luck talisman prices should be through the roof initially if people have deep mechanical understanding. That's a very big if, but... yeaaaaah, even I'm not sure I can hold off getting to an L5 super quick, and I'm the type who will wait four years for the next Ensorcell step just so I can find someone selling cheap.
Edit: I guess I better explain how this is related to spell disablers. Luck is at its best when it's helping out things that are operating close to the margins, which a lot of these disablers have been. 😄 (Conversely, it's at its worst when doing things like helping someone who has 900 AS and can't possibly miss anyway.)
Cerebralites should now be impossible to knock down with ewave, FWIW.
But luck is only 20% max so its not going to make or break disablers specficially.
They were supposed to be immune, but SMR was treating their bonus as a penalty.
People do underestimate 20% for some reason, despite living in a world where as little as 2% spell hindrance will drive some people absolutely mad.
A gust of wind tugs at your sleeves. Suddenly, a fierce wind rips through the area, scattering everything in its path and making it difficult to remain standing.
The wind then subsides.
Cast Roundtime 3 Seconds.```
```You gesture at a fallen crusader.
A gust of wind tugs at your sleeves. Suddenly, a fierce wind rips through the area, scattering everything in its path and making it difficult to remain standing.
The wind then subsides.
Cast Roundtime 3 Seconds.```
I suppose all of plane 4 could be immune although i don't recall that being the case before but i've been wrong before
A wave of dark ethereal ripples moves outward from you.
[SMR result: -1073 (Open d100: 65)]
A glistening cerebralite is buffeted by the dark ethereal waves, but is unaffected.
Cast Roundtime 3 Seconds.```
But the 20% luck might activate on a disabler that is already hitting and not on a disabler that missed. Its def all luck!
idk about all that I just know the floaty brain boys are immune
could we make 512 smr?
maybe they weren't immune but they probably should have been immune
They are now haha
I mean, this is my argument for why 319 is massively overrated, but good luck convincing people of that either. 😄
Edit: And before anyone says it, yes, I know I've said repeatedly that 319 is busted in the Hive. That's because it's a place where things would hit you because they're using maneuvers, but don't hit you because their TD is bad, and generally at least one of those things isn't the case elsewhere.
I dunno, I think 319 is pretty much the number one reason my cleric didn't die for like 40 levels of hunting when he was leveling
Was he hunting a bunch of maneuver-spamming creatures or elemental CS casters or something?
this was going from darkstone trolls/harbs, red forest circle 1 and 3, den of rot, various bandits in places, and some of the orchard place in solhaven, oh and minos/krags but ain't nothing impressive about not dying there, oh some stronghold and such in there too
basically landing/haven/icemule areas from like 55-95
Yikes, just took a mage hunting, and 410 went from a solid setup spell to very risky to use, timewise, in evironments where effective setups are essential.
death to red forest
all my homies hate red forest
319 is great against rift crawlers
Agreed. The RT lock is pure evil
I personally never had a problem with some creatures being tough for certain professions to handle in that it forces the choice to party up or be selective when hunting, or to come up with creative solutions to overcome in real need, though I also understand that some folk feel frustrated at facing a creature that they can't seem to do anything against alone.
was it intentional for casting 515 to lose the 0 RT that was added after Divergence was removed?
yeah, it was junk against valravns before and it is still junk. at least with 101/101/101 spells
Red Forest bears just wanna give out hugs, that's all.
hugs and 60 second RT warcries
do not want angry hugs!
I bring every character I level there once as a benchmark. 😆
i noticed a maybe weird thing. was helping a buddy in the boar, viper place in landing...cast an area web. when we got back to the table. I was still getting the SSR messages from critters wandering into it i guess. thought i'd mention it.
They're still pretty atypical. Several 417 casts and 912 before I can take them down.
Does the EBP debuff from 909 still follow the amount described in wiki? IE 5% base debuff with increasing debuff per elemental lore? The description for debuff feeble says 50% reduction in EBP. [I assume this amount is only when applied through CMANs?]
