#[Official] Spell Disabler Review
1 messages · Page 4 of 1
Wait, variance in CS? AS, sure, but CS is pretty much a baseline that can go up to 50 higher via enhancives, Ascension, and quartz orbs. Going beyond that needs wild pay event stuff.
TRANSFER XAZ DAGGER
It's cleaner, sure.
But look at ranger CS vs wizard CS! Big oof.
yeah CS is a lot less variance than AS, in fact that's kinda it's problem? It has so little variance
The empath service should be psychotherapy. "Tell me how the goblin made you feel."
Ohhhh, comparing professions to one another. Yeah, got it, that's an entirely different story.
Somebody should have the math on what potion and profession we should buy for maximum effect.
KS Warrior, duh!
Careful examination indicates the temporal warpike has a base strength of 1 and a base durability of 130. You also determine the current integrity of the temporal warpike to be at 100.0%. hard pass on the breakage please
This is the way.
https://gswiki.play.net/Casting_strength is your friend, you take the bases there, add what amount of ascension stat/enhancives you want, then what then that amounts to for success rates you should have.
First shield you hit causes a rip in space/time
Heh. I did a lot more modeling than that.
oh I'm sure, but like basing it off those normal max builds as a basis I think is always the correct starting point
If a wizard leaves Rawknuckles Den at 5mph and a disir leaves fjallhart at 10mph…
Illistim or Turamzzyrian wizard?
which of them gets hit by the disabler
Trick question: the best wizards are halflings.
You are the weakest link. Goodbye.
Those are just Paradis.
I assume the problem from a design perspective is that any TD counts as half TD of other types, so you end up juggling around something with 517 baseline and 475 baseline... Making things hard for the 517 might push it out of reach for the 475.
That is, of course, unless you just manually set TDs and more or less ignore buffs as a means of balancing--which I assume is a huge part of why so many creatures in the Hinterwilds don't have spells. 😄
Everyone knows the real halflings are tiny Mongols.
the real disabling spell for many wizards, was the diabeetus
Coldplay Paradis
Is that why the Great Wall of ice mule is only 3 feet high?
You're banned from the Nation of the North. 😛
I think that's entirely the fault of the snowcone machine, that shaved ice has to come from somewhere
still no name yet?
All that snow is actually powdered sugar that escaped
The vote is ongoing.
how long until the nation of the north implodes due to political infighting and lack of resources for refugees? and/or blood magic
Find out on the next installment!
🩸 🪄
We're pretty far off-topic now, I'll stop.
Day 5 of this and the GMs continue to tweak. It seems like a substantial review on a live launch to me.
I second that.
Wow, hate crime.
All other things being equal, why does 410 sometimes get a SMR bonus and other times not? Both of these casts were the first actions I took versus the targets.
No bonus:
A sphere of dark ethereal ripples expands outward from you.
[SMR result: 153 (Open d100: 76)]
A triton fanatic is buffeted by the dark ethereal sphere and is knocked to the ground.
[SMR result: 152 (Open d100: 64)]
A triton fanatic is buffeted by the dark ethereal sphere and is knocked to the ground.
Cast Roundtime 3 Seconds.```
Bonus:
```You gesture at a triton warden.
A sphere of dark ethereal ripples expands outward from you.
[SMR result: -69 (Open d100: -162, Bonus: 15)]
A triton warden is buffeted by the dark ethereal sphere, but is unaffected.
[SMR result: 187 (Open d100: 94, Bonus: 15)]
A triton fanatic is buffeted by the dark ethereal sphere and is knocked to the ground.
You feel the unnatural surge of necrotic power wane away.
Cast Roundtime 3 Seconds.```
What are some things you’d like to revisit?
CS: +402 - TD: +393 + CvA: -8 + d100: +97 - -5 == +103
Warding failed!
Your orase walking stick is struck with an Ithzir adept's cast.
>
Ithzir adept entered the room.
A rippling stream of vacuum leaps from a sigil-carved orase walking stick in your right hand.
... 25 points of damage!
Decompression ruptures eye! Ocular fluid spurts!
You are stunned for 10 rounds!
S>``` Maybe this spell doesn’t count as a disabler, but it seems a bit OP. I don’t mind taking the heavy damage and stuns, but one of the rounds almost invariably crit kills me. One of those things that just makes me take a deep breath and try not to get frustrated. Any chance to just remove crit kills from this spell?
Major elemental/spiritual dispels do not trigger spell disruption like the minor counterparts. Is that intended?
One thing Im not sure people get about playing a solo square in a place like the HW….your TTK is often terribly slow. A typical disir will take me a minimum of a disarm, a leg cripple, a hamstring, a spell cleave, a sunder shield and a feint…all before i start attacking. If any of those fail, I have to do it again. Thats about 13 seconds of setups. I normally 1.5-2 assualts to kill it, so thats up to 12 more seconds. So if a 25-30 sec kill time per critter is fun for you (i personally love it), cool. Im assuming if pure mains/players loved that they wouldnt be playing pures.
Not all squares take that long. You also can live for 30s in the full plate taking hits where the pure might just instantly die without the disabler
The warriors doing things materially faster than Ptolemy describes vs disir are probably running 800+ AS sustained which absolutely changes things but they're outliers like Melivn's CS steamrolling everything
Bringing this back to spells....110 still not as good as 410
I don't find pures to be as fragile as you're making them out to be. Sure, things can certainly go south - and when they do, recovery is unlikely. But a bulk of the time they're cozy in guarded stance, unable to take any damage at all. Things like 520, 319, 1125 can kick in to mitigate quite a lot. Also soft RT allows for a simple retreat on a bad disable outcome. Didn't knock the bad guy down? NOPE right on out.
The things that "instantly kill" in HW - instantly kill all of my characters pretty equally. Bad anomalies, bad disir lances to the eye, etc. That's not to say warriors can't take a few shots to the face and keep rolling, but they're certainly not invulnerable. Wizards in particular also have the massive advantage known as haste, which allows them to attempt a disable and either re-attempt on a failure.
If Squares were somehow churning through stuff at a rapid rate to blow everyone else out of the water MMA groups would just be a bunch of warriors with a few clerics thrown in to make silver...that's not the case...I ain't buying the argument...110 needs a buff.
6 Warriors, 2 Clerics, and an Empath probably would be an unstoppable grist mill of monster parts and shields just flying everywhere but honestly any group at that size is EZ mode, even pures.
....your probably not wrong except you left our the part where 110 and 410 should have parity
what skills factor into the spell power / spell SMR again? Level, Spell circle ranks, Spell aim - I'm confused if Lore benefits are the effects or contributing the the actual SMR roll to land. I'm specifically trying to look at post cap growth options for more reliably landing these spells without getting too wild with spell circle splits
to put a few numbers to it, messing around with my wizard I cornered a mob and kept knocking over the same fanatic. The success margin is good here, my focus and intent is the growth after cap.
77 MnE, level 100 vs a Triton Fanatic in Atoll.
212 spell aim: +93 to d100 roll
A wave of dark ethereal ripples moves outward from you.
[SMR result: 172 (Open d100: 79)]```
262 spell aim: +91 to d100 roll
```You gesture at a triton fanatic.
A wave of dark ethereal ripples moves outward from you.
[SMR result: 143 (Open d100: 52)]```
262 spell aim: +94 to d100 roll
```A wave of dark ethereal ripples moves outward from you.
[SMR result: 102 (Open d100: 8)]```
According to the formula would that +50 Spell AIm ranks give you an extra +25 margin?
that's why I am asking. It doesn't appear ranks above 2x are helping how I'd expect. My suspicion is I am missing something, so I'm asking if others know or have input on it. SMR as a system has diminishing returns too, so it could be that kicking in? I've seen similar on physical cman
Different specific stancing percentages for each one?
Did I miss the formula in the discussion yesterday?
I believe the specific formula they said will not be revealed. Only general guidance.
So, let's talk Spell Power! The new disabler spells that use SMR take into account your level and your spell circle ranks to produce to produce Spell Power, which is what determines your success at punishing your foes. Spell Aim ranks can add to your Spell Power, but they offer a much smaller contribution than spell circle ranks. Disablers have a bonus to success; AOE disablers have a smaller bonus to success. 410 (Ewave) and 435 (Major Ewave) have also been updated to be more forgiving for those of you on the 10-ranks-is-all-you-get bandwagon.
I've always been of the understanding that standing up puts you in offensive. if that's true, these should all have the fanatic in offensive. I also don't know how stance impacts spell SMR, if it's the same as cman or different.
fair point. I do know on the physical side, I see +1/-1 variations on endrolls ALOT. I realize these are bigger margins
yeah, a little variability doesn't stand out as anything surprising with SMR to me. It's how close the numbers are going +50 ranks past 2x that had me asking about it.
I asked for the formula, it was denied.
If ascension/enhancives in Spell Aiming are supposed to be the path to improving your results vs ascension creatures it's not unreasonable to expect them to add... well, more than that testing showed
You had acuity!
no no no. That's the old formula
SMR itself also has some variance to it, there's some randomization besides the roll, it also takes into the account like the creatures stance and such too, so a lot of these factors do make it sort of hard, even when testing on the same creature
And yeah acuity procs like ensorcel also all will affect it
Oh I'll be damned yea that's gotta be it. Lol thanks
Against fanatic's as well. Had 0 field exp so I didn't have to do any math to figure out their level.
67 ranks, 0 SA
[web: healthy: true, status: false, smr_base: 88, kill_exp: 100]
[web: healthy: true, status: false, smr_base: 89, kill_exp: 100]
67 ranks, 202 SA
[web: healthy: true, status: false, smr_base: 99, kill_exp: 100]
[web: healthy: true, status: false, smr_base: 98, kill_exp: 100]
SA is a minor contributor. I haven't finished my testing yet. Need another 12 hours probably the way I'm testing it to get all level ranges with 0x - 2x SA
That feels VERY similar to the numerical gains I get on physical smr for >202 ranks of cman
Extremely sharp diminishing returns. Wonder if its similar math behind it
+/-1 is due to SMR being based on kind of a 1000 point system, which I expect then gets truncated to a percentage for d100 rolls #893166883568775268 message
Seems to be a 3 point range per level
[web: healthy: true, status: false, smr_base: 98, kill_exp: 70]
[web: healthy: true, status: false, smr_base: 94, kill_exp: 80]
[web: healthy: true, status: false, smr_base: 92, kill_exp: 90] ?
[web: healthy: true, status: false, smr_base: 89, kill_exp: 100]
[web: healthy: true, status: false, smr_base: 88, kill_exp: 100]
[web: healthy: true, status: false, smr_base: 78, kill_exp: 130]
[web: healthy: true, status: false, smr_base: 75, kill_exp: 140]
[web: healthy: true, status: false, smr_base: 72, kill_exp: 150]
I know SMR values are on a weird scale so maybe +50 SA ranks/2 = 25 and then you divide that by 10 and it only a 2.5 booost?
I remember AP gains helping so much less than expected because of the 1000 part of SMR. a gain of 20 AP was roughly 2 in the SMR roll for my warrior and his training.
This would track similarly if so
I think they can scale arbitrarily, different for each spell
2.5 to endroll for adding +50 to spell aim is depressing lol. but that tracks.
I also did not notice any difference from a fanatic that just spawned, a fanatic that just attacked, and a fanatic that just spawned and was searching around to find me while hidden. I'm not sure stance has an affect on spell SMR.
SMR bonus for ranger spells is conceptually similar to Naijin's explanation of 917 #rangers message but then summoning lore contributes in it's own seemingly separate way, and you can note that, at the high end, it takes 10 spell ranks for +1 bonus
This also means that Leafiar's 175 wizard rank build would also be useless
Does it? Spell ranks count for more than spell aiming. Kaetel is doing 153/75/75 and having good results with Call Wind
((spell ranks (from the affected circle) + Spell Aiming ranks) / 2) so I assume spell rank = SA
Stance definitely has an effect on SMR.
Yeah it does on SMR, but unless fanatics spawn in offensive and live in offensive, it had no meaningful impact
[web: healthy: true, status: false, smr_base: 89, kill_exp: 100]
[web: healthy: true, status: false, smr_base: 88, kill_exp: 100]
[web: healthy: true, status: false, smr_base: 88, kill_exp: 100]
[web: healthy: true, status: false, smr_base: 88, kill_exp: 100]
[web: healthy: true, status: false, smr_base: 88, kill_exp: 100]
[web: healthy: true, status: false, smr_base: 88, kill_exp: 100]
[web: healthy: true, status: false, smr_base: 89, kill_exp: 100]
[web: healthy: true, status: false, smr_base: 98, kill_exp: 100]
[web: healthy: true, status: false, smr_base: 99, kill_exp: 100]
[web: healthy: true, status: false, smr_base: 99, kill_exp: 100]
[web: healthy: true, status: false, smr_base: 98, kill_exp: 100]
[web: healthy: true, status: false, smr_base: 98, kill_exp: 100]
[web: healthy: true, status: false, smr_base: 99, kill_exp: 100]
The only variance of more than 3 was when their level was different.
Yeah I mean the claim that maybe fanatics always live in offensive stance is less contentious, I'd say. But your original wording is demonstrably false 😛
Standard wizard build is like 128/75/100 and from what I can tell it is adequate, you would have to do a test on 128 vs 175 but based on the formula it might be the same +2.5
I also did not notice any difference How is that false? I Stated my findings. I didn't say it was fact. But same thing with Protectors, no change base on their stance.
I'm not sure stance has an affect on spell SMR. <-- this part.
I mean he doesn’t sound sure!
I'm not sure again .. read my words.
vs a player character: Caster in offensive stance. Defending character changed stances. casting 410
Target in Defensive: +9
[SMR result: 23 (Open d100: 12)]
Target in Offensive: +25
[SMR result: 82 (Open d100: 57)]
I read them! I'm saying it's demonstrably false. I am sure.
you mean you were in offensive or they were?
Stance’s relevance to SMR is different per ability, as anybody who uses feint knows
but, we're pretty darn sure stance affects ones SMR defense - I thought that was universal
I will accept it varies based on attack, but yeah protectors and fanatics both are either always in offensive (they are not), or it doesn't affect web.
Stance doesn’t affect your SMR defense versus feint, as you can see because it lacks “Target Stance Bonus”
It wouldn’t amaze me if it didn’t affect web defense
But it would probably surprise me a little haha
So basically the takeaway is shifting spell ranks to weird builds and/or massively investing in SA ascension or enhancives will hardly move the dial for ewave and maybe other profession based SMRv
I'm not sure that's known for sure yet, but I would expect sharp diminishing returns, which seem to be typical of other SMR skills
I am surprised that the contribution for spell aim over 202 seems to be nominal
You are now in a defensive stance.
