#[Duskruin] Right to Flare Arms
1 messages · Page 3 of 1
is that like the Monty Hall problem?
are you sure you'd want to risk a failure after a success?
I want to risk success after a failure
it's gonna be both ways though, if it's even doable. it would require a big reconfiguration
when I first read about it I thought ok grapple into lightning or something but knocking them down after stunning them doesn't add that much bonus - but maybe that would be a good play to try and get the lightning to hit harder
i know dispel flares tend to go off pre attack. is that the case for these if unlinked in a pound combination?
they use disruption for Pound
same as when they go off pre-attack with no spells to dispel
Pound is intended to be a damaging flare. that's why Acuity and Mana are also disruption
While these don’t function with UCS, can they be worn at the same time as a pair of UCS handwraps? (Thinking about spell thieve/ranged which needs an ensorcelled right hand weapon)
No, they use a functional hand slot
I figured they did, good to confirm.
The pound feature is awesome, and the item in general is a total win, but the 1d5 targets for me makes it unreliable when i need it.
some of us keep training new ones
So, one of the cool things about the Vambraces is you can seemlessly slip between UCS and weapons. Having UCS gloves like these gloves would be pretty special. Having them also work when I'm dual wielding longblades or tomahawks would also be great. I'll wait until August and see, with the understanding that they may remain the same, but I'm hoping some UCS gloves of these get created and approved.
Ooooo works on vambraces? Oh man.
Yeah, going by my admittedly limited testing of just the Katar version. Had it flare off of the main and off hand attacks and during weapon techs.
Throwing this out there if its simple to do(a next run thing), turning in a set of these gloves to an npc at the shop could destroy the gloves and return the unlock certs used on the gloves, so they can be used on the UAC versions for those that want them
what does this mean? [The flare may be required to already exist or be a lower increment.]
for flares like Acuity, Dispel, and Mana that have tiers
if the cert is +2 Dispel, it may require +1 first
is that from the wiki?
the language changed a bit after Duskruin opened
where applicable, they now say: [The flare must already exist at the previous tier.]
Ok so what i want is fire and cold flares, do i need some other tier or just 1 patch for each?
there are no tiers. just addons and unlocks
once you unlock a flare, it's available for one or both hands
it's a flare buffet!
Ok thank you. And sorry i didnt mean to ping you
all good
And the only other requirement is your weapon not have any cat b flares..correct
Yes!
Wait, can I buy a second +1 Dispel flare cert to bring the gloves up to +2 Dispel? Or is the current cap +1 Dispel?
Current cap is +1 dispel
Ok, cool, was worried I missed something
not this run, but possibly August will have some boosts
Gauntlet gang rise up.
another question... the greater flare unlock.. this grant GEF correct? meaning, i do not need to have GEF in place already via hess?
You can't have GEF from HESS - because that would mean you have a cat B flare 😉 (yes, you are correct)
thank you, im easily confused, and duped into regretful things.... i was the kid who didnt ask to see the candy first
So cost/benefit on gloves if you are only picking up one flare right now what would you go with? Dispel/magma/lightening other? Or do people just throw BS at everything and not think about value anymore 😬
I got magma, because it has been a bit of a white whale for me. I plan to also get either dispel or GEF (or both)
is magma a post-resolution flare like elemental flares? just more powerful? I did consider it but seen how great the pre-dispel is so was bouncing back and forth and 20k more is...well thats still real money to me
magma is post-resolution and is a standard flare that also inflicts slow
people like it for the slow and also because it's really hard to get (this is the first place you can get it OTS)
Lightning with the GEF unlock.
Been using it for over a week and the death crits (even without flare affinity) are legit.
I went dispel/magma/cold/impact with GEF
Raw killing power=gef lightning
Very hard to beat that in a flare that is actually available
Me.....it's for me.
I'll locker my animalistic gloves for the opportunity to have flare variety depending on what I am fighting....even if I lose the script flare (to be fair I have it in other places anyway)....would probably do animal boots at that point though
I can't use the version of these out now because I need to be able to enchant my gloves to 8x to punch demons
I've done GEF Lightning and I am going to add Magma as well.
I am going to wait on Dispel until you can add more attempts.
do the flare gloves only allow 1 dispell? the HEss 30k dispel boost don't work for them?
currently that's the case, it's quite possible there will be dispel upgrade certs next time, but the flare gloves use specific certs, hess certs won't work on it
ah okay thanks that does change one of my decisions (glad I asked!)
I did GEf lightning, magma, acuity and unlocked pound and unlinked them.. from not knowing nuttin about them yesterday, I’m in love today 😆
Also buying two dispel patches doesnt work, ask me how I know -_-
Oh no!
in what order?
Doesn’t matter. You can only use one at a time. You set which flare is going to be in use. You can use two flares if you unlink the gloves and set each glove to a dif flare. For me both would only flare with pound, since I’m a runestaff user.
hm.. just to clarify its working as intended.. when using pound with dispel flares.. its just disruption damage and doesn't actually trigger a dispel?
Yes
scrolled back and see this was answered, lol.. sorry
All this talk about magma and no Austin Powers reference? Hmm.
Also, maybe this is the answer to my 10x boring mace for my alt?
You missed it. Gotta scroll wayyyy up!
Life saver right there, since I'm clearly inept at using words.
this also made my single flare redemption process into three redemptions to take it up to 4.
what do you mean?
Bought 4 dispel flare items from HESS. But could only redeem the first one until the flare existed on the weapon, since I couldn't redeem dispel boosts 2-3 until Dispel 1 existed. And couldn't redeem dispel 4 until dispel 3 existed
can you level up the dispell patch now? I thought that wasnt until August?
I would expect that since HESS certs are handled by a person, You wouldn't have to stagger redemptions like that.
I'd probably still redeem them in order to reduce confusion.
I was also under the impression that HESS certs wouldn't work
Yeah is that new, or are you broken again.
I believe whirlin is talking about dispel flares from HESS, unrelated to the gloves
From the language, it seems like Whirlin is in the wrong thread 😆
yeah, didn't read more about the context, thought it was more of a universal change
on top of me being the one who did his Dispel redemptions 😄
I still haven't gotten multiple dispel rounds to trigger yet though! And, apparently with a modern OS, I can't save sounds on the WFE side
ok, found the bug. The second dispel flare is causing the arrow normal elemental flare... but... this isn't the right place to further discuss
correct, but the weapon's script can't be GEF
more for its potential double flare
it wasn't actually double at release. the GEF flares were 10 stamina but dropped down to five, so now the GEF adder does come out to double
but originally a +5 adder
no... these are no Fun with just Pound ```[bigshot]>pound half
You slam your black suede half-gloves together, their rolaren traces searing with absinthe light. The right half-glove emits a searing bolt of lightning, and the left half-glove expels a glob of molten magma!
An Ithzir seer is in the way!
[SMR result: 164 (Open d100: 67, Bonus: 9)]
... 15 points of damage!
Hard jolt knocks the Ithzir seer back on her heels.
... 15 points of damage!
Burst of flames to right leg blackens kneecap.
The molten magma rapidly cools and hardens into constricting rock.
An Ithzir seer is in the way!
[SMR result: 156 (Open d100: 48, Bonus: 20)]
... 25 points of damage!
Nasty shock to right arm stiffens joints. Nice and painful.
... 15 points of damage!
Burst of flames to left arm toasts skin to elbows.
The molten magma rapidly cools and hardens into constricting rock.
A greater construct is in the way!
[SMR result: 104 (Open d100: 18, Bonus: 5)]
... 25 points of damage!
Heavy jolt to chest causes solar plexus to explode. Remarkable display of spraying blood.
... 25 points of damage!
Back bursts into a spectacular display of flames. Bet it hurts too.
The molten magma rapidly cools and hardens into constricting rock.
Cast Roundtime 3 Seconds.```
has anyone tested POUND on vvrael yet? if that would give me a way to mess with vvrael it would be worth the price for that alone
magic doesn't work on them...I have no physical dudes who can hunt vvrael...but I wouldn't be surprised if you hit them with a sword and a flare from the weapon worked...but also wouldn't be surprised if that didn't work.
Normal flares do work
I believe hand pylons work on them, so pound should work
if they get too swarmy on me and I want to finish clearing out the room I could magma pound them to buy me some time (the Scatter can get nutso sometimes)
You place the patches against the backs of your archer's gloves, their runes aglow as the gloves absorb them.
[The archer's gloves now possess Magma flares.]```
It's on!
What is the stamina cost on the magma flares ?
Looks like 10.
Upgrade cert to override Cat B Flares next DR?
certs I'd like to see next DR:
-dispel/accuity/mana upgrade
-shield
-stamina/mana toggle
what would the price/stamina cost be for death flares?
don't know about price. they would cost 15 stamina
oh is 15 stamina the max then?
yes
Yes!!! Xaz flares!!!!
death flares are not currently supported
I know..but we can DREAM!!!
when they flare they drain all your stamina
mana vial flares... pound mana out of the soil. like digging for mana
hm i'm not sure if i'm doing something wrong but I cant seem to get the gloves to flare for me. i'm using a sephwir xbow with just ensorcelling
fidget my gloves with x left
with x being the flare type
I think the arena really amplifies how annoying the stamina drain is for me but I notice it. As a melee using a decent number of maneuvers it builds up. But I’m still a fan. Just want them to work with shields so fingers crossed for August
Yeah, I love these gloves, but I'd never get them for my warrior. Stamina is too important. Well, maybe I would with some stamina enhancives.
I handed them to my rogue who’s been using them for a bit but I only have cheap ones with a single flare so will probably cycle them through different alts will they can be used with a shield then I’ll buy better flares
And yes stamina regen is now a bucket list thing
yep, i've tried that and i havent seen it flare
does your bow and/or ammo flare?
no, its a 8x sephwir crossbow with just t5 ensorcelling. the ammo is just plain stuff from the bowyer
use the point and click setting maybe. I couldn't get the words right on them either, but the PnC worked.
are you sure the ammo is plain?
i'm on wizard, so no pnc. i'll double check the ammo but yes Naiken my bolts are plain wooden ones i bought from an npc
`>anal my bolt
You analyze your wooden bolts and sense that the item is free from merchant alteration restrictions.
You get no sense of whether or not the bolts may be further lightened.`
Grab some bolts from a player shop that are made of magical wood. The type sold by the town fletchers are not considered magic and that might be causing an issue.
That would be....odd, but worth a shot.
seems to be sorted
So, before I go and spend all my BS on these gloves, I just want to make sure I understand a few points:
- If I want to unlock greater elemental lightening flares, I need to first get regular lightening flares (15k), then the greater elemental unlock (60k), right?
- These don't flare on the shield hand, correct? So if I'm using a shield, there's really no point in having them unlinked with a different flare on the shield hand glove?
- If I unlock pound, will that work if I'm using a shield?
- Yes
- No, they currently don't work for shields. It's something I may pursue/request at some point
- Pound is solely a gloves ability. What you're holding has no impact
Ah! Got it, thank you!
I think my only real complaint about the gloves is that Pound feels lackluster, even unlinked.. between the SMR check, the straight 1d5 and the 10 minute cooldown.. if there were a greater chance to hit multiple targets and/or the cooldown was lowered, I'd feel better. Still overall satisfied, though
2+1d3 would be a better baseline for targets, if it’s intended to be an AoE skill
Similar to how the PSM AoE skills have a baseline of 3 that is further modified by training
Eventually we will get to a point where spell abilities dont even matter, everyone will just rotate through OP item cooldowns.... pylon, flare gloves pound, mana cloak, essence belt, shrieking neckpouch, animalistic headress, triple dispel wand, triple cloud wand, pylon again..... repeat
By everyone, you mean dolphins, porpoises, and whales.
Valence/greater rhimar add a ton of activatables too. Backpack of ghrimar weapons with blizzard unlocked 😆
The 1d5 is rough. I refunded my gloves. I may rebuy in august, but for now i have to pass on a random 1d5 targets
Outside of arena, are there many fire-resistant/immune creatures out there? I have magma, getting lightning/GEF, but trying to decide if I need ice/void as a compliment
I think the fire elementals, unsure of what else.
disregard
Confluence
..and I still think the gloves in general are great. As-is though, I would not recommend to anyone to unlock Pound
I agree 100%. I had a specific need for aoe. Thats all
I think randomly yetis and krag dwellers arent affected by fire? I enjoy GEF impact flares when I went through Illoke things.. troll kings also dont get fire weakness, its just normal for them
I'm having issues with the gloves overriding my rusalkoren weapon flares
the gloves don't override existing flares
Rusalkoren is material flares. The gloves give you ability slot flares. you should get both, not an overwrite.
The rusalkoren ability is not going off at all, but the gloves are
Need the Override unlock next Dr...just sayin
i'm going to look into that
I appreciate it. I can report they play nice with starsong
the rusalkoren is working for me in Dev with the gloves
keep swinging?
is it the critter?
i don't know much about ruselkoren
I'm doing another 25 rounds just to confirm it. I usually get them to flare every critter. i have magma on it if that makes a difference
** Your rusalkoren spikestar expels a glob of molten magma! **
... 20 points of damage!
Nasty burns to back. Won't be sleeping on that for awhile.
The molten magma rapidly cools and hardens into constricting rock.
You lose your focus on a snowy white tri-toed tegu's critical weaknesses.