You grunt a short phrase of dwarven incantations as you prepare the Rapid Fire spell...
Your spell is ready.
You gesture.
You feel the magic surge through you.
Cast Roundtime 1 Second.```Did something happen to Rapid Fire as part of this release? Should be 0 second cast RT like 240, 140, 919
How is area web supposed to work? I'll admit to not having cast it often pre-review. I dropped an open web in a room with 4 creatures, SMR checks triggered once for two of them, one got webbed, then the rest of the room kept attacking me without facing any SMR checks from the area web
erm... I've killed like.. 100 critters, and not had my (greater) somnis go off once.
It's usually like 1:4
Probably best to put in a BUG about that. I've got no clue if anything was tweaked, but mine (longbow) was flaring regularly yesterday aternoon.
Mine was flaring yesterday, too.
Hugely not a fan of things that cost a couple hundred to randomly stop working, but I'm sure that it'll get looked at and worked on, hopefully soon.
[SSR result: 175 (Open d100: 57)]
** For a split second, the striations of your somnis yumi expand into a sinuous pearlescent mist that rushes towards the tree spirit, enveloping it entirely and causing it to collapse, fast asleep! **
You take aim and fire a wooden arrow at a tree spirit!
AS: +274 vs DS: +109 with AvD: +30 + d100 roll: +28 = +223
... and hit for 80 points of damage!
The arrow breaks into tiny fragments.
Roundtime: 3 sec.```
Just now, just for context.
I have that part in ignores, and just kept the "rendered unconscious!" highlighted, since that's the actual result.
(removing it to test, will report back)
It firest off, but doesn't actually put them to sleep.
AS: +448 vs DS: +358 with AvD: +31 + d100 roll: +6 = +127
... and hit for 18 points of damage!
Wild attack passes through the right leg, viciously assaulting the air!
[SSR result: 185 (Open d100: 49)]
** For a split second, the striations of your somnis bastard axe expand into a sinuous pearlescent mist that rushes towards the mage apprentice, enveloping him entirely and causing him to collapse, fast asleep! **
You swing a twin-bladed somnis bastard axe at an ethereal mage apprentice!
AS: +473 vs DS: +355 with AvD: +31 + d100 roll: +60 = +209```
That DS should have fallen off a cliff.
Oh interesting. Mine does the same. Critter isn't actually asleep. Guess something changed.
I'm relieved that it's not just me.
You..are ignoring flare messages!? This is blasphemy! 😆
ROFL they are awesome, the first hundred or so times. But the actual sleep message I have highlighted a fancy color, I think that makes up for it.
My mantra is: If I can read what's happening in combat, I don't have enough flares firing! But yes, fancy highlight color does count for quite a lot 😁
Hopefully it gets worked on, I spent minimum 700$ for that "rendered unconscious" bit.
That bad boy has somnis, dispel, s6, and ensorcel... so I know exactly what you speak of. Numbers go brrrt.
It can put Non-Corp Undead to sleep?
Not sure about that, I hunt corp undead, and right now it's not putting anything to sleep 😄
does voln symbol of sleep work on them still? my understanding is they basically use the same thing under the hood
Can we consider a slight further reduction on 512 mana cost? I realize it was reduced... but it was reduced to... 10... Not a super meaningful reduction for mana cost, given it's newer, greater importance as an SMR defense reducer, with a continued need for a CS warding check, and likely needing 413 beforehand against higher mobs. When I look at all spells 10-20, I see 1614 being 5 mana, and spells like 619 also being 10. Just seems like 512 missed out a bit!
Even 912 was reduced to 8, which albeit generally minor in the grand scheme of things, seems much more palletable.