>
Lunok utters a light chant and raises his hands, beckoning the lesser spirits to his aid...
>
Lunok gestures at you.
Cloudy wisps swirl about you.
[SMR result: 48 (Open d100: 54)] (-6)
The wisps dissipate harmlessly into the air.
>stance o
You are now in an offensive stance.
>
Lunok utters a light chant and raises his hands, beckoning the lesser spirits to his aid...
>
Lunok gestures at you.
Cloudy wisps swirl about you.
[SMR result: 69 (Open d100: 60)] (+9)
The wisps dissipate harmlessly into the air.```
15 different
Your spell is ready.
You gesture at a flayed gigas disciple.
Cloudy wisps swirl about a flayed gigas disciple.
[SMR result: 152 (Open d100: 82)]
The wisps solidify into thick strands of webbing that tighten about her body!
An earthy, sweet aroma clings to a flayed gigas disciple in a murky haze, accompanied by soot brown specks of leaf mold.
The vitality of nature bestows you with a burst of strength!
** Your hand surges with power as verdant radiance coalesces around it! **
... 25 points of damage!
Vicious strike punctures intestines!
The gigas disciple is stunned!
Nature's blessing of vitality departs as your arcane prowess returns to normal.
Cast Roundtime 1 Second.```
This is quite a satisfactory result as a ranger with 67 MnS. It does have me wishing Imaera had fire crits though 😆
He then immediately broke the web and spatial anomolied right? That is what happened to me testing web on disciples haha
I've been under the impression that existing spells do consider the target's stance - isn't that true of 917? if so, web seems odd in that regard
It seems there is a disconnect between maybe the players who want to disable top critters 95% and maybe dev who maintain 60-80% is reasonable for SPELL disablers at the highest level
I want my spells to give it their all, 110% or bust.
I just posted a clip that shows web SMR being affected by stance, vs players at least.
Equally, though, top creatures would like to never be disabled at all and to kill the player characters
We must consider both views
Good people on both sides.
Has anyone felt that critter disablers are worse vs them since the update?
Yeah
I posted a clip where I got webbed off a 102 web bolt
But I lived because it only lasted 8 seconds haha

I would hope to have the room to grow to better success rates than 60-80% at the top end given time enough xp/asc etc. A long climb is fine, as long as it's there. Not having a character that relies on 410, I think the floor and changes are universally better for me. I use MnS and prof specific circles vs MnE.
No, my wolf ate his face 💚 - also maybe that's the answer, companions need a way to flare! Drakar fang caps 🔥
I imagine a lot of creatures were nerfed in this whole process 100% success 410 went both ways hah
So we moving away from "whoever shoots first" to "star wars storm trooper battles"
Star wars trooper battles are way more fun to watch.
I binged Jedi Fallen Order and Jedi Survivor since Christmas, would recommend the games to play
Wouldn't be the first time players and creatures have different rules. Show us a difference on a creature.
I'm curious what percentage of this divide comes from players of warding pures vs bolters. I bring it up because warding is a very binary hunting system, and the goal is 100% warding. Bolting on the other hand is naturally subject to a lot of other systems, like stance and EBP - so my gut says that people who like bolting are slightly more tolerant of individual failures. (of course wizards can just brute force bolting with haste, but that's a separate topic)
Can't test right now as no access to the game, but I can say at least for 410 it definitely factors in creature stance from the testing I did yesterday
Yeah, it is hard to shake the bias of "missed my ewave" oh well I will just cast again in 1 second...
It also factors in wounds, blood loss, and of course Amy stays effects
How does 110 work there with 67mns?
Wounds appear to show up as a bonus.
I'm 95% certain I can't ward anything outside of the forest with MnS. But also I have no idea why I'd want to use 110
Additional updates pending!
To knock down the room!
But it's single target?
110 sucks with 67 MNS that’s why it goes generally unused
But that’s why additional updates are pending
I mean my sorc can probably go ward some hinterwilds stuff with it, he hit basically everything with 135 which should be the same cs/tf, but it's not gonna be nearly as good of success as current web is, especially for you cheaty rangers with your spider aspects hah
I wonder how many people we'd need to sacrifice to get an aoe version of 715 to match 217
Just give empaths 720 to balance it out
This blinding effect has a 90% chance to cause the target to lose any PREPAREd spell, Hmm, I actually forgot about this aspect of 135. Might need to explore further
this is kinda a thing i see people trending towards here and i get it but i also don't want every minor circle to have single target knockdown, aoe knockdown, single target TD debuff, aoe td debuff, single target immobilize, , etc. like...i'd like to think we can get some form of parity across classess/circles without having like 6 identical spell slots between them
I mean I was referring to aoe itchy curse, I don't know what your talking about
aoe itchy curse but it's player (including self) unfriendly and has the old 2 minute duration
I would instead propose itchy curse be deleted from the game entirely
With weapon fire.
Fumble applies itchy curse to every player in the game
players who don't submerge themselves in water regularly should get itchy curse
and the PCs!
I really meant the PCs!
but you know
Itchy Curse and weapon fire are nearly useless for players to cast but brutal when creatures cast them, they do have that in common
sandstorm a player and tilt them into oblivion. it's so annoying.
sandstorm is like riding in a car with the game engine and the game is like "stop hitting yourself. stop hitting yourself."
That's what I always thought about insect swarm when I hunted the red forest, nah uh, you can't do that cause BEES...
"the most annoying person in the world" should be an ascension archetype. you learn 715, 615, 914, 1219, 1203
Insect swarm, one of the only spells that can rival how insane old sorcerer code is, to the point they didn't try to update it in the ranger review haha
You mean like... annually or something? That seems reasonable. nods
did sympathy get nerf with the disabler update?
only change to sympathy mentioned was a mana reduction
504 used to dispel the haste buff from Fallen Crusaders and now it doesn't. Can that be reimplemented please?
That's a cool bit of counterplay, hopefully it being removed was unintended and it gets reinstated
also here's some more data from my wizard with 75 MnE ranks and 208 spell aim ranks against a lvl 106, debuffed with 216 so I know it's in offensive
A murky soul siphon is buffeted by the dark ethereal waves and is knocked to the ground.```
pre-roll = 78
Same wizard, same target - but with 257 spell aim ranks. Same target still under effects of 216:
```[SMR result: 135 (Open d100: 54)]
A murky soul siphon is buffeted by the dark ethereal waves and is knocked to the ground.```
pre-roll = 81
So only +3 for going from 208 to 257 spell aim ranks? That's pretty terrible.
Same test, same everything as above - just with 912:
[SMR result: 36 (Open d100: -48, Bonus: 2)]
A murky soul siphon is unaffected.```
pre-roll = 84
```[SMR result: 108 (Open d100: 21, Bonus: 2)]
The wind knocks a murky soul siphon off balance and it falls over!
The wind then subsides.```
pre-roll = 87
It seems a fine balance to make the SMR disablers viable for professions that cannot get 100 spell ranks and 2x spell aim versus the professions that can. But I see a lot of clips where the success rate is consistently above 70%. That seems pretty good for an AOE disabler. shrug
I'm not commenting/testing its overall effectiveness - just was curious what type of improvement could be had with some post-cap spell aim. The prospect of doing an additional 40 spell aim via Ascension for 2-3 more pre-roll is pretty ludicrous imo
it does look like spell aim specifically for disabler SMR would be pretty costly, if you aren't going to use that spell aim for aiming
(in before actually it's illegal to aim spells)
It's already illegal to aim spells you literally can't except 708
>go black doors
[Sanctum Tower, Second Floor - 25244] (u4216037)
You notice a shambling lurk and a patchwork flesh monstrosity.
Obvious exits: southeast, southwest, down
>
Your disk arrives, following you dutifully.
>
>stance offensive
A shambling lurk's eyes flash a violent and ravenous crimson. It lurches toward you, lent speed by hunger, and snaps violently with its jagged teeth.
You feel a bit luckier than normal...
[SMR result: 157 (Open d100: 181)]
A shambling lurk's teeth tear viciously into the skin of your neck!
Your body resists the puncturing damage and lessens the severity of the attack!
... 30 points of damage!
Fine shot pierces jugular vein! Your brain wonders where all its oxygen went, briefly.
One-shot SMR attack.
That's pretty fragile, IMO.
Did you consider rolling better
I'm not sure a square can survive a 181 either!
I'm pretty sure full plate would have made a difference there. (Also note the ascension resistance.)
it's rough that that was your BETTER roll
That same thing has happened to me as a cleric in Moonsedge walking into a room and eating the banshee cold SMR. Dead before the room loads. It's for sure insanely frustrating.
imagine how dead you would've been with the worse roll
#1191064189981163611 message
10 MnE: 68
#1191064189981163611 message
75 MnE: 88
#1191064189981163611 message
100 MnE: 93
Revisiting these clips, I'd like to understand more what exactly Spell Aiming training is doing. Because I feel like these numbers are fine as a baseline. It appears that Spell Aiming, just doesn't do anything. As a Bard, Spell Aiming is very expensive to train and I want a big bonus for choosing to train it.
The bonus looks anemic even for professions with cheap spell aiming, especially the bonus for going past 202 ranks
When was 413 changed to just eTD?
It wasn’t changed, the wiki was wrong (or at least wasn’t sufficiently specific)
A real case of "nobody casts the spell, so nobody knows what it does to properly update the wiki."
looks like 715 got ninja update thanks for the mana reduction and such!
Oh, sweet, now I can tell that young sorceress I'm helping to resume with the 715 (which was a hard habit to unlearn after I said to switch to 413 for the mana savings).
yep 715 is currently, as single target, 2 seconds and 3 mana, so yeah I would now recomend using it on basically everything from like level 15-70 or so
just hex or all the curses?
That’s such a great change, big time leveling QOL for warding. I used 715 on ancients and grizzled (still do out of habit) but also on tougher creatures when first jumping into a new hunting area. 3 mana and 2 seconds is great
I'll test the other curses in a sec
looks like all of them
You gesture at a stunted halfling bloodspeaker.
CS: +578 - TD: +461 + CvA: +25 + d125: +68 == +210
Warding failed!
A thread of pure black magic issues forth from you toward the halfling bloodspeaker. It coils itself around him, whirling malevolently before disappearing within his body.
A stunted halfling bloodspeaker begins to move erratically and looks extremely clumsy!
-flare stuff here-
Cast Roundtime 2 Seconds.
nice
I might actually have to play around with setting up some aliases for the different curses now, they were never worth 15 mana, -goes to wiki to remember what they all do...-
Now we can mostly have the capped sorc experience at lower levels, except with 4 seconds of setup first. 🎉
That's pretty crazy beefy. Now we need to unionize for aoe 413 and 715 hex and we're... Mostly all set. Oh and auto hit 1015
you got 410 you don't need aoe 413!
I actually think I agree with ffng and that aoe can stay with 217
If we're giving 217 to more classes.. sure
you have a cleric! just bring the cleric!
I actually kinda wanna try the stupid wyrm again sometime now, I think if an empath or cleric is with me I'd be actually able to ward it
You... Think I don't? I need 100+TD pushdown to hit things... As hard as I want to.
Is 715 hex generic TD?
Sorc, which makes it always so weird.
is it sorc td? so it'll be .75 for elemental and spirit
now you can finally use star curse and activate the bolt build
But yeah, the main thing about 413 aoe is to just give more aoe TD pushdown to the remaining classes, including warrior and rogue
to be clear btw i would prefer if we somehow solved the problems people want to solve with 217 without directly copying 217. like...i dunno, maybe if you kill something with a a hex curse on it you get a 30 second CS buff or something.
with what aoe warding spell?
It's weird that only MjS has aoe auto hit pushdown. Hence why 1015 should auto hit too.
Well for wizards 512 and 504 would make sense as followup to aoe 413. For sorcs 703 is a powerful disable that they'd benefit from an AOE pushdown opener. If the goal is multiple setups etc. it seems odd to have only one aoe auto, and the other aoe (1015) still needs to ward
On a totally different note, how are people RPing this? (...if you are at all.) Leafi's just been saying that magic researchers have made recent breakthroughs.
703 has so much pushdown, it's basically already auto success
praise marlu 🙏
Just tell people you took a lifetime of advice to git gud.
Kaetel got bit by a radioactive spider
I don't actually think of "the roundtime of blind went down" as having a roleplay component really
The mana cost also went down!
that also has no roleplay component!
This is reminding me of the mad vampire in vampire the masquerade who discovered the blood point
we are not going to go into darkstone and split the mana point to uncover mana quantum mechanics
as awesome as that would admittedly be
actually I'm gonna go write some DMs
but the POINT REMAINS
yeah, I haven't really seen much for me personally to RP with these changes, just maybe that I've decided to use a few new/old tricks or something i dunno
Only because you haven't split it yet!!!
Maybe I'm just way more of a stickler on wanting in-universe explanations for everything than most people. 🤣 I've not forgotten that time last year when I wanted an explanation for the new premium verbs and people countered that, apparently, to them, there was no in-universe explanation for learning signature verbs at Summit Academy!
703 is so awesome I've been wondering if 210 is gonna get some love
Tikba’s understanding of magic doesn’t really comport with anybody else’s magical theory anyway because she views it as politely asking your friend to send the attack helicopter
Marlu just got more patient with requests basically
Another spell I had to look up again. And here I thought I had a decent grasp of the spell lists 🤣
do you not have a sorc in your group? lol. 703 is the best
polymorph capped caster to a giant rat
You should know 703 from the den of rot because that guy there casts it all the time
I was referring to 210 - I am aware of 703s awesomeness! Also I only have a part-time sorc in my squad, usually the wizard comes along 😁
Eh. I look at it like i looked at suddenly having weapon techs. My guy always fought like this. Im an audience of one anyway
My Arkati has chosen to alter our arrangement.
But weapon techniques outright had RP vignettes for them!
Did they? Hell if i remember that hah. What was it? Warriors less drunk, now we can not be dips?
Weapon techs - a gnomish blacksmith came by and taught everybody the secret of putting spoilers on your swords.
Let me see if I can find it...
Okay, it was a single vignette and really brief, but whatever, it existed. 😛
https://forums.play.net/forums/GemStone IV/General GemStone IV Discussion/Announcements/view/141
[SMR result: 150 (Open d100: 61, Bonus: 1)]
Cloudy wisps swirl about a savage fork-tongued wendigo.
[SMR result: 117 (Open d100: 39, Bonus: 2)]
40 Minor Spiritual, 202 Spell Aiming
That's pretty darn good results in my opinion for the spell power adjustment.
A sphere of dark ethereal ripples expands outward from you.
[SMR result: -5 (Open d100: -46)]
An eyeless black valravn is buffeted by the dark ethereal sphere, but is unaffected.
