I've spent a long time thinking about the issues with Mana Disruption (I'm thinking back to 6 or 7 years ago, hearing Rheisia tear the spell apart day in and day out). The issue of "spend forever plinking away" at an enemy never really hit home with me until recently, where I stumbled upon a thread about 302, discussing its A) Auto-kill rate and B) Crit-kill potential. The poster estimated that it had about a 30% crit kill rate, though he/she DID say it wasn't always on the first cast. This poster was discussing a capped character, but even so, thats quite amazing for a level 2 spell.
That was one thing, but then I watched my friend (a level 7 empath) getting about a 25% crit kill rate with Boneshatter (snapped necks and such). To put this into perspective, the target she was fighting had about a 40% chance to be warded . . . she was auto-killing a fourth of her successful hits with an endroll in the 120-140 range, with NO lore training, unchanneled (I told her about channeling, she hasn't quite caught on). This spell only improves with levels, increasing its crit-kill potential significantly, and its auto-kill as well.
It seems to me that the issue Mana Disruption has is that it simply does NOT improve AT ALL with level. I recall years ago a discussion of MD's "5%" crit kill rate, but I can only suppose thats from full offensive and with no weapon out, because I haven't seen a like-level crit kill with MD since I fought Giant Veabas and Cave Lizards at level 25 (I was underhunting by about 7 or 8 level, and would "toy" with them at the end of the hunt using Curse, 706, and full offensive/no weapon channeling). Its not that we don't have other spell options that do have regular crit kills . . . its that our lower high-crit spell is Balefire (13 mana), a bolt, and the lowest CS based spell is Torment, a "hits until their dead" spell that has the risk of lethal backfire. It also costs 18 mana.
Now, I'm not saying I want MD to be Boneshatter 2, or even Smite/Bane 2, but there are things it could take from these two spells. Here are some of my suggestions:
1. Mana Disruption, by its very description, either disrupts mana or uses mana to cause disruption. If its the former, this would imply it should have DC-style bonuses to caster classes . . . dealing MORE damage, or dealing more damage cycles to a target with lots of mana. It might also take a token amount of mana from the target. Honestly though, I would not prefer this feature . . . thats what DC is for. I would rather it do the following.
2. Part of the problem with DC isn't that it doesn't deal damage (it does, and for decent mana) but that it does it at such a slow and meandering pace . . . hunting in the Tower, I find that it takes a minimum of 5 (successful) channeled casts to kill a target. If I stance off/two free hands, this might be as low as 4. It sometimes takes as much as 7. Its not that this 8-14 mana cost range isn't reasonable, its that I have to stand in front of a target for 12-21 seconds (with macros) in HARD RT to kill a target. There are NO crit kills. I have never seen one in the Tower, or at Skull Temple before. I think I saw ONE in the Black Forest on a viper. So its not that the spell isn't a fair trade of mana for power, but its not a fair investment of "in front of enemy" time. So I propose a 302 style "infusion" system, where, based on Mana Controls, you have a chance to infuse extra mana into a cost for either a second full damage strike, or a significant boost to the crit modifier (longer stuns, bigger wounds, more severed limbs, more crit kills!). What this does is offer us the SAME mana:damage ratio, but speeds things up.
What I propose is that this is not something rare, or that you must specifically train for, but that as a Sorcerer levels, it will become the norm, rather than "occasional" hits. I suggest this because I don't think that Mana Disruption needs a bonus for people who train in it, I think it needs to grow in power as we level. Except Minor Acid, virtually every pure attack spell under 10 gets "better" with training, either through lores or skill. MD (and 705) are 100% CS based and nothing else. A 150 endroll at level 2 is just as good as a 150 endroll 20 million EXP post cap. I suggest that the total ranks of Mana Control become a % chance for an additional damage cycle/enhanced crit for 2 extra mana. This means that 1xed in both controls, a Sorcerer at level 50 would have a 100% chance to do so. Make it channel only. To be honest, I would want to continue this trend, for an additional chance of infusion (up to 6 mana for 3 cycles/tripled critical modifier) from 100-200 ranks. A level 100 sorcerer with both controls at 1x would always get this 3x damage version. Is this over powered? I don't think so. Its a natural progression of power in an otherwise lackluster spell that will improve as we level. Overtraining will offer benefits, but can only be done so much. And of course, adjust the actual damage (3x for 3x mana isn't entirely fair, maybe make it 1.75x for 2x infusion, 2.25x for 3x infusion), but something needs to allow what is basically a bread and butter spell to somehow improve in power as we level. It would be REALLY cool if this potential for additional infusions went linearly with continued mana controls training well into post-cap (400 mana control = 5x damage for 10 mana), but I doubt this will happen. Adjust the numbers and % here to be "balanced", but what I DON'T want to see is some lame "40%" chance of dealing 2x at cap or something. Thats not what this spell needs, it needs to become MORE powerful consistantly with levels.
3. If not this, then allow Mana Disruption to "change" at certain level thresholds, like Bless Weapon and Raise Dead. At level 30, change it to Mana "something", let it get a crit cycle for multiple hits. At level 60, give it DC like mana stealing/damage bonus and call it Essence "something", on top of the crit cycle. If not basing it on Mana Controls, then make it level based. This spell needs to grow with us, rather than staying entirely the same as we grow. Its not like its overpowered at level 2 and we "grow into it" as we level. Its acceptable at level 2, but having seen my friend's Boneshatter at level 7 . . . well, there is very little comparison.
4. Lores. I feel its hard to incorporate lores into a spell with little flavor like this, but one could offer bonus flares of damage types based on Lore training. Acid/Disintegrate flares for Necromancy, Void/Unbalance flares for Demonology. If you train in both, you can GET both, but the odds of any single flare are the same. Or make Necromancy add a DoT decay effect with a % chance of hitting (this is something I'd honestly rather see on 705), and Demonology can do a % chance of knock downs and RT.