Don't forget 135 being 7 mana, 80% reduction! It's still terrible, but affordably terrible at least
Am for more any argument that makes one of my most cast spells cheaper (512)
I ran around the boreal forest some this morning throwing out 311/316/217 and it felt great, very effective
that was a better test than sanctum because just opening with 309 was not that great in boreal, but 311/309 was very good
How am I going to remember the mana cost of all these spells if it doesnt match the spell number?? 😵💫
Cold snap does seem like it would be a good pure response to incoming SMR stuff that tends to squash pures. Shutting down 4 targets with Root means no CMANS, SMANS and I don't think any SMR actually?
Combined with a nice boost to SMR bonus for the caster on subsequent stuff. Cold snap into ewave will be a nice combo.
AS: +545 vs DS: +579 with AvD: +52 + d100 roll: +83 = +101
... and hits for 1 point of damage!
You feel a slight twitching in your arm.
The guiding force leaves a disfigured hive thrall.
The air about you shifts abruptly, taking on an opalescent sheen that fails to resist the web!
You are firmly webbed in place.```
thank god for the disabler review because this only lasted eight seconds
huh i should stand in front of an angargeist and see how long a sympathy lasts...
you gotta soak the critters first for the extra -25TD vs cold snap, c-c-c-combo
its kind of like the opposite process, Bolt--> disabler, minor watter to cold snap
I do miss the slippery room AoE effect
cries in 75 MjE ranks
Well...I tried to get an angry ghost to sympathy me...
The entrance stands, framed by a pair of colossal red stone pillars, at the apogee of a crescent-shaped walk that curves along the interior of the fane. Towering gigas statues, male and female, stand with battleaxes in hand in alcoves along either wall. Their faces are unwelcoming and their postures unmistakably aggressive. Ruddy stone steps breach the wall to the north, heading precipitously downward into stygian shadow. You also see a quivering sanguine oozeling, a quivering sanguine oozeling, a deformed arm, a fleshless arm, a fleshless arm, a burnt arm, a pair of putrid arms, a fire cloud, a quivering sanguine oozeling that appears immobilized, a quivering sanguine ooze, a roiling crimson angargeist, a quivering sanguine ooze, an immense gold-bristled hinterboar, a lean dun fringe-toed yierka, a quivering sanguine ooze, an eyeless black valravn that is lying down and a roiling crimson angargeist.
Obvious exits: east, west```
Didn't work out
The best followup to cold snap is more cold snap
Since double snap is total lockdown
Most "wizardly" combo is water to soak, 2x cold snap, then spam Boulder to proc those 200 hp concussion bonuses.
They need an AOE soak option because that plus cone of lightning would lockdown whole rooms easy with stun shock effect.
518 water
It would be really cool to have an elemental cloud that followed you around and just provided those basic elemental status effects to the room. Like a rain cloud, for example, that made everything wet
914 evoke!
Still surprised that 914 made the disabler review
I wonder if 514 will make the list
from what I could tell 518 water = cold which doesnt soak (unless I am doing it wrong)
now i can definitely fit in my 950 into 6 914s
I remember in a duel a wizard did 2 of those and basically the 12x 914 crit was 1 hit 1 kill
i don't know if it matters after 2 casts but i used to do it for giggles in SOS. it will kill everything it just takes a few rounds instead of ya know...just killing them instantly
also: 518 has cold and water options. the water does stream of water / impact crit just like 903. i don't know if it can soak, i can try to test if i remember later
edit: don't have to test! hell yeah
You can do 518 cold and 518 water, both are valid. I use 518 water to apply soak on the REIM bosses
950 914x6 is currently 168 mana instead of the new cost. 950 probably needs new logic to take the new mana costs into account
... 50 points of damage!
Eye spins backward into skull. The armored battle mastodon falls to the ground dead.
As a heavily armored battle mastodon collapses, it lets out a shrill trumpet of despair. Its trunk flails futilely before slamming to the ground, still.
PJ>
Your raging sandstorm swirls around a heavily armored battle mastodon, assaulting it with sand and bits of debris...
... 50 points of damage!
Hard strike removes the right eye and a goodly bit of skull!