[SMR result: 100 (Open d100: 38)]
A withered shadow-cloaked draugr is buffeted by the dark ethereal sphere, but is unaffected.
101 MnE Ranks - 2x Spell Aiming (As a Bard).
>cheap throat
The crimson angargeist's neck is out of reach!
In this years publication of "Tremors, Webs and other General Use Magic" we cover new casting methodology letting you achieve similar results but for far less mana.
but anyways, if someone can pass along the thanks for 715 also being updated from the review, please do
(Meanwhile, behind the scenes, Sleken is desperately trying to figure out who released a new 715)
level 108 (possibly higher) creature is going to be like that. water lore might help a little, but don't expect e-wave to be a miracle worker.
[SMR result: 110 (Open d100: 58, Bonus: 1)]```
Still 40 minor spiritual and 202 spell aiming. About 50% chance.
no that's the thing, they held the ritual sacrifice and the sorcerer code updates itself
Estild: Starting today, we'll be releasing a number of updates for spells that disable or debuff targets.
Goals:
Improve spell disablers so that magic has options available to set up and disable creatures.
Level is still a big factor.
it probably decided itself, that it was ready to update after appropriate offerings
you should probably test vs equal level stuff for clarity.
It doesn't seem to be a big factor in SMR.
>cheap swift
You spin around behind an eyeless black valravn, attempting a swiftkick!
The chausses strike true, but the black valravn shrugs off some of the damage!
[SMR result: 175 (Open d100: 87, Penalty: 9)]
You swiftly place your kick! The black valravn seems enraged!
Roundtime: 2 sec.
Roundtime changed to 1 second.
[SMR result: 113 (Open d100: 67, Bonus: 1)]```
Bumped up to 66 minor spirit and 202 spell aiming.
SMR and SSR aren't the same things.
I don't think we are talking about ssr
I'm trained to the max in all aspects, so we can compare both equally. It's pretty clear one has a huge advantage, yes, even against these "not equal level stuff"
but the differences there I believe is related to the extra bonus of a single target disabler vs an aoe
you have 101 ranks in water lore too?
single target is also a lot more effective vs higher level than aoe, that's been mentioned 75 times in this thread at least
Can you tell me what spell I'm supposed to be using as a disbaler then, as a Bard
why don't you do what all the other bards do, sing 1030 and kill everything?
That's very helpful, thank you for your input and responses. I definitely feel better about the situation.
You showed a negative d100 result. Seems like it was cherry-picked and poorly represented.
that's all I have to say on the matter.
If we had a TEST environment, I would provide more examples.
Bard single target spell disablers are 1005, 1013, 1016, right
Obviously they could use a review haha
1008 too
The point I'm trying to make is that my Spell Disabler, what this whole thing is about. Has an advantage of 41. My SMR disabler, has an advantage of 88.
Just to remind those reading, these changes were made because SPELL DISABLERS weren't functional in these areas. This isn't about "like level" creatures.
I'd take 410 and 435 in a heartbeat
In Alastir’s defense, the result shared is irrelevant when the point he’s making is about the success chance. Those are pretty bad numbers even without the negative roll
vs 10 levels above me my AoE warcries have about a 45-50%chance, it's about 80% for single target
Cloudy wisps swirl about a niveous giant warg.
[SMR result: 224 (Open d100: 79, Bonus: 69)]
The wisps solidify into thick strands of webbing that tighten about its body!
Your enruned golvern katar suddenly lights up with hundreds of tiny blue sparks!
Cloudy wisps swirl about a heavily armored battle mastodon.
[SMR result: 183 (Open d100: 11, Bonus: 79)]
The wisps solidify into thick strands of webbing that tighten about its body!```
Greater Somnis + Blink Flares + SMR so hot right now.
You should point that out in the Warcry review thread.
Hmm... In this particular case, valravns are better at defending against the magical SMR than the physical SMR in part because they're magical creatures, right? Like you get a bonus against spells in your same sphere of knowledge?
so, valv's I believe know 410 and have extra defense vs it, plus the difference of aoe vs single target, I'm fairly sure that accounts for the differences. (Leafi saying what I was about to say a half a second before gah!)
The conversation about hitting above level critters (re: ascension with 110+) reminds me of when they tweaked CM and TWC to scale better over 2x to help train to reliable levels of success. Has it been considered to introduce a similar mechanic for skills in magic disablers?
Tricksy birbs
It’s wrong twice!
It's almost as if there was an entire review planned that offered so, so many new bard tools, disablers, etc, and everybody brigaded and got it indefinitely shelved over 1 second of extra RT
@alpine rampart That was with only 5 ranks too. Imagine if we had a guild, where I could earn 6 whole ranks.
I mean let's be honest, it's the play/net description, I'm surprised how right it is
Technically, it suffers a -25 elemental penalty to all warding checks and that translates to non-elemental warding checks in different numbers after going through currency exchange? 😄
I don’t really care if it changed but it clearly changed at some point
expectations need to be realistic as well. there is no ez-mode button in a post-cap/ascension area.
estild looked at it, it's always been elemental TD
hunting alone is probably the most difficult part of those areas, because variance and you are often outnumbered.
this just in though, documentation can be wrong
"Blessed Kuon, please murder this lesser minotaur for me. Hallowed be thy name, forever and ever, etc. Thank you."
I did have my first death in several months of hinterwilds just now, trying to play around with numbers on a disir... oops
I mean I assume for kuon you have to say this guy is messing up my garden or whatever
I found a problem with 715...
if you incant and do the curse stance based, its using the new mana costs, but if you use the mnemonic its costing the full 15 (for all curses)
So, yeah, anyway. I'd appreciate having the same success "advantage" as Squares have against the same creature.
With similar training, in similar circumstances.
My expectations are that combat is balanced equally across the board without a clear advantage for a certain set of classes.
please BUG that?
Well, 410 is aoe
Official game documentation is the standard. If it’s always just been eTD then technically it’s been bugged for years
If you had a single target mne disabler the number would be much closer to cheapshot
But also you clearly have combat maneuvers!
You don't know my life!
The class comparison here is a little confusing because you are a semi and have both these systems!
done
The real thing to baseline compare with would be using a single-target magical SMR attack and a single-target physical maneuver against a square creature that doesn't know that physical maneuver.
I’m gonna follow you around the sanctum until I see you sweep something
Or WHATEVER you use
I am not trying to pushback against anyone fyi. I just know that when you conduct experiments and post results, you have to be willing to be wrong.
otherwise it isn't science
I don't know how a copy/paste of data can be wrong, but it definitely feels like you're trying to pushback.
I have this chance of success with option A.
I have this chance of success with option B.
because it's a single sample and not representative of the spell when fully trained to utilize it
water lore is a factor
It is a greater or lesser factor than Spell Aiming.
it just might Not be a bard's best option anymore, if that isn't a training path
I think I would ask specifically, is it your expectation that if you walk into a room with five valravns and 410 it should have a 90% per target to knockdown and stagger them
I was asking for more data, not saying you were wrong.
I’m not sure a combat maneuver can reliably do that!
Not everyone gets everything! Pures don't get weapon techniques, even if they meet all the training requirements!
open 720
I guess someone would need to go in there and Bullrush to find out.
YOUR TIME WILL COME
for my own clarity - it does sound like water lore is a factor but not an expected factor, e.g. you can train it to be better but the spell isn't designed with an expectation of it to be good at all, right?
If it's my only AoE disabler, I would expect similar results to other AoE disablers. Whether that's a spell, or a PSM.
this would require a sorcerer review to happen, bring it on hahaha
Empaths before all others -.-
Sorcs and bards had their chance. To much angst.
I don't care about the order of the reviews anymore. Just get them done so we can move on to Elite/Legendary Ascension!
nightmare, one if these darkstone expeditions you really need to hit everyone with nightmare 99
[SMR result: 151 (Open d100: 93, Bonus: 6)]
You slam into the black valravn, who is sent careening to the ground!
... 35 points of damage!
Hard blow to chest breaking ribs!
Hard to breathe!
The black valravn is stunned!
Your attack exposes a vulnerability in an eyeless black valravn's defenses!
Roundtime: 3 sec.``` seems pretty on par with my knock down + stagger move tbh
Here's a question. What do GMs consider the 'average' amount of experience a character should gain each day to remain in the middle of the pack, developmentally?
What does "middle of the pack, developmentally" even mean?
Like, what's the expected time to gain 7.4m experience, or 1x cap?
I think there is room for meaningful post cap growth that isn't asking for an easy button. Using my wizard as an example, he's capped on spell ranks so the only stats or skills I'm aware of are spell aim and water lore. Going 212 -> 262 ranks of spell aim appears to be +2~ish to the SMR roll. I personally don't find that large a post cap climb to be rewarding if it's going from 50-60% to 52-62% chance to land. Are there additional skills to help more, or are my expectations of post cap growth misaligned with the design?
I'd love to test this in a meaningful way, but with it only in Prod there's no repeatable and rapid skill adjustments I can use to do so. The formula is also not being shared. Best we have are to share the data points we can access for now and ask questions about the observed results.
edit: Not sure if I replied to the wrong post or it changed. Meant your comment about things getting easy
Actually that’s a little high isn’t it
ehhh, yours does damage that can crit/stun and vulnerable, the effects are a little... ok way better
>tack dis
You hurl yourself at a shining winged disir!
The bracers strike true, but the winged disir shrugs off some of the damage!
[SMR result: 45 (Open d100: 14, Penalty: 47)]
You fail to bring a shining winged disir down, but manage to scramble back to your feet.
Roundtime: 2 sec.
R>warcry cry dis
You stare down a shining winged disir and let out an eerie, modulating cry!
[SSR result: 159 (Open d100: 86)]
A shining winged disir looks at you in utter terror!
Roundtime: 3 sec.
R>
A shining winged disir's wings unfurl in a rainbow of color that brightens toward blinding white. The forces restraining her fall away in shreds of crackling mana.
>tackle dis
You hurl yourself at a shining winged disir!
The bracers strike true, but the winged disir shrugs off some of the damage!
[SMR result: 77 (Open d100: 46, Penalty: 47)]
You fail to bring a shining winged disir down, but manage to scramble back to your feet.
Roundtime: 2 sec.
R>
A shining winged disir gathers herself and shakes off the fear.
R>
Having recovered from your previous assault, you once again feel ready to perform the Flurry technique.
R>warcry cry dis
You stare down a shining winged disir and let out an eerie, modulating cry!
[SSR result: 2 (Open d100: -71)]
A shining winged disir is unaffected!
Roundtime: 3 sec.
R>warcry cry dis
...wait 2 seconds.
R>warcry cry dis
...wait 1 seconds.
R>warcry cry dis
...wait 1 seconds.
R>warcry cry dis
You stare down a shining winged disir and let out an eerie, modulating cry!
[SSR result: 166 (Open d100: 93)]
A shining winged disir looks at you in utter terror!
Roundtime: 3 sec.
R>
A shining winged disir's wings unfurl in a rainbow of color that brightens toward blinding white. The forces restraining her fall away in shreds of crackling mana.
R>tackle dis
The misty thorns whirl faster around your coraesine sword, their hazy silhouettes blurring the air around them.
R>
...wait 1 seconds.
R>tackle dis
You hurl yourself at a shining winged disir!
The bracers strike true, but the winged disir shrugs off some of the damage!
[SMR result: 94 (Open d100: 63, Penalty: 47)]
You fail to bring a shining winged disir down, but manage to scramble back to your feet.
Roundtime: 2 sec.``` squares are definitely easy mode every disabler just works though 
this definitely happened. We demonstrated on test that without scaling post 202 ranks, we had like 30% chances to knock down a disir with a tackle
God -47
You gotta take off those bracers!
I will bless them for you at no extra charge
those are single target maneuvers, right?
Come to zul logoth
single target is not aoe, not the same
Those aren't fair numbers, to be fair Renaden. You are a taking a huge penalty with no blessing. -25
hmm, yes... bracers that you can never remove and have a big red button you can't push. I like it.
Aren’t disir immune to knockdown anyway?
yes
At 2,100 a day = 36,600 a week, assuming no double Lumnis scheduling, it'll take 206.8989 weeks = 1,448.29 days to cap.
Even if the penalty was -22 in those logs the abilities wouldn't mostly have gone through
Also they’re enormous right
When I think of xp gains, I tend to think of them on a per-week basis rather than per day. I have no idea what everyone else does but I assumed it's either Lumnis Only (4 years to cap IIRC) or maybe 50K a week (3 years, I think)
sorta?
Although he’s not getting the “that guy too big your move no good” message
Speaking of AoE, how about an AoE evoke version of 413 that's AoE, kind of like how MjS gets 217
Anyway I’m not sure if I understand the subtext of the question
I am very confident that ascension hunting areas are not designed for the median player!
So the question of when does a median player get into hinterwilds is like
Disirs aren't enormous. They're bigger than PCs, but they're like... I want to say 9 feet tall, maybe, or 14. (Pretty sure something in the Hinterwilds is 9 and something is 14, just can't remember which is which.) They're not gigas-sized, golem-sized, mastodon-sized, etc. and are actually sort of on the lower end of height in the Hinterwilds. 😄
They are like 30 foot tall. They are angel gigas. They do the spin/fall/crush you
I thought they were the same size as Gigas
show your height bias why dontchya
You lift your face as a wild cry bursts from your lips!
A shining winged disir looks startled, but quickly regains composure.
Roundtime: 5 sec.``` plus last I checked this can't happen when you cast ewave
Well it definitely can happen
Like 60% of the time actually going by the numbers posted
Going on the test server to see if I've gone insane.
>
The winged disir is medium in size and about nine feet high in her current state.
The disir should prove to be a difficult challenge for you.```
And the angargeists are 13.
? did you have up griffins rank 2? What even is that? where are the numbers?
Disir aren’t a good test because ewave doesn’t work on them ever
It's a failure to even warcry Ptolmey, like when you're training it, for some reason I still get them all the time even after having mastered the guild
Yeah once again it is very funny that so much of this testing is taking place on creatures that are ELABORATELY IMMUNE TO DISABLING
lies, your still inssane
What is your influence
Can you appraise a gigas? That seems to conflict with the lore, unless becoming an angel shrinks you somehow
Gigases are 30 feet tall.
So you’re saying gigases die and then kindred sized souls pop out
That happens? Wth? I mean I think that disir number is just a mistake. They can fall on you and all that, crush you. Same as the draugr. We even saw a gigas become a disir
Either that’s a fascinating lore tidbit or it’s just weird as hell
It could legitimately be either
not the weirdest thing by far
Leafiara impromptu justify why disir are so small right now
It happens to me literally multiple times a hunt, I'm not sure if something is broken in warcry training, my other warrior has never gotten it and he learned warcries before the guild became a cman thing, Tayler learned it after and I get failures with 5s RT 2-3 times a hunt
I just assumed it was because my older warrior is a grandmaster at arms
Because most of a gigas' height is based on the mass of a physical body that disirs mostly shed in the afterlife!