5. Make any and ALL of these staple aspects of the spell even cast from guarded. If you must, make them have an increased chance from channeled, and further increased with open hands and more offensive stances. That said, I shouldn't have be dual-open handed, full offensive in front of an enemy to see these bonuses . . . no other class HAS to do that, and Clerics/Empaths, who also have channel bonuses, (Smite/Bane & Boneshatter) are perfectly capable of dealing tremendous damage and crit kills by channeling in Guarded/Runestaff. Smite is really the spell to be compared to here. And I understand Clerics have a lot LESS attack spell options than us, but virtually all of them have more crit potential than our equivalent. We may have 99 options, but a crit ain't one of em.
Mana Disruption (702) Update Ideas on 08/26/2012 09:48 AM CDT
Re: Mana Disruption (702) Update Ideas on 08/26/2012 10:42 AM CDT
Re: Mana Disruption (702) Update Ideas on 08/26/2012 01:27 PM CDT
>4. Lores. I feel its hard to incorporate lores into a spell with little flavor like this, but one could offer bonus flares of damage types based on Lore training. Acid/Disintegrate flares for Necromancy, Void/Unbalance flares for Demonology. If you train in both, you can GET both, but the odds of any single flare are the same. Or make Necromancy add a DoT decay effect with a % chance of hitting (this is something I'd honestly rather see on 705), and Demonology can do a % chance of knock downs and RT.
Not every spell needs a sorcerer lore tie in. our lores are so specialized by definition it often doesn't make much sense and it seems as if you're just bolting on a feature.
As you laid out in your post though before this point, mana controls make the most sense for mana disruption, and there is plenty of precedent for using mana controls to modify spells in the same way lores do, such as 1106 as one example.
I think a mana control based modifier is sufficient for MD.
Re: Mana Disruption (702) Update Ideas on 08/26/2012 01:41 PM CDT
>Not every spell needs a sorcerer lore tie in. our lores are so specialized by definition it often doesn't make much sense and it seems as if you're just bolting on a feature.
I agree. I kind of threw it in there as a desperate attempt to get SOMETHING for this spell. I have a feeling we might see the "1x in both controls is standard training for a sorcerer, so we will not use them to enhance a spell" response which has been seen in the past. I seem to recall something like that for 740, when it was pointed out that the formula for success was identical to Wizard gate, except in place of Elemental mana control was the COMBINED Elemental/Spirit mana controls, because it was assumed to be standard. I guess I'm afraid that any improvement which does not REQUIRE a training plan change (2x a single control, 1x Spirit Lores, etc) won't be approved, since its basically a freebie. I think my point is that MD needs a freebie.
Did a little experimenting this evening, while I hunted. I deliberately ensured I was in a safe room, and 706'd moulis and dhu goleras, so that I could stance off/free hand channel the spell. EVERY cast of that 300 or so was double open handed and fully offensive. I recorded every hit which did a crit rank higher than rank 4. Out of around 300 casts, I got:
Rank 5 left leg, 201 endroll, d100 of 91
Rank 5 back, 201 endroll, d100 of 91
Rank 6 chest, 205 endroll, d100 of 92
Rank 6 chest, 216 endroll, d100 of 97 with Arcane Focus providing +10 CS
Rank 7 right leg, 225 endroll, d100 of 96 with Arcane Focus providing +10 CS
Rank 6 neck(Crit kill!), 236 endroll, d100 of 98 with Arcane Focus providing +10 CS
That rank 6 neck crit kill was the first vaguely like level crit kill I've seen in at least 15 levels, quite possibly more. The fact that it was on an underlevel moulis (I'm guessing level 73) from a level 78 sorcerer, getting a 98 d100, using Arcane Focus, with a 236 endroll, with nothing in either hand and fully offensive . . . well, thats pretty embarrassing. But hey, at least I've seen it happen again!
Also, thought this was amusing. Empty hands and full offensive:
You channel at a moulis.
CS: +390 - TD: +317 + CvA: +25 + d100: +82 == +180
Warding failed!
A most painful blow.
... 15 points of damage!
Veins bulge on forehead, giving the moulis a mild headache.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
Thats right folks! Sorcerers, giving you a mild headache with a 180 endroll, fully offensive/empty hands! Fear us! We can be mildly irritating!
I agree. I kind of threw it in there as a desperate attempt to get SOMETHING for this spell. I have a feeling we might see the "1x in both controls is standard training for a sorcerer, so we will not use them to enhance a spell" response which has been seen in the past. I seem to recall something like that for 740, when it was pointed out that the formula for success was identical to Wizard gate, except in place of Elemental mana control was the COMBINED Elemental/Spirit mana controls, because it was assumed to be standard. I guess I'm afraid that any improvement which does not REQUIRE a training plan change (2x a single control, 1x Spirit Lores, etc) won't be approved, since its basically a freebie. I think my point is that MD needs a freebie.
Did a little experimenting this evening, while I hunted. I deliberately ensured I was in a safe room, and 706'd moulis and dhu goleras, so that I could stance off/free hand channel the spell. EVERY cast of that 300 or so was double open handed and fully offensive. I recorded every hit which did a crit rank higher than rank 4. Out of around 300 casts, I got:
Rank 5 left leg, 201 endroll, d100 of 91
Rank 5 back, 201 endroll, d100 of 91
Rank 6 chest, 205 endroll, d100 of 92
Rank 6 chest, 216 endroll, d100 of 97 with Arcane Focus providing +10 CS
Rank 7 right leg, 225 endroll, d100 of 96 with Arcane Focus providing +10 CS
Rank 6 neck(Crit kill!), 236 endroll, d100 of 98 with Arcane Focus providing +10 CS
That rank 6 neck crit kill was the first vaguely like level crit kill I've seen in at least 15 levels, quite possibly more. The fact that it was on an underlevel moulis (I'm guessing level 73) from a level 78 sorcerer, getting a 98 d100, using Arcane Focus, with a 236 endroll, with nothing in either hand and fully offensive . . . well, thats pretty embarrassing. But hey, at least I've seen it happen again!
Also, thought this was amusing. Empty hands and full offensive:
You channel at a moulis.
CS: +390 - TD: +317 + CvA: +25 + d100: +82 == +180
Warding failed!
A most painful blow.
... 15 points of damage!
Veins bulge on forehead, giving the moulis a mild headache.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
Thats right folks! Sorcerers, giving you a mild headache with a 180 endroll, fully offensive/empty hands! Fear us! We can be mildly irritating!