As a heavily armored battle mastodon collapses, it lets out a shrill trumpet of despair. Its trunk flails futilely before slamming to the ground, still.
PJ>
Your raging sandstorm swirls around a heavily armored battle mastodon, assaulting it with violent winds...
... 40 points of damage!
Chest strike. Opponent knocked down and stunned!```
914 did something! 💪
New failure messaging (thanks to @undone sluice!):
No chance of success: The magic of your spell can find no purchase, overwhelmed by <target's> presence.
Potential of success: Your magic strains to overcome <target> and nearly prevails before it unravels.
It's still too slow, but 950 / 914 is funny
You should BUGITEM the weapon (per Estild).
i'd say for 914 if you ever have to actually fight a big hard to kill target that takes forever to kill it's high damage per mana and potentially keeps them controlled via the continual hits that happen autonomously but those targets are almost always also higher level then you and it has painfully bad level scaling. Maybe if it updates to SMR it could potentially be more reliable.
but interestingly now if you aren't overhunting it's a lot of damage for very cheap mana costs. if you were like, clearing out a warcamp or pirate ship or something where you're just under constant creature gen like that you could jsut churning it up since once the creatures stack up you're just kinda time shifted back 12 seconds on what's dying but things ultimately will keep dying (similar to open 710/open 720 in the same situations)
I like this. Very clear.
Maybe I shouldn't mess around with 914 on disir.. 😬
A shining winged disir's eyes glow with silvery grey light, and then everything around you shimmers to match the argentine color.
CS: +490 - TD: +403 + CvA: +15 + d100: +31 == +133
Warding failed!
Your spirit quails beneath the onslaught of power as waves of sacred energy tear through your body!
... 23 points of damage!
... 25 points of damage!
Crackling blue plasma roasts a smoking hole in your neck!```
Also what does "unsuccessfully hit" mean?
CS: +553 - TD: +515 + CvA: +25 + d100: +48 == +111
Warding failed!
You unsuccessfully hit a shining winged disir's metallic spear with the spell.
Cast Roundtime 2 Seconds.```
Weapon Fire has been like that since it was implemented. I don't recall any reason ever being given
Anti magic spear maybe?
no it has a chance to fail like that on any weapon
😬 What a bummer of a spell
does sandstorm stay in the room it was cast in or follow the caster room to room?
it will follow targets, not casters
I feel like if it followed the caster around, that would be a very neat spell. Let the caster build it up with casts between fights to keep it churning for some AoE damage. Would be a fun dynamic
remember when the most-deadly thing in the game (GS3), maybe, were sand devils on teras? rescues there were crazy lol
One of the major problems with all the windup spells is the targets are often dead before the wind up happens.
Yeah, Firestorm was actually kind of nice. It did not follow the caster, but it at least usually stayed in the room. It was a nice backup defense and I would take it over Sandstorm any day.
Should be fixed now.
I do wish 914/125 had an OPEN cast version like 710
Something like that would be cool yeah. Imagine a hunting dynamic where your damage are all things like Sandstorm that chew enemies up through AOE burn down but your active casting is more or less JUST disablers. Like you are actively disabling things and letting the passive damage spells mop up.
I can only answer this in gif form unfortunately
Already done, thanks!
Now, I'm not sure I dare ask, but is 715 on the list for get mana reductions? I know because it has 6 forms that it might be tricky, but basically all of them are disables or setups.
I'm pushing for 715's TD pushdown, as well as 413, to get mass versions to align with 217.
I don't think they can update the effects of 715 without it devouring at least 3 souls in the process lol. Would be nice though for sure. One day when sorcerer review continues we should definitely bring that up haha.
For now I'd just like the mana cost reduction, cast time would be nifty as well.
the warding is one check, there is another check.