So, gigas are like camels, and they carry their extra fat weight in a giant hump?
If we had gigas skeletons, those would be the same height as gigases, but they'd weigh almost nothing by comparison without muscle mass and fat.
Also...when we say you can't ewave a disir? What do we mean by that? They can't even be hit? Cause...uh...
A shining winged disir is buffeted by the russet ethereal waves.
... 5 points of damage!
Blow grazes right arm lightly.```
He can’t be proned right
what if the gigas have 21 feet of footfat?
Nobody can handle these unrealistic body expectations.... Geeze... first it was 6 feet, now it's 30 feet...
I'll admit, though, I'm gonna laugh if Auchand pops in here and goes "oh, whoops" and suddenly disirs are 30 feet tall and you can't Disarm Weapon or whatever else people have been doing to them. 🤣
Edit: Wait, I just realized I have no idea if Disarm Weapon even height checks.
I genuinely feel like they’re taller on live
he already gave them a pass and gave them standard flare chance flaming aura, which we all know has claidh weighting 😉
Because the paladins complained specifically
you know he's over there writing notes
That kneeling a disir doesn’t let you aim at their head lol
I'll go check. I have a grizzled bounty anyway
I just assumed the paladin complaints were more about gigases, mastodons, golems, and undansormrs.
Edit: And maybe wargs and hinterboars. I forget how big those are.
Really disir should be like 32 feet tall because the wings should add some
Their feet don’t touch the ground!
Wargs are horse sized
for parity he needs to release a hunting ground where the average size is < 1 foot, and nobody can hit those either
Cerebralites and pixies are both that small hahaha
I'd love to see Ascension Ilvari.
Gimme the Gulliver's Travels hunting ground. (First part of the story, obviously. ...maybe the other parts too eventually.)
-20 aim size modifier for tiny things for ranged~
There’s a specific note on the cerebralite page that they are too small to aim at
uh..how do I check thier height?
APPRAISE.
I can’t believe you walked into the pit and then tabbed out to ask
Jaysehn fears nothing
oh its fine. i'm voln. I do this for a living. 9 foot in prime as well
The pit doesn’t spawn all that crazy you can discord and pit without an insane amount of risk
Pit is like perfect for Voln solo hunters. Not crazy spawn rate, everything is undead. Full AS bonus from S5 weapons and supremacy. Plus I have Voln armor. So...yeah. This is what I do.
This girls do NOT want to drop their feathers though. grr
Is that a euphamism? Have you tried buying them dinner?
No...I need more disir feathers
I feel you and your weird thing with feathers might be in the wrong channel
and they don't like me very much. They swipe left on me ALL the time.
The winged disir is medium in size and about one foot high in her current prone state.``` just gotta make 'em smol
Could disablers increase the chance of landing your off hand strike for TWC? Seems like anything that webs, binds, freezes, immoblizes the target should greatly increase the odds of the off hand strike.
see I don't hunt the pit, I can if I must, but I have zero disablers that work on disir so I need to basically 711 them to death, and they are by far the most dangerous thing having super high bonus feints
Thats me vs undansormers. I have no options except feint
Have you tried groin kick?
but I'll hunt disciples, mutants, underswamrs, and oozes all day, which very few people are good at, so it somewhat works out
Yeah, I tried there yesterday up in the End. Got killed 3 times in 2 hours. lol Its not a great spot for squares.
yeah, like me just now playing around in the pit, two open roll feints, one killed me the other caused me to need to retreat, so yeah
I was gonna say everybody is going out to show that their disablers are too weak and don’t work but unless their death messages pop up right afterwards I have to assume the thumb is on the scale a little
[SMR result: 126 (Open d100: 92, Penalty: 10)]
Your kick connects! The disir ignores the assault to her loins.
** Your rusalkoren platemail bursts alight with leaping tongues of holy fire at the winged disir! **
Consumed by the hallowed flames, a shining winged disir is ravaged for 100 points of damage!
... 20 points of damage!
Flames incinerate muscle tissue in neck exposing the trachea. More than you ever wanted to see.
The winged disir is stunned!
Roundtime: 2 sec.```
Nvm. Angels.
I’m not logged in though
I do think 711 possibly needs 1 or 2 seconds of additional RT added on at max roll after the stagger change though
Yes I remember somebody pointing that out before, angels are sexless
719 is my disabler of choice against disirs. (On a sorcerer, anyway.)
I definitely croaked my wizard the other day trying to play with 950+914 on a disir
I believe that was Alan rickman
I did the disir Groin Kick clip before (#870437349388071012 message ), but the reason it doesn't work is because they're undead. You'd see the same results on lurks and the like.
yeah, did that, didn't kill, shook stun, feinted me with a 258 then lance one shot me, I need more piercing resist apparently
https://tenor.com/view/tournament-daniel-larusso-daniel-san-johnny-ralph-macchio-gif-24814760
how to groin kick a 9 foot disir....
I find groin kick to be good with the salty armor. To bad its wave is extra salty and is worse than bard's 410.
my best CC:
>
An animated flayed gigas disciple looks around blankly.
An animated flayed gigas disciple thrusts with an ancient bone lance at a grizzled halfling bloodspeaker!
AS: +677 vs DS: +650 with AvD: +35 + d100 roll: +100 = +162
... and hits for 70 points of damage!
Solid strike caves the halfling bloodspeaker's skull in, resulting in instant death!
[You have completed this portion of your Adventurer's Guild task.]
A grizzled halfling bloodspeaker's eyes bulge as she stares toward the heavens, mouthing a gurgling prayer as she succumbs to death.
A subtle light fades from a grizzled halfling bloodspeaker's eyes.```
In an awe-inspiring display of combat mastery, a withered shadow-cloaked draugr engages you in a furious dance macabre, spiraling into a blur of strikes and ripostes!
Icy rage shining in her eyes, a withered shadow-cloaked draugr lowers one shoulder and barrels toward you!
With no room to spare, you block the attack with your ebon Faendryl pavis!
You manage to angle your ebon Faendryl pavis just right so that the shadow-cloaked draugr comes perilously close to the spikes on it!
** A spike on your ebon Faendryl pavis jabs into the shadow-cloaked draugr! **
... 30 points of damage!
Amazing shot through the shadow-cloaked draugr's nose enters the brain!
You hear a sound like a child weeping as a white glow separates itself from the shadow-cloaked draugr's body and rises into the heavens.
Electric blue light pours from the draugr's eye sockets and erupts from her tattoos, leaving only a shadowy cadaver behind as animation departs a withered shadow-cloaked draugr.
A little bit late for that don't you think?```
aka stop hitting yourself
Alosaka posted this earlier but I wanted to agree with him — now that web is awesome it really sucks when fire effects destroy your web hahaha
I can’t tell my thaum tome to not use fire!
obviously should just buff the fire effect, make it like an immolate burn haha
It would be one thing if the Web/Fire interaction did meaningful damage, but it just doesn't. It's entirely a detriment
I kind of think it should just give you a fire crit and not be removed but I would also be okay with not getting the fire haha
But… it’s another flare! Flares are the best
I do love me some flares, but this is like a "get out of jail" flare. It's like having mana flares that give the monster mana to use against you
Are things really surviving much past the first hit on a webbed target though? Like, at that point I feel like I’ve got pretty good control over the thing because it’s already taking extra damage from all the penalties cause by the web in the first place.
It's generally not a problem, just annoying. Particularly since web drops the mob's DS by a fair amount, and burning the web promptly brings it back up
See, those are the exact kind of inter-spell interactions that I love and wish there were more of
Making that interaction pay off with some big damage would be the goal i think
Similar to 611+609 in a lot of ways
That's a voluntary interaction, which is great
casting a fire spell at something you webbed is also a voluntary interaction to be fair, lol
So is fire…kinda. Some are less easy to avoid for sure
It's usually caused by my weapon flares, which to be fair was voluntary when I got the flares, before this interaction existed
that interaction with web has always existed, it's not something new
Has it? I thought it was introduced at some point
Maybe not -always-, but at least a decade
fire + web has been around a while. same for web + call swarm.
what's web + call swarm do?!?
It, like... makes the web webbier, or something. Since the spell came out I don't think I've ever actually seen the interaction take place
the reason I brought this up is specifically because it happened to me a couple of times with my thaumaturge tome. you could say it's a voluntary interaction to have bought a thaumaturge tome but obviously I didn't know web was going to become a primary disabler ability when I bought it haha
Bugs reinforce the web, yes. I've cast it a few times because it's funny to see. You can't cast it after the web has been set on fire, though.
it can also happen with holy fire, or I guess if you chose the like three arkati that have fire crits
I think in all these cases it's probably not something you actually want
Maybe you accidentally webbed someone and you want to free them
it's lame when it happens with your thaum tome because it happens while you are in roundtime haha
I like the idea of fire spells interacting with the web
I don't like it removing the status effect I worked hard to apply!
how quickly does the web drop on the fire flare? I thought it wasn't instant but can't remember the last time I've seen it either
Phoen, Ronan, Laethe, Voaris, Voln, Eorgina and sometimes Zelia all cause fire
make it a bonus, rather than a thing that will eventually kill me
Instantly as far as I know
it's part of the same message as the fire attack hitting
#mechanics message <- I posted a clip earlier because I thought it was funny but then as I thought about it more I was like, one of these days that is actually going to get me killed because I bought this fancy DR item haha
Tome flares are a random element right?
yeah, or something along those lines
a random critical type from a set which includes fire and cold haha
Also why the heck does a tome do 5 damage on a 240 endroll.
it's a book give it a break
Fire flares are bad enough without the "Oh and these might release something from web" effect
it says the web catches on fire, it doesn't say it's gone iirc
EDIT: You posted a clip, looks that way to me. I remembered something!
why don't you like fire flares
But also sometimes the fire will crit kill and it will make all the other times not so bad
(I like fire flares)
no it won't, because I kill like 100 mobs a day but I would like to die fewer times than that!
I love fire flares. But as far as I can tell they are the least effective elemental flares in the game.
(all flares are the same)
Ignoring that we just established fire flares are the only flares that release mobs from webs
technically that's fire DAMAGE that does that
And trolls.
which admittedly fire flares deal
Fire is hands down one of the best flares (situationally)
Professor Flares is my rap name
I cannot verify from my log that the myrmidons were actually freed
if it happens again I will track it more carefully!
I thought they were but I could be wrong
We just need a capped troll ascension zone.
i'll test in shortly! Heading out to test a few more things
when you light an area web on fire it doesn't go away, it stays there burning for a long time, idk why single target would be different
while not ascension, someone who is capped could always be in Sunfist and go track down a troll warcamp.
That would require someone being in Sunfist
nah, just having an alt in sunfist
Sunfist gets a bad rap but it's one of the best societies for wizards and ranged users. Crit weighting on bolts is
and sigil of determination makes getting arms smacked not bad.
Ew. Warcamps do not support my preferred hunting strategy. (All of the AoE spells)
Everyone left Sunfist for Voln when the new weapon skills came out : (
nobody said it was preferred, equal, or fair. but it exists.
I don't personally believe that stuff should be any of those things, because Good is Dumb.
I'm actually a pretty big sunfist fan on my ranged/hurling KS warrior, KS gets hit a lot, sigil of determination makes getting hit not a death sentence 'cause you can't fire your weapon anymore
That's my Spaceballs quote for the month.
single target web is consumed on the fire proc.
You hurl a roaring ball of fire at a triton assassin!
AS: +220 vs DS: +218 with AvD: +57 + d100 roll: +61 = +120
... and hit for 23 points of damage!
Burst of flames char abdomen a crispy black.
The webbing around a triton assassin catches fire!
... 15 points of damage!
Burst of flames to right arm toasts skin to elbows.
>
>l
You also see a triton assassin (prone) and a triton warlock (stunned).
I’d roll with osa troll pirates. That sounds fun. And thankfully ships are fireproof
Honestly the web/fire interaction is pretty low on my list of concerns and I'm still very happy with the Disable review
... I'm not entirely sure that last one is true there considering how we raze them to destroy them
Break break: 1117 is a setup spell and should be considered in the review as well
Well they survive meteors up until that point so it’s fine 😁
oh, was web/fire a concern? I just thought it was neat and didn't know if it consumed the web. No opinion either way
yeah, to be clear, I am happy with the review, but I thought I would just surface this specific concern
Like, I didn't even know what some of these spells did before the Review, that's how rarely I used them. I didn't even know 135 was a spell
Its still not
No one can use 135 as is for anything remotely useful
If it got switched up to be SMR I could see it being used by rogues and rangers as an AOE blind to help with hiding
Fire flares also melt 512 (root and 512x2 immobilize) ☹️ doesn’t even need to be fire damage from you
I am going to use 135 this hunt
the web/fire thing sure seems like an easy fix if they just made the fire take like 5-10 seconds to eat through the webbing. Give it 2-3 rounds of fire damage then the web is toast.
Fire web is one of the best parts of web (on flavor). Is it broken?
No, it still frees the target instantly. Flavor is g2g.
I think this would make it both more flavorful and it would probably be beneficial in most cases rather than detrimental. It sucks to have flavor that you don't want.
Went out to dinner, but let me catch up.
I appreciate the data point, even if it is cherry-picked and rigged to show a lower number than what the maximum could/should be.
I guess my question is, in this SPELL DISABLER thread, what is your goal in showing warcry and tackle? Are you trying to prevent any improvement to spell disablers, are you trying to somehow ask for improvement to those abilities in an non-related thread?
I'm just confused what point you're trying to get across.
Even if you add a bless on those, they're still failures. You keep mentioning wanting the same advantages as square disablers, I'm trying to show they don't really seem that far off.
I think +48 vs +88 is pretty far off, but we can argue the semantics of that to death if you really feel the need to participate.
i'm glad we're on the same side now
I feel like the terminology here is very messy and I would note that multiple people have asserted that 410 is a square disabler
“Over 9000” - Vegeta
Let us know if it works. Just read what it is 😂. I assume CS will be terrible?
Terrible is an understatement
It, uh... I'm not sure what it did except consume mana and do 15 damage. CS was not great, in fact.
It imparts blinded. It does help with EPB and perception checks
It is supposed to apply disoriented too
15 damage AND disoriented?! How have I been sleeping on this
lol
If it was converted to SMR, it might end up being a bit like 435 if you used a setup to setup the 135. Is the disorient new? That was never on the wiki.
Blinding is actually pretty nice if you are going to follow up with a maneuver
You know what else helps with follow-up maneuvers? Web
It can also cause prepped spells to unprep
What does Disoriented even do? To the wiki!
