As hybrids, I would like to see equalization of mana share costs ( i'm going to want to have mental mana share to send to monks so I can get their uber magiks aren't I? ) Currently both elemental and spiritual costs are equal but mental mana share is double the cost! As a true hybrid profession, would this not fall in line with the newly released mental circle?
Re: MMC costs on 07/30/2012 04:12 PM CDT
Re: MMC costs on 07/30/2012 09:45 PM CDT
I agree with Robert. Costs discussions are troubling. And recall there are many professions that are going to want the uber magic from the monks -- sorcerers are actually fairly well positioned?
However, I also agree with a direction Rolfard is pointing out -- something V and I debated a while back in the day, and I'm in support -- sorcerers could possibly be granted access to minor mental.
And I would suggest the same for rogues, warriors and bards. . . But that's a tale for a different folder.
Doug
However, I also agree with a direction Rolfard is pointing out -- something V and I debated a while back in the day, and I'm in support -- sorcerers could possibly be granted access to minor mental.
And I would suggest the same for rogues, warriors and bards. . . But that's a tale for a different folder.
Doug
Re: MMC costs on 07/30/2012 10:05 PM CDT
Re: MMC costs on 08/01/2012 11:54 AM CDT
Re: MMC costs on 08/03/2012 07:07 PM CDT
>Just because it makes the most sense considering actual spell & guild abilities to put sorcerers in the center of all three spheres
from a RP or logical point of view I'd agree. From a balance perspective, I can't imagine how they'd make it work. Sorcerers access to 4x spell training, forcing us to choose 3 spheres, or make us figure out a balance between the 3 minor spheres keeping us 3x? Either way, I'm not seeing it working well. ok, I see it working great for us with 4x spell training, but I don't see that flying since it would give us rediculous potential advantage.
Granted, I don't remember the point/counter-point of the original discussion so feel free to ignore this random note if it's all been debated ad-nauseum.
As for mental share, I'll say this...rangers and wizards (and other mixes as appropriate) often trade spells rather than learning to share mana with eachother. Monks have no access to elemental spells. I see no reason a simlar balance can't be struck. Until we get more high level monks it may be a bit slow, but its functional. Also, warriors and rogues train in share (partially for spell burst, but it's hardlly the cheapest magical skill either can learn. There's always options. I've concidered for some time now picking up 24 ranks of mental share simply for this reason, but have decided that the spells and skills I can offer in trade should suffice.
End of the day, no profession can have it all...if one could, we'd all choose that profession. Variety is the spice of life, and of Gemstone.
--Jurp
from a RP or logical point of view I'd agree. From a balance perspective, I can't imagine how they'd make it work. Sorcerers access to 4x spell training, forcing us to choose 3 spheres, or make us figure out a balance between the 3 minor spheres keeping us 3x? Either way, I'm not seeing it working well. ok, I see it working great for us with 4x spell training, but I don't see that flying since it would give us rediculous potential advantage.
Granted, I don't remember the point/counter-point of the original discussion so feel free to ignore this random note if it's all been debated ad-nauseum.
As for mental share, I'll say this...rangers and wizards (and other mixes as appropriate) often trade spells rather than learning to share mana with eachother. Monks have no access to elemental spells. I see no reason a simlar balance can't be struck. Until we get more high level monks it may be a bit slow, but its functional. Also, warriors and rogues train in share (partially for spell burst, but it's hardlly the cheapest magical skill either can learn. There's always options. I've concidered for some time now picking up 24 ranks of mental share simply for this reason, but have decided that the spells and skills I can offer in trade should suffice.
End of the day, no profession can have it all...if one could, we'd all choose that profession. Variety is the spice of life, and of Gemstone.
--Jurp
Re: MMC costs on 08/03/2012 07:13 PM CDT
I've concidered for some time now picking up 24 ranks of mental share simply for this reason, but have decided that the spells and skills I can offer in trade should suffice.
For what its worth, around 10 ranks will likely allow you to share with most folks reasonably effectively.
-- Faulkil
Inside a woven copper strand basket with a partially melted handle, you see an indigo shade-newt, a scattering of deathstone granules, a miniature house-shaped topiary, and a carved miniature twisted tree with a jagged burn mark down the trunk.
For what its worth, around 10 ranks will likely allow you to share with most folks reasonably effectively.
