Inner Magic Skills after more Testing... on 12/12/2013 05:58 PM CST
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this was after 30 minutes hunting what I believe to be at LEVEL. I tried to keep the khri refreshed and always on and was doing as Ricinus suggested and augmented debil with ambushes.

On a side note the ambushes + khri prowess pretty much made concentration hang out around 5-15% in this long sustained test.

Does that seem correct? I fear we are being pushed into a USE X but if you needed to fire up Y you can't cause you have 0 concentration to do it cause X tanked you just to train you skills.

R> app pecc careful
You are certain that the bristle-backed peccary is healthy.
You are certain that the bristle-backed peccary is slightly fatigued.
You are certain that it is not quite as strong as you are.
You are certain that it is not quite as agile as you are.
You are certain that it is not quite as disciplined as you are.
You are certain that it is definitely less quick to react than you are.
You are certain that it is not quite as conditioned as you are.
Taking stock of its offensive abilities, and defending with a gargoyle-hide targe with a reinforced design and a hanger, you are certain that the bristle-backed peccary is a less skilled opponent.
Taking stock of its defensive abilities, and attacking with a hanger, you are certain that the bristle-backed peccary is something that you'd kill quickly.
If you attacked with a hanger, you are certain that the enemy would train acceptably.
If you threw the hanger at the enemy you are certain that it would train very well, provided you can land a blow.
If you defended by parrying attacks, you are certain that the enemy would train acceptably.
If you defended by evading attacks, you are certain that the enemy would train somewhat poorly.
If you defended by blocking attacks, you are certain that the enemy would train rather well.
If you attempted to beguile the enemy with tactics, you are certain that it would train acceptably.

Inner Magic: 235 68% pondering (7/34) Augmentation: 115 30% ruminating (8/34)
Debilitation: 115 62% engaged (22/34) Utility: 186 36% perusing (2/34)
> khri check
You are under the influence of the Prowess meditation, which should last around 1 roisaen.
You are under the influence of the Focus meditation, which should last around 2 roisaen.
You are under the influence of the Strike meditation, which should last around 3 roisaen.
You are under the influence of the Hasten meditation, which should last around 14 roisaen.

Deadly force, is the force which a person uses, causing—or that a person knows, or should know, would create a substantial risk of causing—death or serious bodily harm. Deadly Force is justified only under conditions of extreme necessity as a last resort,
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Re: Inner Magic Skills after more Testing... on 12/12/2013 06:35 PM CST
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same test continued 1 hour in the same combat

Utility: 186 47% thoughtful (4/34) +71.01

looks like utility exp gains need looked at

Deadly force, is the force which a person uses, causing—or that a person knows, or should know, would create a substantial risk of causing—death or serious bodily harm. Deadly Force is justified only under conditions of extreme necessity as a last resort,
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Re: Inner Magic Skills after more Testing... on 12/12/2013 06:53 PM CST
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>looks like utility exp gains need looked at

A single tier 1 Utility power probably isn't the best way to learn at 180 ranks, you may have had better learning rates if you kept 2 up during that time.

Elusive
mundus vult decipi, ergo decipiatur
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Re: Inner Magic Skills after more Testing... on 12/12/2013 06:55 PM CST
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Maybe try stopping prowess, it seems like it costs WAY too much; it should be about a 50th ability but the duration seems to be wanting you to be 70+.

I'd suggest stopping prowess and throwing up another 1-2 utility trainers. You're running 2 fairly easy aug abilities and the easiest utility one.

Though, again, utility is kinda blech as far as real choices for normal use at low levels. Try adding calm to the hasten mix and see if that works better?
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Re: Inner Magic Skills after more Testing... on 12/12/2013 07:46 PM CST
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Calm is an instant ability and not too useful for training, unfortunately.

Elusive
mundus vult decipi, ergo decipiatur
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Re: Inner Magic Skills after more Testing... on 12/12/2013 08:30 PM CST
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<Maybe try stopping prowess, it seems like it costs WAY too much; it should be about a 50th ability but the duration seems to be wanting you to be 70+. I'd suggest stopping prowess and throwing up another 1-2 utility trainers. You're running 2 fairly easy aug abilities and the easiest utility one. Though, again, utility is kinda blech as far as real choices for normal use at low levels.