** Exploding in a tumbling current of frothy foam, a wave of sea water suddenly materializes at the call of your rusalkoren spikestar and courses through the room. **
Strong currents tug at a snowy white tri-toed tegu, pulling her about in an attempt to roll over her.
[SMR result: 128 (Open d100: -13, Bonus: 79)]
Succumbing to the force of the tidal wave, a snowy white tri-toed tegu is thrown to the ground.
Worked on that one. Just seems to flare a ton less
poor Flare Gloves always getting blamed!
Thanks for looking into it
wonder if they share a cooldown?
standard flares don't have a cooldown. plus Flare Gloves have no connection to material abilities
Flare Gloves usher your weapon through the combat system as if they possess flares
ah, that makes more sense
pound gl
You slam your black cherry gloves together, the eahnor traces of the right glove searing with inky black light.!
A spectral fisherman is in the way!
[SMR result: 260 (Open d100: 136)]
A spectral fisherman is in the way!
[SMR result: 202 (Open d100: 78)]
Cast Roundtime 3 Seconds.
sense glo
You study the shifting inky black rune expressions on your black cherry gloves and the power they hold:
Dispel Set: left
Mana Set: ---- right
Left (None): on (off) Right (Dispel): off (on)
https://gswiki.play.net/Spectral_fisherman
should this not have had some sort of damage component to it? it does not look like these creatures wear any spells.
well that's weird
you don't have any flares enabled
but there's a bug because that should've stopped the flaring portion
your right hand is set to Dispel, but the right hand is currently off
i figured that it just set the weapon attack flares to off but pound would still be usable.
you are right though that if it just stopped the pound ability all together i would have figured it just didnt work in the off position
the hands being on/off do affect POUND. that gives you some flexibility
let me try to fix the bug
do you want me to do a bug item or would this be across the board most likely?
I'd kind of hoped you'd purposefully coded yourself in as an illusory spectral fisherman.
pound glo
You pound your gloved fists against your chest, setting aglow the inky black sigils streaming along their eahnor traces.
The wording makes it sound like it turns the gloves on actually
ok thanks for your help!
So, I got the gloves and the POUND unlock, but when I type in POUND in combat, it doesn't do anything. It just brings up the usage for that verb. Is it a different command?
pound gloves
Yeah, took a bit to figure out. Since I got the half-gloves, I got it to with with 'pound my half-glove'. Pound glove just does some ambient messaging about pounding my hands together
yeah, the noun will matter. cool!
how much weight does the "very small amount" hold for the pockets? wiki has very small as <2 to 4...obviously, less than 2 is basically 0-4
are steam flares that much more powerful that they justify a price double other flares?
and dang these blow through stamina with twc.... will these blow your muscles or will they just not flare if you dont have enough stamina?
From what I remember being said, they just won’t flare if you don’t have the stamina.
ok so i just need to pay more attention to my cman usage
My Wizard is rocking the Gloves.... No issues with stamina, his 107 works great
My Ranger will get some next
its my ranger that has them twc with MoC flurry can proc a buncha flares
Mine will be B&S , so big change from his bow 🏹, so should be fun
nice, happy hunting
my TWC warrior hasn't had too much of a stamina problem except berserking in the arena. Muscles do not get popped when you run out of stamina, it just stops flaring.
I know these wont work with anti-magic weapons, but will they work with Kroderine Soul or nah?
Unless KS can't use flaring weapons it seems like they should. But, I still don't think they shine on squares who need stamina.
i haven't done any testing with KS, but the gloves themselves don't care if you're KS. if you can use flaring weapons and have flares go off, the gloves should work
KS flares just fine. my warrior tried it just didn't like the stamina drain but KS doesn't impact the flares.
so these bad boys work with sigil staves, right?
yes
Yep
they work very well with sigil staves
they just stop working when the weapon has a cat_b flare already. 😄
it's possible it's intended, but is the gloves not working with volley intended? did a good bit of testing and they definitely don't flare with it
even if the weapon's still out and such, I ask because normal cat b flares do work with volley, so it might be a bug might not I dunno. Ranged is weird haha
I'm guessing the gloves didn't think to check through such an unconventional attack system (as opposed to normal AS), heh.
#1206814117906612316 message if it’s not working, it’s probably a bug.
Might need to read up a few comments to get context. But that was my sense based on Naiken’s statements.
yeah I bugged it, i did like 20ish volleys saw plenty of script flares, none from the gloves, they were the plainest wooden arrows never touched
flares have a long and storied history of being screwy when it comes to volley
I'm wondering if starsong flares work with volley. I'm guessing no.
I don't believe any material flares do?
Kaetel would know, I believe.
#1118916479098818622 message
I have a weapon that I can't figure out why it's not able to work with the flaring gloves.
It is forged by Kupaka and has increased (+3) effectiveness in combat.
It is temporarily infused with a divine flaming substance.
It appears to weigh about 4 pounds.
It is estimated to be worth about 74,050,000 silvers.
It is very heavily weighted to inflict more critical wounds than a normal weapon of its type.
It is predominantly crafted of mithril.
It has been ensorcelled 5 times.
It has been bound to Agiant via Weapon Bonding.
It may be enchanted up to a bonus of 40 by a wizard and was last enchanted by Almaes.
It is a sophisticated project (759 difficulty) for an adventurer to modify.
It contains the Stalwart Resilience flare that provides expertly damage padded protection.
It has a permanently unlocked loresong by Farek.```
The only thing that seems possible to conflict is maybe the consecration, 1604, that was added by my paladin some time ago. For some reason it's not dropped off the weapon after I took it over.
I tried having the 1604 removed with 119, but it did not work.
It contains the Stalwart Resilience flare that provides expertly damage padded protection.
Perhaps this is causing an issue?
Shouldn't, Stalwart Resilience (Bubble Flares) live in script slot
1604 is preventing the gloves from working
until Naiken can get the gloves to work on top of other flares and/or 1625 infused flares its no bueno for paladins
And shields…def need them to flare with shields
They do. It is the greatest thing in GS
That was my thought too, but that 1604 should have dropped off along time ago. Might need to get a GM to look at the weapon I guess.
if you have a weapon that doesn't work with the gloves (but you think it should), you should BUGITEM the weapon instead of the gloves. i need to see the weapon
Volley just isn't set up to really play well with scripted items. i don't have any info on if/when it might be updated
thanks for the update, yeah I wasn't sure on volley what to nessecarily bug, just knew that it probably is intended to work, but obviously with all the history of getting flares working with volley it's probably much trickier than I know to make happen, the normal weapon firing and such works well, awesome item
Done, but I think Geng is right, the spikestar has 1604 on it, and the flares, guiding light, take up a Cat B slot, according to the Wiki. It should be temporary, but for some reason it's not dropping on this weapon.
I've had blesses not drop off of weapons correctly before too, definitely an issue to assist on
BUGITEM is going to have a better result than an assist
it's going to take some investigation
Have you tried casting spirit dispel at the weapon?
Multiple times, tried recasting 1604 on it then 119 following, to no avail.
I had a similar issue, maybe not with 1604, but with the weapon I was using was "stuck" with a new bless and old bless that wasnt wearing off.. a GM was able to help
Okay, I really just need a UCS unlock cert so my gloves can used as UCS gloves and I'll be set for a long time. These gloves are otherwise perfect for me. My briar bow, neither of my longblades, neither of my vambrace katar blades, neither of my hair stick sai, and my UCS boots don't have a B slot used. Just banes, scripts, or material properties, lol.
an unlock to UCS isn't possible. it'd have to be a new item
or maybe a HESS service to convert
It will do more damage with the TWC things, but it's pretty cool on my bow too. I unlocked all the things but moods, and added two standard flares for the GEF so far, but ultimately I can add all these different flares and have whatever options I need. I love it!
Well, if they allow the HESS cert to work, it would be worth it, but it would need to be a new cert that allows to convert these gloves somehow.
i can see about having a service added for August so you don't have to buy another pair and unlock flares
Just.. spitballing here because obviously it would be a whole ass mechanical combat project. But wouldn't it be cool of there were elemental combos with these? Like if left and right are set to two elements that can synergize (water/fire, steam, etc) and if they co-proc on a swing you get a third flare that is the combo?
Are cookies yummy? YES! Lol, of course that would be cool. Like a mage freezing a critter and then dropping rocks on it.
yea that'd be so neat. earth ice for shatter damage, def. even double procs of the same element, double fire leading to an immolation third flare or somethin'. It'd get carried away. But also, neat.
You put a knapped obsidian blade hilted with braided glowbark in your black suede half-gloves. pocket works great for my skinning/ Apdo Gno Burzka'ask blade.
gesundheit
An Ithzir seer is in the way!
[SMR result: 247 (Open d100: 159)]
... 20 points of damage!
Good blow to left arm!
... 10 points of damage!
Burst of flames to left arm burns skin bright red.
An Ithzir seer is in the way!
[SMR result: 164 (Open d100: 73, Bonus: 5)]
... 15 points of damage!
Nice blow to left arm!
... 15 points of damage!
Burst of flames to right leg blackens kneecap.
An Ithzir adept is in the way!
[SMR result: 150 (Open d100: 45)]
... 7 points of damage!
Blow grazes left leg.
... 20 points of damage!
Nasty burns to chest make you wish you never heard of heartburn.
The Ithzir adept is stunned!
A war griffin is in the way!
[SMR result: 83 (Open d100: 15)]
It dodges out of the way!
Cast Roundtime 3 Seconds.```
I REALLY wish these weren't 1d5 targets. Thats EXACTLY the kind of effect I was hoping for
The average should be 2.5 targets, seems fine to me
I'm sure its a good use case for lots of folk.👍
If the ability you are PAYING for is only 1d5 then the price you should pay shoud be [Price]/(1d5).... 🧌
lol. I honestly think these gloves were the standout buy of DR
I just have specific needs
Agreed, great item, with tons of potential down the road.
Best individual item: Flare Gloves.
Best representation of future game-wide potential: Flourishes.
(Only referring to new items, of course!)
I agree with this!
Oof I forgot about the flourishes. How much are they?
The price point for the pound option is cheaper than any flare. For the money, it's fine.
Flourishes are 2500 bloodscrip.
How's the stamina consumption? Minimum of 10 per flare seems high to me.
it's noticeable kinda, but pretty fine IMO, like zero issues on my ranger or bard playing with it, certainly wouldn't be an issue on a pure
I consider these gloves to be an extremely powerful item. Rather than pick a cat B flare for an individual weapon, I can use these to situationally dictate what flare to use on most of my weapons. In terms of Cat B flares, Having even dispel and acuity really catches most of what you could want. Psychic and Terror being two examples of exceptions. I've had no noticeable stamina problems, but I think I have some recovery enhancives and I am not using stamina really for anything else, like I'm in Voln, so there's that. I mean, I am not dropping more off my cap than I recover.
Of course, I've been using a bow with a min rt of 2 seconds. I might start to see it fall off with the dual katars some.
It’s only 5 now for normal flares also. The greater elemental flares are 10.
Yeah, it's not bad. My goal is to get the rest of the standard GEF flares next DR and add acuity, dispel, and magma. It would be really cool to eventually get them all.
I’d agree also it’s fineish for some semis (I wouldn’t want it on my bard I do a lot of cman setups). Probably non issue on pures. I wouldn’t even with a lot of stam regen on a square. I’d rather just have a good general purpose flare and not notice the difference.
My bard is ranged tonis, lol, I'll try it on him, but he might actually be firing too fast. Maybe not, I don't use stamina on him either.
Needs moar sweeps
Is there a stamina recovering script or material? I know my loincloth steals mana for me sometimes because it's aganjira.
Animal spirit has a stam regen unlock
Againjira steals stamina. lol
It does mana or stam whichever it thinks you need more
lol, well there you go
Body Essence on the rune belts...animal gear....I think their may be a few more (duskbringer weapons have that once an hour thing)
obv mileage will vary by class and build, but as a warrior I didn't notice the stamina
I did pick up a belt, so this is good to know. A person concerned with stamina could pair some things with it like the belt.
Pasting a link to this conversation in the Mechanics thread in case it gets missed. Long story short, someone's gloves weren't flaring even though they were setup correctly. They had someone else wear them and they started to flare fine. Put them back on and they flared as expected... #mechanics message
koodies bug
Sometimes you gotta push the power button off and on. But yeah, just traded em and they seemed to fire right up without messing with the settings.
What can I say, I got the healin touch.
It has occurred to me that I need some Right To Flare paw wraps for my Jaguar. You see a fairly typical leucistic jaguar. He appears to be in good shape. He has a thick rolaren-studded collar etched with the name "Nik" (worn) and some tanned hide paw-wraps secured with sturdy glowbark buttons (worn). Can you imagine how awesome that would be?
jaguar licks paw, jaguar catches fire
Ummm yes!!! My wolf definitely needs some too. That would be incredible.
Do ranger pets have stamina?
not that we can see - just roundtime between their actions
I would guess not, unless they implemented maneuvers to use it for them.
The weapon was 'broken' and fixed, now that the odd un
temporary temporary flares are gone, the gloves work beautifully. Love them!!
OHH OHH please add a patch that would allow the person wearing the gloves to handle cursed items
These are fantastic,my only regret was not having bought more patches
not really the scope of the gloves!