Re: Mana Disruption (702) Update Ideas on 08/27/2012 05:53 AM CDT
While I agree that Mana Disruption (702) should benefit from some kind of increase effectiveness with training (in my non-guru opinion, demonology lore) and that Disintegrate (705) is relatively lacking, I'd like to put things in perspective a little bit.
>>I've spent a long time thinking about the issues with Mana Disruption (I'm thinking back to 6 or 7 years ago, hearing Rheisia tear the spell apart day in and day out). The issue of "spend forever plinking away" at an enemy never really hit home with me until recently, where I stumbled upon a thread about 302, discussing its A) Auto-kill rate and B) Crit-kill potential. The poster estimated that it had about a 30% crit kill rate, though he/she DID say it wasn't always on the first cast. This poster was discussing a capped character, but even so, thats quite amazing for a level 2 spell.
That thread about Smite/Bane (302) was mostly anecdotal and very far from any numbers that should be used for comparison's sake. 702 is actually very close to Smite/Bane (302) in crit ability - 302's crits were modeled after 702 in the design process. 302 does get two aspects from training that 702 doesn't, however, the instant death rate (which caps out around 9%, but only approaches that for extremely high endrolls and lore training) and the infusions. "Mana" infusions were never fully completed design-wise with 302 and in their current state are just the occasional (based on Religion lore) burst of 10 or 20 extra concussion damage for no increased mana cost. They should probably be considered done, and no longer called "mana" infusions. One should also note that 302 does half damage and crit level against the "other" target type (living for Smite and undead for Bane) at twice the mana cost.
>>That was one thing, but then I watched my friend (a level 7 empath) getting about a 25% crit kill rate with Boneshatter (snapped necks and such). To put this into perspective, the target she was fighting had about a 40% chance to be warded . . . she was auto-killing a fourth of her successful hits with an endroll in the 120-140 range, with NO lore training, unchanneled (I told her about channeling, she hasn't quite caught on). This spell only improves with levels, increasing its crit-kill potential significantly, and its auto-kill as well.
If you read the description of the spell, Boneshatter (1106) is more powerful against lower level targets. This was done because Empaths don't have any damage dealing spells of 2 to 5 mana cost, which is an extremely important mana cost range, and is where the "bread and butter" spells for pures usually lie until around level 60. Boneshatter is not a good contender for comparison to 702, but would be better used to compare to Disintegrate (705). It should also be noted that we consider Boneshatter to still be "too good" for higher level Empaths, as they're still choosing Boneshatter over Wither (1115) almost exclusively. There's a lot to be said about that, but I won't do it here.
>>It seems to me that the issue Mana Disruption has is that it simply does NOT improve AT ALL with level. I recall years ago a discussion of MD's "5%" crit kill rate, but I can only suppose thats from full offensive and with no weapon out, because I haven't seen a like-level crit kill with MD since I fought Giant Veabas and Cave Lizards at level 25 (I was underhunting by about 7 or 8 level, and would "toy" with them at the end of the hunt using Curse, 706, and full offensive/no weapon channeling). Its not that we don't have other spell options that do have regular crit kills . . . its that our lower high-crit spell is Balefire (13 mana), a bolt, and the lowest CS based spell is Torment, a "hits until their dead" spell that has the risk of lethal backfire. It also costs 18 mana.
>>Now, I'm not saying I want MD to be Boneshatter 2, or even Smite/Bane 2, but there are things it could take from these two spells. Here are some of my suggestions:
>>2. Part of the problem with DC isn't that it doesn't deal damage (it does, and for decent mana) but that it does it at such a slow and meandering pace . . . hunting in the Tower, I find that it takes a minimum of 5 (successful) channeled casts to kill a target. If I stance off/two free hands, this might be as low as 4. It sometimes takes as much as 7. Its not that this 8-14 mana cost range isn't reasonable, its that I have to stand in front of a target for 12-21 seconds (with macros) in HARD RT to kill a target. There are NO crit kills. I have never seen one in the Tower, or at Skull Temple before. I think I saw ONE in the Black Forest on a viper. So its not that the spell isn't a fair trade of mana for power, but its not a fair investment of "in front of enemy" time. So I propose a 302 style "infusion" system, where, based on Mana Controls, you have a chance to infuse extra mana into a cost for either a second full damage strike, or a significant boost to the crit modifier (longer stuns, bigger wounds, more severed limbs, more crit kills!). What this does is offer us the SAME mana:damage ratio, but speeds things up.
Maintaining the same mana:damage ratio is not a tenable design. 702 is the most efficient crit spell that Sorcerers possess. More damaging spells must be less mana efficient because of the enormous benefit of time savings. As creatures get more and more dangerous as you level, we intend for you to switch to higher mana cost, more front-loaded attack spells to deal with them. The place for low-level attack spells for high level casters should be when they feel safe in front of a creature (such as it being extremely disabled, or it's a generally weaker opponent) and they need to save on mana. Implementing an equal mana:damage ratio at a higher speed causes the same problem we see with the Rapid Fire/Minor Shock combo - it's a both fast and extremely mana efficient technique, and thus there is never a reason to not use it.
Also, Sorcerers are already getting a "more powerful" version of 702 as they level, simply because their warding margins (generally) increase as they level up.
>>5. Make any and ALL of these staple aspects of the spell even cast from guarded. If you must, make them have an increased chance from channeled, and further increased with open hands and more offensive stances. That said, I shouldn't have be dual-open handed, full offensive in front of an enemy to see these bonuses . . . no other class HAS to do that, and Clerics/Empaths, who also have channel bonuses, (Smite/Bane & Boneshatter) are perfectly capable of dealing tremendous damage and crit kills by channeling in Guarded/Runestaff. Smite is really the spell to be compared to here. And I understand Clerics have a lot LESS attack spell options than us, but virtually all of them have more crit potential than our equivalent. We may have 99 options, but a crit ain't one of em.
All damage spells which use CHANNEL bonuses have it implemented in the exact same manner. The main reason why 302 can kill more often is the auto-death chance from lore, as its frequency increases with warding margin, and CHANNELing is just an effective bonus to warding margin.