I am 70+ that is why I feel that it is bad.

I started the testing with aug as my highest skill 185 and util / debil equal 115 and I have been testing each in turn using the exp switch to give each skill its turn in the high spot.

currently debil will train low or high BUT takes mass amounts of spammed ambushes and for some weird reason the only debil khri I can start IS Prowess so thats the only debil tool I have to test with other than ambushes.(never hit 34/34 after the full hour either)

Utility doesn't like to train at any level with combat related Khri that I would use in the actual situation my character is under( I can start non-situation related khri and get it to move but that seems stupid and wasteful and also still doesn't move it to 34/34)

Augment seems to move well enough but has never made it to a full 34/34 at low or high and after over an hour I would call that a need for a boost.

All in All I feel the EXP gains are still on the low side and extremely low IF compared to the Barbs to magic conversion where form Toad alone would lock warding and from dragon alone would lock augment and roar Anger of Earth alone even use sparingly once every 2-3 can lock 34/34 in debil.

So if you compare our skills to that model khri EXP gains are extremely low and could use a boost.


Deadly force, is the force which a person uses, causing—or that a person knows, or should know, would create a substantial risk of causing—death or serious bodily harm. Deadly Force is justified only under conditions of extreme necessity as a last resort,
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Re: Inner Magic Skills after more Testing... on 12/12/2013 09:02 PM CST
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SKILL: Rank/Percent towards next rank/Amount learning/Mindstate Fraction
Inner Magic: 298 70% fascinated (25/34) Augmentation: 248 69% learning (3/34)
Utility: 156 12% mind lock (34/34)

Using Dampen, Sensing, Serenity, locked utility before the durations ended. Its possible to lock Utility, you likely wont lock it by using a single Khri.



Elusive
mundus vult decipi, ergo decipiatur
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Re: Inner Magic Skills after more Testing... on 12/12/2013 09:13 PM CST
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I lost the post with all the new Khri write ups could someone point me to it again please.

And as for the need of sensing khri and (read above) I do not know what serenity does but I do not think it would help me in combat therefore I did not test with it. The point of testing khri IN combat to me is using khri for the intended use not bandaiding a khri in just to train a skill when you receive no needed benefit from it for the situation.

It is how I train ALL my characters (other than my moon mage cause lets face it they can circle (with the exception of ONE survival requirement sitting in a single spot for their entire life-span) Use the skills/ability the GM's gave Us that fit the Task at hand if the Task changes then I change what skill/ability I am using that fits the new Task. I should never have to Use an Ability that trains a skill just to train it IF there are abilities that teach the same skill AND are useful to the same task but don't train well. Fix the gains so bandaiding is not needed.

Deadly force, is the force which a person uses, causing—or that a person knows, or should know, would create a substantial risk of causing—death or serious bodily harm. Deadly Force is justified only under conditions of extreme necessity as a last resort,
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Re: Inner Magic Skills after more Testing... on 12/12/2013 09:26 PM CST
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The last list posted...


Khri
Darken - Stealth boost.
Hasten - Chance for RT reduction on attacks.
Focus - Agility boost.
Dampen - Stealth hinderance reduction.
Strike - Backstab boost, melee weapon boost.
Silence - Pulsing Invisible.
Safe - Locksmithing boost.
Avoidance - Reflex boost.
Plunder - Discipline, Thievery boost.
Prowess - AOE pulsing debuff (engaged) Fear vs Will when hidden, Power vs Will otherwise. Reflex, Tactics debuff.
Sight - Perception boost, nightvision effect.
Calm - Self dispel, indescriminant.
Shadowstep - Same as before.
Sensing - Same as before.
Vanish - Disengage + Invisible.
Flight - Athletics boost, pulsing balance boost.
Guile - AOE pulsing debuff (engaged) Charm vs Will. Evasion debuff.
Steady - Bow/XBow boost.
Eliminate - Brief -noshield -noarmor debuff.
Serenity - SvS barrier vs Will.
Liberation - pulsing -web/-immobilize.
Elusion - Evasion/Brawling boost.
Sagacity - Physical damage ward.