What’s the most anyone has spent on and tricked out a pair? Anyone got a pair with all the flares?
I currently have GEF, Lightning, and Magma.
I've got a pair with all the add-ons, dispel, magma, lightning, fire, cold, vacuum, and impact. Also attuned, because that affects the total spend. I'll add more flares for fun in the future.
Dang.
😮
nice
I have GEF cold, impact, dispel, magma
It might seem unnecessary, but I've had a tremendous amount of fun playing with all of them. I've been checking out how various critters are affected by different flares in a way that I never would have been able to before.
For example, I never knew that yetis and dwellers shrug off fire and cold but are hit hard by impact flares. Makes a lot of sense in retrospect.
Impact is very nice in stone valley, but Im sad there wasnt more weakness to ice in the volcano (maybe its water?)
I intend to test that out after next DR. Water is the next one on my list because they sound fun to watch.
While flares are fun my mind boggles at how much BS just went into these gloves…that being said I have a pair too and have to say it’s clear they are the winner new item. Waaaay better than a new potato or another ots weapon. Hope we see more flexible and creative ideas like these.
it's weird that I don't have flare gloves but I do have 2 weapons that let me pick most any common/uncommon flare in the game
Hoping for an update at some point to make these function with shields, that probably would have sold me on a set! They are super rad but the only use case I had was one of my alts who doesn't have a flaring main hand weapon/shield
Yes if these work with shields then I’ll have a reason to keep using and even expand them.
Do it!!!!!!
wb barble
wow that was a delayed message!
Flare Gloves Tease #1
CLENCH Toggle XXXXXX (on).
TOUCH Toggle XXXXXX (on).```
I forget and I'm too lazy to scroll back. When you have a paladin bonded weapon which flares win out?
i believe the paladin bond uses the flare/Cat B slot, so it would block the gloves
I love the idea of allowing us to toggle greater flares on and off!
no longer an idea!
I more love the implication that there'll be another ability that would use that slot. I can't imagine any other reason why you'd toggle off GEF. So some other script flare basically
The current reason to toggle GEF off in my mind is all about stamina. Such as if you're beserking and want an elemental flare, but don't want the stamina drain to be so bad.
GEF on the gloves isn't a "slot"
it can exist with other things going on, i mean
it's always present, but now you can turn it off to save some stamina
Yea I know any number of catD but I assumed it was a balance thing
These gloves would sell like hotcakes if they could override existing cat b flares on weapons.
Is that an unlock that I'll need to purchase during DR, Naiken, or will that be an update that rolls in on existing gloves with the GEF unlock and an elemental flare?
it'll be rolled in with the updates
There's some other service that you can use to remove cat b flares though right? Or do you want to sometimes use the weapon's flare, sometimes the gloves'
If you can toggle the gloves to override existing flares, there's zero reason that I can think of to remove those existing flares. The existing flares don't cost stamina to fire off.
I mean yeah.. you could PAY to remove something that you probably already payed to add in the first place…
Realistically almost no one is going to do that. They’re just not going to buy these gloves. Whereas if they could override flares, then they might buy them.
Right, the gloves will go from possibly a niche must-have to survivalist kit level "everyone needs a pair" must-have.
I am thinking we will get that option this DR and my response is: TAKE MY MONEY lol
Need an option where they stack.
What stacks? Existing flares and glove flares? That would mean 2x ability slot flares, I can't see that happening.
Maybe for
I could see it happening, probably in a way that makes it slightly less desireable though! There is a resource associated with the flares.
stacks for stacks!
IDK, it might be more common than you think. I'm probably going to have the uncommon catB flare on my sigil staff removed for flare gloves. Ditching a 30k BS upgrade to give myself the option of having that same upgrade and switch between 2 or 3 other options, on gloves that I can pass between characters is almost a no-brainer
It's probably the best upgrade I could do for that staff in terms of cost per utility
I thought my warrior would love them, but I passed them off to my semis and the gloves are great for them
I mean sure.. some people will do that.. but wouldn't you rather NOT have to do that...? There's really only 2 questions GMs making these items should ask. What will make the most money? And what will make customers happy? I think the answer to both these questions in this case is to make them override existing cat B flares on weapons. It's a win/win for everyone.
Yea, my ranger has practically no use for stamina so I might remove the catB from his animal bow too
Technically a monk or anyone using UAC and brawling can stack multiple ability slot flares.
2 brawling weapons and UAC gloves.
I'm not saying you're wrong, but at a certain point I think it'll be deemed too good/too powerful... also I would imagine it would take a significant rewrite of the code to make this work --- and I love the gloves and I mean no offense, there is definitely a little wonkiness already
It already works is the point. The overall flare rate is reduced when using brawling weapons and uac gloves that flare, but you do occasionally get the stars aligning and see 3 weapons all flare at once.
I'm just going to say that there's a lot of choices that could have/should have been made that would make players happier and make more money and 🤐
but it doesn't make it "too good", it's just a QOL improvement so that people with weapons they've invested a lot of time and money into can use the gloves.
I thought UAC doesnt work with flare gloves at all in any way shape or form
I'm not saying it is too good, Im saying thats a decision for the higher powers
Not with Flare Gloves, specifically, but Ruse's point is about two types of things (held brawling weapons and worn UC gloves) that both have (ability slot) flares interacting with one another somehow.
That said, I assume that UC is some kind of specially/differently coded case.
I'm using UAC+brawling weapons as an example of how multiple cat b sources essentially stack since UAC isn't like two weapon combat where you swing two weapons. It's one attack pulling from 3 potential flaring locations.
UAC punch works with 2 cestuses that have dispel flares, rot flares, scripted flares and a pair of gloves that has the same thing. The balance is that everything is essentially reduced to a lower overall flare rate but in practice you see the same amount of flares in general. It's just a cool factor because the POTENTIAL exists for everything to pop off at once.
Flare Gloves Teaser #2
The shop will offer one pair of UCS gloves and one pair of non-UCS gloves.
The UCS version works exactly the same (bestow flares to held weapons) but has an ability to set its inherent flare (excludes Acuity and Mana).
New certificates:
These boost Mana flares on FlareGloves by +1 (maximum +5). The flare must already exist.
These boost Acuity flares on FlareGloves by +5 (maximum +50). The flare must already exist.
These boost Dispel flares on FlareGloves by +1 (maximum +3). The flare must already exist.
So. I'm sure I asked this last time, but worth verifying. If I'm holding my bow because it's so shiney, and I set my gloves to a lot of acuity, would my spells cast with the potential of acuity if I wasn't holding onto a runestaff?
Cert to change non-UCS to UCS?
Would you ever consider flare gloves as a script add to preexisting UCS gloves? I would buy this in a heartbeat.
So the UCS gloves function as the "weapon" for UCS? And can they have acuity and mana if they are not set to be used for UCS?
This should be offered as a courtesy free of charge to early adopters IMO. Or at the very least, very cheaply
Depends on if there’s a price difference thought
i believe you'd still need a runestaff in the right hand
i gotta head out, but more teasers this weekend
I bet you could sell like, billions if they worked with casting without a runestaff in your hand
But, that's what I thought! Always worth verifying! Excited to see more teasers
So these gloves will cause a Dispel runestaff to have an additional Dispel per certificate, up to 3 additional dispels? Is that on top of the dispels already on the runestaff? Or am I misinterpreting this. What about a sigil staff with the sigil dispel? Would these gloves boost that dispel?
No, they only come up if your weapon don't have anything in the slot. Essentially a second to default when weapon property = null
The weapon/staff needs the CatB or Flare slot empty
Then basically, with the gloves, you can buy pretty much any basic including GEF flares and use whatever you choose
Mine have GEF lightning, Acuity. And MAGMA...sweet sweet MAGMA!!!
I'll get +5 dispel this DR
oh no, now I'm tempted to get more acuity
Now I’m tempted to buy more pairs of these gloves 😆
I put that S$#@ on EVERYTHING!!!
Says Max +3 dispel in the message above?
Well fooey....guess it's +3 then
Seems strange since you can go up to 5 normally, and since the Acuity on these gloves goes up to 50, which I think is the max for Acuity
He uses a T5 sigil staff, so now I'll look into if I want Dispel or not
With the Unlinked Add-on, does that mean you can have two different flares happening at the same time? Does it double the flare rate? Or just randomly chooses one of the two for the standard flare rate?
could we get a script add option since there is a ucs version now?
Unlinked is for twc I believe
So each hand can flare
Can the GEF gloves be used on a weapon that already has a script flare?
I could use GEF flares with my animalistic weapon, yes
Ok I think I’m a little confused on the appeal of these. Basically it just helps keep service score from going up by the flare difficulty of the weapon?
Also allows you to easily change weapons, and flare types as needed
They happen to pair very nicely with the OTS DR scripted items, for example my TWC bard has a valence and duskbringer axe with no ability slot flares. With the gloves I can swap between GEF lightning for killing, or dispel if I need to control casters or spells better (plus the script flares from the weapons themselves)
Ohhhh. Oh. Hmm. I had t thought of that. Yeah I guess if you haven’t added a cat B then definitely very cool.
But the price for this flexibility is you are always using stamina to get a flare?
Yes. It’s a no brainer for pures that don’t use stamina for anything else but for anyone that already uses stamina a lot you need to make sure you have enough regen to spare.
Yeah that is what I was thinking. Who else but mutants are going to trade stamina for flares? My TWC bard never had enough stamina once PSM came out. I guess my ranger doesn’t use much. Oh oh for some reason I didn’t see that they work with runestaves as well.
That feels like a great use for these gloves. Double script
I'm sure someone brought this up already.... but it doesn't work like this in practice. If you have 3 sources of ability flares (gloves and 2 weapons), the flare rate is divided by 3. I mean, sure, you can have 3 different types of flares, each at 1/3 the normal rate.
I believe it's even worse if you have 3 items but only two have Cat B flres (or ensorcells). The flare rate is divided by 3, even if only two items have the flares.
So..what I'm hearing is we need more interaction among damage types so that there's reason to mix and match!
Can't have catB flares on the weapon
Yes, as long as no catB flares has been added to the weapon
Flare Gloves Teaser #3
AS: +399 vs DS: +250 with AvD: +29 + d100 roll: +81 = +259
... and hit for 54 points of damage!
Smooth slash to the triton combatant's hip!
Nice crunching sound.
You feel drained.
** Your twohanded sword releases a spray of acid! **
... 20 points of damage!
Bad burn chars the skin. Weakened abdomen bulges ominously!
You feel drained.
** Your left centaur hide gauntlet releases a shimmering beam of disintegration! **
... 12 points of damage!
Flesh removed, forming a long gash across abdomen!
Roundtime: 4 sec.```
Wait a what. The gloves have their own flare chance?
Should I start asking questions? 😀
I think the fact that it was a two handed sword is material to the tease.
Seems like this is maybe some sort of workaround so we don't have to remove our weapon flares...
Bow + right glove?
...you can stack flares.
weapon has a flare. glove has a flare. other glove has a flare. they can all go off.
so your weapon can have cat b and the gloves can flare?
worrisome seeing double stamina drain though
flares on flares on flares on flares? (also hi vyrsh)
Hey Reinhardt! ...those stamina regen enhancives looking better again?
Does flare affinity apply to both the weapon flare and the flare gloves ?
Looks to me, based on Naiken’s reaction to FFNGs observation, adding value to unlinked for those who aren’t TWC. If using a two handed weapon, the open hand of the glove has an independent flare chance. I don’t think it’s stacking on top of existing flares
Fairly certain this was answered on debut, and it was a no - because FA is on the weapon, the flares from the gloves are not. Unsure how that would impact UCS
ding ding
Two-Handed yes Empty offhand has a 50% chance of flaring after a two-handed melee flare (requires Unlinked).
i claim at least half of those dings
dings all around!
Does Two Handed also work with Polearms?
only h alberds in a cruel twist of fate. (i'm not naiken but i'm gonn a say 99.99999999% yes)
AS: +391 vs DS: +227 with AvD: +7 + d100 roll: +16 = +187
... and hit for 21 points of damage!
Minor puncture to the left leg.
You feel drained.
** Your imflass trident flares with a burst of flame! **
... 25 points of damage!
Left hand fried to a crisp. Think barbecue sauce.
You feel drained.
** Your left centaur hide gauntlet releases a shimmering beam of disintegration! **
... 15 points of damage!
Hair and flesh stripped from side of head!
Roundtime: 4 sec.```
just has to be used two-handed
Super cool. Now just praying for wrist/arm worn variant because I can’t replace my gloves 😭
still handworn for this run. no promises, but i'm mulling around wrist/arm
if you do arm, including armor accessories, preemptive ask for script adding to existing 😄
why are your gloves so much better, hmm?
i mean, i like that you've added the script made it UCS compatible, so don't take this as a complaint per se, but frankly the picking the flare is just worse (though neat) mechanically than getting another more potent in general script flare + whatever generally applicable permanent cat b flare. And people are also pretty likely to be locked into a full weapon that they may have bought attuned, which for UCS people is a bigger ask than say just removing your existing cat b for a simiiarly attuned held weapon user (and you then aren't sacrificing the combat script slot also)
if i didn't already have GEF fire AND gef COLD gloves to break out in case of weird elemental invasions i'd consider yours to have that all in one item though as a secondary item 😄 but like, for me personally getting rid of my gloves is a non starter as they're attuned + set bonus w/ my armor
They are MK coup de grace 🤣
you could make dial-a-flare a combat flourish though now maybe 😄
some UCS Flare Gloves clarity
-just with non-UCS gloves, they still bestow flares to held weapons, but the held weapon must be used directly in the attack. using UCS commands does not bestow flares to held brawling weapons
-if the gloves have an inherent flare and your hands are empty, Ambients will choose randomly between the inherent flare and any available hand flare that's set and enabled. a held weapon will have priority. for example, if Unlinked is unlocked and both hands are set and on, it'll choose randomly between the inherent flare, right hand, and left hand, or any available combination therein.