GameMaster Oscuro
>>I've spent a long time thinking about the issues with Mana Disruption (I'm thinking back to 6 or 7 years ago, hearing Rheisia tear the spell apart day in and day out). The issue of "spend forever plinking away" at an enemy never really hit home with me until recently, where I stumbled upon a thread about 302, discussing its A) Auto-kill rate and B) Crit-kill potential. The poster estimated that it had about a 30% crit kill rate, though he/she DID say it wasn't always on the first cast. This poster was discussing a capped character, but even so, thats quite amazing for a level 2 spell.
That thread about Smite/Bane (302) was mostly anecdotal and very far from any numbers that should be used for comparison's sake. 702 is actually very close to Smite/Bane (302) in crit ability - 302's crits were modeled after 702 in the design process. 302 does get two aspects from training that 702 doesn't, however, the instant death rate (which caps out around 9%, but only approaches that for extremely high endrolls and lore training) and the infusions. "Mana" infusions were never fully completed design-wise with 302 and in their current state are just the occasional (based on Religion lore) burst of 10 or 20 extra concussion damage for no increased mana cost. They should probably be considered done, and no longer called "mana" infusions. One should also note that 302 does half damage and crit level against the "other" target type (living for Smite and undead for Bane) at twice the mana cost.
>>That was one thing, but then I watched my friend (a level 7 empath) getting about a 25% crit kill rate with Boneshatter (snapped necks and such). To put this into perspective, the target she was fighting had about a 40% chance to be warded . . . she was auto-killing a fourth of her successful hits with an endroll in the 120-140 range, with NO lore training, unchanneled (I told her about channeling, she hasn't quite caught on). This spell only improves with levels, increasing its crit-kill potential significantly, and its auto-kill as well.
If you read the description of the spell, Boneshatter (1106) is more powerful against lower level targets. This was done because Empaths don't have any damage dealing spells of 2 to 5 mana cost, which is an extremely important mana cost range, and is where the "bread and butter" spells for pures usually lie until around level 60. Boneshatter is not a good contender for comparison to 702, but would be better used to compare to Disintegrate (705). It should also be noted that we consider Boneshatter to still be "too good" for higher level Empaths, as they're still choosing Boneshatter over Wither (1115) almost exclusively. There's a lot to be said about that, but I won't do it here.
>>It seems to me that the issue Mana Disruption has is that it simply does NOT improve AT ALL with level. I recall years ago a discussion of MD's "5%" crit kill rate, but I can only suppose thats from full offensive and with no weapon out, because I haven't seen a like-level crit kill with MD since I fought Giant Veabas and Cave Lizards at level 25 (I was underhunting by about 7 or 8 level, and would "toy" with them at the end of the hunt using Curse, 706, and full offensive/no weapon channeling). Its not that we don't have other spell options that do have regular crit kills . . . its that our lower high-crit spell is Balefire (13 mana), a bolt, and the lowest CS based spell is Torment, a "hits until their dead" spell that has the risk of lethal backfire. It also costs 18 mana.
>>Now, I'm not saying I want MD to be Boneshatter 2, or even Smite/Bane 2, but there are things it could take from these two spells. Here are some of my suggestions:
>>2. Part of the problem with DC isn't that it doesn't deal damage (it does, and for decent mana) but that it does it at such a slow and meandering pace . . . hunting in the Tower, I find that it takes a minimum of 5 (successful) channeled casts to kill a target. If I stance off/two free hands, this might be as low as 4. It sometimes takes as much as 7. Its not that this 8-14 mana cost range isn't reasonable, its that I have to stand in front of a target for 12-21 seconds (with macros) in HARD RT to kill a target. There are NO crit kills. I have never seen one in the Tower, or at Skull Temple before. I think I saw ONE in the Black Forest on a viper. So its not that the spell isn't a fair trade of mana for power, but its not a fair investment of "in front of enemy" time. So I propose a 302 style "infusion" system, where, based on Mana Controls, you have a chance to infuse extra mana into a cost for either a second full damage strike, or a significant boost to the crit modifier (longer stuns, bigger wounds, more severed limbs, more crit kills!). What this does is offer us the SAME mana:damage ratio, but speeds things up.
Maintaining the same mana:damage ratio is not a tenable design. 702 is the most efficient crit spell that Sorcerers possess. More damaging spells must be less mana efficient because of the enormous benefit of time savings. As creatures get more and more dangerous as you level, we intend for you to switch to higher mana cost, more front-loaded attack spells to deal with them. The place for low-level attack spells for high level casters should be when they feel safe in front of a creature (such as it being extremely disabled, or it's a generally weaker opponent) and they need to save on mana. Implementing an equal mana:damage ratio at a higher speed causes the same problem we see with the Rapid Fire/Minor Shock combo - it's a both fast and extremely mana efficient technique, and thus there is never a reason to not use it.
Also, Sorcerers are already getting a "more powerful" version of 702 as they level, simply because their warding margins (generally) increase as they level up.
>>5. Make any and ALL of these staple aspects of the spell even cast from guarded. If you must, make them have an increased chance from channeled, and further increased with open hands and more offensive stances. That said, I shouldn't have be dual-open handed, full offensive in front of an enemy to see these bonuses . . . no other class HAS to do that, and Clerics/Empaths, who also have channel bonuses, (Smite/Bane & Boneshatter) are perfectly capable of dealing tremendous damage and crit kills by channeling in Guarded/Runestaff. Smite is really the spell to be compared to here. And I understand Clerics have a lot LESS attack spell options than us, but virtually all of them have more crit potential than our equivalent. We may have 99 options, but a crit ain't one of em.
All damage spells which use CHANNEL bonuses have it implemented in the exact same manner. The main reason why 302 can kill more often is the auto-death chance from lore, as its frequency increases with warding margin, and CHANNELing is just an effective bonus to warding margin.
GameMaster Oscuro
Re: Mana Disruption (702) Update Ideas on 08/27/2012 07:14 AM CDT
I'll start by saying I really appreciate the length of the response you have provided. It certainly provides some insight into the situation.