Combinations
Secure - Focus/Safe/Sight - Additional chance not to blow a box.
Speed - Avoidance/Plunder/Flight - Something nifty for PvP, not terribly useful otherwise.
Spar - Strike/Steady/Elusion - Thrown weapons boost.
Skulk - Darken/Dampen/Shadowstep - 0 second sneak in urban areas, +nolocate.
Prescience - Sensing/Serenity/Sagacity - Passive spot, additional guard avoidance/justice bonus.
Cunning - Hasten/Guild/Liberation - Charisma/Tactics boost.

Ambush
Stun - stun/unconscious depending on success.
Slash - Prevents engaging/retreating/movement, may cause target to kneel on high success.
Choke - Single target debuff - Stamina.
Screen - AOE (range limited) debuff -perception, minor pulsing RTs.
Clout - Pulsing concentration drain.
Ignite - Keeps your friends warm during those long cold winters.

> Use the skills/ability the GM's gave Us that fit the Task at hand if the Task changes then I change what skill/ability I am using that fits the new Task. I should never have to Use an Ability that trains a skill just to train it IF there are abilities that teach the same skill AND are useful to the same task but don't train well. Fix the gains so bandaiding is not needed.

There are Utility powers useful in combat. Dampen, Shadowstep and Sagacity should be useful in all manner of fights while Serenity and Liberation will be useful in battles with webbing/magic using mobs. However, seeing how khri is a 0 effort skill learning, I dont see being able to lock a skill with a single power being something that happens.


Elusive
mundus vult decipi, ergo decipiatur
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Re: Inner Magic Skills after more Testing... on 12/12/2013 09:34 PM CST
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well you might want to roll up a barb then cause if our grandfather was based on thiers our khri are not performing at form level at ALL

form dagon


wait 120 seconds


augmentation 34/34

done ( and to add insult to injury that form has a duration of about ohhhhhh neverending while in combat.)

Pretty sure I only saw dragon drop when I left the hunting ground to get a healing.

not trying to be angry or unhelpful I am comparing NMU guild to a previous NMU guild that got the same "non-magic" rewrite. Just saying the model we are being molded from is better than the end product thief 3.1 something is not right.

P.S. thanks for the list.

Deadly force, is the force which a person uses, causing—or that a person knows, or should know, would create a substantial risk of causing—death or serious bodily harm. Deadly Force is justified only under conditions of extreme necessity as a last resort,
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Re: Inner Magic Skills after more Testing... on 12/12/2013 11:33 PM CST
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So I moved to Gryphons and started testing again.

after 2 hours and a full set of khri rotating I ended with this....(please not these numbers are the HIGHEST point after 2 hours not the final.
Inner Magic: 236 13% very engaged (23/34) Augmentation: 116 02% attentive (10/34)
Debilitation: 116 48% mind lock (34/34) Utility: 186 89% learning (3/34)<
please fix

and it gets worse... Ambushes teach Debilitation but completely prevent this...
Tactics: 288 63.45% dabbling (1/34)
Seems if you use an Ambush in the middle of a tactical rotation you must analyze again RIGHT AFTER and restart your tactical combos. sigh...sad face.

Deadly force, is the force which a person uses, causing—or that a person knows, or should know, would create a substantial risk of causing—death or serious bodily harm. Deadly Force is justified only under conditions of extreme necessity as a last resort,
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Re: Inner Magic Skills after more Testing... on 12/13/2013 12:08 AM CST
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>>after 2 hours and a full set of khri rotating I ended with this

Are you using KHRI MEDITATE? Or is that just from loading up some khri and then doing ambushes? Because if you are doing the latter, I'm really not that concerned with gaining mindstates quickly since you are investing practically no RT into the effort.

>>and it gets worse... Ambushes teach Debilitation but completely prevent this...

I don't know why you expect to insert different attacks into the middle of a sequence to get a tactical debuff, especially right after I mentioned specifically over chatter to you that it shouldn't work. If you want a tactics combo to work, you will need to follow the sequence provided and not pepper in additional moves.