Their inherent flare may be set/changed to any unlocked flare for unarmed combat.
RUB Set and change the inherent flare (Fire).
will it work if it is hurl (two handed)?
no shield stuff this run. Two-Handed requires a melee attack. hurl doesn't count
so, if for whatever reason you swing a runestaff you can trigger both hands, but I assume spellcast is only right hand?
so not bows?
so the weapons don't need the flare(catb) slot open for gloves to work anymore ?
That makes it tempting to swap weapons around and have my bard use a lance again.
They do.
There is just a separate ability for two handed to add an off-hand flare
how he getting 2 different types of flares?
so the gloves need inherent(catb) flares ?
There's an existing unlock from the original debut called Unlinked:
Unlinked no Both hands can be set simultaneously and independently.
oh so the right and left hand could be set to different type of flares?
Being able to add this to existing ucs gloves would be the bees knees.
not this run, but potentially next year
Sweet. My two Flare Gloves characters happen to be the exact ones using two-handed weapons!
Flare Gloves Teaser #4
AS: +394 vs DS: +258 with AvD: +26 + d100 roll: +2 = +164
... and hit for 16 points of damage!
Stomach shot lands with a hollow *thump*.
You feel drained.
** Your obskruul falchion emits a searing bolt of lightning! **
... 5 points of damage!
Light shock to left arm. That stings!
Roundtime: 4 sec.```
hmmm so obskruul has impact flares but it's flaring lightning (but what are the details?!)
Oh boy
You feel drained
Sure looks like it
So we don't need to remove existing flares.
spirit is for suckers
The drained message is the same for all of the flares
You swing an aishan-set ebon throwing axe at a savage fork-tongued wendigo!
AS: +649 vs DS: +392 with AvD: +36 + d100 roll: +77 = +370
... and hit for 109 points of damage!
Knocked back several feet by blow to abdomen.
You feel drained.
** Your ebon throwing axe emits a searing bolt of lightning! **
... 15 points of damage!
Heavy shock to chest illuminates ribcage. Cool!
You feel drained.
** A vicious torrent of crackling lightning surges from an aishan-set ebon throwing axe and strikes a savage fork-tongued wendigo! **
... 10 points of damage!
Heavy spark to back. Bet that hurts.
... 15 points of damage!
Arcing strand of electricity jolts across a savage fork-tongued wendigo's back. Pretty.
There’s a “!” When it’s spirit drain usually
Very nice. Curious on the specifics on making it overwrite vs not. Could it be feasible to swap on a per target basis for those of us with cat B's that don't work on undead
oh i actually never noticed that if it's on the normal flares from these lol. Carry on.
overwrites or adds...
the drained is taking your stamina when they fire
I'd probably wait until Naiken confirms it overwrites CatB, since that is a big change from the previous iteration ignore me
I'd say that much is pretty obvious from the example. The question is whether or not it's a new unlock or just a new feature for existing gloves
Oh -- just seeing it now haha ignore me I was touching grass ignore me
I was just mowing my lawn and a stick impaled my toe. Serves me right I guess 😆
and the cost, of course!
Just a random musing - if GEF flares don't block script flares I wonder if we'd be able to dabble the fluff script off existing GEF to make room for another script in the future
Not the best candidate for a 250k BS service but just a thought
So the gloves flares can be used with items that have natural flares in cat B?
Flare Gloves - August 2024
Both UCS and non-UCS gloves will be offered. The main difference with the UCS version is it has an ability to switch its inherent flare to any unlocked flare (except Acuity and Mana).
New Unlocks
+5 Acuity booster (+50 max)
+1 Dispel booster (+3 max)
+1 Mana booster (+5 max)
New Addons
Two-Handed - Empty offhand has a 50% chance of flaring after a two-handed melee flare.)
Flare Override - Allows use with weapons that possess an inherent flare (+5 mana in addition to normal stamina cost).
New Verbs
Toggle GEF
Toggle Two-Handed
Toggle Flare Override
(UCS) Set/clear inherent flare
HESS will offer a service for converting your non-UCS Flare Gloves to UCS.
(Costs of new shop items and HESS service to be announced/provided later.)
how come the dispel isn't +5 max since hess allows for +5 dispel
just be thankful it's +3 and not +1
if i have two-handed add on and flare override, does that mean my two hander could use the death flares on it plus glove flare? or does both flares have to be from the glove?
My understanding of the clip, is if override was on, it wouldn't flare the death flares and use whatever the glove was set to, if it was off it would flare the death flares
that would be nice or maybe if i just get the ucs with inherent flares and buy the two-handed & flare override so i could get the death flares from the two handed and be able to use the two handed ability so my ucs glove could flare too
it's an override, not a stack
if you have Unlinked, you could disable the hand that's holding the weapon with the inherent flare you want to still go off
sorry. read that too fast
Two-Handed is a gloves-level toggle. if you want Flare Override on a THW, it's both hands or none
Flare Override seems like a nice acknowledgement for those of us that really wanted to spend lots of BS on these gloves and unlocks, but already had a Cat B on our weapon. That said, the 5 mana penalty feels a bit harsh. For squares, that could result in nervous system injury? For pures, just seems a bit punitive (given that we'll be spending loads of money on these to begin with, and extra for the Override). My two cents. Gloves seem really cool otherwise
so there is no way to have use inherent flare of the 2 hander and have the 2 handed add on ability?
My read on this is you can have your normal Cat B THW flares, and then a 50% chance for the glove flare.
no. you can't mix inherent and gloves
Isn't this inherant flare plus glove flare?
no. it's right hand and left hand
the first flare is the right hand flaring through the weapon. the second flare is Two-Handed (empty offhand)
(Two-Handed requires Unlinked)
That was what I thought yakushi was asking, might have misunderstand their question. How to get both flares
i think he wants the first flare to be inherent and the Two-Handed empty offhand to be the gloves
yea i want to inherent flare of my existing weapon and was hoping to get the 2 addon ability as well
there is no inherent flare through the gloves. the gloves either give the held weapon a flare or override the inherent flare
Oh, so in your Trident example, both the fire and disintigration were coming from the gloves? Neither of those was on the Trident to begin with?
is that why dispel is +3 only u don't want the chance of 5 and 5 with the 2 handed option? dev=evil
+5 mana in addition to normal stamina cost
taking a bro-moment and turning it into a "bruh" moment
I guess they really don’t want people to buy these 😂
Maybe a suggestion could be that if you purchase the unlock on the gloves for the same flare you already have as Cat B, you can negate the 5 mana penalty. I.e. if I have Acuity already, and buy Acuity for the gloves, then no mana penalty (regardless of which flare is active). Although I'm sure the suggestion of paying twice for a flare will draw some skepticism 🤣
Will these not flare if you don’t have enough stamina/mana to support the flare?
So we buy flare gloves, then buy the flare we want...and have to pay 10-15 mana per minute so we don't have pay to remove the flare on the weapon that we already bought? 😬
Naiken, if you have a new flourish on a weapon (let’s say FA) and you have these gloves with flare override, what will happen with the FA? Will it apply to the glove flares? Or will the glove override the FA?
I guess a second, similar question: can you put flourishes on the gloves as well?
Cripes people. Naiken turns the entire flare industry upside down, builds in accommodations to handle what has been requested (flare overrides), adds cool bonus features for THW users... and still the only comments are "can I use it in this way to break the game" and "but I want free flare switching for all my existing items!! QQ".
This is why we can't have nice things.
If it was in fact a "add X flare to any weapon in the game as needed with no penalty" they would be 500k BS off the shelf.
I mean if "make the flare gloves hostile towards your preexisting flaring item" or "make flare gloves undesirable to people with catB flare weapons" was a core idea to the design then the extra mana drain makes sense. Otherwise I just don't get it. You're trading catB for catB
It's adding situational flexibility. Similar to using flaring arrows with a flaring bow. Have sweet magma flares on your weapon, but are about to fight something immune? Swap to dispel flares! Otherwise I think it's pretty well assumed that your existing ability slot flare is your preferred flare anyway, otherwise you wouldn't have invested in it.
Flare switching weapons that predate these gloves are already a script - the reason that those have been traditionally less popular is that they take both the ability and script slots. So in effect, Flare Gloves are providing OTS script combining - an offering that sold at the whalebarrow for how many million BS?
Anyway, done ranting about entitlement. Clearly I don't understand the expectations. I personally think the updates are super neat, they add a huge amount of flexibility to existing projects that people have heavily invested in without the need to start from scratch, albeit at a cost. The mana cost might seem steep out the gate for some, but there's no reason you can't invest into harness power/mana control to effectively trivialize it (mana isn't a resource, remember those conversations?).
The only reason I'm not jumping all over these on my main yet is my aforementioned conflict with gloves that I've already invested in. Still hopeful for the potential of future non-hand implementations
I don't think it's entitlement to say "why would you add a disencentive to a $80(or in my case $230+ since I want gef and maybe a couple others) purchase just because your already $XXX($XXXX in my case) item has a conflicting property?" It's just an odd choice if you want them to sell.
My terror flares cost 100k event currency. New gloves are cool but not eating that cost and 5 mana per swing will eat your mana fast.
I'd pay 5 mana for double flares tho, but not to override.
It's not per swing, it's per flare
I think this is a good point, that if you need to ‘once in awhile’ ditch your currently installed preferred flare because the situation calls for it, then these gloves (and penalty) make sense. But, that turns these gloves into a niche item, which is fine. I think some of us that are commenting were hoping to have these as mainstream items (to justify the cost) so we could have fun switching around flares.
Is it 5 mana per swing regardless of flares, or does it cost mana only when the flare goes off?
It's per flare. But that's in addition to the existing 5 stam per flare. For the builds that are most incentivized towards flares that ends up averaging 43ish mana+stamina per minute of combat
The override doesn't make sense if you're intending to use it as your primary flare. If that's the actual desire, then obviously the move is to remove the flare from your weapon.
Maybe a “remove your flare for free” voucher could be included in the cost of these gloves, for those who want to go that route.
Removing the flares is going to be cheaper than the override. But even if it isn't, idk why that would be a presumed benefit. No other item gets free property remove just because. If you wanted to add the GEF script to your weapon, but had the wrong flares on it - you have to pay for the dabbler.
I could see keeping a flare on your main weapon then activating gloves if you move hunting grounds. It's probably more of a niche set up though
It's truly great for metals with inherent flares, like obskruul or coraesine. I'm curious, how would this new system work with something like a defender weapon?
I’m excited to see if this works with FA on the main weapon. Being able to swap my weapon firewheel flares for 3x dispel situationally, would be neat. Plus, I’m finishing each hunt right now with 80% mana in the tank, so this feels just about ideal use case for my ranger.
Also, the UCS version means I can actually use this now, since I needed UCS in order to Sthieve while holding longbow.
Also seems useful to shore up immunities, for example a terror flaring weapon but you need to hunt undead? No problem!
#1206814117906612316 message
and
#1206814117906612316 message
So it should work with flare affinity on the weapon and the main flare of the gloves
Oh! Thanks! Could be.
But this was when FA was a subscript. I imagine it will work the same way as a combat flourish, but I guess it could be different.
combat flourishes should be functionally the exact same as the subscript versions, just using the new game system I think
the fact Naiken specifically called out flare affinity working before, makes me feel it's intended to work with the gloves, so even if it didn't initially they'd probably fix it as that would be a bug if it wasn't
Flare Affinity should work if it's a script on the weapon. i'm not sure yet about as a Flourish
sold over 100 just in Prime in February
keep in mind that you can't remove the flare on some weapons when the flare is innate to its material, but Flare Override will still work
no flare if you have insufficient mana and/or stamina
I’m sure. I bought one of them. But I was lucky enough that these gloves were released at the same time I was going to add cat b to by sigil staff and I had the choice instead to buy these gloves. I just feel bad for all the people that didn’t have that choice because they already added the flares before. If I had added the flares before, I would not have bought these gloves. Nor would I now with the added cost to override plus the mana cost.
they won't fit everyone, and that's okay
a lot of people wanted an override option
mana is a renewable resource
I don’t think that makes sense Amn. It’s an added functionality. And it’s a functionality that may be exceptionally useful for some of us. I have flares on my weapon I have no intention of stripping off. This gives me the added ability to utilize different functionality.
Naiken, maybe I missed this, but with the UCS functionality, if the gloves are being used UCS and they trigger flares, do they still have the stamina cost? Or are they just plain category B for that purpose? So, can a low level monk with low stamina use these effectively, for example?
if using them as UCS, they'll act as UCS gloves. the script doesn't do anything for unarmed combat
That's just the natural progression of new offerings though. Someone invests in building up a sigil staff (for example), then all of a sudden the new hotness script is released. There is a decision as to whether or not the time/cost already invested in the first weapon is worth holding on to, or instead to opt into pivoting
Ok, I think I understand. So, to clarify, if you have fire flares selected on the gloves, and you use them UCS, you won’t get fire flares because that lives in the script? You would have to add fire flares (category B) to the gloves, to get them to flare?