-- Faulkil
Inside a woven copper strand basket with a partially melted handle, you see an indigo shade-newt, a scattering of deathstone granules, a miniature house-shaped topiary, and a carved miniature twisted tree with a jagged burn mark down the trunk.
Re: MMC costs on 08/06/2012 12:28 PM CDT
>rom a RP or logical point of view I'd agree. From a balance perspective, I can't imagine how they'd make it work. Sorcerers access to 4x spell training, forcing us to choose 3 spheres, or make us figure out a balance between the 3 minor spheres keeping us 3x? Either way, I'm not seeing it working well. ok, I see it working great for us with 4x spell training, but I don't see that flying since it would give us rediculous potential advantage.
Why should 4 circles or 4x in spells be an advantage? A bard who can only 2x in spells in 2 spell circles can become a better magic hunter than a sorcerer who can 3x in 3 circles afterall.
Well, what is the balancing factor for sorcerers having, by a large margin, the highest lore costs of any profession and that we're the only pure without a major circle, which by definition is more powerful than a minor circle? (let alone the only pure without a non-hunting way to gain xp, I could go on and list like a dozen things). Are the 700s the most powerful circle in game or something to balance this? Is DC the most powerful attack spell or something?
It seems almost too perfect a solution if you ask me. We already have mental aspects to our spells and guild skills after all.
What advantage would it give us? Would we now be able to dodge ewaves better than that 3x pf trained empath? Would we absorb damage more than that brig or maybe even chain wearing cleric? Would silvers rain down on us like an enchanting wizard?
Are you worried about CS? Why worry? Critter CS is already defined by the spell attacking them, because of the 425 fake bonus wizards and sorcerers face higher TDs than clerics or empaths. If sorcerer CS increased you'd just have to increase critter sorcerer TD.
What are the other solutions? Make the 700s a godly spell circle? The problem with that is people have difficulty doing complex comparisons, they see DC do a million damage and are unable to realize that that is to balance off the relative weakness of our other spells. They just see the damage, and they get jealous, and we get nerfed.
Fix training costs? This wouldn't fix all our problems, only the training cost one, we'd still be left with two of the least powerful spell circles in game. Not unless they went beyond the fixes I have called for anyways.
Why not have a profession that sits smack dab in the middle of the magic system?
Re: MMC costs on 08/06/2012 12:51 PM CDT
My only pressing objection to the concept is the immediate issue of the dramatic buff increase due to 4 circles worth of spell buffs which would provide far too much DS, not to mention granting Sorcerers access to powers like that Iron Skin ability which can very easily give chain level armor without spell penalty. Savants will get that in due time, but thats an issue for another day.
My first thought is that if something like this were to happen, Cloak of Shadows would have to lose its DS benefit to even begin balancing out the stats.
Those are my main thoughts on the matter.
My first thought is that if something like this were to happen, Cloak of Shadows would have to lose its DS benefit to even begin balancing out the stats.
Those are my main thoughts on the matter.
Re: MMC costs on 08/06/2012 01:20 PM CDT
Didn't mean to double post, but these are the stat gains for being at level 20 in Minor Mental if a Sorcerer were to have access to it, with NO lore training:
+30 DS
+30 additional DS which applies to group (60 total DS)
+26 Mental TD
20% Stamina use reduction
25% of disarming opponents if they hit your arms
25% chance of rerolling a physical hit, like Fasthr's
Automatic Double Leather armor with no spell hindrance/maneuver penalty. Getting to level 30 OR 5 ranks in Transformation Lore makes this Leather Breastplate, with both making Cuirbouilli.
The continuing benefits of Minor Mental are:
1 DS every 2 levels
1 Mental TD every 2 levels
A capped 3x Sorcerer could swap out 20 ranks of Minor Spiritual at the loss of -20 DS and -2 CS, then take these for 60 DS (40 net gain), 6.66 CS (paltry net gain of 4.66, I know), and all of the above.
+30 DS
+30 additional DS which applies to group (60 total DS)
+26 Mental TD
20% Stamina use reduction
25% of disarming opponents if they hit your arms
25% chance of rerolling a physical hit, like Fasthr's
Automatic Double Leather armor with no spell hindrance/maneuver penalty. Getting to level 30 OR 5 ranks in Transformation Lore makes this Leather Breastplate, with both making Cuirbouilli.