FGM Ricinus
Logistics Lead
Magic, Sentients Team Member
Cleric Advocate
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Re: Inner Magic Skills after more Testing... on 12/13/2013 01:04 AM CST
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I will be breaking this down more... In the past posts Of mine I gave numbers. Some of you wanted more numbers... I will give numbers from a fresh barb not logged in since before Muspari was found and then maybe you all will understand why I am hounding khri xp gains so much.(I feel strongly about each guild skills/abilities teaching each guild equally cause I play 1 of almost all the guilds) This character was fresh with no skills from guild.

> form list
roar list
meditate list
You have not been trained in any Forms from the path of the Horde.
You have not been trained in any Forms from the path of the Flame.
You have not been trained in any Forms from the path of the Predator.
>
You have not been trained in any Roars from the path of the Horde.
You have not been trained in any Roars from the path of the Flame.
You have not been trained in any Roars from the path of the Predator.
>
You have not been trained in any Meditations from the path of the Horde.
From the path of the Flame you know the Meditations: Flame.
You have not been trained in any Meditations from the path of the Predator.

Circle: 63
Showing Magic skills that you have skill in.

SKILL: Rank/Percent towards next rank/Amount learning/Mindstate Fraction
Inner Fire: 185 94% clear (0/34) Arcana: 0 16% clear (0/34)
Augmentation: 144 96% clear (0/34) Debilitation: 89 97% clear (0/34)
Utility: 0 12% clear (0/34) Warding: 89 97% clear (0/34)

These ranks are exactly what a 63 barb earned from grandpa.

Total Ranks Displayed: 507
Magic Average: 84 Skills Included: 6
Time Development Points: 1088 Favors: 6 Deaths: 122 Departs: 1

That is the grandpa TDP's(including skill merge so slightly inflated)

> form list
exp
From the path of the Horde you know the Forms: Dragon.
You have not been trained in any Forms from the path of the Flame.
You have not been trained in any Forms from the path of the Predator.
>
Circle: 63
Showing all skills with field experience.

SKILL: Rank/Percent towards next rank/Amount learning/Mindstate Fraction

No skills have field experience or none meet your criteria!

Total Ranks Displayed: 0
i turned on time stamp so you can see just how fast this was....after 10 minutes standing still in front of Agonar right after he taught me the form ...

> form list
exp
From the path of the Horde you know the Forms: Dragon.
You have not been trained in any Forms from the path of the Flame.
You have not been trained in any Forms from the path of the Predator.
>
Circle: 63
Showing all skills with field experience.

SKILL: Rank/Percent towards next rank/Amount learning/Mindstate Fraction

No skills have field experience or none meet your criteria!

Total Ranks Displayed: 0
Time Development Points: 1088 Favors: 6 Deaths: 122 Departs: 1
Overall state of mind: clear
EXP HELP for more information

> [22:44] look
[22:44] [Barbarian Guild, Main Hall]
[22:44] The austere granite walls of this immense great hall tower upward to the full height of the building. A banner hangs from the ceiling far above. Intricately woven carpets soften the polished mahogany floor and provide traction in the event of a fight. Even in his home, a Barbarian remains ever-vigilant and ready for battle. An enormous jeweled steel greatsword glints above a raised podium at the far end of the hall, from which the Barbarian Guild Leader performs his duties.
[22:44] You also see the Barbarian Guildleader Agonar, an arched steel-clad door, a winding black-steel stairway leading upstairs and a large wrought-iron stand with a thick leather tome on it.
[22:44] Obvious exits: east, south, out.
[22:44] > [22:45] form dragon
[22:45] You slowly center yourself, your mind growing quiet as a quickly building rage surges through your body, your limbs quaking with its boundless strength. A terrible roar of fury and bloodlust rips from your throat as the Form of the Dragon consumes you, only a thread of control fighting back the descent into a berserker's madness.
[22:45] Roundtime: 2 sec.
[22:45] R> [22:51]
[22:51] GENIE HAS FLAGGED YOU AS IDLE. PLEASE RESPOND!
[22:51] look
[22:51] [Barbarian Guild, Main Hall]
[22:51] The austere granite walls of this immense great hall tower upward to the full height of the building. A banner hangs from the ceiling far above. Intricately woven carpets soften the polished mahogany floor and provide traction in the event of a fight. Even in his home, a Barbarian remains ever-vigilant and ready for battle. An enormous jeweled steel greatsword glints above a raised podium at the far end of the hall, from which the Barbarian Guild Leader performs his duties.
[22:51] You also see the Barbarian Guildleader Agonar, an arched steel-clad door, a winding black-steel stairway leading upstairs and a large wrought-iron stand with a thick leather tome on it.
[22:51] Obvious exits: east, south, out.
[22:51] > [22:55] experience