>If you read the description of the spell, Boneshatter (1106) is more powerful against lower level targets. This was done because Empaths don't have any damage dealing spells of 2 to 5 mana cost, which is an extremely important mana cost range, and is where the "bread and butter" spells for pures usually lie until around level 60. Boneshatter is not a good contender for comparison to 702, but would be better used to compare to Disintegrate (705). It should also be noted that we consider Boneshatter to still be "too good" for higher level Empaths, as they're still choosing Boneshatter over Wither (1115) almost exclusively. There's a lot to be said about that, but I won't do it here.
You say its more powerful against lower level targets . . . by this, do you mean across the board low level targets period, or "in comparison to the caster"? Because in this scenario, the person was level 7, casting (no channeling) on lesser burrow orcs, who are also 7. I see there is a TD pushdown for targets under level 35, which accounts for her ability to even HIT them, but I think I'd like to point out that endroll is not counting for much in EITHER spell . . . I was seeing huge crit kills with endrolls in the 130 range, while MD is failing utterly to get crit kills even in the 200 endroll range. As I posted before, the only like-level crit kill with MD I have seen within the last 15 levels or so was dual-open handed/stance off, channeled, with a 98 d100, on a target 5 levels below me, with Arcane Focus on. I cannot even approach 236 endrolls on a regular basis . . . I'm lucky to hit 200. What I'm seeing is that Boneshatter has a high crit rate with low end rolls, and MD has very little crit rate under 200 endrolls. I get that you are comparing Boneshatter to Disintegrate, however, and so I will compare those instead.
Boneshatter is a multi-wound cycle, moderate damage inducing spell with great crit potential, even at low endrolls. It can be trained for to increase crit thresholds (more kills, longer stuns, more severe wounds) with MMC, and you can train to improve its autokill potential with a Lore that applies to all 4 of the Empath circles attack spells (talk about bang for your buck). Its most significant limitation is the inability to hit bone-less targets, but does have a TD pushdown on targets below level 35. It gains the full channel potential. The next CS/AS based attack spell in its primary circle is 1110, 4 levels above it.
Disintegrate is a single-wound, dual-damage cycle spell with fairly high damage dealing potential, primarily dependent upon endroll. If the target is stunned or non-corporeal, it recieves a third damage cycle with no wound (my logs show damage as low as 5 on a 168 endroll, and as high as 56 on a 203 endroll, all open-hand/offensive channel), though a phased non-corp target LOSES this bonus damage. The highest damage I ever did was a total of 222 damage with a 235 endroll, fully channeled (not too shabby, but totally outside my normal warding range). My records show the lowest crit-kill I ever recieved (I used to record impressive casts of the spell because its messaging was cool) was on a 220 endroll, though I am sure it can do so at lower endrolls as well. Its power cannot be trained for in any way other than simply warding better. It gains the full channel potential. The next CS/AS based attack spell in its primary circle is 711, 6 levels above it, and is incapable of crit kills. The next crit-capable spell is 713, 8 levels above it.
>Maintaining the same mana:damage ratio is not a tenable design. 702 is the most efficient crit spell that Sorcerers possess. More damaging spells must be less mana efficient because of the enormous benefit of time savings. As creatures get more and more dangerous as you level, we intend for you to switch to higher mana cost, more front-loaded attack spells to deal with them.
First, calling 702 a crit spell is debatable. Efficient, yes. But its chance for crits is so low as to be functionally non-existant like-level, in my experience. That said, I get this. While in my mind, I loved the idea of hitting for a full additional MD cycle for double mana, I do realize thats not realistic. That said, I think there is still potential in my suggestion, at a reduced rate, which I made a suggestion of: For instance, 1.75x damage for 2x mana, 2.25x for 3x mana, etc. Disintegrate is so equally poor that I would use a 2.25x MD for 6 mana than a 5 mana cast of Disintegrate.
Furthermore, I want to ask WHAT front-loaded attack spell? Disintegrate is little better. 710 is a joke in any maneuver based hunting ground, and not as effective as advertised. Pain is great, but it is NOT front-loaded damage . . . its MD 2.0 with RT induction. Balefire is what it is, and I am not qualified to address it at this time. We end up at Torment and DC . . . Torment being incredibly dangerous (and still not quite front loaded) and DC being HIGH end mana cost, and only viable against pures and semis. So its a jump from 2 mana to 18/19 mana, with significant downsides to each. Oh, and 720, which destroys loot and is a huge mana sink. We don't HAVE a middle range attack spell . . . its MD or Torment/DC. You mention the 2-5 mana range being bread and butter until about level 60, and I would agree.
But the spells we fill this slot with are not comparable to those of the other pures. Boneshatter is exceptionally more powerful than Disintegrate, in crit rate and wound infliction (plus lore training), Smite is a better MD (your notes on the anecdotal nature of that thread taken into consideration), even if only due to auto-kill rate. If MD had even a 3% chance of insta-kill, I would see a MASSIVE improvement to my hunting, where I cast MD 4-7 times per target, in DC doesn't kill them. Rewind back 10 levels, and I couldn't afford DC ever, and it was MD all day, erry day. I will again leave Balefire out of this discussion, because I am "training" to use it, and have not yet incorporated it into my hunting plan, but the jump in mana is still 2/5 to 13. That said, access to low mana bolts is something we DON'T have (Empaths debatably so as well). The time I spent hunting Veabas/Lizards was lengthy, (14-26), and my options were severely limited by my poor warding ability. But man, I would have those lucky MD hits that stunned for 4 rounds and proned the target . . . but how do I take advantage of it? I had no way to do so. A cleric or wizard would use that SEVERE DS penalty and go to town with a bolt. I had to keep warding, and low and behold, 5 failed wardings later, the lizard is back up and ready for more.