The continuing benefits of Minor Mental are:
1 DS every 2 levels
1 Mental TD every 2 levels
A capped 3x Sorcerer could swap out 20 ranks of Minor Spiritual at the loss of -20 DS and -2 CS, then take these for 60 DS (40 net gain), 6.66 CS (paltry net gain of 4.66, I know), and all of the above.
Re: MMC costs on 08/06/2012 01:45 PM CDT
"Getting to level 30 OR 5 ranks in Transformation Lore makes this Leather Breastplate, with both making Cuirbouilli." -- IrvineToMoe's analysis of Iron Skin/1202
No.
Monks are the ONLY profession--not even Savants get it--who increase their armor sub-group naturally through gaining levels. Everyone else can benefit only from Mental Lore: Transformation ranks.
No.
Monks are the ONLY profession--not even Savants get it--who increase their armor sub-group naturally through gaining levels. Everyone else can benefit only from Mental Lore: Transformation ranks.
Re: MMC costs on 08/06/2012 03:17 PM CDT
There would need to be a massive amount of re-balancing to allow for Sorcerers to get another spell circle, let alone re-defining the RP position of the profession. It's simply not in the cards. Getting the TP cost changes is much more likely to happen, and TP changes to any released profession are (unfortunately, but understandably) very unlikely.
GameMaster Oscuro
GameMaster Oscuro
Re: MMC costs on 08/06/2012 03:27 PM CDT
Re: MMC costs on 08/06/2012 07:08 PM CDT
>My only pressing objection to the concept is the immediate issue of the dramatic buff increase due to 4 circles worth of spell buffs which would provide far too much DS, not to mention granting Sorcerers access to powers like that Iron Skin ability which can very easily give chain level armor without spell penalty. Savants will get that in due time, but thats an issue for another day.
>My first thought is that if something like this were to happen, Cloak of Shadows would have to lose its DS benefit to even begin balancing out the stats.
Yes, it'd be addressed through 712 changes, which at cap gives like 100 DS anyways, plenty of room for downtweaking that.
As for Iron Skin... big deal, and are you sure chain would be possible? Remember monks get a special bonus to iron skin savants do not get, and we'd be like savants. I don't think savants can get chain. But ya... you know... lore costs to get there... and would thicker armor really be game breaking? Wizards have 520, clerics and empaths can both wear thicker armor, and empaths get to 3x in pf.
Re: MMC costs on 08/06/2012 07:18 PM CDT
>>Why not have a profession that sits smack dab in the middle of the magic system?
So, the arguments against are:
'Too much more DS' -- can't see that as a concern, frankly, 60 DS for a profession that's rarely touched by anything but maneuvers is not the concern it's touted to be. And I don't see anything on the list helping against maneuvers.
'Mental TD' -- increasing a base of 26 to mental TD and claiming it to be too high is the same as saying Voln's 26 to AS / DS, etc is too high. Bunk.
'Stamina use reduction' -- if a sorcerer wants to train to get this benefit, more power to them!
'Disarming opponents with their arms' -- um, only if their hands are empty. And again, if a sorcerer wants to train to get this benefit, more power to them!
'Might avoid a hit' -- good point. And yet, I would say -- this doesn't seem to be active against maneuvers (not sure on this one). If it's not, this is like telling the sorcerer when the sun comes up in the west, she might have to avoid a hit by casting this spell.
'Rebalancing' -- what am I missing? These arguments don't strike fear in my heart in terms of 'overpowering'. Must be something else?
'Re-RPing' -- if there were more than one hybrid class, yes. Since we bailed on that -- um, we did bail on that, didn't we? -- not so significant. If sorcerers are the only hybrid class, let them be the hybrid class -- all spheres of magic.
'Training points' -- Wasn't a part of the request for hybrid to mental. I have no reservations supporting hybrid mental, and keeping this separate.
I say, it's a radical idea and well worth exploring. And don't forget rogues, and warriors need access to the list as well.
Doug
So, the arguments against are:
'Too much more DS' -- can't see that as a concern, frankly, 60 DS for a profession that's rarely touched by anything but maneuvers is not the concern it's touted to be. And I don't see anything on the list helping against maneuvers.
'Mental TD' -- increasing a base of 26 to mental TD and claiming it to be too high is the same as saying Voln's 26 to AS / DS, etc is too high. Bunk.