Lol, the lore for 135. No wonder the Citadel fell.
this is why when people are like "please make elemental versions of the good spiritual spells"
Honestly the whole idea of spells' mana costs correlating exactly with their number is kind of restricting
I am like "how about you can have an elemental version of fasthr's reward"
I had to spend a spell slot on dispel invisibility
get your own spells
I would trade MnS for MnE in a billionth of a second
Look at my shield trample logs, warcries are ssr, and my single target disablers will have higher chances just as yours will
MnE is a boring circle. Its just buffs, and 435
I guess I would miss Fire Spirit
fun homework assignment: identify the only two classes that do not have access to minor spiritual. are those classes historically stronger or weaker than the other classes? based on this, how OP will savants be when they come out?
Will we see these spell changes on Test? I missed it if someone finally answered that question.
Was the mana still 35, or was that one part of the review? And if it wasn’t, is it because the GMs don’t even know what 135 is?
It’s 7 mana now
It cost less! But it was not the most efficient damage/mana spell in my kit. And the 'disabling' aspect of it is... suspect
it costs way less now admittedlly
might be the cheapest aoe disabling spell
no wait 1602 is cheaper
Sounds like 21 mana after you have to cast it 3 times to get a CS hit
I unironically want 415 to become the elemental fasthirs. Since spirit does CS and mental has blink that does AS it would be the SMR version.
wish fulfilled, 415 is now the SSR fasthr's reward
Move 415 current spell to 409
I’d say that but I also want CS spells gone from minor circles as a whole. Cause they’re always bad for most of the reasons listed here lol.
make 415 aoe smr disabler that applies vulnerability/weaken armor plz
look what you guys enabled
I'm curious how much is considered done and final vs what is still being reviewed or discussed. Only wondering because it might be helpful to direct conversation toward topics still accepting feedback.
It was acknowledged that warding spells needed something to bring them in line with the effectivess of the SMR spells. Unless you train for CS the warding spells are worthless at cap and in the ascension zones for the most part. Hence why web was swapped to SMR
were the "pending" further changes to 110 ever divulged?
CS spells aren't great pre-cap either, if you aren't trained up in them. Witness the MnS struggles
I think honestly all of the non-profession circles needed to be converted to a different formula
d20, let's go
I mean, isn't SMR basically d20?
I'm really hoping they're turning 110 into the spiritual 410.
hm, but why? The only class that's really lacking such a thing I could think of are empaths
Ya, Im an empath
D1000 with more stuff thrown at it as we understand it? Someone will fact check me if I'm wrong
The only die sizes are d0, d1 and dn
1/20th of the rolls are positive open rolls (critical success!) and 1/20th are negative open rolls (critical failure!). Sounds a lot like d20 to me! 😄
Yes and we would like to have something along those lines : p
#secondclasscitizens
I bugged it.
a 2nd bug report won't help any further than the first. It will get to the right person, I''m sure (which is not me)
I'm wrapping my head around 135 as a part of my routine somehow...it's like a super sunburst now for less mana
Yeah, 715 isn't done yet. In progress, though
Your CS will be quite a bit lower with 135 than 609, I'd imagine
135 didn't go SMR?
newp
It's still a work in progress so I'm not judging anything yet but for me, all the secondary circle spells need to be one of three things: 1) auto success 2) SMR 3) TD pushdown
A secondary circle spell that is CS with no TD pushdown is probably mostly garbage even for like-level hunting.
maybe if a spell like 135 had a really strong effect, it could see use combined with 340 to overcome the CS/TD issue but I'm not sold that casting 135 is a game changer even at 7 mana
I'll give 135 a go in the Rift, see what happens
personally I feel it's kinda weak that blind only gives -25 to SMR - seems really hard to land skilled maneuvers against your opponent when you're blind...unless all these enemies are like samarai ninjas or something
Your spell lists:
Minor Spiritual...33
Ranger Base.......60```
Okay, nevermind. We'll come back to 135 discussion later :3
stop hunting Daredevils
I will say, personal experience at least, that hunting feels more "active" now.. more mixing spells and best solutions to problems instead of "mash button until dead"
I mostly play a semi, I haven’t capped my pure (yet). But for folks that have, are you feeling like this review ultimately met its first goal of improving setups and disablers?
My personal experience is that my gameplay (on any of my characters) hasn’t really changed…
as a 40m bard... I haven't really experienced any impactful changes yet. The mana cost reduction and 2s off my disabler/opener cast rt has been entirely inconsequential.
i think the winners are 200s, 100's, and 900's who train heavily into the 900's... (if there was a test environment I would test to see at what point (spell ranks comparison) 912 gets better than nerfed 410 with 50 water lore)
My gameplay didn’t really change in the sanctum. When I went to ascension areas I definitely felt that using disablers was necessary for survival and so the rt and mana changes, and the new SMR web, were extremely helpful and I relied on disablers for every fight
but... Auchand made it sound like there might be more coming in the form of post-cap growth and ways to strengthen spells.. I hope it includes lores and other magical skills and not just pumping 40 ranks of ascension spell aim for +1-2% chance... Something to mimic (with training) 6th guild rank... He also mentioned revisiting ascension critters and whether or not they should automatically shake off all sorts of conditions (which btw, is a separate conversation vs comparing profession balance and whether spells/psm 3 abilities land in the first place) 🤞
I am fresh cap so mana changes are a pretty large improvement for me
Interesting… so what I’m hearing is some incremental improvements, but nothing that has functionally improved/altered game flow.
I feel like Melivn’s voice has been notably absent since the changes… I’d be curious if he is feeling improvements.
I dont think that’s what I said!
No, you said mana gains have been a big improvement.
I can’t really judge my gameplay pattern in ascension hunting before the review because I did not go to them, but I do use the disablers constantly in them
I didn’t hear you say it had changed your game flow. I imagine you can cast more now, or stay out longer? Or is there some other benefit?
I certainly would not have used web in them before
Melivn isn't on the GS discord and while I haven't seen him in game in a while, I'm about 99% certain he would see no appreciable improvement to his gameplay with these changes. A likely consequence of high exp.
Overall it feels like incremental change to me as a 31mil+ post cap wiz. 410 was slightly nerfed, 912, 413 and 417 received boosts, and the other changes are more or less inconsequential to how I hunt. I can still steamroll stuff in HW, just like before.
The biggest impact was that I now use 912 regularly instead of 410. Sort of a wash from my perspective.
I think the changes probably have a bigger impact on lower experience characters.
No complaints from my end, other than a few minor bugs and such that I’ve noted. Everything more or less works like I think it should.
so personal experience.. I'm mid-80s and hunt treekin (yes, that's underhunting, but I'm lazy and risk averse). Treekin break webs and are -extremely- knockdown resistant, and the druids have stupid high TD AND barkskin
prior to the changes, I would open with web bolt and hope that the web would just buy me a second or two to just pummel them with evoked 306 and keep them stunlocked from the crits. Swarms were extremely dicey. I never bothered with disablers because the mana costs were prohibitive and the chance of landing a warding spell was too low anyway
now, with warriors, I 212 into 214 and kill at my leisure
druids, I smr web to buy me a few seconds to 212 into 311 (which may take up to three casts due to barkskin, then unload with 306 e
swarms, 217 into holy symbol boosted 316, then 335
oh, and 320 being free (instead of 20 then refunded over time) is a very nice QoL change
As a mid 70s empath the changes are pretty impactful, especially in terms of spell success and mana cost. As a mid 90s Ranger I did not notice the changes in the Rift
Cleric:
216 is situationally really good, but that’s because I’m in the niche of super post-cap with extraordinary melee gear. 301 is no good solo anymore in the Hinterwilds, but still very strong in group hunting. 217 feels like overkill where I’d still rather cast 316 if it’s one or the other.
Empath:
212/217 are great now. The difference here, despite my empath having higher CS than my cleric, is there’s no SMR attack fallback plan, so going all-in on TD reduction is the right move.
Sorcerer:
413 and 715 are gamechangers, especially at lower levels where dropping >40 TD can jump from a low chance to hit to easily guaranteed.
Wizard:
Out with the old (410), in with the new (912).
EMC used to be a part of how 413 worked (it was a TD push down on the application). Is the change to application going to negate this or s there a thought on an additional changes
What are you able to land 216 on? Im only at 66 major
I’m at 67, but berserkers, shield-maidens, and to a certain extent draugrs. I will say I might not try it against draugrs without being in Voln for Supremacy.
Did 715 change at all?
And did the bug with 1001 get fixed? The one where if it hits a dead target it drains 80+ mana?
715 changed but we haven’t gotten the patch notes for it yet
715 is half changed, the cast versions are updated but the curse verb versions are not yet
I'm guessing you're hunting things that break bind to make 216 more attractive than 214?
Some do, but also:
216 has 30 TD pushdown, so even on the ones that don’t break bind, 214 wouldn’t be as reliable.
I open with 316, which can bind, but immobilization doesn’t force something into offensive and actually stops it from going into offensive on its own, so I might need the followup stancer.
huh.. I thought bind forced stance
It has a similar-but-not-identical effect to forcing stance, in that it gets rid of EBP DS, but the stance isn't actually changed. So if the creature breaks the bind, they could still be in defensive at that point (unless the break was berserk).
gotcha.. that's in line with whtat I was thinking
Web is pretty good on mutants in Hinterwilds now, they don't seem to shake it that regularly. Web into 309 works well
After the SMR formula change web is a big glow up, definitely a spell that went from “never cast” to “often cast” for me
Yeah, as an empath, web is the best improvement for me at the moment in the hinterwilds. It's not effective against mobs over lvl110 without a big SMR boost like somnis sleep, but works great against everything else.
216 might be a good alternative for targets that can't be webbed for whatever reason
yeah, my clerics been going back and forth between 118 + 309 or 212 + 317 for stuff, depending if they are likely to actually die to that 309 or not
casual mention to to how nice the 320 QoL change is to just keep it up all the time, not worrying about needing to hit something or finish waiting for the mana to come back
Cloudy wisps swirl about a stunted halfling bloodspeaker.
[SMR result: 192 (Open d100: 9, Bonus: 80)]
The wisps solidify into thick strands of webbing that tighten about her body!
Roundtime: 4 sec.
Roundtime changed to 1 second.
R>
The flaming aura surrounding you lashes out at a stunted halfling bloodspeaker!
[SMR result: 287 (Open d100: 88, Bonus: 125)]
... 45 points of damage!
Right leg aflame. When the smoke clears, there's nothing left.
The webbing around a stunted halfling bloodspeaker catches fire!
... 30 points of damage!
Extreme heat causes a stunted halfling bloodspeaker's left arm to expand and snap. That must hurt!```
I do like when this happens though.
Hot topics like this one are interesting. The discussion is neat until it crosses the line. People missing from the server are because they got banned. Maybe someone wisely took a break, but that isn't the common answer. Like in life it's not the last thing, it's every step up to that moment.
Atleast my wizard can now reliably mana leech in north HW, just takes a 413 then 516 vs before I would have to run back to fjalla and I assume some wizrds couldnt even leech at all anywhere in HW...
The true secret sauce is putting 516 into your 950 so you try to grab from every creature at once and get a CS bonus if you have Fire lore.
(I don't have Fire lore, but I do have 516 in my 950. Duskruin made me realize it worked, then the idea played out fine in other areas, so I just left it.)
Also, 519 evoke would be great lifesaver if you can ward
I've thought of that in the past, never have..now tho, OH ----!
Web was really good, but 18 mana so glad that is working out at the 5/10 mark
It's pretty glorious, casting 950 and somehow coming out 100 mana ahead. 🎉
I appreciate this news. It was my hunting partner’s main issue
Unless you're a Wizard, who has to make a choice between a secondary circle with your main CS attack, or your profession circle with all the other benefits.

I cancelled all but 1 of my accounts. But for my Cleric who hasn't run out of time yet, 212/217 are great with the auto-success. Everything else is shaken at cap so there's been no increase in effectiveness for me with the other spell changes.
I’m still fine tuning, but between 212 and being able to regular web something instead of Web Bolt, it’s quite possible I might dump Spell Aiming and steer those points to other things
Best of luck to you in your next endeavor Alastir. I didn't know your cleric. You can always come back
I mean -- I feel like a lot is swirling that I just don't understand at the moment.
It does seem like MA must be at an all time low with al these "Only 1 account" people
(It definitely scares me when I hear about ppl cancelling accounts though)
Attrition is not always a negative, but you have to factor in a lot of categories for sure.
I'm pretty sure there are still updates to come. The 700s and 1000s for example.
I think it's pretty clear, at least to me, that we shouldn't expect any real changes when it comes to disablers, at least at cap.
They're going to sometimes hit (400s), and will still mostly be shaken (Any stun/bind and in a lot of cases web). But they're cheaper and faster now.
The only real disabler is RT still and ... at least when it comes to the 400s, they've reduced effectiveness of it.
You utter a light chant and raise your hands, beckoning the lesser spirits to aid you with the Searing Light spell...
Your spell is ready.
You gesture at a behemothic gorefrost golem.
A brilliant white ball of light forms just above the top of your rune staff. It quickly grows in size until you lightly jerk your staff, causing the radiance to instantaneously spread throughout the entire area!
The radiant burst of light engulfs a behemothic gorefrost golem!
CS: +506 - TD: +422 + CvA: +25 + d100: +99 == +208
Warding failed!
The bright light sears the golem for 10 damage!
... 10 points of damage!
Searing bolt of energy strikes the gorefrost golem, scorching a wide swath of flesh!
The gorefrost golem is already blinded.
The radiant burst of light engulfs an immense gold-bristled hinterboar!
CS: +506 - TD: +405 + CvA: +25 + d100: +17 == +143
Warding failed!
The bright light sears the hinterboar for 10 damage!
... 7 points of damage!
Light burns to the gold-bristled hinterboar's leg.
... 5 points of damage!
Flash burns to eye momentarily blind the gold-bristled hinterboar.
The gold-bristled hinterboar is stunned!
You blinded an immense gold-bristled hinterboar!
The radiant burst of light engulfs an immense gold-bristled hinterboar!
CS: +506 - TD: +402 + CvA: +25 + d100: +46 == +175
Warding failed!
The bright light sears the hinterboar for 10 damage!
... 15 points of damage!
Dazzling arc of energy traces blackened path across the gold-bristled hinterboar's back!
The gold-bristled hinterboar is stunned!
... 5 points of damage!
Flash burns to eye momentarily blind the gold-bristled hinterboar.
You blinded an immense gold-bristled hinterboar!
A bloody halfling cannibal is forced out of hiding.
The radiant burst of light engulfs a bloody halfling cannibal!