I believe you explicitly set the inherent flare on the UCS gloves, and they will flare as such:
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Oh, perfect. You can set the inherent flare.
yep. the UCS version allows you to set/clear its inherent flare from any of the unlocked flares (except Acuity and Mana)
Can a script flare, like KO, also be added to the UCS gloves?
They are already scripted, so no
should be able to if the flaring script supports subscripting. and possibly Flourishes
KO does neither yet, but Nyxus did bring it up as a potential candidate for future Flourish review
i imagine Flourishes will work since they're handled differently
more a matter of if/when a specific script is supported
when you say "inherent" flare - are you just saying, any catb flare?
For UCS, inherent means the one that will flare when you PUNCH/JAB/GRAPPLE. Because normally the gloves impart their flare to whatever you're holding, and since you're not holding anything there needs to be a mechanism to choose
sorry - im talking specifically about the functionality of overriding an "inherent" weapon flare
Got it, sorry. Yeah, ability slot / catB
so i can use these with my temporal weapon to have ANY flare and GEF? o.O
It replaces, not adds to. IDK how temporal weapons flare - but if you turn on the override you could instead have the gloves flare GEF for 5 mana/10 stamina per flare
yea im betting its 50/50 if it works with temporal - the temporal flares take catb slot but come from a catd script so
Yeah, sounds like a very sketchy potential interaction
yea, but i gotta ask ya know 😛
Some weapon scripts modify the ability slot (I believe this is how rotating flare weapons work, or ironwright). IDK if it'd be a race condition or something. At least as far as us lowly non-devs have visibility into, anyway 😄
wanna try it Naiken? hit me up tonight 😛
it shouldn't conflict. the gloves bestow/override the flare in the exact moment the weapon is used in the attack
Welp I know what I'm buying for sure. Temporal weapon with dispel 3 gloves will be great.
yes, if i can make my temporal dispel flare - oooooooo doggy
don't get excited! They just raised the prices now :p
=p
I don't really understand this:
- "can I use it in this way to break the game" - the original gloves already provided "broken" flare flexibility (at a steep BS cost). The only thing I'm complaining about is that the override option has a significant added penalty that feels unnecessary...and only if we don't want to pay to remove the flares that we already paid for. So it's not like we can't already "break the game" with these gloves...and we can achieve the penalty-free functionality by simply paying to trash our previous investment.
- "but I want free flare switching for all my existing items" - how did it become free? The gloves aren't cheap when you factor in the cost of adding strong flares. The flares already had a stamina cost. The disappointment is at the added mana cost...not really to gain more functionality...but to just avoid having to spend more BS to do the painful job of removing the flares we already paid for.
I don't think it's entitlement to feel like this is a bit punitive on top of all the other costs.
I would prefer a cost to toggle on/off the over ride personally. An additional per flare cost on top of the existing per flare cost does seem a bit much.
Sometimes you gotta make a choice and live with it 🤷
The are absolutely cheap, if you make the proper comparisons. As I exampled somewhere above, the closest similarity I can come up with is one of the various flavors of rotating flare scripts (rotating flare, ironwright, realm flares). Now, to apply the potential benefits of one of those with another weapon script, lets say animal - the only path before these gloves would be to do an ultra rare custom script combine, like those offered at the whalebarrow for 5 million bloodscrip. I'm not suggesting that this would be a sensible pick for that service. But the point remains that these gloves provide infinitely more flexibility than any pre-existing flare switching script (they are typically limited to 3 flares, and or subject to things you can control like realm flares) - add the ability to double up scripts via GEF unlock, and are compatible with any project you decide to undertake in the future.
"can I use it in this way to break the game"
This comment refers to the expectation that the override would be in addition to existing flares, i.e. allowing death flares + GEF in the ability slot. lol?
but to just avoid having to spend more BS to do the painful job of removing the flares we already paid for.
So, if the complaint is "I don't want to spend 5k BS to remove my flare" then I have no sympathy. If the goal is to replace your primary flare, then these gloves aren't the correct path to do that.
can I use it in this way to break the game"
This comment refers to the expectation that the override would be in addition to existing flares, i.e. allowing death flares + GEF in the ability slot.
not really to gain more functionality
Whaaa? The override unlock can make it so that there's no target for which you have a deficiency. You have terror flares, but need to kill undead? Turn on your glove override and blast away! You have magma flares, but you're fighting something immune to fire? Answers that too!
Not the end of the world! Just the choice of if it's worth using for me or not! As stated, they're not meant for everyone.
And finally, mana is one of the easiest resources to tackle. Harness power, mana control, mana regen, mana sharing amongst group members, etc. There's a reason that Naijin asserted that "mana isn't a resource" - it's very plentiful, if you need it. My bard can run GEF gloves full time with tonis and not run out of stamina (for which he has no minimal +5 regen and only 2x PF pool), and that's a smaller pool with more contention in most cases
Mana isn't a resource because you can pay simu more money to have mana batteries!
People got really mad about that statement because they knew it was true. Which made it extra neat.
But it is absolutely a resource for the solo player.
Even 50 flares a hunt (which would be absurd, especially for a caster with reduced runestaff flare rates) is less than 1x harness power mana capacity
your face is less than 1x harner power mana capacity
Don't worry guys, you only have to use half your mana capacity! Oh wait, pures get 3x.
100% agree about not expecting to get death + GEF - I'm talking just about overriding existing flares (replacing them) - I hear you on that point.
So, if the complaint is "I don't want to spend 5k BS to remove my flare" then I have no sympathy. If the goal is to replace your primary flare, then these gloves aren't the correct path to do that.
It's not about the 5k BS as much as it's about trashing the flares that were already paid for. Unless we have a new meta where everyone has these gloves and prefers high end items with empty flare slots, you're losing value on your item.
Whaaa? The override unlock can make it so that there's no target for which you have a deficiency. You have terror flares, but need to kill undead? Turn on your glove override and blast away! You have magma flares, but you're fighting something immune to fire? Answers that too!
That's not the point though - these gloves already exist and if you remove your flares from your weapon(s) you get exactly that functionality. The mana cost seems to be just to penalize you for not removing your flares...either way you get the exact same functionality.
Here's my question, does the flare disable function reduce service difficulty XD?
It inserts itself at the perfect moment during combat, so nope
I mean, I'll still use this as a relic user which means I have a massive excess in mana but yeah I can see this function not being too desirable for those it'd help the most.
Sounds like a good idea for a new Grand Auction item. Crafter's gloves, reduces items difficulty by X 1 for each day since last used.
GOD PLEASE YES. Naiken become the grand-reaching glove guy.
that sort of exists already I think, well items that boost your skill for services only
Aren’t those single use?
That's not the point though - these gloves already exist and if you remove your flares from your weapon(s) you get exactly that functionality. The mana cost seems to be just to penalize you for not removing your flares...either way you get the exact same functionality.
Not all flares can be removed. Not all flares are supported within the glove ecosystem. So there are plenty of examples where the ability to override provides very different value.
there are potions that are single use for resource skill. I think they're refering to the crafters monocles/tomes that are basically just beefy resource-specific enhancives
yeah those ^
If you pumped a bunch of BS for dispel flares, then sure - there is a slightly more difficult decision. Eat the loss, or pay some upkeep. Doesn't seem unreasonable to me though.
I really just wanna do 20x dispel on my claidh. Mindwrack is still vastly superior to anything the gloves could override atm.
fair - so just make the mana cost only for flares that are inherent properties and can't be removed
i couldn't care less if you remove or don't remove an inherent flare from your weapon. people asked for an override ability, so i worked on getting one approved. nothing is done to punish people
it's baffling that the concept of punishment is even out there
Nah. Choices are good. Every time a new script is released at DR, we make similar difficult decisions. Abandon the project, pivot, something else. It's an evolving game of itemization, tough choices are necessary.
I'm thankful they went with mana over stamina. I wouldn't have used em period if they did haha
Naiken pretty much addressed every complaint from the February DR discussion on these gloves, so clearly it means you can handle a larger workload this time around 😉
But it’s mana on top of the existing stamina cost isn’t it?
I don't think your intention was to punish (and you have given us an awesome/flexible item and I 1000% appreciate your efforts!) - but I do think the result is punitive. Kaetel is 100% right about being able to replace inherent flares that aren't removable though so I would totally change my position to what I said about about making the mana cost only for replacing inherent flares. Otherwise it's just a penalty for not paying to trash something you already paid for just to get the same functionality as you'd get if you had an empty flare slot.
Indeed. If you're over-riding
it's a really odd way of thinking about it
It's not punative, it's a hard choice.
I'm thinking about my KS monk that has 8 mana, and 90kbs into Dispel on his gloves. The override wouldn't be useable due to mana constraint, and removing my 90kbs of dispel, only to add them back onto the gloves (because I do want dispel option!), feels like a difficult decision to make. If I was restarting gloves, I would definitely do it with these.
Does mental acuity allow you to use stamina instead of mana? 😂
i had zero thought about you removing flares from your weapons
sorry but you'd have to explain what's the rationale for adding the mana cost? There is no added functionality unless you're overriding inherent flares that you would never be able to remove/replace without this new feature.
Naiken, does the flare override option also allow us to benefit from the extra addons? I.E Ambients ect. ^^?
it's only game balance if you gain functionality, right?
the gloves use stamina to give a flareless weapon a flare. if the weapon has its own flare already, why would it have the same cost?
I love the gloves. But I was lucky in that they came out before I added flares to my staff. Now I have the option to cheaply switch to any flare the gloves support. I think that’s awesome. I just feel bad for the people that added their cat b flare to the weapon and now they don’t have the same easy choice I have.
Eh temporal owners will love these.
okay but they have cat b flares and have been benefitting from them, you dont need to feel bad for anyone
if you don't like Flare Override or don't want to remove your weapon's flare, just don't unlock Flare Override
you want something extra for the same cost. have you met GS?
Its also the first bit of THW support we've gotten in literal years. Another question, does the THW proc work even if its not overriding a already flared weapon?
But then you can’t use gloves at all with your existing weapon. Which is why I said some people won’t buy it while otherwise they would have.
what's the mechanical difference between these two options other than the 5 mana cost (outside of the inherent flares that can't be removed example)?
- remove your cat b flares and gain the benefit of the gloves
- keep your cat b flares and gain the benefit of the gloves
You have an option for stamina free, mana free flares if you do the second one.
my goal isn't to get every single player to buy a pair. i thought it was a cool idea, and here we are. people in February asked for a bunch of new things, and this is what i was able to get through
If that’s what you could get approved we appreciate it
the original concept was never meant to work with weapons that have their own flares. just think of Flare Override as a bonus for the people who can use it
But you already paid for free, mana free flares when you had them added to your item
Looks like you're all set then.
Naiken is doing some of the most exciting things in a long time, let him cook
instead of a glove could we just get a tassel i could temp attach to my weapon in feb
guys stop it - you can be appreciative of development efforts and still offer feedback and disagree with some decisions - acting like these are mutually exclusive is silly
acting like things are a punishment is silly
So when can we have flare affinity? Hehe
Good point, we also have to give up a script slot for the gloves ...
He already confirmed Flare Affinity is compatible with flares granted by the gloves, and FA is available in HESS as of last DR. So the answer is now!
yes. Flare Affinity as a script on the weapon should work
Oh cool.
I think you're hanging on the word punishment too literally instead of as a way to describe a cost to something that doesn't provide a mechanical benefit? I'm sorry if the way I described it is upsetting or anything - again I really appreciate your efforts.
** Your left centaur hide gauntlet releases a shimmering beam of disintegration! **
... 12 points of damage!
Flesh removed, forming a long gash across abdomen!
Roundtime: 4 sec. -I would like to see more of this kind of support
If you want the actual answer the gloves probably never should have shipped in a way that some characters were only spending a resource they had no opportunity cost at all for (casters and stamina). Casters comaplining the gloves aren't 100% free real estate now are just having to make the same choice semis and squares did with the item 6 months ago.
what are you saying doesn't provide a mechanical benefit?
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The difference between whether you pay to remove your cat b flares or not.
It seems it does provide a mechanical benefit, otherwise why are you wanting to over ride your existing flare?
Does flare affinity work with acuity?
Your intent doesn't matter lol, that's what it boils down to. If we choose to use flare gloves and NOT pay to throw something that we paid for in the garbage(AND HAVE TO PAY FOR THE PRIVILEGE) then we are subjected to a mechanical disadvantage that is not there if we remove the flares. That results in being punished for keeping the flare. That shouldn't hurt your feelings, that's the objective reality of what you have proposed
right. that's where i get hung up
it would make it flare more often, but not be any more potent.
do people think GMs create items with how you spend your bloodscrip in mind?
absolutely
I've gotten confused. We can still use gloves with a weapon with an inherant flare, WITHOUT the flare override?
they're not mutually exclusive - but you've been feedbacking and disagreeing for 10 minutes. There's a difference between offering feedback and being argumentative
The gloves won't flare from the weapon without override, but the two handed unlock would allow them to flare alongside
the mana cost for Flare Override isn't a GOTCHA. it's the cost of the ability. not a punishment. not passive aggression because i (for some reason) would ever care about your willingness to remove a flare from a weapon
So, you've never changed weapon scripts over your GS career? You picked the perfect one out the gate and invested in it with zero regrets?
invar estoc for life
he doesn't understand my concern/feedback so I'm trying to discuss it?