'Stamina use reduction' -- if a sorcerer wants to train to get this benefit, more power to them!
'Disarming opponents with their arms' -- um, only if their hands are empty. And again, if a sorcerer wants to train to get this benefit, more power to them!
'Might avoid a hit' -- good point. And yet, I would say -- this doesn't seem to be active against maneuvers (not sure on this one). If it's not, this is like telling the sorcerer when the sun comes up in the west, she might have to avoid a hit by casting this spell.
'Rebalancing' -- what am I missing? These arguments don't strike fear in my heart in terms of 'overpowering'. Must be something else?
'Re-RPing' -- if there were more than one hybrid class, yes. Since we bailed on that -- um, we did bail on that, didn't we? -- not so significant. If sorcerers are the only hybrid class, let them be the hybrid class -- all spheres of magic.
'Training points' -- Wasn't a part of the request for hybrid to mental. I have no reservations supporting hybrid mental, and keeping this separate.
I say, it's a radical idea and well worth exploring. And don't forget rogues, and warriors need access to the list as well.
Doug
Re: MMC costs on 08/06/2012 07:23 PM CDT
Well, I was partly wrong in this regard.
Looking back, I saw that Monks got a special bonus, which allows them AsG 6 + 5 (level 75) + 5 (75 Lore ranks) = Hauberk. They COULD get Metal breastplate with a Lore enhancive, if they could get up to 105 ranks.
On the other hand, Savants DON'T get the level bonus, only lore. This means that they get AsG 6 + 8 (180 ranks) = Double Chain. They can double lore, but lose the level bonus. I would expect Sorcerers to be the same way, except I doubt they would be able to double Mental Lore, which would mean only 6 + 5 = 11 (Studded Leather). So really, not as broken as I thought.
Looking back, I saw that Monks got a special bonus, which allows them AsG 6 + 5 (level 75) + 5 (75 Lore ranks) = Hauberk. They COULD get Metal breastplate with a Lore enhancive, if they could get up to 105 ranks.
On the other hand, Savants DON'T get the level bonus, only lore. This means that they get AsG 6 + 8 (180 ranks) = Double Chain. They can double lore, but lose the level bonus. I would expect Sorcerers to be the same way, except I doubt they would be able to double Mental Lore, which would mean only 6 + 5 = 11 (Studded Leather). So really, not as broken as I thought.
Re: MMC costs on 08/06/2012 07:44 PM CDT
>There would need to be a massive amount of re-balancing to allow for Sorcerers to get another spell circle, let alone re-defining the RP position of the profession. It's simply not in the cards. Getting the TP cost changes is much more likely to happen, and TP changes to any released profession are (unfortunately, but understandably) very unlikely.
I really don't see the rebalancing being any less or more work than fixing spells and fixing TP costs, which is the alternative. Really. There would be pretty much no RP redefining needed. We're already pretty solid mentalists... we had 703 as Forget, we still have 706, 717, 713, 707, 709, and the guild skill illusions, all of which are mental in aspect. I mean, how exactly do guild illusions differ from the mental glamour spell? Would there be some worry sorcerers would suddenly be too good at dodging manuevers? Well we're currently the worst so moving up might just make us middling. DS/TD can be fixed with a tweak to one spell, 712.
And we'd suddenly have a bunch more skills to train in, it isn't like we'd be getting more than the 55/55 max (or is it 57/57, I can't remember, I KNOW it isn't 60/60, afterall, we're sorcerers, there is always a penalty) TPs per level, but we'd, even after a cost change, would need to pick up a fourth lore type, and a third mana control type, even at lower costs that wouldn't be easy. Supposing a sorcerer was able to get to the normal stopping point of 67 ranks in a 4th spell circle, it'd only contribute like 20 some CS, not a huge amount, and considering training costs (meaning sorcerers wouldn't be highly tripled or quadrupled, which might not even necessarily be possible) it'd probably almost be a wash at cap. Way way post cap, yes, your CS would be higher, but is that game breaking? Is it? I mean... if it is... how do you explain pure rangers and pure bards who are way way post cap? If they're okay then a theoretical sorcerer with a game breaking 20 some CS more than now should be okay too, right?