[22:55] Circle: 63
[22:55] Showing all skills with field experience.

[22:55] SKILL: Rank/Percent towards next rank/Amount learning/Mindstate Fraction
[22:55] Inner Fire: 185 97% captivated (26/34) Augmentation: 144 99% rapt (30/34)

[22:55] Total Ranks Displayed: 329
[22:55] Time Development Points: 1088 Favors: 6 Deaths: 122 Departs: 1
[22:55] Overall state of mind: clear
[22:55] EXP HELP for more information

I literally did nothing for 10 minutes even got flagged Idle Now if you can tell me Khri XP gain is where it should be and I have to dodge jump and roll through an entire hour of hunting to get 3/34 in utility I am sorry for where this will end Up in live

Yes I sound upset because I see these numbers and wonder why I am being told "things are good try some different khri" or "hunt a critter more your level" the list goes on and on....H

HERE are cold hard numbers and if you want me to show you in TEST I will gladly log in and do this again for you.



Deadly force, is the force which a person uses, causing—or that a person knows, or should know, would create a substantial risk of causing—death or serious bodily harm. Deadly Force is justified only under conditions of extreme necessity as a last resort,
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Re: Inner Magic Skills after more Testing... on 12/13/2013 01:11 AM CST
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I hope this gets move to the barb folder, it is not even thief related.
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Re: Inner Magic Skills after more Testing... on 12/13/2013 01:14 AM CST
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thank you for avoiding the XP for khri discussion and helping the problem not get fixed.

Deadly force, is the force which a person uses, causing—or that a person knows, or should know, would create a substantial risk of causing—death or serious bodily harm. Deadly Force is justified only under conditions of extreme necessity as a last resort,
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Re: Inner Magic Skills after more Testing...PART 2 on 12/13/2013 01:31 AM CST
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same test with Khri this time I even let it run full duration roughly 12 minutes even though Khri check said 10....

[23:12] s> [23:12] exp aug

[23:12] SKILL: Rank/Percent towards next rank/Amount learning/Mindstate fraction
[23:12] Augmentation: 116 24.40% clear (0/34)

[23:12] Time Development Points: 407 Favors: 30 Deaths: 302 Departs: 3
[23:12] Overall state of mind: clear
[23:12] EXP HELP for more information

[23:12] s> [23:12] khri elusion
[23:12] Purging yourself of all distractions and extraneous thoughts, you allow your mind and body to become one, becoming preternaturally aware of threats around you and the best ways to defend yourself.
[23:12] s> [23:12] khri check
[23:12] You are under the influence of the Elusion meditation, which should last around 10 roisaen.
[23:13] s> [23:18]
[23:18] GENIE HAS FLAGGED YOU AS IDLE. PLEASE RESPOND!
[23:18] look
[23:18] [Rossman's Landing, Southeast Gate]
[23:18] A wooden palisade, about twice the height of an Elf, rises above the fields around the town. Pacing back and forth on a walkway, a guard is visible through the palisade's arrow slits, while others man the gates. A series of shallow trenches filled with sharpened wooden stakes surround the town, offering further defense against attack.
[23:18] Obvious paths: east.
[23:18] s> [23:19] chatter couldnt tell you im in the middle of a test to prove a point
[23:19] You chatter away..
[23:19] s> [23:20] chatter read the forums Im pretty upset and can not gaurantee my words will come out nice
[23:20] You chatter away..
[23:20] s> [23:21] chatter this is test if we test it and its not fixed then who is to blame the testers or those that ignore our input?
[23:21] You chatter away..
You are no longer able to keep your thoughts free from distraction, and your heightened ability to avoid attacks and fight unarmed ceases.
[23:23] s> [23:23] exp aug

[23:23] SKILL: Rank/Percent towards next rank/Amount learning/Mindstate fraction
[23:23] Augmentation: 116 28.53% considering (6/34)

[23:23] Time Development Points: 407 Favors: 30 Deaths: 302 Departs: 3
[23:23] Overall state of mind: clear
[23:23] EXP HELP for more information

Now according to the list Elusion is one of the top tiered Augment khri I even and to sit to start it could not start it standing.