I think despite all of our offensive spells (of which I count 16), you would assume we had a pretty good coverage of every level, but I disagree. Of those spells, three (701, 710, 716) take a phenomenally long time to deal significant damage, and 718 is not far behind. Six of them are basically disablers only (703, 706, 708, 709, 715, 717), with 708 severely limited by endroll and 717 gaining a killing ability if you are 20 levels over target or so. That leaves 702, 705, 711, 713, 718, and 719. 702-711 basically (or literally) can't crit kill things, 718 requires CONTINUED warding rolls or face deadly backlash, 719 is worthless against squares, leaving Balefire as the sole survivor, but as a 13 mana spell, is just not viable at low levels. Basically, what spell do we have under 713/719 that we can walk into a room, incur 3-9 seconds of cast/hard rt, and kill our target? Clerics, Empaths, and Wizards all have them. The other classes swing, and if they aren't ambushing, will take the target down and finish them with the second or third hit anyway. As much as it isn't what I'm looking for, the idea of a 705 bolt is looking more and more appealing . . . and I am not trained for bolting.
>Also, Sorcerers are already getting a "more powerful" version of 702 as they level, simply because their warding margins (generally) increase as they level up.
Unfortunately, I'm not seeing a significant improvement to 702 with higher endrolls. I mean, with REALLY high endrolls, sure, but the only improvement I'm seeing there is that I can actually ward my target more often. All other pures also get this improvement, plus lore bonuses (DF boost on bolts, Lores for warding).
>All damage spells which use CHANNEL bonuses have it implemented in the exact same manner. The main reason why 302 can kill more often is the auto-death chance from lore, as its frequency increases with warding margin, and CHANNELing is just an effective bonus to warding margin.
Fair enough. I just don't want to see some great new improvement to MD which only occurs in stance off/dual-hand channel. Thats why I mentioned it.
I'm not trying to just say you are wrong on all counts or something, because you have shared a lot of information that I think puts things into perspective, and I'm glad you see a need for MD to have a training benefit (that you would consider Demonology makes me, as a Demonologist, even happier), but I think the issue is more severe than it might seem at first glance. Either way, thank you for your response.
>If you read the description of the spell, Boneshatter (1106) is more powerful against lower level targets. This was done because Empaths don't have any damage dealing spells of 2 to 5 mana cost, which is an extremely important mana cost range, and is where the "bread and butter" spells for pures usually lie until around level 60. Boneshatter is not a good contender for comparison to 702, but would be better used to compare to Disintegrate (705). It should also be noted that we consider Boneshatter to still be "too good" for higher level Empaths, as they're still choosing Boneshatter over Wither (1115) almost exclusively. There's a lot to be said about that, but I won't do it here.
You say its more powerful against lower level targets . . . by this, do you mean across the board low level targets period, or "in comparison to the caster"? Because in this scenario, the person was level 7, casting (no channeling) on lesser burrow orcs, who are also 7. I see there is a TD pushdown for targets under level 35, which accounts for her ability to even HIT them, but I think I'd like to point out that endroll is not counting for much in EITHER spell . . . I was seeing huge crit kills with endrolls in the 130 range, while MD is failing utterly to get crit kills even in the 200 endroll range. As I posted before, the only like-level crit kill with MD I have seen within the last 15 levels or so was dual-open handed/stance off, channeled, with a 98 d100, on a target 5 levels below me, with Arcane Focus on. I cannot even approach 236 endrolls on a regular basis . . . I'm lucky to hit 200. What I'm seeing is that Boneshatter has a high crit rate with low end rolls, and MD has very little crit rate under 200 endrolls. I get that you are comparing Boneshatter to Disintegrate, however, and so I will compare those instead.
Boneshatter is a multi-wound cycle, moderate damage inducing spell with great crit potential, even at low endrolls. It can be trained for to increase crit thresholds (more kills, longer stuns, more severe wounds) with MMC, and you can train to improve its autokill potential with a Lore that applies to all 4 of the Empath circles attack spells (talk about bang for your buck). Its most significant limitation is the inability to hit bone-less targets, but does have a TD pushdown on targets below level 35. It gains the full channel potential. The next CS/AS based attack spell in its primary circle is 1110, 4 levels above it.
Disintegrate is a single-wound, dual-damage cycle spell with fairly high damage dealing potential, primarily dependent upon endroll. If the target is stunned or non-corporeal, it recieves a third damage cycle with no wound (my logs show damage as low as 5 on a 168 endroll, and as high as 56 on a 203 endroll, all open-hand/offensive channel), though a phased non-corp target LOSES this bonus damage. The highest damage I ever did was a total of 222 damage with a 235 endroll, fully channeled (not too shabby, but totally outside my normal warding range). My records show the lowest crit-kill I ever recieved (I used to record impressive casts of the spell because its messaging was cool) was on a 220 endroll, though I am sure it can do so at lower endrolls as well. Its power cannot be trained for in any way other than simply warding better. It gains the full channel potential. The next CS/AS based attack spell in its primary circle is 711, 6 levels above it, and is incapable of crit kills. The next crit-capable spell is 713, 8 levels above it.
>Maintaining the same mana:damage ratio is not a tenable design. 702 is the most efficient crit spell that Sorcerers possess. More damaging spells must be less mana efficient because of the enormous benefit of time savings. As creatures get more and more dangerous as you level, we intend for you to switch to higher mana cost, more front-loaded attack spells to deal with them.
First, calling 702 a crit spell is debatable. Efficient, yes. But its chance for crits is so low as to be functionally non-existant like-level, in my experience. That said, I get this. While in my mind, I loved the idea of hitting for a full additional MD cycle for double mana, I do realize thats not realistic. That said, I think there is still potential in my suggestion, at a reduced rate, which I made a suggestion of: For instance, 1.75x damage for 2x mana, 2.25x for 3x mana, etc. Disintegrate is so equally poor that I would use a 2.25x MD for 6 mana than a 5 mana cast of Disintegrate.
Furthermore, I want to ask WHAT front-loaded attack spell? Disintegrate is little better. 710 is a joke in any maneuver based hunting ground, and not as effective as advertised. Pain is great, but it is NOT front-loaded damage . . . its MD 2.0 with RT induction. Balefire is what it is, and I am not qualified to address it at this time. We end up at Torment and DC . . . Torment being incredibly dangerous (and still not quite front loaded) and DC being HIGH end mana cost, and only viable against pures and semis. So its a jump from 2 mana to 18/19 mana, with significant downsides to each. Oh, and 720, which destroys loot and is a huge mana sink. We don't HAVE a middle range attack spell . . . its MD or Torment/DC. You mention the 2-5 mana range being bread and butter until about level 60, and I would agree.