This is a bold move, but maybe we need a bold move, maybe it would energize the player base. It would finally and permanently establish what and where sorcery is. We're not the physical/elemental magic user, we're not the spiritualist priest, we're not the healer, we're the eye in the magical storm, fusion cuisine, captain planet, and the jack of all trades.
Also, pretty killer to have access to all three dispels right?
As opposed to now where we have mental spells, but aren't mentalists, we're some horrid mishmash hodgepodge of bandaids and broken dreams. Spells, abilities, powers, definitions, the justification for any of which is made up on the spot and then seemingly tossed out once it has fulfilled its purpose.
You could also then say cool things like "Demon magic is a magic of all spheres, so of course sorcerers would be the ones to summon them" or something like that. See, it just makes sense.
Fortune favors the bold.
Re: MMC costs on 08/06/2012 07:52 PM CDT
>On the other hand, Savants DON'T get the level bonus, only lore. This means that they get AsG 6 + 8 (180 ranks) = Double Chain. They can double lore, but lose the level bonus. I would expect Sorcerers to be the same way, except I doubt they would be able to double Mental Lore, which would mean only 6 + 5 = 11 (Studded Leather). So really, not as broken as I thought.
We'd be allowed to double, you just wouldn't have the points for it.
Suppose I was made King of Gemstone, I mean, apart from the ways in which I already am of course ;) .... well I would put sorcerer lore costs at 0/3, then spiritual, mental, and elemental costs at 0/6 (exactly the same cost empaths pay, typical of a hybrid apparently, sorcerer lore would get the cost cut to 0/3 because it is the only lore in game that works on only 1 circle, which should make a difference). Add that up and you're at 0/21. Sorcerers right now pay 0/19, so this is actually an INCREASE in core training costs. Do you know how long it takes to get fully doubled at 0/19? I don't know, I'm 3x cap and not there yet. I did very recently finally get my first ranks of blessing lore though, woo hoo.
So ya... maybe at somewhere around 30m experience the average sorcerer could get up to fake double chain (without the avd cva bonuses of course), but you can't balance things for quadruple cap, if you think you can, see bards, see rangers, etc.
Re: MMC costs on 08/06/2012 08:18 PM CDT
>Didn't mean to double post, but these are the stat gains for being at level 20 in Minor Mental if a Sorcerer were to have access to it, with NO lore training:
>+30 DS
>+30 additional DS which applies to group (60 total DS)
>+26 Mental TD
>20% Stamina use reduction
>25% of disarming opponents if they hit your arms
>25% chance of rerolling a physical hit, like Fasthr's
>Automatic Double Leather armor with no spell hindrance/maneuver penalty. Getting to level 30 OR 5 ranks in Transformation Lore makes this Leather Breastplate, with both making Cuirbouilli.
>A capped 3x Sorcerer could swap out 20 ranks of Minor Spiritual at the loss of -20 DS and -2 CS, then take these for 60 DS (40 net gain), 6.66 CS (paltry net gain of 4.66, I know), and all of the above.
For what it's worth, you can only have either 1213 or 1216 active at a given time (focus spells; one per person), so it's not +60 DS and -20% stam costs. It's either +60 DS or +30 DS and -20% stam cost. Also, Blink is cool, but for the most part, if you're getting hit, you're probably still going to get hit on the second attempt.
>+30 DS
>+30 additional DS which applies to group (60 total DS)
>+26 Mental TD
>20% Stamina use reduction
>25% of disarming opponents if they hit your arms
>25% chance of rerolling a physical hit, like Fasthr's
>Automatic Double Leather armor with no spell hindrance/maneuver penalty. Getting to level 30 OR 5 ranks in Transformation Lore makes this Leather Breastplate, with both making Cuirbouilli.
>A capped 3x Sorcerer could swap out 20 ranks of Minor Spiritual at the loss of -20 DS and -2 CS, then take these for 60 DS (40 net gain), 6.66 CS (paltry net gain of 4.66, I know), and all of the above.
For what it's worth, you can only have either 1213 or 1216 active at a given time (focus spells; one per person), so it's not +60 DS and -20% stam costs. It's either +60 DS or +30 DS and -20% stam cost. Also, Blink is cool, but for the most part, if you're getting hit, you're probably still going to get hit on the second attempt.
Re: MMC costs on 08/06/2012 09:16 PM CDT
Re: MMC costs on 08/07/2012 07:15 AM CDT