CS: +506 - TD: +378 + CvA: +8 + d100: +100 == +236
Warding failed!
The bright light sears the cannibal for 10 damage!
... 50 points of damage!
The halfling cannibal is sliced open neatly by a brilliant beam of plasma!
A monstrous, too-wide smile spreads across the cannibal's face as he collapses to the ground, dead.
Cast Roundtime 3 Seconds.```
The potential is there for some solid hits if you can get a high enough end roll.
This is from test so I can't wombo it with auto success 217.
Spell Lists
Major Spiritual....................| 40
Spell Lists
Minor Spiritual....................| 160
Spell Lists
Empath.............................| 103
Good success on everything but skalds.
Well it's been a week now since this was all announced - including the changes to 611...but to this point 611 remains unchanged and no staff has mentioned it. Seems a little odd to me? Would love to wake up my druid and see how he feels but am waiting for the changes to be implemented...
But then you have 208 end rolls that do literally 20 damage. Maybe the golem just had a lot of crit resistance but the damage seems almost ancillary to the spell
Golems are damage sponges
It's dependent to an extent on the armor type of the creature, which is why the cannibal gets hit so comparatively hard.
Im interested in making 135 work because it does a lot. Blinded, disoriented, plasma damage, and reveals hidden targets.
Especially if TWC left hand strike ever gets updated to be improved by some of the negative status conditions like blinded.
I do want to point out that this just happened to me. An ethereal triton psionicist points a clawed finger toward you! A crackling whip of energy lashes out at you! CS: +448 - TD: +380 + CvA: +5 + d95: +45 == +118 Warding failed! ... 4 points of damage! Eye gouge, that hurt! You are knocked to the ground! You are stunned for 3 rounds! The residual psychic energy from the attack surrounds you. And, I only had about 15s in stun, whereas a few weeks ago, it probably would have been like 45s. While I wouldn't characterize that as game-changing, it certainly is very much appreciated and a huge QOL benefit.
I'm pretty sure a round is 5 seconds. That crit is always a 3 round stun. If you were stunned for around 15 seconds nothing changed.
the crit being a rank 2 seems like the change, right
it should have been 4 before randomization?
that part is a little interesting. i wonder if the crit padding can actually stop the additional +1 rank down to 0.
for people who might not get tikba's statement; 1210 causes a base crit of rank 3 + (margin / 15) according to estild (i think it was, a gm either way), since it's 118 that puts the base crit at 4 according to the formula. non-AS attacks always (or at the very least, almost always. dunno if any exceptions) get a randomization of +/- a crit rank. with padding on normal attacks we just know it can't reduce the final crit under 1, but i guess it's possible crit padding could make the scaling +1 crit go to 0. or maybe it's "base 3 crit" is something like 15 DSW or whatever and then we factor in the crit after. either way, it's not survival training.
that's just the best possible result we know of for getting hit with 1210 (the base 3 crit randomized to 2). Well, best possible other than it hit the eye. But nothing to do with the cap on stun as far as i know. It wouldn't change the crit rank i because that would also reduce damage you take and i imagine that's out of scope for the cap on debuffs / survival bene.
135 reveals hidden targets only if you have a not-hidden target to cast it at. Or I'd be using it a LOT more right now
My use case is for a blink weapon
Pretty sure you can just OPEN cast it
oh, hm, I forget about that... I'm so used to INCANT <SPELL>... I'll need to try that 😈
Not sure if its been pointed out yet or not, but mana flares are still working on the old mana values. e.g. 615 charges me 5, but returns 9 on a t3 mana flare. 320 charges 0 but returns 8 on a t2 mana flare.
You can combine open with incant too, as in INCANT 135 OPEN. 609 is even more tedious because if you do have target and don't open cast, it will do the single target CS attack instead of revealing baddies. Glad it has the options, but I do sometimes wish it was a little smarter
i haven't tried with 609 but you could try casting it at an item. but i just reveal hidden things with 635
oh wait i misread that i see what you mean. but the answer is never both casting the single target 😄
212/217 now seem to be giving a flat -15 TD, no bonus for SL:Summoning anymore. Mistake, I hope? (BUGged in game.)
BUGged this in game but channel dispel doesn't remove the Slowed debuff from 504 or 1602. Seems like the spells are applying a physical debuff rather than as a magic spell (like how 1211 applies Confusion as well as Confused (PSM3 physical debuff) - you can dispel this since the Confused is only there because of the spell Confusion. If you get hit with a CMan that applies just Confused, you can't dispel that, since that's the physical debuff).
Being hit with either puts "Slowed" in the Debuffs listing, but not "Slow" or "Pious Trial". Shouldn't Slow from magical sources be applying a spell effect so that we can dispel it?
Think this needs to take the 1211 approach. Make 504 apply "Slow" (spell) and "Slowed" (debuff), 1602 apply "Pious Trial" and Slowed (debuff) and if you dispel the spell, it removes the debuff
Wow, I hope this gets resolved
It appears as though Aspect of the Spider is not currently providing the 25 bonus it was previously:
[SMR result: 140 (Open d100: 85)]
Have BUG'd
Does the spider aspect bonus apply when the web is cast, or only when spider aspect is active (AoE)?
At one point it was a flat 25 bonus to the single target SMR version. From logs on the 4th:
[SMR result: 209 (Open d100: 86, Bonus: 25)]```
Hrm..weird. It worked this time:
Cloudy wisps swirl about a bloody halfling cannibal.
[SMR result: 215 (Open d100: 94, Bonus: 25)]
The wisps solidify into thick strands of webbing that tighten about his body!
Cast Roundtime 2 Seconds.```
if the target had a 25 bonus to defending for some reason it would just show 0 (or nothing in this case)
at least, i'm 99% sure that's how it works. not sure what would give you a penalty/them a bonus in that case
Moving forward, a bloody halfling cannibal gets too close to the rippling, sticky web!
[SMR result: 137 (Open d100: 43, Bonus: 25)]
Dozens of silk threads spin into action, ensnaring a bloody halfling cannibal!```
Seems okay on AoE too. Maybe the valravn had some penalty
I haven't played much with the changes, but I do know that Call Wind (912) is still costing 12 mana when the notes for it says it was reduced to 8.
Also casting 519 as EVOKED still costs 19 mana instead of the 5 mana it shows it was changed to.
What happened with this web?
Moving to attack, you get too close to the rippling, sticky web!
[SMR result: 0 (Open d100: -41)]
The web turns away harmlessly from you.
AS: +707 vs DS: +487 with AvD: +40 + d100 roll: +91 = +351
... and hit for 105 points of damage!
The boreal undansormr is stunned!
With a final, explosive breath, you pull your sword back to a ready position.
Roundtime: 1 sec.```
What's strange about it? It appears to me that he just open rolled a failure in your favor?
The web turns away harmlessly from you. Never noticed that. Don't get webbed much either.
That’s the normal messaging for an open web missing you
oh is it? thanks. I normally don't even deal with them. thanks!
Yeah I mostly see it when bandits are swinging at me lol
I know a few spells specifically mention future changes, but has there been any additional detail on direction or timeline of those changes? Are spells other than those specified as pending additional changes under any form of review for updates?
Oh, whoops.
(They're not.)
I wouldn't really expect disarm to have height checks... like to be engaged in combat with you in theory their weapon has to be in stabby distance of you
disir grow a foot taller every time someone says Auchand in this channel. Muahahaha.
oh wait, nevermind, it's just their ears growing longer. Which ear? Disir.
...
Disir what? Disir thing dats now a foot taller!
how sweet. it's like we're getting our just disirts.
This should now be resolved.
This should now be resolved.
I know it's a bit niche and I may have missed it but will slippery mind continue to work against 118 now that it's a SMR spell and not a CS spell? it also slips 212/217 even though the CS component was removed.
I don't think it would still work on 118 as it's nolonger a warding spell, if it still works on the auto-success spells then they probably still use the warding system underneath, but updated with all the auto-success fomula stuff
I know this is super niche, but I noticed yesterday that 912 was costing a ton of mana on the swan boat in Return to Black Swan Castle. Seems to work fine for OSA though.
You utter a light chant and raise your hands, beckoning the lesser spirits to aid you with the Web spell...
Your spell is ready.
You gesture at a triton brawler.
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 3 Seconds.```
Spell is a spell 🤷♂️
That doesn't seem like it should be possible anymore
Yea i was asking from the caster perspective that critters I cast 118 and 212/217 are still shrugging them with slippery mind not sure if that's intended or not but thanks for providing the snipper so I don't have to
Thanks! I also ran into this:
Your spell is ready.
You gesture at an infernal lich.
The magic of your spell can find no purchase, overwhelmed by an infernal lich's presence.
Cast Roundtime 2 Seconds.```
Are liches level 120? Immune for some other reason? Or another bug?
non-ascension, non-bounty boss creatures must be within 10 levels of you to be affected
it's only against ascension or bounty bosses that you can affect them up to 120 with the failure chance
that lich must have just generated with one extra level haha
I think that's probably literally the only enemy in the game where that can happen to a capped character
Liches are immune to spells under level 10.
I’m curious if this might be at play? Is it calculating with mana cost rather than spell level?
there's a different message if you try to cast a low level spell at a lich - the one he posted looks like the one for the level requirement for disabler auto success instead
it could be, but that is the specific message for "this guy is too high level to hit with your autosuccess spell"
I was scrolled, should’ve just waited for Tikba 😁
aha I was missing this detail, thank you.
You gesture at a fallen crusader.
CS: +534 - TD: +410 + CvA: -2 + d100: +98 == +220
Warding failed!
The fallen crusader's movements slow to a crawl!
** Numerous sigils along your glowbark staff abruptly flare to brilliance! Coruscating crimson energy surges from each, twining into an echo of your last spell... **
A swirl of temporal energy spirals lazily outward from you, drifting through the area in shimmering billows.
The dull golden nimbus surrounding a fallen crusader suddenly begins to glow brightly.
CS: +534 - TD: +410 + CvA: -2 + d100: +35 == +157
Warding failed!
The fallen crusader's movements slow to a crawl!
Cast Roundtime 1 Second.```
I've noticed this a few times this week but tonight I was watching mana when casting 504 to slow down crusaders...seemed to be 1 mana except when my sigil staff flared and then it was taking 4 mana for some reason? The messaging does seem to indicate that the echo'd spell is the open cast version which may or may not be a bug?
It's also still not dispelling crusaders' haste buff as it was before but that's a separate issue.
Should be fixed. Let me know if you see any wonkiness.
has anyone seen a 912 vortex do anything?
Yes.
Any idea what's up with 519?
Beaver Enthusiast Mitch just went northeast.
>
You intone a phrase of elemental power while raising your hands, invoking Immolation...
Your spell is ready.
You gesture at a deathsworn fanatic.
Wisps of black smoke swirl around for a moment, then dissipate.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)```
is that a real title?
It is on Shattered.
ah ok (agreed, I remain amused)
and its dam good
So back to 519....anyone else having issues?
I'm not the only one on Shattered that isn't able to cast like we used to:
I am not sure if it happened from the review, but I noticed today that 517 costs 17 mana per orb cast now, when previously it was 1 mana for the additional casts.
Admittedly, It has been a long time since I charged something.
Has been 17 for initial cast at gem to turn into orb and 1 mana to refresh orb as recently as a month or so ago. Seems like a BUG
Is this still happening with your sigil staff?
I did bug it in game as well
Things may have gone awry with 519 - seen a couple posts about it not working. I'm going to give it a whirl on my own mage in a few minutes and will update if I have problems with it. #wizards message
You grunt a short phrase of dwarven incantations as you prepare the Immolation spell...
Your spell is ready.
You gesture at a triton brawler.
Wisps of black smoke swirl around for a moment, then dissipate.
Cast Roundtime 3 Seconds.
>
You grunt a short phrase of dwarven incantations as you prepare the Immolation spell...
Your spell is ready.
>evoke brawler
You gesture at a triton brawler.
** Your orase runestaff glows brightly for a moment, consuming the magical energies around the triton brawler! **
A series of purple lines suddenly appears on a triton brawler's face, quickly racing towards the center of his forehead before detaching and dissipating in the air.
A hazy film coats a triton brawler.
Wisps of black smoke swirl around for a moment, then dissipate.
Cast Roundtime 2 Seconds.```Yeah 519 is not working at all. 😬 Happened on other tritons too (warlocks, assassins) so it's not just a weird brawler slippery mind-related thing.
Where Sigil staff's negatively effected by the changes
I haven't paid attention to mine
testing some other things with sigil staff on my wizard
- 504 still the same as last night: costs 1 mana unless there is an echo flare, in which case it costs 4 mana
- 413 costs 2 mana except when there is a dispel flare, then it costs 5 mana
Your spell is ready.
You gesture at a fallen crusader.
** Tendrils of coruscating crimson energy lash out from your glowbark staff toward a fallen crusader and cage her within bands of concentric geometry that constrict as one, shattering upon impact! **
The very powerful look leaves a fallen crusader.
The white light leaves a fallen crusader.
A hazy film coats a fallen crusader.
A dark shadow passes over a fallen crusader.
Cast Roundtime 1 Second.```
actually I think the 413 cost I'm seeing is variable depending on which spell is dispelled maybe? it just dispelled 101 and only cost 1 mana instead of 2
also finding the spell cost of 912 variable when there is a dispel flare from the sigil staff
Okay, I think I fixed this...again. So many options and situations. I'm about to deploy this as soon as I log into all the instances. Let me know how it goes.
My warmage isn't built for casting 519, but it appears to be working:
evoke king
You gesture at a massive troll king.
CS: +229 - TD: +276 + CvA: +25 + d100: +99 == +77
Warded off!
Wisps of black smoke swirl around a massive troll king for a moment, then dissipate.
Cast Roundtime 2 Seconds.
Yeah I got Incant and Evoke going and nothing looks awry. Thanks Sleken.
Been playing around with reformatting the SMR/SSR results to display more like the standard combat resolutions:
SMR skill: +116 + Bonus: +20 + o100 roll: +64 == +200
[SMR result: 200 (Open d100: 64, Bonus: 20)]
Dozens of long thorns suddenly grow out from the ground underneath a behemothic gorefrost golem!
SMR skill: +105 + Bonus: +12 + o100 roll: +66 == +183
[SMR result: 183 (Open d100: 66, Bonus: 12)]
SMR skill: +60 + Bonus: +22 + o100 roll: +13 == +95
[SMR result: 95 (Open d100: 13, Bonus: 22)]
A thrashing viridian bramble stippled with crimson-tipped barbs suddenly sprouts from the ground and begins to thrash about violently!