But the spells we fill this slot with are not comparable to those of the other pures. Boneshatter is exceptionally more powerful than Disintegrate, in crit rate and wound infliction (plus lore training), Smite is a better MD (your notes on the anecdotal nature of that thread taken into consideration), even if only due to auto-kill rate. If MD had even a 3% chance of insta-kill, I would see a MASSIVE improvement to my hunting, where I cast MD 4-7 times per target, in DC doesn't kill them. Rewind back 10 levels, and I couldn't afford DC ever, and it was MD all day, erry day. I will again leave Balefire out of this discussion, because I am "training" to use it, and have not yet incorporated it into my hunting plan, but the jump in mana is still 2/5 to 13. That said, access to low mana bolts is something we DON'T have (Empaths debatably so as well). The time I spent hunting Veabas/Lizards was lengthy, (14-26), and my options were severely limited by my poor warding ability. But man, I would have those lucky MD hits that stunned for 4 rounds and proned the target . . . but how do I take advantage of it? I had no way to do so. A cleric or wizard would use that SEVERE DS penalty and go to town with a bolt. I had to keep warding, and low and behold, 5 failed wardings later, the lizard is back up and ready for more.
I think despite all of our offensive spells (of which I count 16), you would assume we had a pretty good coverage of every level, but I disagree. Of those spells, three (701, 710, 716) take a phenomenally long time to deal significant damage, and 718 is not far behind. Six of them are basically disablers only (703, 706, 708, 709, 715, 717), with 708 severely limited by endroll and 717 gaining a killing ability if you are 20 levels over target or so. That leaves 702, 705, 711, 713, 718, and 719. 702-711 basically (or literally) can't crit kill things, 718 requires CONTINUED warding rolls or face deadly backlash, 719 is worthless against squares, leaving Balefire as the sole survivor, but as a 13 mana spell, is just not viable at low levels. Basically, what spell do we have under 713/719 that we can walk into a room, incur 3-9 seconds of cast/hard rt, and kill our target? Clerics, Empaths, and Wizards all have them. The other classes swing, and if they aren't ambushing, will take the target down and finish them with the second or third hit anyway. As much as it isn't what I'm looking for, the idea of a 705 bolt is looking more and more appealing . . . and I am not trained for bolting.
>Also, Sorcerers are already getting a "more powerful" version of 702 as they level, simply because their warding margins (generally) increase as they level up.
Unfortunately, I'm not seeing a significant improvement to 702 with higher endrolls. I mean, with REALLY high endrolls, sure, but the only improvement I'm seeing there is that I can actually ward my target more often. All other pures also get this improvement, plus lore bonuses (DF boost on bolts, Lores for warding).
>All damage spells which use CHANNEL bonuses have it implemented in the exact same manner. The main reason why 302 can kill more often is the auto-death chance from lore, as its frequency increases with warding margin, and CHANNELing is just an effective bonus to warding margin.
Fair enough. I just don't want to see some great new improvement to MD which only occurs in stance off/dual-hand channel. Thats why I mentioned it.
I'm not trying to just say you are wrong on all counts or something, because you have shared a lot of information that I think puts things into perspective, and I'm glad you see a need for MD to have a training benefit (that you would consider Demonology makes me, as a Demonologist, even happier), but I think the issue is more severe than it might seem at first glance. Either way, thank you for your response.
Re: Mana Disruption (702) Update Ideas on 08/27/2012 07:53 AM CDT
>Also, Sorcerers are already getting a "more powerful" version of 702 as they level, simply because their warding margins (generally) increase as they level up.
We do? This is news to me.
>That thread about Smite/Bane (302) was mostly anecdotal and very far from any numbers that should be used for comparison's sake. 702 is actually very close to Smite/Bane (302) in crit ability - 302's crits were modeled after 702 in the design process. 302 does get two aspects from training that 702 doesn't, however, the instant death rate (which caps out around 9%, but only approaches that for extremely high endrolls and lore training) and the infusions. "Mana" infusions were never fully completed design-wise with 302 and in their current state are just the occasional (based on Religion lore) burst of 10 or 20 extra concussion damage for no increased mana cost. They should probably be considered done, and no longer called "mana" infusions. One should also note that 302 does half damage and crit level against the "other" target type (living for Smite and undead for Bane) at twice the mana cost.
I could easily pull up logs from over the years showing 302 approaching 719 like levels of damage. Anecdotal, maybe? But where are the anecdotes for MD then? And shouldn't MD be MORE powerful than 302 anyways? Not even equal, but more? Because sorcerers are more magical than clerics, which is a statement of fact echoed by multiple GMs over the past 18 years or so. I think it has often just been lip service, but it has been said, and used as the justification for the cleric's vastly lower physical training costs.
>It should also be noted that we consider Boneshatter to still be "too good" for higher level Empaths, as they're still choosing Boneshatter over Wither (1115) almost exclusively.
At least you admit it, despite the downtweak in 1106 some time ago, if I am hunting my empath and my sorcerer together I have to let the sorcerer cast first as the risk of the empath killing the thing in one hit with 1106 is too great. My sorcerer has always been much higher in EXP too, much further tripled. For a long time my empaths 1106 was better than my sorcerers 719. Maybe not anymore now that the sorcerer is fully tripled (though the empath is still only maybe 2.3x trained in spells). But for a long time it was..... and again of course by definition we're supposed to be more magical than empaths.
Re: Mana Disruption (702) Update Ideas on 08/27/2012 09:06 AM CDT
>That thread about Smite/Bane (302) was mostly anecdotal and very far from any numbers that should be used for comparison's sake. 702 is actually very close to Smite/Bane (302) in crit ability - 302's crits were modeled after 702 in the design process. 302 does get two aspects from training that 702 doesn't, however, the instant death rate (which caps out around 9%, but only approaches that for extremely high endrolls and lore training) and the infusions. "Mana" infusions were never fully completed design-wise with 302 and in their current state are just the occasional (based on Religion lore) burst of 10 or 20 extra concussion damage for no increased mana cost. They should probably be considered done, and no longer called "mana" infusions. One should also note that 302 does half damage and crit level against the "other" target type (living for Smite and undead for Bane) at twice the mana cost.