I volunteer Vaemyr as tribute! 🙂
Yes, I got that much. I still maintain that it's silly, and the wording need's some love from Gyres at the very least 😄
from the wiki:
Spell Aiming is a major factor in determining if Weapon Fire successfully hits the target's weapon after scoring a 101+ endroll on the actual cast.
stuff over your level might just have some extra oomph required, which may involve ascension training
Weapon Fire is garbage unless you're underhunting so much that you get no exp
yeah weapon fire should make the weapon "un-usable" until the effect runs out. I feel like they just pickup the weapon/insta swing then get stunned then break stun in like 1 RT
You gesture at a lithe veiled sentinel.
CS: +537 - TD: +455 + CvA: +25 + d100: +84 == +191
Warding failed!
You successfully hit a lithe veiled sentinel's bronze cutlass with the spell.
** Numerous sigils along your fireleaf staff abruptly flare to brilliance! Pale energy surges from each, twining into an echo of your last spell... **
The weapon the sentinel is carrying is already affected by this spell.
Cast Roundtime 1 Second.
(Forcing stance down to guarded)
A burst of flame leaps from a patterned bronze cutlass a lithe veiled sentinel is wielding.
... 20 points of damage!
Nasty burns to left arm. Gonna need lots of butter.
A lithe veiled sentinel dips her shoulder and rushes towards you!
[SMR result: 49 (Open d100: 52, Penalty: 3)]
You stand firm and manage to maintain your balance.
^ I sure showed him 😂
Sentinels are base level 96 btw so that's underhunting
Sentinels have got to be the least disable-able creature in the game haha
As a person only ever on the receiving end of weapon fire. I don't want it to be any worse
if wizards want to be OP they should fixprof to bards and blow that weapon up instead of setting it on fire! 😛
CS: +311 - TD: +170 + CvA: +25 + d100: +100 == +266
Warding failed!
You focus your voice on a dybbuk's rusted chain with perfect resonance, causing it to shatter into thousands of tiny pieces!
... 45 points of damage!
Massive blow to neck snaps it!
You hear a sound like a weeping child as a white glow separates itself from the dybbuk's body as it rises, disappearing into the heavens.
The dybbuk falls to the ground motionless.
Sing Roundtime 3 Seconds.```
(also a good reason why weapon fire deserves a little buff when a 2 mana spell is so much better)
715 is in progress.
Begging, pleading, crying for itchy curse to get the 30 second duration cap 🥺
I get the impression it's all like a grand total of 12 spells and abilities under the hood in tangled web. Itchy doesn't even get removed right since it seems like it's an effect that gives you the rash curse. Is a nightmare.
When I get hit with itchy in Moonsedge I just hit 'sym return' and go afk for 4 minutes because that's how long it lasts. Absolutely trash experience.
You misspelled "Rift", and you have to 'sym return' a second time, but otherwise same
weapon fire is great for mobs, it's terrible for players. The fact is I'm not dropping my weapon, so if I fail it's just, try to get to someplace easy to die and hope I don't. edit for below: I'm also not putting it in a disk, because if I get disconnected, the disk poofs, and lost weapon
put right in disk
Edit to reply to above: Very fair point, and a constant concern
weapon fire is the classic amazing for enemies terrible for players spell, I would love it if it somehow became not that
alternately it should just immediately kill you when enemies cast it on you because you know that's where we're going with it
although that would eliminate the best part of weapon fire which is when you raise somebody who just died to weapon fire and they start getting hit by weapon fire again because nobody told you it was weapon fire
In a time before weapons were worth a Prius it probably made a lot more sense as a spell.
Why can't they just make it go away if you stick it in a container? Mobs don't have containers
this is gnoll ranger erasure
Gnolls are super duper strange
would you say gnoll rangers need A Little Respect?
It probably just needs to become another spell entirely
Just make it disarm and attack the owner.
I would also love a variant that works on shields. Sunder shield being the only reliable way to get rid of them, and that being limited to warriors, is a bummer
i'm not entirely sure what cripple left arm does for block chance/ds at this point, and i'm afraid to ask.
You can also disable the left arm to remove shields as a factor. Cripple can pretty reliably do this.