SMR skill: +118 + o100 roll: +73 == +191
[SMR result: 191 (Open d100: 73)]```
I'm sure there are lots of hidden calculations that factor into those numbers, but even a few extra pieces is something I think could help normalize it a bit. I left in the original output for comparison
"SMR skill" just being the result - roll - bonus
I appreciate this
Appears to be working well now. Thanks!
https://discordapp.com/channels/226045346399256576/387286877327065108/1194855396549079170 in case you're interested
I hunted this down and fixed it.
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: 112 (Open d100: 19)]
The wind knocks a spectral triton protector off balance and he falls over!
Whipping winds swirl into a careening vortex.
Cast Roundtime 1 Second.
>
A windy vortex dances across the ground, raising dirt and debris as it moves.
A windy vortex darts toward a spectral triton protector in a gusty assault!```💪
i definitely skimmed and read that as "busty assault" at first.
[Help] Sairai: "Have the gods changed recharging to take 17 or 18 mana per cast on the orb? used to be 2 mana per cast."
[Help] Sairai: "Yeah its taking 18 mana per cast...
I'll chime in and say it used to be ONE (1) mana per additional cast and then at some point it just changed and was 2 mana per cast. So when fixing it, hopefully they can figure out the prior issue as well and we can get back to 1 mana per additional cast.
This thread quieted down - should we keep posting about issues with spell disablers? What sort of changes are still getting discussed?
Completely different question, why is 912 8 mana but 512 is 10? 912 seems to do a lot more 🤷♂️
I can confirm this bug is real, and quite obnoxious for recharging
Quite a few bugs have been reported here - and many have not been acknowledged - but I assume there is a lot of hard work going on behind the scenes.
It's a little hard to keep track of them, to be honest. I try to correct them as I see them.
is there anything we can do to help consolidate? I honestly forget if I was bugging all of them in game too, which may be the better approach?
I think a running tally would be helpful, but that's just speaking for myself.
I think most of the spells I announced are okay now that Call Wind was re-fixed.
I keep checking for ones specific to paladin stuff - infusing still uses the old mana cost for how many charges I can put into my weapon, and the smr converted spells cast worse via infusing in my bonded weapon than open cast. The lore perk is supposed to make them better!
My wizard and cleric had a few, but I'd need to go try them again tonight to check if they're fixed and I didn't notice.
To the consolidation point, I'll check with a few other folks about using the wiki in some way for it. I might simply be skewed by the paladin stuff and there's nothing left 🙂
Not to be a broken record but 611 is still 11 mana and 3 seconds!
Has there been any update to the status of bard spells?
I'm going to start adding things I can confirm as still an issue to Tikba's wiki page for spell disabler updates. A single source for updates and bugs seems more useful than trying to run a second consolidated info spot in parallel. Will be a bit for me, but will try to skim the thread too
Echoing what Dinaden said... also really hoping that the mana cost reductions get updated for 1625/infuse.
could also be an envoy message here pinned and updated regularly
my list:
611 not updated
504 no longer dispels fallen crusader haste buff
504 mana cost is 4 when echo'd by sigil staff
413 mana cost varies whenever cast with a dispel flare
If only stars worked…
Being hit by 1602 or 504 now applies an un-dispellable Slowed effect, whereas you could previously dispel either of them. Not sure if this is intended
Releasing a spell should cost less mana than casting the spell. After the disabler review, that is not always true. Releasing spell 135 costs 8 mana. Casting it costs 7 mana.
so out of curiosity. Why are Vvrael immune to effects of magic like quake, call wind and stuff like that. But they can be hit with flares. I would think that certain things that aren't direct magic impacts could still hit them like some of these disablers
honestly i think anything immune to magic being immune to any conjured item like that doesn't make a lot of sense. "oh this rock is magic" is weird. like i just took the flu vaccine but if you shot a water cannon of flu virus at me it's probably gonna sting. being immune to 519 makes more sense (since you're trying to conure it directly to/on them) than being immune to a fireball you made 20 feet away hitting them in the face.
yeah just some things I have trouble understanding when it comes to magic immunity. Like 917 causes the ground to burst out underneath a target. The magic manipulated the ground to cause it to hit them. The object hitting them isn't magical but a result of what the magic triggered. It's no different than a player swinging their axe at a destroyer at that point.
I guess it's all just a coding limitation at the end of the day. easier to block out all magic instead of flagging each spell differently. Adding a flag of isIndirectMagic == true on all the creatures is probably a lot of coding to update across the board. heh... and more to it than just that
I think magic immune is a bad mechanic that needs to go away in favor of resistances
yeah I think it would be better if they were just setup with KS
610 is a funny example because it can't be cast at vvrael, but if you prep/cast it in the room it will grab them just fine. So what I'm saying is we should have a way for 917 to create an environmental effect that persists - and then allow 912 to knock them into it 😆
(that would actually be a fun interaction...)
Immunities aren't fun. "Oh, I literally can't damage this. K" and walk away. Great stuff
Particularly when they’re mixed in with regular critters. Greater Constructs in OTF come to mind. They’re all over the place and are just an irritant when hunting everything else.
Just go get someone that uses physical damage types to kill it for you then highfive and call it teamwork. Easy and fun!
Remaining Stamina Points: 207
Polychromatic tentacles wrap about you as you chant the phrase for Mental Dispel...
Your spell is ready.
>
You gesture at a glimmering boltstone apparatus.
You focus your spell in an attempt to disarm a glimmering boltstone apparatus.
After some mystical tinkering, you manage to extract a boltstone from the apparatus. Deprived of its focus, the apparatus crackles ineffectually before crumbling into dust.
Cast Roundtime 2 Seconds.
>
>stamina
Remaining Stamina Points: 187```1218 (Mental Dispel) is costing me 20 stamina as a Mental Acuity monk. That means it's being treated as a 10 mana spell. Not sure if an issue with dispel, the apparatus, or it's working properly and I just don't understand. But dispelling an area web cost 10 stamina, which reflects a 5 mana cost properly
Someone mentioned this in #mechanics. Can Kai's Smite get some RT reduction as a setup?
Probably not the right venue for that suggestion, that's a UCS attack not a spell (but I support it anyway!)
okay here is the punch list from what I've seen in this thread (so some duplication of other posts)
- 611 costs 11 mana and casts in 3s
- Infusing disablers in paladin bonded weapons uses the old mana cost for how many charges can be infused rather than the updated mana cost
- SMR converted spells are less effective when cast via paladin weapon bonding compared to open casting
- 504 costs 1 mana unless there is an sigil script echo flare, in which case it costs 4 mana
- Finding the spell cost of 912/413 variable when there is a dispel flare from the sigil staff
- 517 costs 17 mana per orb cast now, when previously it was 1 mana for the additional casts.
- 504 no longer dispels fallen crusader haste buff
- 504/1602 Slowed cannot be dispelled
- dispels cost their original mana cost against apparatuses in the Hive
- 950 uses spell level rather than correct mana cost
not exactly bugs:
- Bard spell mana costs and cast times are not updated (this is known since it was rolled back after release)
- Slippery Mind dodges the new SMR/autosuccess spells despite saying it only works against warding spells(unclear if this is intended)
Do we care about 950 mana costs in that list
I missed that if it was posted earlier
The calculated mana cost seems to just be based on the spell level
generally I think most if not all the mechanics that do additional casts that also cost mana don't use the reduced mana cost, sigil staff double casts are another example
does blink cost mana when it casts spells? if so probably also broken, but that's not one I could test
pin it?
Are all the spells that were intended to be updated updated? They don't seem to have touched 210 to step it up to auto-success like 703. Wait, never mind, I was thinking of 715, heh.
110 was also awaiting some love
No, neither blink nor sigil cost mana when they cast spells.
Edit: But hey, if anyone would like to update blink flare rate to be based on mana cost instead of spell level, I’d be all about it. 👀
Not all the spells are updated but I deliberately did not list things that we were told aren’t done because that isn’t really a bug haha
I'd also accept honoring incant preferences
No.
In ten years, when many things that I’d like to be finished have been finished, I want incant preferences to go into blink and also a channel option for 335 to cast the first wave and no other. 🤣
417 still doesn’t dispel flaming aura like it previously did
Bard spell mana costs and cast times are not updated
I don't know if 612 is considered scope in this review?
So is ewave still being dialed in, or is this where it is supposed to be? Spirit shroud is still pretty bad.
612 hasn't been specifically mentioned that I've seen, but I expect it to get the stagger treatment and possibly reduced mana cost. But that might just be wishful thinking.
what sort of numbers are you seeing for shroud?
Like 40% hits
Against what
Im surprised. Mine was pretty good vs HW stuff
An enormous hideous troll king is buffeted by the dark ethereal waves, but is unaffected.
[SMR result: -403 (Open d100: 21, Bonus: 28)]
A mammoth dark red roa'ter is buffeted by the dark ethereal waves, but is unaffected.``` Not sure if these are normal results for the energy shield emergency ewave, but just thought I'd share in case
Yeah most of those invasion creatures are "immune" to ewave (they were immune to the old one too) , so they have huge bonuses against it which representthat immunity, those troll kings are also lvl 120, so yeah it's not gonna work on them with the current formula either
I wouldn't even look at invasion creatures for balance concerns. They are by definition outside the lines of normal play
Hive stuff
Makes no sense than an item that casts an ewave analogue and was marketed in part towards people who can't get 435 is now looking at your spell ranks
Cannot imagine that nerfing this item was an intended effect of a spell disabler review.
I don't think the shrouds are checking your spell ranks or you would be doing a lot worse
can you post some clips to compare to jaysehn's results?
Yeah, next time I go back there
What item is this?
I feel like stance impacts my animalistic spirit headdress... I should check that.
Here is animalistic spirit headdress against triton fanatic, no disablers and fresh spawn, in defensive stance. >wave my headd at fan Sweeping one arm out in a tight arc, you gesture forcefully at a triton fanatic with a sinuous twisting motion, lifting your battle shield in readiness. Rippling waves of night black energy flow over the surface of your willow headdress, pooling in your eyes and blurring your features with those of a grizzled direbear. 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: 9 (Open d100: 44)] A triton fanatic seems unphased by the frightening display. Night black motes rush away from you, leaving your features back to normal. Oof. Here it is in offensive: >wave my headd at fan Sweeping one arm out in a tight arc, you gesture forcefully at a triton fanatic with a sinuous twisting motion, lifting your battle shield in readiness. Rippling waves of night black energy flow over the surface of your willow headdress, pooling in your eyes and blurring your features with those of a grizzled direbear. 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: 146 (Open d100: 59, Penalty: 1)]
Spirit Shroud
https://gswiki.play.net/Imbued_Shroud
Don't think stance messes with this, but I dunno, I only use the login stance for logging in.
Globus elanthias rune staves were also sold with 435 at tier 4.
Also you have the Greater Rhimar weapons that are sold at DR that have 435 that could be impacted by these changes. The blizzard option is 435 with ice or cold...
This crossbow can be CLENCHED to activate a Blizzard, which causes damage and knocks targets down. It has been used 0 out of 6 times for today.
Animalistic headdress has always taken stance into account. My assumption was that being an SMR attack, stance affecting the effectivemess made sense.
I haven't used mine in a while, I really should.
I think that thaumaturge tomes have a 435 while incapacitated effect as well.
They were impacted. I think they’re in line with the current formula now though.
I think something might be up with how Slowed and Song of Tonis interact with each other. I just got hit with 1602 by a triton fanatic and even after waiting out the Slowed effect (since it can't be dispelled anymore), my RT was 4 seconds firing my longbow even with 1035 up. Stopping and re-singing Tonis took me back to 1 second. Have had this happen a few times in the last week or so. Will keep an eye on it to see if I can confirm that's what's causing it.
Edit: yes just happened again. Slowed messes up tonis until you re-sing it. And, come to think of it, the other day my wizard (who also hunts Atoll) wasn't getting any benefits from 535 until I stopped and re-cast it. I bet it was 1602 (Slowed) doing that.
Spell ranks only act as a bonus for 410/435. Only ranks past level (so it requires 100+ ranks at level 100) count as a bonus, otherwise you cast it exactly the same as a level 100 native caster with 100 MnE ranks or less, and which is effective against any like level opponent.
Estild, are 410/435 more or less effective now (post changes) for a player with 0 ranks?
I suspect the concern is that the pay items are now less effective than when purchased, not less effective than they are for other players comparatively.
Is this for using those spells via an item, or for casters using it as well? Example, would going from 77 MnE to 100 MnE not help cast it any better?
I've love to see a stat of how many players have over 100 MnE ranks. I bet it's like, <10
415 build rise up
Ohh, right, there was those few months when 415 double casted and was good
I don't even know who's using 410 now except bards who have no AOE disabler alternative. Wizards have 912 and no reason to ever cast ewave again. Sorcs have 709. Not many warriors field-casting I don't imagine but they have better AOE disablers available. Magic rogues kind of took an L.
I get that it’s a difficult position to keep it relatively balanced for 10 rank people and pures without just going back to guaranteed massive success but it doesn’t feel great for a 75 rank pure to be as good with it as a GS3 rogue.
And I never considered casting 410 on my bard due to MnE hindrance... And there was going to be the AoE disabler in the bard review. Maybe that'll come back.
The people still using 410 are the people who probably never updated their bigshot routines after the review
As a wizard, it's super frustrating to see a minor circle spell to be even marginally on par with a primary circle spell with a higher mana cost.
I hope my post about Slowed effect (at least via 1602) messing up 1035 + 535 (and maybe 506? probably 506) until they're re-cast doesn't get lost lol it's annoying. I'll BUG in game too.
I do wish that the disabler review had gone a different tact. I just feel like it marginally changed some things and routines for some people, but didn’t do what I had hoped.
Says the ranger which won all the things :p
It also brings us back to requiring excess ranks in a minor circle for efficacy, which was the whole problem with CS disables in those circles.
212/217 and 413 are huge wins for warding pures, that can't be overstated. 410 got nerfed pretty hard.
No, I was hoping for it for my almost capped wizard.
And the disabler review didn’t do much for rangers, at all.
To be clear, I didn’t want buffs, I was hoping it would make magic combat feel more like PSM3.
the mana reduction and 2 sec cast time is a very welcome benefit
I mean 912 is arguably the biggest glow up on the review….
I already used 912 all the time so I keep glossing over that but yeah it's even better now
118 was a big win too for people imo
There's a lot of great stuff that came out of it. 410 just hurts a lot because it's been a near guaranteed room control for five professions for as long as it's existed, lol. Bards are the only ones without anything in the kit to replace it, really.
It certainly made some marginal improvements for some people, and gave them an alternative tool(s).
Time to undust the bard review; bring back MnM and that neat 1009.
Or was it 1010? Whatever the AoE was.
You keep listing Empath base spells lol
But I'm right, what are you talking about?