It's wild that you think they shouldn't. Does Toyota care about what car drivers spend their money on when they're designing the 2025 Camry?
I get that GS is a project mostly built on "free labor" and passion and that's a beautiful thing. But DR is a straight cash-to-game portal, BS value should 1000000000000% be factored in to what is offered there
The difference here is that you have the choice for both, which is unprecedented (barring extremely rare and expensive scenarios)
I'd say the PM and the Corporate people care, but the GM's I'd say do what they enjoy.
in general, yes
and we tend to make items that we want to see in-game and use ourselves
Double edged sword there
if every item was perfect for everyone, this would be a very boring game
this is the best response I've heard thus far and I need to think about it, honestly
this is an odd argument.. am I understanding correctly that adding a feature that has an additional cost = Punishment vs not having the feature available at all? or is the complaint that it's using Mana instead of Stamina or that it's not free?
as i understand it, the concern is that Flare Override has an additional cost without an additional benefit, which i think is incorrect
it completely circumvents a permanent property of a weapon, and in some cases, a property that can't be removed by the Dabbler
We discussed that above - I totally agree in that case - and would totally support the mana cost if it's overriding an inherent flare that can't be removed. But outside of that scenario...
I dunno, before you didn't have it at all.. now you have the option. it went through approvals and had to have some balance added to it i.e. extra cost for the extra benefit. Can consider it an in-character surcharge for the additional effort it takes to override it. 🤷♀️
How is this choice any different than if you wanted to change the flares you put on your weapon to something else? Except that with this choice, you get to double down on all the other dozen benefits that FlareGloves provide.
it doesn't seem fair to be selective in that way. the ability exists because people asked for it
And if you don't want to change your primary flare on your weapon, why are you using FlareGloves in the first place?
the scenario in which a player doesn't want to spend bloodscrip with the Dabbler was nowhere near something i considered
i don't think most GMs think that way, though i can only speak for myself
Is the override going to be a paid unlock or an OTS feature?
it's an unlock like all the other stuff
It'll be interesting to see the cost of the unlock vs the cost of the removal. Wouldn't surprise me if the unlock costs more.
GS is all about sunk costs, idk why this is surprising to anyone.
again...as I said before - the dabbler cost is just a small slap on the wrists - it's the deleting the flare that I paid for already that's frustrating
And I don't mind paying a BS cost for the ability...it's the forever mana cost that seems unnecessary.
GS items are like used cars, and we've driven them all off the lot.
sure. that makes sense, but it's entirely separate from a new item script ability
i can understand the frustration, but don't project it entirely on Flare Gloves
i can have Flare Override consume 10 stamina if you don't have the 5 mana to cover it. would that help?
not really - if you don't have 5 mana the hunt is over anyways
oh. everyone converted to a pure 😄
Make the baseline flares cost mana for pures
i wasn't able to get that through
The only answer is to just bite the bullet and delete the flares on my weapons and accept the sunk cost, as Kaetel side. I just don't think that should be necessary since it won't provide a mechanical advantage to not have to do that. 🤷♂️
you expect new item abilities to consider what you've done in the past?
But that also would have been the case had you choosen to switch to any other Cat B flares as well.
or... just dont buy the gloves
i still don't understand why you think there's no mechanical advantage. if you didn't think there was an advantage, why are you so concerned about Flare Override?
This. I don't think I understand what's going on in this thread.
(Though, to be fair, that was already true even before the current discussion because people don't seem to understand that the UCS initialism needs an article in front of it when it's being used as a noun. Reading it literally hurts my head sometimes, as if someone kept talking about living in USA and visiting UK and wanting to see NBA game live.)
Like, okay, yes, it saves you some gear difficulty, but the cost of re-adding outweighs the cost of what you'd need to work on your item even if you were invoking suffusion and the like.
I don't understand b/c aside from what FFNG said and the inherent flare situation, you haven't given an answer to that question. I am still thinking about what FFNG said though b/c I think he has a point, albeit maybe not worth 5 mana per flare.
what was the question?
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@fickle zealot what is the weapon that, if there was no mana cost, you would buy the flare gloves and use them, but now because of the 5 mana cost you would just remove the flare?
i did answer that
it completely circumvents a permanent property of a weapon, and in some cases, a property that can't be removed by the Dabbler
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how is it not a mechanical advantage to have the combat system use a different flare than what your weapon is stuck with
Best way I can explain it is by giving 2 scenarios. 1) person has a weapon with no existing cat b. They can buy the gloves and any flares they want and freely switch between them with no need to buy an additional unlock or the additional mana cost. 2) person has a cat b they already payed for on their weapon. They’d like to switch to other flares using the gloves. But compared to 1, they now need to pay an Additional unlock fee plus a mana cost. And in this example the flare in their weapon isn’t an inherent flare that can’t be removed 😉
and any flare your gloves have unlocked
I really want to know the actual weapon and flares you are thinking of
I want to be able to switch between mana/acuity/dispel. I already have one of them. I have two options:
- remove my acuity and use the gloves to switch between the 3
- keep my acuity, get the same functionality, but pay 5 mana per flare b/c I didn't remove the acuity
But prior to this unlock, you had literally NO option. Nothing was taken away, you just aren't receiving the optimal solution you were hoping for. Fine to be disappointed, but that doesn't imply flawed or unconsidered design.
In both my scenarios the end resulting power is the same. But #2 costs more.
FlareGloves are the cheapest path to get this functionality, bar none. It’s not even close
you always had the option to remove your flares and use the gloves without a cost - now you just have the option to keep your flares, gain no functionality, and pay 5 mana per flare
Because one has additional versatility. If all you wanted was permanently swap one flare for another with no option to change more cheaply, that isn't this item.
Could the glove take into consideration something along the lines of the weapon has cat b, the glove has the same cat b, therefore the glove negates the additional cost when using a different cat b?
That’s a fair opinion to have but I think it’s fair to also be disappointed with the disparity.
no. best i can do is have an insufficient mana situation fallback to costing 10 stamina (plus the normal stamina cost)
Cool, just a thought. Wouldn't help me at all as my weapon has terror
I don’t think it is. You’ve had the opportunity to make use of your ability flares up and to this point. Someone who hasn’t yet investing in flares has had nothing
I suppose I don't understand the problem. I don't think a single year goes by without multiple major releases that make me think I would have done things differently if I'd known when I came back to the game in 2016 what options would be available in 2024. Flare Gloves are among them, and so be it.
but in this case they had the option to not make us have a sunk cost and they tacked on the 5 mana cost to make up for it (hence me describing it as a penalty)
Is it normal? yes. Is it frustrating? yes. Can we do better? probably
you don't know what optoins there were
So the crossroads is whether or not the new functionality is worth the sunk cost (of the functionality you been utilizing since the investment), or if the upkeep is more palatable
Okay... and, meanwhile, the gemstones panel revealed that there'll be a path to get up to -5% spell hindrance, which would have changed numerous armor decisions for me that I'd have to pay 150k bloodscrip per armor to undo now.
I'm okay with that, and by "that" I don't mean that I'll pay it, but that I won't pay it and I can live with not being the most absolutely optimized possible because I'll still be far better off than I was.
That’s not at all the same because there’s no way around a change like that.
as many probably know, we take item properties very seriously. we rarely allow veering from them. Flare Gloves allow you to get flares on many weapons without adding difficulty for other services. now Flare Override lets you entirely circumvent a static flare property. that was never going to not have some extra cost
I need to get on with my evening but I appreciate the discussion and I'll just take the L here and accept the reality we've been given. Not sure I'll actually delete the flares on my weapon for these gloves...we'll see. Again I appreciate the dev effort and the chance to provide feedback and share my frustration with the decision.
Naiken I appreciate your work in meeting many of the requests folks made of these gloves in February, and for engaging in discussion and standing behind your choices
Gloves are awesome.
... or you get gloves with an option to ocasionally override the choice you alread made, so you can have your original choice, new choice, and an option to toggle between them while considering or deferring the non-choice of removing the first choice.
Seems like choices and choices for choices is what these gloves are all about, including the choice to defer a different choice of a permanent flare on a weapon.
Whats the cost for override? I missed it
I don't think we have costs on anything for this DR run yet.
It is 5 mana per flare, in addition to the 5 or 10 stamina You mean price probably heh.
No i meant the resource actually, ty!
Imma happy with the 20x dispel flaring claidh that these gloves will provide me o_o
i'm sure this was asked before... but does Flare Affinity impact flare gloves?
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sweet, thanks Leff
can you add flare affinity to a weapon to use with flares on gloves if the weapon doesn't have flares itself though? 😂 😭
Folks are just being cheap and not wanting to spend yet more money. That's all it boils down to. Bottom line though, there will always be something NEW and SHINY that requires you to spend more money and make you regret previous purchase decisions etc etc. That's Gemstone. That's the price of getting new GMs with new ideas that come up with ways to provide exactly what players wanted but with conditions that dev dictates.
It sucks that you already spent money on a cat b flare but flare gloves does not eliminate the years and decade or more use that some people already got out of that cat b flare.
But wait… off Naiken’s comment. FA is also being added as a flourish?
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Thanks Amn… i clearly can’t keep up 😅
Tell me you don't understand the grievance without telling me.
It's cheap to delete flares from your item. It's not about money, it's about saying "hey guess what, we got rid of the major issue that would keep you from buying these. we could have just done that but we also decided to make it penalize you in combat to use it on top of the additional cost of stamina and the cost to add the override"
That's the price of getting new GMs with new ideas that come up with ways to provide exactly what players wanted but with conditions that dev dictates.
I know exactly what you wanted but games have checks and balances. You don't have to like the checks and balances but they do need to exist. Just because you will spend cash doesn't negate that.
-Happy noises in 20x dispel claidh-
how do you get 20x dispel claidh?
Overriding the innate flare on my temporal claidh at +100 enchant with dispel from the non-UAC flare gloves with +3 dispel unlocked.
🥱
well that's an interesting interaction if it does work that way lol
Then don't unlock Flare Override. Calling it a major issue is kind of ridiculous
Temporal weapons are so last year
But temporal claidhs, they're forever.
Maybe not overriding inherent flares kept you from buying in Feb, but now it's available. There is no punishment or penalty. It's an additional ability and has an additional game balance cost. This is how a lot of things work. I don't think it could be offered otherwise
I think "this item will not work if you have a catB flare" pretty easily qualifies as "a major issue with the item that would keep you from buying them"
but if you delete your cat B flares on your weapon there's no additional game balance cost and you get practically the same thing (and who knows how much BS you're going to save by not paying for the unlock too) - I don't understand why we can't just address that fact instead of dancing around it
Edit: again, granted the whole discussion is different if we're talking about overriding innate material flares that you can't delete or replace any other way
It doesn't, because I didn't originally intend for it to
It's a major issue to you, sure
Major issue implies that it was a bug or mistake on the part of the creator, which pretty easily is incorrect flap.
I'll be buying the override unlock. It's great. Thank you.
This was originally a niche and neat product for a specific sort of player, now its been greatly expanded beyond the original specifications. Why fight for more at this point?
you and Naiken are both not comprehending what he said in the first place - please go read it again as the way you're interpreting it is clearly not the way he intended it imo
If people keep misunderstanding, then use different words
Distilled semantics bruh, there are more words there than "major issue"
The Major Feature That Would Prevent You From Using This Item, howboudah
I'm just going to say -- I don't understand this. It literally makes no sense to me.
The cost isn't driven by people removing flares from weapons, or not
Issues were brought up, the issues were answered, the answer wasn't what was wanted, so here we are in a vicious cycle
The cost is based on what it allows you to do
How you get there isn't a factor
If that's a factor in your cost analysis, that's your right
If you don't see a value, then you can not unlock it
And all is well
Or kill stuff faster than you run out of resources!
It makes perfect sense from an RP perspective. It should take more "power" to "override" another flare that is triggering. That "power" is in the form of "mana cost". It's some pretty big gymnastics to make it be a punishment for spending money previously.
This is a game where "death flares" exist Nisugi. Plz.
completely understand your point but don't say "just don't unlock it". If people in that situation don't unlock it, they have no reason to buy the gloves in the first place. Which is what I've been sayin from the start. This does in fact cause less sales.
lotta gymnastics in this conversation for sure lol
With restrictions. How crazy is that. It's like there's precedence or something.
Then it causes less sales
I recall earlier you asked for me to give you an example - maybe you missed it when I replied to you? just a heads up
I didnt miss it, I wasnt replying to you - thanks for the heads up! 😄
It simply is a new ability. One of many the gloves provide. I'm not sure what those of you against it want me to do
I want you to ignore the naysayers and keep making awesome stuff.
Ditto
Alright -- I'm irritated -- then I'm just going to be done. Naiken, thank you for listening to input from last DR, and finding a way forward to help make your vision available to us. I am one who didn't buy this last go around, because I have flares I didn't want to strip, but was very interested in a way to override them. Keep being awesome.