Not that I know the math for it, but I know it works to some degree.
i've never had to use it that way but that's an interesting point. you could cripple 2x left arm (if you even need to do it twice) and that might be a large enough wound it just drops it
Fair, I haven’t explored cripple. Either way, it’s a highly limited function that needs more options!
indeed. i think cripple is pretty underrated. the quick root is situaionally really nice.
Pain (711) will no longer be a guaranteed safe way to handle a dangerous critter.
Why? Stagger is still RT
so tremors is supposed to cost 7 mana now? it is costing me 9 mana still
But also “guaranteed safe way to handle dangerous critters” is a bit dubious as far as expectations go anyway 😬
So finally looked on my Wizzy, 410 is pointless 🤨, so am trying 912, at least it seems to work..so we shall see
My understanding is they're still working on 410/435
as long as you hit the 4+ second mark you're still guranateed to 100 -> dead it no matter how many casts you get but i suppose if you're barely landing and get a fumble you could have a bad time potentially now
#1191064189981163611 message
Capped Wizzy toooooo
Is there a way to go to the top of a page, like here
And how do I see pins?
If you're on mobile. Click on the title at the top, then click on settings
If you're on desktop, then click on the pin at the top
Changes I swear...graciasssss
A little late to the Cripple talk, but it's the kind of thing war pures would use if they had weapon techniques. I think it's totally fine in a vacuum and my second paladin made good use of it while leveling because they're left in the cold with no Hamstring and Shield Strike takes its sweet time to get good (or even learnable) with the combat training prerequisites. Still, on a square, ranger, or bard I'd definitely just Hamstring (even with a shield build, never mind TWC).
it looks like a 10% block DS/outright block penalty btw
on top of whatever the wound /status you cause inflicts.
weapon fire against players: deal damage to the hand holding it, then drop it safely into the shadows where it can be RECOVERed later. That's what I'd change it to (against players).
Uh. I dont want to deal with that. Ill just sym return and come back later
Sunder shield is a sleeper. Amazing cman for the cost
Id imagine pures would value anything that can stop a shield bash before it happens.
One thing Im missing, and its maybe cause i dont spell. Does any of this stuff so far reduce TD? Like if you wanted to CS cast, is any of this helping?
212 (reduce spiritual TD), 217 (AOE 212), 413 (reduce elemental TD)
It’s very helpful
Was bard depression song changed?
All bard base songs are the same as they were before, they rolled back the few changes they had made and are now a WIP
Yeah, making the TD pushdown skills auto hit was a huge boost.
Tapping the moons above, you draw down a shaft of swirling moonlight and bathe a shadow steed in its diffuse glow.
[SMR result: 205 (Open d100: 34)]
A shadow steed is caught fast, the light of Lornon arresting his movements.
Cast Roundtime 3 Seconds.```
611 is still costing 11 mana and 3s cast rt
Are spells like 212, 217, and 607 intended to still not count as contributing to battles for exp?
(They didn't before either, which made them great for helping lower level characters hunt while avoiding wrecking their loot. Just wondering if that's supposed to still be the case since there was a note about changes to how disablers count for contributions.)
yep, 413 and 212/217 being auto success gives all the cs casting various options
As I lie here in 2 minutes of Vertigo duration in the Atoll Ruins, I wonder... was Vergito missed when maximum durations of debuffs were being put in place? The initial hit was a 78 second duraton from a 116 endroll
a lot of spells were not listed as being updated to the SNDF yet
Unfortunate!
it sounds like they should count based on the patch note being "global: disablers"
that's a good point - would it be asking too much to want debuffs to give me my share of EXP but if it's against a target I can't learn from, not mess with the exp/loot if I'm helping someone out?
Yeah, sometimes I seriously cringe when I go on large scale MHO/CHE bounty help hunts and see capped characters using Sweep, Tackle, etc. in the Stronghold or wherever.