Why are we getting the short end of the XP stick all of a sudden?

Deadly force, is the force which a person uses, causing—or that a person knows, or should know, would create a substantial risk of causing—death or serious bodily harm. Deadly Force is justified only under conditions of extreme necessity as a last resort,
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Re: Inner Magic Skills after more Testing... on 12/13/2013 07:37 AM CST
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Tactics combos work with peppering in additional moves. The key is landing each of the analyzed moves in the specified order before the timer runs out. Reanalyzing will increase the timer.

I have had no problem in Test finishing tactical combos while ambushing. Ambushing makes it easier because landing the attack is almost a certainty when the mob is stunned.

I believe tactical combos are supposed to work like this because the combo is the same for all people facing the mob and can be worked and finished by anyone. The combo is only advanced if the attack hits the mob.

In regards to KHRI MEDITATE, the idea seems cool, but in practice a 10 second RT to only increase the next pulse of augmentation, utlity, and inner magic is a waste of time. From my testing, these skills slowly gain mindstates without KHRI MEDITATE and may even mindlock after 5 or so hours. I havent fully tested learning, but using 5 khri (the number of khri I can use while still gaining concentration as a 152 cirlce thief with 100 discpline, 70 intel, and 70 stamina) is enough to very slowly learn magic.
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Re: Inner Magic Skills after more Testing... on 12/13/2013 11:44 AM CST
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>>Tactics combos work with peppering in additional moves.
>>I have had no problem in Test finishing tactical combos while ambushing.

Ah well, learn something new every day. Carry on.

>>In regards to KHRI MEDITATE, the idea seems cool, but in practice a 10 second RT to only increase the next pulse of augmentation, utlity, and inner magic is a waste of time. From my testing, these skills slowly gain mindstates without KHRI MEDITATE and may even mindlock after 5 or so hours.

Some folks really like getting to ML and moving on, so that option is there for them. Plus at the higher end of skill ranges, when lower tier khri don't teach much, it can be very hard to get much above 5. And finally, even something you think is a waste of time is probably a good thing to do if you happen to just be sitting around wasting time. :)


FGM Ricinus
Logistics Lead
Magic, Sentients Team Member
Cleric Advocate
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Re: Inner Magic Skills after more Testing... on 12/13/2013 11:50 AM CST
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>Why are we getting the short end of the XP stick all of a sudden?

I get that you are unhappy that Barbs abilities are training better then Thief abilities, but they really are different beasts and likely shouldn't be compared. In addition, the exp Barb abilities currently award may not be set in stone, they may still need to be adjusted to the current design paradigm.

I do however have some worries based on TALBOT3's data, it looks like high end training is going to be very slow. We likely need some more data for these kinds of skill levels so Ricinus has enough information to make adjustments if needed.

Elusive
mundus vult decipi, ergo decipiatur
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Re: Inner Magic Skills after more Testing... on 12/13/2013 12:48 PM CST
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So a few things.

My augmentation is 80. Primary magic is 88. I cannot turn on any khri above tier 2. This does leave me with enough khri to train everything, in theory. I have three utility khri available to me - Dampen, Silence, and Hasten. Assuming I don't care about actually doing anything else while I am training Utility, I can turn all three on and sit in a hole. Silence last 4 rois, Dampen 13, hasten 15. Utility moves... slowly. It fills slower than any other skill I've actually trained at 50 ranks. Certainly anything that drains as a secondary. Additionally, while running all three, I run out of concentration, albeit slowly.

Now, if I want to sit and RP with someone, it's obviously difficult to hold a conversation while invisible.

In fact, it's hard to do a lot of things while invisible.