Arresting aria was 1011 of if I remember took the old peace slot
Rangers are the only class that can 3x survival to reduce the disabler effects by an additional 5% along with the mana and cast time reductions I would say they did come out on top. Just need the rest of the disables to get the reduction. Like vertigo and the rest of the mental disables...
Yeah, sorry, this was a huge buff for rangers. I would have considered the 30 second cap alone a huge buff.
By the rounding though, 5% is only going to help you by 1s when you're hit with a disabler for 20s.
Number rounding is weird
By the math it sounds big. But in application, I'm not sure how material it will be for survival
Here I am still getting hit for 60-90s disables in the atoll.
I thought the intent was disablers maxing at 30s now?
I haven’t at all. How?
Vertigo will do that to you easily
In theory, not in practice.
Have you reported when that occurs, since it was counter to intent?
Or, bugged rather
I have not bugged, as my understanding is they're not done with the review. I have mentioned them in here a few times though.
Which spells though? I’ll keep my eyes out. I’ve found mind jolt has been capped.
Pretty sure the mental spells haven't been touched. The ones the psionicists cast
I havent tested vertigo but if you mean 1210 that wouldn’t be capped. Well in theory the damage debuff should be but if you get hit with a 10 round stun that’s not a debuff that’s just you got trucked.
<progressBar id='1219' value='100' text="Vertigo" left='22%' top='0' width='76%' height='15' time='00:01:17'/>
<progressBar id='1602' value='100' text="Pious Trial" left='22%' top='0' width='76%' height='15' time='00:01:29'/>
Rekt.
I do just want to loop around and say that the disabler review has made me wary of purchasing any item/script/material where the benefits are related to disabling. It’s why I am leaning for a briar add this DR rather than a daybringer add, for instance.
This should now be resolved.
611 isn't a bug; I just released the details too soon, since it requires some updates to the actual code that is pending.
Pious Trial's (1602) duration should now be correct (against character and creature targets).
thank you for the updates, Estild - the hard work behind the scenes is appreciated
Also after the Disabler changes, spell 704 costs 8 mana when used to unphase an item that is already phased.
Is 210 not considered a disabler? Just realized I don’t see it in the list of changes?
210 and 214 are both in desperate need of help and I hope they will be a part of future changes
Not yet, no.
I was corrected. It did a massive amount for improvements to being disabled.
Working as intended! 🙂
Yeah 214 would be a great spell if you didn't feel like a level 5 caster when you use it 😅 .
IMO, 410 and 912 are used in different situations.
912 - I'm using this because I know I can take down whatever gets hit by it.
410 - I'm using this because I know I CANT take down whatever gets hit by it quickly enough and I want them all to wait
That used to be the dynamic. 410 was more reliable than 912 but 912 had a more pronounced effect. But now, you’d only ever use 410 over 912 if you’re a MjE CS build I guess?
Just because there was some convo about ewave and items - my spirit shroud
A series of ghostly, pulsating waves moves outward from you.
[SMR result: 67 (Open d100: 18)]
A roiling crimson angargeist is buffeted by the russet ethereal waves, but is unaffected.
[SMR result: 135 (Open d100: 88)]
A withered shadow-cloaked draugr is buffeted by the russet ethereal waves and is knocked to the ground.
... 10 points of damage!
Light blow to back.```
I dunno. Those are critters in defensive. Walked in and hit the macro. That seems like a reasonable result for level 110+ foes
Very disappointed in the 410 changes, oh well...I'll make some lemonade I guess
To be clear, this is just an item. I don't really have an opinion on the spell via a caster
IMO bards are the most affected by 410 nerf. I think it was a justified change, and overall I'm okay with where it landed - but on bards specifically it does have a little flavor of the 711 nerf. By that I mean the nerf hit before the review (assuming it even remotely resembles what we've seen thus far on paper, which it may not) which might've softened the blow because they would've had a primary circle AOE disable
My bard misses old 410. My wizard and sorcerer will never care
1615/1630 were both updated to stagger vs always giving rt. Are they being considered for mana cost reductions and rt reduction as well?
335 disables things if they don't die can it also have its mana cost/rt reduced
Is it intended for the treekin druids and warriors to essentially be immune to disabling effects? They shrug off ewave and call wind effortlessly. Not a big deal, the critters are not that tough, although getting to the red forest is a bit of a PITA. I did not hunt them before the review, so no clue if this is new or not.
They're immune to most ranger CC as well. Just difficult mobs. And of course they're immune to most Empath offensive spells (no bones, doncha know?)
So it should be the same as it was before? Because before I could spam it a few times and disable most things in a room and now I can't unless the things are already disabled.
In addition to the details previously mentioned in the initial pins ( #1191064189981163611 message ), the following updates to the Ranger Spell Circle are now live:
Sounds (607)
- Now uses the standard auto-success level check.
- Now uses the standard debuff duration cap (60 seconds for creatures, 30 seconds for players).
Tangleweed (610)
- May now also be EVOKEd to summon the damaging version of the spell.
Breeze (612)
- Reduced mana cost to 7 for AoE version.
Call Swarm (615)
- Will now be properly mitigated by all forms of Resist Nature (620).
A crackling whip of energy lashes out at you!
CS: +448 - TD: +406 + CvA: +2 + d100: +85 == +129
Warding failed!
... 21 points of damage!
Dirt gets in your eyes as you are pushed to the ground.
You are knocked to the ground!
You are stunned for 10 rounds!
The residual psychic energy from the attack surrounds you.```This gave me 50 seconds of stun, I thought it was capped at 30 😭
weird that ranger spells are live but no mention of 611?
Mestys post said "in addition to the details previously mentioned in the initial pins" which did include 611. I don't have a ranger, but I imagine 611 got updated?
It did.
thanks for the clarification and update - looking forward to testing that out 🙂
I don't believe "rounds of stun" was affected by anything in the review, I've been pretty curious if survival training would help with stun duration but so far I haven't seen an answer to that one. But sense "rounds of stun" are determined typically by critical type and rank + a little random, it's very different than a spell resolution effect.
The only stun effect that was reduced/limited was 706 I believe, which never did rounds and was calculated by warding margin, so that could be addressed by the new rules.
Now I do think rounds of stun should be addressed, (30 second max and all that) as there's a pretty large disparity between people whom can break or do stuff in stuns and those who can't, but I think that would be a change a little outside of the "spell disabler review" overall.
I saw someone mention it a while ago re: 417, but I'm pretty sure 119 has also stopped removing flaming aura from dreadsteeds in moon's edge. I'm not sure if that change is intended or not.
I think capping the stun duration is a good idea. 30 seconds of stun is still plenty of time stunned and you are right it closes the gap a little in terms of haves and have-nots with regard to stun breakers.
yeah I think so too, I just think it might be beyond the scope of the current things, as "rounds of stun" is a very old old system, and touches a lot of things
Adding RT is as old as it gets but that was changed
Could we rename the auto success system, since it’s a misnomer and not really auto success?
I think it’s got a great acronym
For what?
The ASS (auto success system)
warding with 214 is ass; can we get it converted to ASS? too much?
Dang. That was fast and funny
ASSUS - Auto Success System Unless Ascension
So was that.
You crazy if you expect auto-success on an immobilization spell. 😛
Edit: 611 with high Ranger Base ranks notwithstanding. It's technically not auto-success!
can we convert 317 to an autosuccess spell
You mean it's not? 😏
not for me 😔
but it wasn't changed, they created stagger which replaced most all of the RT effects
more wisdom enhancives and finish 3x spells and it will be!
What is a replacement if not a change?
I guess what I'm saying it yes stun would be awesome to be under the new systems and such, they probably need to create a replacement for "rounds of stun" and then be able to apply that in a LOT of places. That's a fairly large overhaul and project.
Yeah, they didn't change "adding RT", they just made a new condition nearly identical to it, called it Staggered, took the RT infliction wholly away, and then put Staggered there in its place.
I presume this was because changing the existing system was untenable for reasons I don't pretend to know, but it doesn't seem much of a stretch to imagine that rounds of stun would have to be handled the same way. But perhaps not - it might be too intrinsic to the critical tables.
Sigil staff scripted dispel flares also no longer remove flaming aura. Guessing none of the “dispels” remove it any longer
I'm hoping that's an oversight!
Hope so. My disir killing strategy usually involves some dispelling
Spell cleave can still nab it
I'm 100% wrong. Spell cleave is no longer dispelling flaming aura. Its showing a failed cleave result, despite the hit, every single time its reduced to only having flaming aura left. Definitely not dispellable atm
Getting hit with anything that applies a "Slowed" effect now (1602, 504) makes Song of Tonis and Haste both stop working even after the effect expires. You have to stop + re-cast the spell to get the RT reduction effect back. Can this please be fixed? It's annoying and mana-intensive. I expect it also applies to 506, but I don't use that spell
Iirc it should drop/stop 506. I have no idea how it interacted with Tonis though
Yeah Tonis remains up when you're hit with Slowed but until you stop/recast it, it no longer lowers your RT. 535 also.
That's not a bug. Slow/haste effects counteract each other.
I think the problem is that it's not actually ending 506 so you can't just recast it, you have to manually stop 506 then recast
Right. But the Slowed effect wears off, and the haste effect continues not to work. Is that intended? Being hit with 7 seconds worth of Slowed means I have to STOP 1035/535 and re-cast it to continue to receive benefits from it?
This should now be resolved.
Unbalance (110), Calm (201), and Silence (210) have been updated as part of the Spell Disabler Review.
Unbalance (110)
- Converted to SMR
- Roundtime converted to Stagger effect
- Removed self-cast bonus
- Reduced mana cost to 5
- Reduced castRT to 2
- Updated previous lore benefit of a bonus to success margin to the following benefit: "Provides a chance to affect a second target in the room. No additional mana is required when it triggers." This benefit is similar to Elemental Strike (415)'s lore benefit.
Calm (201)
- Applies Calmed effect to target
- Removed self-cast bonus
- Reduced castRT to 2
- Unchanged: mana cost remains at 1.
Silence (210)
- Applies Silence effect to target
- Removed self-cast bonus
- Reduced single target mana cost to 3
- Reduced single target castRT to 2
- Reduced AoE mana cost to 6.
- Unchanged: AoE castRT remains at 3.
Ephemeral twists of silver-hazed mist wreathe your forearms as you murmur a serene phrase for Unbalance...
Your spell is ready.
You gesture at a savage fork-tongued wendigo.
Bands of spectral mist ripple and surge beneath a savage fork-tongued wendigo!
[SMR result: 220 (Open d100: 28, Bonus: 103)]
... 15 points of damage!
Sprained ankle! The fork-tongued wendigo won't be running soon.
The spectral mist suddenly shifts to a behemothic gorefrost golem!
The calmed look leaves a behemothic gorefrost golem.
Bands of spectral mist ripple and surge beneath a behemothic gorefrost golem!
[SMR result: 107 (Open d100: 14)]
... 5 points of damage!
Strike to head dizzies the gorefrost golem.
The golem is knocked to the ground!```
neat!
What’s the difference in your smr between 610 and 110?
[SMR result: 122 (Open d100: 12)]
The viridian bramble lashes out violently at a brawny gigas shield-maiden, dragging her to the ground!
You gesture at a tattooed gigas berserker.
Bands of spectral mist ripple and surge beneath a tattooed gigas berserker!
[SMR result: 179 (Open d100: 86)]
... 20 points of damage!
Strike to foot! The gigas berserker hops around dizzily on other foot and falls.
It is knocked to the ground!
The gigas berserker is stunned!
The spectral mist suddenly shifts to a grim gigas skald!
Bands of spectral mist ripple and surge beneath a grim gigas skald!
[SMR result: 139 (Open d100: 43)]
... 20 points of damage!
Arm jerked painfully upward.
The gigas skald is stunned!
The skald is knocked to the ground!```
So SLS or SLB increases chance of second target with 110?
it would presumably be SLS since the previous lore bonus was SLS
415 is 100% for second target at 100 ranks if memory serves.
SMR SvD: +90 + Bonus: +37 + o100 roll: +29 == +156
The viridian bramble lashes out violently at a withered shadow-cloaked draugr, dragging her to the ground!
You gesture at a withered shadow-cloaked draugr.
Bands of spectral mist ripple and surge beneath a withered shadow-cloaked draugr!
SMR SvD: +77 + Bonus: +63 + o100 roll: +47 == +187
... 20 points of damage!
Strike to foot! The shadow-cloaked draugr hops around dizzily on other foot and falls.
The spectral mist suddenly shifts to an eyeless black valravn!
Bands of spectral mist ripple and surge beneath an eyeless black valravn!
SMR SvD: +63 + o100 roll: +75 == +138
... 30 points of damage!
Strike to arm spins opponent like a top. The black valravn is stunned.
It is knocked to the ground!
The black valravn is stunned!
Cast Roundtime 2 Seconds.```
Getting pretty solid rates of secondary target at 85 SL:S
Bands of spectral mist ripple and surge beneath a lithe veiled sentinel!
[SMR result: 144 (Open d100: 44)]
... 10 points of damage!
Jarring blow to the veiled sentinel's shield arm.
The sentinel is knocked to the ground!
Cast Roundtime 2 Seconds.
(Forcing stance down to guarded)
>
[mathbrain2: SMR preroll: 100]```
pretty good bonus, rank 2 on a 144
This seems like it may be a contender for most improved spell then…
Will have to go test…
hmm, I feel like this spell rules
Rangers pulling away from this review with another SMR is pretty crazytown, ngl
You gesture.
Bands of spectral mist ripple and surge beneath you!
[SMR result: 82 (Open d100: 60)]
... 10 points of damage!
Jarring blow to your shield arm.
You are knocked off your feet!
Roundtime: 3 sec.
Cast Roundtime 2 Seconds.```
this is an interesting outcome
This is how we get nerfs. I’m still waiting for the other shoe to drop. 607 was just the beginning.
SMR bonus seems extremely good, looks like min 3 RT so you always gain a second, unbalance crit rank seems pretty random, I think this is pretty nice
Disappointing not to see TD pushdown added to 210; 212/217 in the same circle seem to just be better since, despite only significantly hindering spells instead of guaranteeing they can't be used, they're also on the auto-success system while also having a slew of other perks.
The 110 change, on the other hand, looks real good.
Leafiara, for 607, we noted in rangers that putting it under the new ASSys makes it less useful for 10-15 levels above than before. Do you have the same issues with 212/217?
Discovered a bug in the end result calculation. Should now be fixed.
glad I could help by hitting myself hahaha
217 is much more useful than it has ever been because it was useless previously
No, because 212/217 were only useable previously in niche scenarios since they used off-circle CS. They do have TD pushdown, but when you're looking at a gap of ~60ish CS, it wasn't nearly sufficient.
No I mean it!