I think the philosophy is that they have to design around the players with the worst intentions, so the systems have to assume that “helping someone out” is actually just ridiculously paced power leveling to avoid all danger
Stupid 98% ruining it for everybody else
I mean I think you could always do that anyways - prior to this update (and haven't confirmed it's changed) - I don't think there was any penalty for having your level 100 web everything in sight for you while leveling? am I wrong there?
I want to clarify here...
Anything that applies one of our major debuff effects should now be contributing properly.
So, like, immobilize, frenzy, calm, etc.
From the wizard kit, the only thing you could do to not interfere is buffs to the ally and 530s on the mobs
That said, group celery is pretty big help
Do you put peanut butter on your celery?
have there been any comments about the expected range of efficacy on the disablers converted to SMR? As I run through bounties on my post cap squares, it stands out that training "normally", and not giving up any skills related to maxing my standard attack, results in more than +100 to the D roll for rank 3/4 cmans against like level creatures. They're not far off that margin vs some of the easier ascension stuff too.
Should people expect post cap casters to see similar success rates? I realize it's being reviewed, I simply haven't caught up and was wondering if any expectations were set around the target range.
We're still looking at SMR.
this is a weird question, but did anything change behind the scenes that modifies any of the physical SMR stuff? Warcries/dirtkick/tackle/etc been acting kind of weird today
namely in that things very rarely hit me with them and now they are all the time, meanwhile I'm struggling to hit them
You have a lot of survival? Reduction gained there
I have 0% survival, but this is vs almost exclusively physical effects which is why I'm asking if they were touched somewhere along the way, the survival stuff should in theory only be vs spell disablers
What level range? Everything seemed normal for me today.
I would expect the benefit of survival to be applied to the debuff. Which in theory shouldn't matter if it's applied by a spell or a physical skill.
That’s worth asking, for sure — is the survival/KS benefit limited only to skills that have been converted to SNDF
Are enemies getting this buff from survival as well? do creatures get trained in survival? I feel like 711 isn't giving me the full 7 seconds anymore (against confluence elementals) but hard to confirm. If it were reduced by 20% I wouldn't be surprised.
the survival benefit is for players only, I thought?
Not sure, I was just doing OSA, I don't know how that works for the level of mobs spawned
What's SNDF? I'm not seeing anything to help me determine that acronym from the pins.
standard negative duration formula - Tikba gave it an acronym tonight 😛
Hrm. I didn’t notice anything odd with warcries today. We can move to #warriors and dig in more though?
it was mostly just things that didn't (as far as I recall) used to shake carns cry instantly shaking it instantly, and I seemed to be more effected than usual by enemy warcries
I might just be crazy, after some testing with my warriors, I could have sworn carns cry used to impart a bit of RT, but it looks like it's just a straight immobilize with a varying length, anyways it's SSR and probably in theory shouldn't have been effected
Carns cry applies terrified, which means there are a few outcomes based on the success margin iirc. They could flee or become immobilized on the spot, etc. Similar to the scary cast spells but with no chance to kill
I have never seen a mob flee from Carne Cry.
they used to. That stopped with PSM3. it was one of the changes. Its why no one really used it before.
Elemental Saturation, Weapon Deflection, Interference, and Mass Interference have now been updated to contribute for creature experience. Dispels will also do so upon successfully removing a spell from a creature.
A barbed rotting woodsman is buffeted by the snapping and crackling ethereal sphere and is knocked to the ground.
... 230 points of damage!
Hideously bright electrical bolt sends right arm into another universe. Happy traveling.
The rotting woodsman stares at her mangled stump as if she is unable to comprehend that it is missing.
The woodsman's logging axe falls to the ground.
[SMR result: 415 (Open d100: 23, Bonus: 100)]
A wood wight is buffeted by the snapping and crackling ethereal sphere and is knocked to the ground.
... 150 points of damage!