So let's see how I learn without silence up. The delay between restarting khri seems longer - it took time on the scale of minutes to be able to restart them. Much longer than previously.

Utility... moved. Sort of. I was concentration-stable, which is a plus, but training was quite slow. I could improve this by soaking myself in roundtime, but this is... suboptimal, when trying to train something else. Still, moving it was possible.

Of course, I have... issues with the current resource system as a whole. Concentration is cool and all, but if we're trying to be more skill based (as evidence by the fact that I now cannot use half the nonbasic khri I've already picked up in Prime because my skills won't be high enough) then why are we still using a resource that is bound to stats? Most of all, why am I manifestly worse at training a 50 rank skill than I am at training, well, almost anything else? Not even speaking of draining - magic tertiary is going to suck enough on its own - but in terms of mindstates, getting these moving is going to be agonizing. Why should I continue playing a thief? For slips? For ambush screen? I can train LT in another guild an still have dirt. To be survival prime? Whoopee.

Thieves! Like commoners, but worse at training armor and able to give people stuff without their strict consent or knowledge.

/rant
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Re: Inner Magic Skills after more Testing... on 12/13/2013 01:01 PM CST
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In the realm of actual testing, instead of ranting, bumping my concentration up five points, from 27 to 31, let me run Hasten/Dampen/Silence permanently (well, until they run out.) It was already my highest attribute by four points, though, so... uh...

Skill based resources. Please.
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Re: Inner Magic Skills after more Testing... on 12/13/2013 01:18 PM CST
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I only meant it would be a waste of time for my character during the normal training routine. I am sure the ability will be useful in many circumstances.
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Re: Inner Magic Skills after more Testing... on 12/13/2013 03:15 PM CST
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>I get that you are unhappy that Barbs abilities are training better then Thief abilities, but they really are different beasts and likely shouldn't be compared. In addition, the exp Barb abilities currently award may not be set in stone, they may still need to be adjusted to the current design paradigm.

I am sorry but if you read the thread I only supplied data to everyone! (the thieves that can run 5+ tier 3 khri are not the "norm")

And as noted by thieves from the bottom to near the high-midrange EVERYONE says XP gains are the worst gains almost in the history of DR.

Being FORCED to operate outside what a normal hunter would operate is again a bandaid for the GM's reluctance to adjust XP gain to a level where the player are not literally experimenting with abilities that do not even pertain to a current situation just to achieve a level of learning that would remotely evolve their character in the eyes of a guild leader.


I will start a new topic to discuss the rest of the khri problems as the GM's have shot down threads for containing more then one topic and this topic MUST remain OPEN as it is a MAJOR PROBLEM.


Deadly force, is the force which a person uses, causing—or that a person knows, or should know, would create a substantial risk of causing—death or serious bodily harm. Deadly Force is justified only under conditions of extreme necessity as a last resort,
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Re: Inner Magic Skills after more Testing... on 12/13/2013 04:47 PM CST
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>And as noted by thieves from the bottom to near the high-midrange EVERYONE says XP gains are the worst gains almost in the history of DR.

If everyone is staying exp is bad, why are they not posting that data here, where Ricinus can see and process it? Im currently testing with a 93rd level thief, but originally tested with a 40th level thief before the tweak to exp went in and still managed to lock Aug and Utility. While I agree that its low, I am certainly not saying that its impossible to train. I also understand that GMs want to limit Zero Effort skill gains, so I dont expect to be able to lock a skill from a single ability quickly.

>Being FORCED to operate outside what a normal hunter would operate is again a bandaid for the GM's reluctance to adjust XP gain to a level where the player are not literally experimenting with abilities that do not even pertain to a current situation just to achieve a level of learning that would remotely evolve their character in the eyes of a guild leader.

I am fully behind the push to reduce and eliminate training methods that are things no one would realistically do. That said, pushing your limits by keeping multiple khri abilities up for training doesnt really fit that description in my opinion. In addition, this isnt too different from magic users. With my necromancer, if I want to train Augmentation in combat I have to casts Augmentations spells fairly often, even if they are not needed for combat.

Elusive
mundus vult decipi, ergo decipiatur
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