It does boil down to just not unlocking it. If it isn't for you, don't unlock it. What else is there
remove the mana cost, make it innate to the glove, and limit it to overriding only non-innate (removable) cat b flares on weapons 😀
There is nothing else. No reason to defend any further. This is way more engagement that we deserved.
It really does boil down to that, what else is there
Yeah, but Naiken said no.
And ya'll just kept going.
It will not be permitted without something additional
but it already is, because people can just remove the cat b flare. This is what I don't understand. Mechanically its exactly the same thing.
I want people to be happy. I know not everyone will be. I'm not here trying to ruin your experience
Changing from one damage type to another type is clearly a mechanical advantage.
It's a difference in how you're looking at it, as I've mentioned before
an advantage that is inherent to the gloves without penalty already
If its the same thing then why ya'll fighting so hard for it? Lol
The cost of removing the flares will definitely be cheaper than the cost of unlocking the override.
The cost is based on what it allows you to do (circumvent). It's not based on how you get to the point of using it (such as stripping flares)
Yes because we all know that 1 + 1 = 2 just like 0 + 1 = 2 ...
well you need to pay to remove the flare then you need to pay to get that flare back on the glove
That’s how GS itemization works
So you can switch flares at will, which is an advantage.
yes, it is an advantage, that's the point of the gloves... and why they cost stamina
Which is the whole idea of the gloves, and it has a cost...of five stamina
The inherent advantage is to give something where there is nothing. It is not to replace something that exists. That's why it is an additional unlock. That it's an unlock isn't actually all that relevant.
Good lord this is like a politics conversation.
that doesn't mean it's a good design - especially when you explicitly create a system that allows you to avoid that terrible feeling of deleting something you paid for to spend money to put something else back on in its place - the core of this issue is that the design decisions are such that the best choice is almost certainly to just delete your cat B flares and take the L. It doesn't seem hard to understand why that's a frustrating design decision...so sure you can say "that's just GS" but come on...that doesn't make it beyond reproach.
That's your best decision, not every players. Why is that so hard for you to understand? You don't speak for every player.
it is because you're replying with the same thing again while ignoring the previous response! lol
That's literally what you've been doing during this entire conversation...
this is untrue. Mechanically, using the override unlock and paying the mana cost is worse than deleting the flare, and not paying the mana cost
"Guy's you don't understand. I already have a cat b flare so I'm not gaining any mechanical advantage. Why don't you accept this and concede to my point?" Is what I keep hearing
Alright, let's cool this off
Not true, some players have weapons with cat b flares that CANNOT be removed. Coraesine, kroderine, certain other scripts.
ok yes, in that case you have a point, obviously. Why I called for only being able to override only removable flares for free
it's almost like we have discussed this and agreed with it already multiple times and you missed it somehow?
Stop
Yeah.... feels like the temperature could be brought down a little.
Cool Item.
Resourceful workaround to expand the audience.
Also understandable that some could be frustrated. Not everything is for everyone.
GM's - great job and Keep making cool things.
Players - keep on giving feedback. It's how all these cool things keep evolving.
#1206814117906612316 message
If you don't do the override unlock, would the gloves only work with Unlinked unlock and a THW? Just trying to make sure I understand this point that was made a few times.
oh. the "what else is there" still pertains to Flare Override. it was either you unlock it or you don't. all unlocks are independent, other than Two-Handed requiring Unlinked
the gloves are meant to be a la carte
Right, but if you don't unlock Flare Override, and you have an inherent weapon flare, is there still a function for the gloves? Sorry for dragging this out😅 😭
yep! the gloves were released in February and Flare Override didn't exist yet
well, no i guess. the inherent flare will block the gloves from bestowing a flare to the weapon. that's the point of Flare Override
Got it, that's what I was trying to get clarification on. Thanks
I know the answer is no, but still, for posterity have to ask: can you override the anti-magic properties of veil iron / kroderine 😅
Unsure why you would want to override the dispel flares of kroderine... but I am also curious if this would add ability flares to veil iron. Some of these abilities aren't considered.... 'magic'.
I'm not asking whether I should, just whether I could
You can add flares to veil iron, so I imagine this would work the same
You can add a script flare to kroderiine but not a cat B flare.
But what the gloves will supersede is a mystery to me at this level
the only restriction is weapons that resist magic, which was true back in February as well
so typically no kroderine or veil iron
Kinda been keeping up, but may have missed a detail or two- the override specifically; overrides innnate flares and the example was utilizing obskruul… is this override specifically for native/naturally occurring flares (ie rhimar, drakar, etc) or does it override flares added after the fact like dispel, disruption, etc?
Any ability slot flares
So, not to kick things up, but where I see it being helpful is especially for folks with dispel -- where dispel may run up against issues with significant level differentials, and this gives an additional option or two (dispel, firewheel, terror flares specifically).
Very generally speaking, my guidance would be that if you have a flare on your weapon that is replaceable by the gloves (like dispel), long term it probably makes the most sense to remove it - understanding that may be cost prohibitive initially. Override definitely has a strong use case for unique/innate flares.
I can see that making sense.
I have terror flares and I'd be tempted to override them, but I wouldn't remove them. The override is worth it for me if I wanted to spend the BS
Hmmm... that is something to consider there. As well as making gear difficulty easier in the long run too for removals.
Yeah, I'd say override is definitely valuable for terror and firewheel (not in the glove system) but I see the value long term in removing an added flare if need be.
And I'm guessing the UCS version will be able to be ensorcelled and such? Spell thieve, etc for arching purposes
Yeah, terror's a great example of one where you'd want to override when facing undead or something
i wouldn't feel right removing a flare that the gloves don't currently support/offer in the shop
In my case, most of my characters don't use a lot of mana while hunting so it'd be a cost vs benefit trade off where I'd probably lean towards keeping the flare on the weapon. The only character I'm playing right now that uses a lot of mana while hunting is my Bard and he doesn't have flares on his lance. I'd probably remove a basic flare, but more rare ones like Terror and Dispel end up being too costly to remove and add it to the glove. (If Terror was even offered. It was 100k whatever currency at EG)
1x dispel, not so bad... 2x oof... 3x+ yeah, tough pill to swallow.
If the UCS version works with arching and supports ensorcell for spell thieve purposes, I'd be leaning towards an override and a fun new flare myself.
This is the way.
Oh, I had a question does the 2h unlock work on anything being gripped and swung with two hands like polearms, or just thw?
A suggestion that comes to mind for next year would be adding stamina/mana and/or regen enhancives as an add on. Similiar in style to forest armor where it’s always on would be my preference. But animal armor style activatable could work also. Orrrr for every 3 flares you unlock you get +1 each regen. Thanks for designing these and the conversations around them. What a neat item.
polearms are included
Bows? I forget if you said it "needs to be involved in the attack" or "needs to be melee" answered thanks
melee was stated explicitly.
Two-Handed - Empty offhand has a 50% chance of flaring after a two-handed melee flare.)```
Unless you'd like the opportunity to have flares without any additional cost (to use)....
As sweet as all the gloves are, i think everyone's kind of forgetting that traditional Cat B flares have no cost for use associated with them. So unless there's a superbly mechanically beneficial flare you're getting from the gloves. Cat B is probably still better.
Maybe i'm way off on my thought process though?
But pures don’t use stamina for anything else. So putting flare on gloves keeps weapon difficulty down as well as allows for easy switching of flares.
Well, the answer extends beyond that. I would not use the gloves if the plan was to remove dispel flares and just get them via gloves. In that case there's not a lot of value in the gloves unless you really like the POUND ability or something (I happen to enjoy it, but probably not at the cost of removing flares).
What the gloves do provide is the opportunity to change flares as needed, situationally. So Tsalinx's example was mana + acuity, which I think is a great setup for adapting to needs. Another could be adding a backup flare type when your primary is ineffectual. To top it off, the gloves provide the unique benefit of allowing super charged ability slot flares via GEF that also works in conjunction with any script flares you have on the weapon.
So yes, if you've already got a solid generalized flare like dispel I think the choice is much more difficult - personally I'd tend towards not using gloves for that scenario. But if you've got inherent/unique flares that have immunities, gloves provide an awesome path to supplement
Im excited for the unlock; my main weapon has 3x dispel but that flare is lacking a bit in HW. Will need to 1x HP but I'll get there eventually
Oh, also - as of yet the gloves are currently the only way to get sweet sweet magma flares 😄
When I was levelling Duffield I would switch to earth flares when I hunted illoke and dispel flares for pretty much everything else.. and now that he is capped I just handed them off to an alt because Id rather just have the stamina.. my semis get a lot of mileage (though surprisingly I did use them a bunch for berserking, where I would actually WANT to burn my stamina down to zero faster)
what is the base stamina usage again? Not seeing it on the wiki
[5/10//15](#1206814117906612316 message)
It's based on rarity, but I can't find the exact breakdown of what flares apply to what rarity in this context
with the exception of Steam, the GEF/common flares are 5. everything else is 10. no flares that cost 15 have been released for Flare Gloves
Unless I'm mistaken, GEF is additive with the common flare it is greater-ing (5+5)
yes. a GEF flare will cost 10 (15 for Steam)
All good points, but this one is definitely a selling point for me
I’m really interested in next season when UCS boots come out (right Naiken?!? 🤣), that allow us to keep our already-decked out gloves, but have the boots override the gloves when needed. (Is it THE UCS boots @torpid parcel 🤓?)
(No, it's not "the UCS boots" because "UCS" here is being used as an adjective and not an object. It's like the difference between "US citizens" and "citizens of the US.")
i can certainly arrange swapping your hands and feet
Would the override unlock be compatible with Twisted Weapons? My gut says no...
Should be, the ability slot flare isn't special on twisted weapons
I guess it wouldn't effect the T3 twisted flare at all, right? It's not like I could fake my rhimar twisted frost falchion is actually an acid one?
Right, the script flare component would still be all from the Twisted script as is
Im sure this has been answered but does a monks mind over body reduce the flare cost?
I do hope we see boots next run! Hard for me to justify moving away from my enhancive gloves.
Which gives me another idea. You should sell these bad boys off the shelf in two tiers. One as currently contemplated. And another, more expensive, with some enhancives on ‘em. Could come up with some pre set options off the shelf
i'm not sure about a boots concept. you want boots to affect your hands holding weapons?
i believe it should
Sure, it’s all magic anyway, why not boots?
because the gloves have runes and metal traces on them that use your hands as a conduit
don't hold your breath for something worn on the feet doing what Flare Gloves do
i am mulling around something worn on the arm/wrist though
That would also be excellent
For UCS specifially, since there isn't a "held weapon", if the Boots could have a "Flare Override" for regular UCS gloves, that would be really neat. Could have an upgrade for boots that "links" them to the gloves, for this purpose
In general all of the single slot inventory spots can be tricky. So the flexibility to move to arms, or the wrist (or feet?!) would be really helpful for folks I’m sure
Having UCS boots with the ability to change their inherant flares (like the current GLoves option) would be neat on it's own, but then if you add a LInk and Flare Override to control the glove flares...amazing
Okay, but what if the gloves granted "boot" like abilities but only via a very silly looking walk on hands maneuver?
Er, I'm wildly out of my depth here, but....non-UCS gloves, unlinked and paired with a T4 sigil staff.....still a good choice? Or ever a good choice? <nearly capped pure wizard with no special gear at all, getting ready to go ham at Duskruin for the first time in twenty+ years of play>
its an extra flare, if that's what you're asking
it's what I use
I use one with my sigil staff and it’s great. No need for unlinked.
I forget, how does this interact with an already existing GEF script?
I did unlinked for the Pound verb and only sorta regret it (unlinking that is.. I fully regret Pound <.<)
but depending on how much the unlock costs for the two-handed weapon double flare, I may get that.. and occasionalyl swing my runestaff just to trigger the flares
That seems like a pretty big waste of round time for a caster?
I'm known for doing weird things, and if the unlock is cheap enough, I'll do it for giggles. It's not completely useless though, particularly with dispel flares
It doesn't. GEF and Lesser Moods on the weapon (or UCS FlareGloves) will block them via the gloves
Aren’t you one of the weirdos who has a cleric bless a paladin bonded weapon and wonder why it doesn’t stick?
yes, I needed the anchoring
Oh. I should mention that I was told I can reduce the POUND cooldown to 3min
neat.. I still don't think that's the main issue with my disappointment..
it's the 1d3.. now, if it behaved like corasene.. and the 1d3 allowed it to potentially strike a single target multiple times...
It's 1d5
(Serious now after humor attempt). Yeah, I thought you were another paladin who noticed that. I am still in referral queue after 3+ weeks in assist queue on that issue
Sure, but now (later this week) you can do it every 3min, and it doesn't cost stamina. Unlinked can hit each target twice
And no backlash like coraesine
So there
I love pound. I use it on cooldown.
A savage fork-tongued wendigo is in the way!
SMR SvD: +69 + Bonus: +27 + o100 roll: +186 == +282
... 30 points of damage!
Electric blast goes right to the heart! Fibrillation can be fun.
Rage flickers in the wendigo's eyes as it collapses, bloody maw still working hungrily until the last hint of life goes out of its form.
Cast Roundtime 3 Seconds.```
```You slam your black suede half-gloves together, their rolaren traces searing with absinthe light. Both half-gloves emit a searing bolt of lightning!
