Spell Feedback: Iron Constitution on 05/29/2012 11:57 AM CDT
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This is more of a discussion item than a bug report, so I'm putting it here rather than the bug site. I like the general concept of Iron Constitution and realize it's one of those "intersection of Combat and Magic" things that probably needs more time to really get a handle on it, but I think it could probably use some tweaking.

It seems to be that the spell only triggers when the incoming attack does a certain amount of vitality damage (good/heavy/light/etc. hit) regardless of how much bodily damage is inflicted. If that's the case, it seems like it penalizes those with high Stamina by failing to ever really activate against at-level opponents because they don't ever really land much more than a "good" hit. I'm ending up taking hits that do quite a bit of bodily damage but not much vitality damage, so the spell is failing to activate when it probably needs to.

If I'm wrong on that and it isn't just looking for vitality damage, then the threshold at which it will activate could probably stand to be lowered some. Or maybe it'll get better once Dart gets around to tweaking the way damage is distributed between vitality loss and bodily damage. Either way, I wanted to at least bring it up for consideration. Right now I'm almost never seeing the spell activate unless I intentionally go up against a creature that's over my head.

Thanks,
-Life Sustainer Karthor
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Re: Spell Feedback: Iron Constitution on 05/29/2012 06:07 PM CDT
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It's not based on vitality loss par se, though the correlation will be strong. Casting it with higher Potency reduces the threshold you need to clear for it to function.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
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Re: Spell Feedback: Iron Constitution on 05/30/2012 11:41 AM CDT
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<<Casting it with higher Potency reduces the threshold you need to clear for it to function.>>

I'm afraid that raises my concern all the more; if I remember correctly I was testing with it at maximum mana. I'd hate to see what it takes for a lower potency cast to activate.

Thanks,
-Life Sustainer Karthor
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Re: Spell Feedback: Iron Constitution on 05/30/2012 12:01 PM CDT
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>>I'm afraid that raises my concern all the more; if I remember correctly I was testing with it at maximum mana. I'd hate to see what it takes for a lower potency cast to activate.

Potency and mana are linked, but not the same thing. It's possible that you might have to trade a better potency threshold for lower duration and/or stability, even when using the maximum amount of mana.

Definitely not saying that's the case, because maybe it is acting a bit wonky, but it can't hurt to see what happens when you try with like 130% potency and 85% duration/stability.



"You always have to be a know-it-all. And you don't. Know. It. All." - GERSTEINJ2
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Re: Spell Feedback: Iron Constitution on 05/30/2012 12:54 PM CDT
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>>It's possible that you might have to trade a better potency threshold for lower duration and/or stability, even when using the maximum amount of mana.

I don't think so. From what I remember reading, if you're capping the spell you're at the maximum potential for power, duration and integrity.

~Leilond
http://www.elanthipedia.org/wiki/Leilond
http://drzeal.forumotion.com Learn How to PvP!
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Re: Spell Feedback: Iron Constitution on 05/30/2012 01:02 PM CDT
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>>I don't think so. From what I remember reading, if you're capping the spell you're at the maximum potential for power, duration and integrity.

Is maximum potential the same thing as what you can pull off with stance?

I thought potential meant that, like, you can put 300 "points" into the spell, but stance still determines where those points would go.

I feel like if stances don't matter once you cap a spell, it would defeat the purpose of stances in the long run.

I could definitely be wrong though!



"You always have to be a know-it-all. And you don't. Know. It. All." - GERSTEINJ2
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Re: Spell Feedback: Iron Constitution on 05/30/2012 01:25 PM CDT
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>>I feel like if stances don't matter once you cap a spell, it would defeat the purpose of stances in the long run.

I don't think so, especially when you take barriers and dispels into account. You may frequently need to adjust your %'s if you're having to suddenly worry about how much mana you're putting into the spell.

Say your opponent dispels all of your buffs and you only have 20% attunement. You certainly aren't going to try cap all of your buffs, so maybe you stance for more power than duration to re-buff since it's likely the opponent is just going to try dispel them again.

~Leilond
http://www.elanthipedia.org/wiki/Leilond
http://drzeal.forumotion.com Learn How to PvP!
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Re: Spell Feedback: Iron Constitution on 05/30/2012 02:04 PM CDT
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>>Say your opponent dispels all of your buffs and you only have 20% attunement. You certainly aren't going to try cap all of your buffs, so maybe you stance for more power than duration to re-buff since it's likely the opponent is just going to try dispel them again.

In fairness, if someone is already ripping your spells to shreds I don't think casting a lower level spell with a higher amount of stability is really going to fix things. :P



"You always have to be a know-it-all. And you don't. Know. It. All." - GERSTEINJ2
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Re: Spell Feedback: Iron Constitution on 05/30/2012 03:09 PM CDT
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>>casting a lower level spell with a higher amount of stability

Actually since the mage in question is able to rip apart a capped integrity buff, the tactic would be to sacrifice integrity and duration in exchange for additional power. The theory is that you might as well get the most defense as you can in the case of being attacked before the buff is dispelled again :P

~Leilond
http://www.elanthipedia.org/wiki/Leilond
http://drzeal.forumotion.com Learn How to PvP!
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