Massive electrical bolt burns a hole through the back and kidneys```
Is damage supposed to be uncapped on 435? (The endrolls are ultra high because I'm just picking off random level 20 things while coincidentally hunting bandits.) I could've sworn that 435 used to just pull directly from the crit table, so it would cap at around 75.
lol 230 points of damage....that is nasty
It is pretty funny, but so far I haven't gotten above 90 on the actual capped bandits. 🤣 Even 90 is still a higher ceiling than it used to be, though!
I'll be capping the damage. It may be less fun, but it'll help if you get abysmal luck with a creature.
Can you let Kenstrom do an invasion with super 435 first?
But don't you guys need our tears of despair from being obliterated by open rolls to sustain yourselves?
Kenstrom invasions are kind of soft if you ask me. I've long reported him to please kill people. Marstreforn is who you gotta watch for
Who did that cold weapon invasion? Only 7 of us were alive, barely. That was rough. I had to go buy a drake weapon.
That one was fun.
I would second this one. 217 is 5 mana. I think 512 should also be 5 mana.
Fixed.
Found another one. 612 doesn't count for exp contributions!
Ahhh, didn't realize that was the plan.
612 is getting stagger?
I do not know if this is related, but we noticed earlier that fallen crusaders are health regenerating now in spite of 711's RT lock.
It would be wonderful if the mana cost on the initial cast of 514 got updated.
I hope this gets fixed - I am growing more confident that I am not getting the full 7 seconds of RT lock with 100 necro lore against confluence elementals and high endrolls on 711. Also seems to be a level 11 thing since 611 remains at 3 seconds and 11 mana!
Day 2 of Somnis still not putting creatures to sleep.
My Somnis bow seems to be working fine.
** For a split second, the striations of your somnis longbow expand into a sinuous pearlescent mist that rushes towards the Ithzir seer, enveloping him entirely and causing him to collapse, fast asleep! **
An Ithzir seer goes limp as he is rendered unconscious!```
You swing a twin-bladed somnis bastard axe at a rotting Citadel arbalester!
The Citadel arbalester evades the attack by a hair!
Roundtime: 4 sec.
R>
A rotting Citadel arbalester swings a closed fist at you!```
Weird. Greater or lesser? Edit for below: Also, greater, not sure what's going on there.
FWIW, it's working fine on non-undead:
** For a split second, the striations of your somnis yumi expand into a sinuous pearlescent mist that rushes towards the cold guardian, enveloping it entirely and causing it to collapse, fast asleep! **
A cold guardian goes limp as it is rendered unconscious!
You take aim and fire a wooden arrow at a cold guardian!
AS: +266 vs DS: +113 with AvD: +31 + d100 roll: +56 = +240
... and hit for 81 points of damage!
The arrow breaks into tiny fragments.
Roundtime: 3 sec.```
```>l
...a cold guardian that is sleeping```
It's working on bandits.
Maybe those mobs are bugged then - not somnis itself.
will bug them when I finish with bandits.
Please move the somnis discussion to another thread/channel.
Has grasp of the grave been affected by these changes? I was just locked in perpetually refreshing RT that NEVER got to zero for about 40 seconds.
that's been there since they changed it to stagger - it can keep you locked if there's multiple in a room. It's a lot less likely, and you won't see yourself get to 60+s stacked anymore.
Its usually a struggle, but I always manage to at least get a chance to spam crawl or symbol of return or something. Must be just bad luck. Thanks.
That tracks with my experience. It's worlds better than it used to be, but there's still a chance it'll time/stack like you described.
yeah 709 was converted to stagger like a year or so ago so it shouldn't ever have actual stacking RT, just refresh
Is there a comprehensive doc listing of all the changes anywhere? I see all the pinned posts but it would be nice to have a wiki entry or something that covers the whole shebang in a more readable format
there is a wiki page but it only contains the first few posts right now
https://gswiki.play.net/User:WBURKE1/Spell_Disabler_Review <- I am currently updating this page to try to have all the info
That is v 🐐'd of U TYVM
Yes, those guys are normally a three shot deal for the two of us, and last night, they were remarkably tough to kill. Definitely something going weird with them.