A shining winged disir is in the way!
SMR SvD: +27 + Bonus: +19 + o100 roll: +79 == +125
... 15 points of damage!
Hard jolt knocks the winged disir back on her heels.
The winged disir is stunned!
... 20 points of damage!
Painfully bright jolt to head leaves ears glowing.
A shining winged disir is in the way!
SMR SvD: +28 + Bonus: +60 + o100 roll: +74 == +162
... 10 points of damage!
Heavy spark to abdomen. Bet that hurts.
... 5 points of damage!
Light shock to right arm. That stings!
Cast Roundtime 3 Seconds.```
is showing the SMR SvD just done on certain kinds of SMR attacks or is it some setting you can turn on? All my SMR attacks/casts don't show that
I've got a script on the repo called ;fsmr that formats it like that
In an attempt to have it read a bit more like AS/DS and other combat resolutions. SvD is just derived from the endroll - roll - bonus to simulate one's SMR "skill"
What, you don't do the math as the numbers scroll by?
I do <.<
I have the numbers of 6 characters flying by, all maximizing their screen scroll with flares - too many SMR resolutions to calculate per second 😆
that's what I figured, very nice to have. Always hated doing math just to be able to see what my chances are against a certain enemy
Seriously, though, it looks like a good script. I should use it. I normally skim the numbers as they go by to ensure I'm connecting, and if not: a glance to figure out why.
If we’re in Guarded, does Pound still work just as well? No SmR penalty for defensive stance?
Dunno. I would guess yes, but considering it’s soft RT it’s pretty easy to just macro a stance change to use it in offensive quick
Anyone verified whether Pound damage travels the 1117 link?
I can test it right now.. gimmie a few minutes
LOL.. boy does it ever!
three screens worth of scroll
Screenshot!
gloves are unlinked, dispel in right, lightning in left
lv 41 empath, giants and titans are 38 and 36 I think.. I was in offensive stance
it looks like I rolled a 5 on the 1d5
I'm impressed you have the lore needed to link that many consistently. Unless that was just a really lucky link. Amazing
And theoretically one could do double pound with unlink with GEF on both, right?
That is glorious.
@sonic dagger you considering a fixprof?
Never!
Mana control is used to determine number of targets.
If only empaths could volley 😆
GEF doesn't affect POUND
So just regular lightning (for example), not GEF lightning on pound?
That determines how many get linked together to begin with, but Telepathy determines chance to actually send damage to linked critters. The posted example looked like a 100% success rate on each flare, which would require a lot of Telepthy, or luck 😅
right. GEF only works with held weapons
no, there were a few misses in there, but I was mostly lucky with the links.. I only have about 15 telepathy
and empaths don't get Volley, but they do get Fire Spirit, which I often get scrolltastic results with, especially since I have a ton of summoning lore (which I'll have to change since my original design for that 'path was based on pre-disabler review thinking, but I'm not gonna fixskill or anything until bloodjewels come out)
Naiken, I think I already asked, but don't recall if you answered: what are the chances that this script will be able to be added to our existing ucs gloves in the future?
i don't know about the chances. i will ask about it for next run though
Would love to know what to transmute this run. Thanks!
The convert to UCS option: is that the HESS cert, or will there be something specific to these gloves available?
HESS
nice thanks
Will GEF be available to purchase on the gloves in the shop, or that HESS too?
That unlock is in the shop.
Awesome. Wasn't looking forward to that much HESS.
If I'm starting fresh: is there anything that the non-UCS gloves can do that the UCS ones cannot for a held weapon? I saw note that UCS cannot have mana flare (and maybe acuity) as their inherent, but I'm trying to see if there's a scenario where I would regret making my single flare glove purchase UCS version.
No. The UCS version technically does more (set inherent flare)
Could you just add catb flares to the ucs version, instead of having the gloves handle it?
Probably, but that won't unlock the flare on the gloves, so you would risk losing it
Or force you to unlock it later
So could probably add the flares, but then if you unlocked the POUND ability you would lose the flare?
I have access to a magma flare token, and I'm trying to sort out if it would make sense to add them to the gloves to save the higher mana cost of that particular one
The glove could override it's own flare for the additional 5 mana in this scenario though?
There's nothing to override. Pound is driven by what the hands are set to
Sure, I'm not talking about pound myself. I just mean in the scenario you get the ucs version of flare gloves, then you add a cat b flare that isn't available to flare gloves like say terror for the sake of the hypothetical. Would the glove be able to also unlock the override and override the terror flare on itself?
The UCS version's inherent flare is purely for using it unarmed
The gloves only bestow flares to held weapons
held items, there's the answer, thank you
devil's advocate, how are you using the gloves if not by holding them!? \s
Flare Override will no longer have a mana cost. it will instead have a 25% failure rate, which means no flare on that attack. what say you?
Naiken is kind. Naiken is wise. Naiken is still going to upset some people somehow.
I think the immediate question would be does that mean a ~20% melee flare rate would then be ~15% right off the bat?
i am not the person to ask about mathing, but i think it would typically be one more attack to flare
I don't have a lot of stake in this fight yet because I don't have a need for the override, but I think if I had a preference I would stick with mana (because IMO counteracting the mana cost is fairly straightforward)
I think the guarantee of the flare is more important than some small mana amount
poor KS ppl always being excluded from the best items, spells. and societies!
TBH I think the only reason the concern was raised is because pures would have a direct impact on their primary resource, in the same way that squares have for the baseline version of the gloves. Before this choice, it was a non-choice for pures because they aren't competing for stamina.
I would expect that most squares who are considering the override option don't see mana as the limiting factor (again, because it isn't their primary resource). With the very specific exception of possibly kroderine armor/shield users who can't get mana - but I expect those are not very numerous
The difference is casters get a nice size stamina pool through PF and constitution but swingers get barely any mana unless they train in expensive HP
Like 10-20 ranks of HP will get you enough mana for an entire hunt of override flares, easy
true but its not "free" (My GoS warrior has 30 HP ranks)
Are non-casters the ones worried about the +mana per flare? All of the complaints I've seen so far are from casters
It’s fine. You can just get mana flares on the gloves to counteract the mana cost of the flares 😂
seems like Naiken is worried about KS swingers to the detriment of every other non-KS player. Its a tough call but KS made their choice!
KS can get mana just fine.
Then I guess I'm not sure what the issue is with mana
Oh I think maybe its because KS swingers all get Krod gear that means you get zero mana
is roughly one extra swing to get the flare that much worse than keeping your mana and/or not feeling so compelled to strip flares from weapons and/or training in HP?
If the override fails, does the existing flare still have a chance to fire?
no
Its a tough thing to answer broadly, everyone's situation is different
but theoretically the next attack would be eligible for the flare that failed. it would just be another roll
OK that makes sense, because you wouldn't have the chance for both flares to fire off on the same attack anyways
if the inherent flare happens on a failed override, you'd lose the flare chance. assuming you want the override to happen, i'd rather it most likely happen on the next attack than reset my flare chance
For me personally, yes. Flares are all about volume, and I would gladly pay mana to get more of them (from any source, if it were an option!)
I liken the comparison to armored casting. The reason it's popular (and armor fluidity has mostly fallen from grace) is that many people would prefer to guarantee success at some extra cost, rather than have to repeat the action.
but there must be a reason you're overriding your weapon's flare
the mana would really rack up if you're hunting awhile
Right, and I think that's where my input has diminished value. I wouldn't override, because I presume if I had something worth overriding (death flares, terror flares) then I wouldn't be using gloves in the first place. Or if I was, it'd be specifically for a given hunt (maybe I got a bounty in a zone where my flares don't work), and not all the time.
Override would probably be if you had a sick pair of 3x dispel gloves and you wanted to give them to your poor alt who only have a 5x fire flaring weapon
I don't think override makes sense as a primary hunting mode in almost any case. Either you should remove your flares if you want the utility of the gloves, or have a specific use case for the override.
I have a 3x dispel weapon, and will be using the override in HW (for magma).
At any rate, I think it's really cool that you've brought an alternative consideration to the table Naiken. I'm curious how those that raised the initial concerns will feel
@fickle zealot #1206814117906612316 message
I think the flare fail could be a good option. As an example, I'll keep my Acuity on my runestaff because I need it when I go to Ascension areas, but if I'm just screwing around in OTF it would be fun to launch some magma at the Ithzir, and not having it drain my mana would be nice.
I think a possible solution here is to stick with Naiken's original design for override, but then have another Unlock that removes the mana drain and adds in the flare penalty, so everyone can choose what works best for them.
OR!!!! How about a paid Unlock that just removes the mana drain WITHOUT adding in a flare penalty. You can even make it expensive.
I'm not crazy about the no-flare option. It's better than 5 mana, and good for KS people, so thanks for being willing to make adjustments!
I'd prefer it proc the held item's flare instead. It's still an outcome that you don't want, so you are(avoiding the words penalty or punishment here) making a sacrifice for the override. For example you would want to turn off lightning flares for mucky rooms to avoid shocking yourself, if the fail happens you get zapped. At a bare minimum you get "not the flare you wanted"
I agree with Grymli, too. I think that making it expensive(Assuming it's not already!) is a solution that meets almost everyone's needs
overriding a flare isn't something money can offset. there has to be a mechanical/combat compromise
I could get behind that aspect. No mana cost, 25% chance for override to fail giving you the weapons cat b flare instead. A touch of chaos is always fun.
In all of those cases, you should just remove your primary flare and only use the gloves.
Understanding that is a double investment, which is certainly painful
You mean, remove my Acuity and add it back on to the Gloves? Sure, that's an option too.
Maybe a better use case example would be someone that has 5x Dispel on their weapon, and doesn't want to downgrade to 3x
Removing a valuable flare from a weapon also has the implication of a lower resale cost, so there's that to take into consideration also. I think my point is that it's great there's an override option, and grateful that Naiken is evaluating options on it.
I was never opposed to the mana cost just from the standpoint that a cost for getting something awesome makes sense. However, I love the idea that alternatives are possible. Could this choice be something for the user to make somehow, whether with a toggle or permanently in the form of "this unlock does this, that unlock does that, you can only pick 1"?
yes. i just got approval to make it a selectable option, so you'll be able to toggle which one you want
Flare Gloves Update Summary
The POUND cooldown has dropped from 10min to 3min.
PROD Toggle Greater Flares.
RUB Set and change the inherent flare (UCS only).
TOUCH Toggle Flare Override*.
* Options: ON (100% success and +5 mana cost)
ON (75% success and no mana cost)
OFF```
[Right to Flare Arms]
UCS FlareGloves 2,500 bloodscrip
__Addons__
Two-Handed 25,000 bloodscrip
[Empty offhand has a 50% chance of flaring after a two-handed melee flare.]
Flare Override 15,000 bloodscrip
[Allows use with weapons that possess an inherent flare.]
__Flare Boosters__
Acuity (+5, max 50) 40,000 bloodscrip
Dispel (+1, max 3) 30,000 bloodscrip
Mana (+1, max 5) 15,000 bloodscrip
__HESS__
Service to convert non-UCS Flare Gloves to UCS 20,000 bloodscrip
oh so it's a new HESS cert, not the 5k BS convert non-UCS to UCS?
why does +5 acuity cost more than the initial +30? 😭
yeah. the existing service is plain to plain. this is very mechanical 😉
The same is true for HESS (it's the same prices)
I believe kroderine shield and armor accessories is 50% mana reduction. My warrior has 0 mana anyway, so hard for me to confirm. I think kroderine armor is only thing that is 100% mana reduction, but not sure here either.
Yeah, but with the newish Harness Power setup: the first 10 ranks gets you 50 mana, plus whatever from the mana stat.
Huh. My monk with mental acuity has only…. 14 ranks? Maybe less? 30 seems like a lot.
Popped in to see the prices and updated options for the flare override - very nice Naiken.
Not sure if this has been asked.. but if you use flare gloves to change the Cat B flare on a weapon with Flare affinity, will the Flare Affinity still apply it's benefits to the new flare the glove imbues in it's place?
Yep. Has been asked. Does apply.
Many thanks!
Seems like things have already changed, but I liked the balance of stamina and mana usage, and for pures/squares/semis.
I am also not sure that all the comments about Kroderine Soul characters and kroderine armaments are accurate. They are not the same thing, and users of one may not use another. (My warrior uses a kroderine shield and wears a kroderine helmet, so I do have some experience here. I am not kroderine soul)
if by change you mean override, i believe so, yes
script add-on for this coming in feb?
possibly. i'll be asking about it. i don't see why not, but i can't promise it
since u already asking lets shoot for tomorrow instead
Can I ask a clarifying question on Acuity? Unless I'm mistaken, for regular runestaff add at Hess, the initial 30kbs certificate adds 6x Acuity, which I believe only equates to +18 CS. Then at Hess, the 40kbs Acuity Boost says it's +5. So I guess my first question is whether the normal Hess 40kbs acuity boost is actually 5 CS, or if it's only 3 CS.
My real question with the gloves, is whether the initial 30kbs Acuity unlock truly gives 30 CS (the Wiki says it's +30, as opposed to 6x, and specifies that this unlock is only for runestaves?), and then if the 40kbs acuity boost unlock gives 5 CS, as opposed to 3 CS.
accuity is always 5 AS/3 CS per tier