Found another important thing to add on Krakiipedia, a saved post from GM Estild:
>I am unclear on the meaning of this statement. What non-bolt attacks? Weapons? Or do you mean that damage from CS based attack spells is increased if the target is stunned? I don't recall ever seeing that before. - THROGG
>Bane/Smite (302), Fervent Reproach (312), Divine Fury (317), and Bone Shatter (1106) have had this benefit since the conversion to GemStone IV. GameMaster Uliq announced it before the migration. - GameMaster Estild, Cleric/Empath Team
Now, this changes little, since 705 ALSO recieves a bonus on stunned targets, but thats a third area where Smite/Bane outperform Mana Disruption. Autokill rate, maxing out at 9% in extraordinary circumstances (enhanced by lore), a "free" mana infusion system which costs no extra mana (enhanced by lore), and increased damage in a non-specific form (extra damage, ala 705? Increased crit modifier?) which 702 does not have. The downside of Smite/Bane is reduced efficacy against "other" target types, though autokills are still possible.
Also, this negates one of the handful of advantages 705 had listed over 1106, further improving 1106's status . . . that said, this was a 6 year old post, and I am aware Boneshatter and Smite/Bane have been changed, so correct me if this is no longer true.
Found another important thing to add on Krakiipedia, a saved post from GM Estild:
>I am unclear on the meaning of this statement. What non-bolt attacks? Weapons? Or do you mean that damage from CS based attack spells is increased if the target is stunned? I don't recall ever seeing that before. - THROGG
>Bane/Smite (302), Fervent Reproach (312), Divine Fury (317), and Bone Shatter (1106) have had this benefit since the conversion to GemStone IV. GameMaster Uliq announced it before the migration. - GameMaster Estild, Cleric/Empath Team
Now, this changes little, since 705 ALSO recieves a bonus on stunned targets, but thats a third area where Smite/Bane outperform Mana Disruption. Autokill rate, maxing out at 9% in extraordinary circumstances (enhanced by lore), a "free" mana infusion system which costs no extra mana (enhanced by lore), and increased damage in a non-specific form (extra damage, ala 705? Increased crit modifier?) which 702 does not have. The downside of Smite/Bane is reduced efficacy against "other" target types, though autokills are still possible.
Also, this negates one of the handful of advantages 705 had listed over 1106, further improving 1106's status . . . that said, this was a 6 year old post, and I am aware Boneshatter and Smite/Bane have been changed, so correct me if this is no longer true.
Re: Mana Disruption (702) Update Ideas on 08/27/2012 01:50 PM CDT
<Boneshatter is not a good contender for comparison to 702, but would be better used to compare to Disintegrate (705). It should also be noted that we consider Boneshatter to still be "too good" for higher level Empaths, as they're still choosing Boneshatter over Wither (1115) almost exclusively. There's a lot to be said about that, but I won't do it here.>
Ok, lets compare 1106 and 705. I've seen empaths with a couple different training paths routinely killing tomb trolls with 1-3 casts of 1106 while uphunting. Meanwhile, my sorcerer (at level 54) recently went through 100 mana worth of 705 AND an entire bone wand AFTER casting 111 at it so it couldn't heal it's self and it was still swinging at him (he needs a d100 roll of 3 or higher to hit them).
Whatever happens with 1106, 705 definitely needs a boost.
Starchitin
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
Ok, lets compare 1106 and 705. I've seen empaths with a couple different training paths routinely killing tomb trolls with 1-3 casts of 1106 while uphunting. Meanwhile, my sorcerer (at level 54) recently went through 100 mana worth of 705 AND an entire bone wand AFTER casting 111 at it so it couldn't heal it's self and it was still swinging at him (he needs a d100 roll of 3 or higher to hit them).
Whatever happens with 1106, 705 definitely needs a boost.
Starchitin
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
Re: Mana Disruption (702) Update Ideas on 08/27/2012 01:52 PM CDT
>>You say its more powerful against lower level targets . . . by this, do you mean across the board low level targets period, or "in comparison to the caster"?
Absolute low level targets, not relatively low level. The bonus is specifically referring to the TD pushdown, which not only makes it easier to hit the target, but when it hits, the warding margin is higher so it's more powerful. This brings to mind my frustrations during the design process for spells that we don't have independent checks for hitting and degree of success like many other games.
>>First, calling 702 a crit spell is debatable.
702 should be the staple spell until around level 30-35 and then Disintegrate should take over. Note that I'm saying "should;" I realize this isn't the actual practice right now because Disintegrate isn't as capable as it was originally envisioned it would be. In that level range, 702 functions extremely well as a crit kill.
>>Furthermore, I want to ask WHAT front-loaded attack spell? Disintegrate is little better.
719. However, 705 should also fall in that category, which it could with a little tweaking. Pain is also a guaranteed 3 shot kill with lore, which isn't bad.
>>I could easily pull up logs from over the years showing 302 approaching 719 like levels of damage. Anecdotal, maybe? But where are the anecdotes for MD then?
I imagine a big part of it is the fact that 702's bonus concussion damage is hidden, which makes the output of the spell relatively underwhelming.
>>And shouldn't MD be MORE powerful than 302 anyways? Not even equal, but more? Because sorcerers are more magical than clerics, which is a statement of fact echoed by multiple GMs over the past 18 years or so. I think it has often just been lip service, but it has been said, and used as the justification for the cleric's vastly lower physical training costs.
No. Clerics have been stated as being more physical, but not less magical. At least not since GemStone IV. The reduced cost for their physical skills is a benefit of the class, but in the long run, it mostly just provides more combat style options. Many Clerics train strictly in the magical skills, and those that do are getting roughly the same return that Wizards, Sorcerers and Empaths do.
While Clerics have more physical combat style options than other pures, they have less options for targets with their spells. Almost all the 300s attack spells consider the Cleric's alignment in some way. This dramatically reduces the number of targets they are "good" against. While most attack spells have some component differentiation between types of targets, no other pure profession has such a limitation painted with as wide a stroke. So the strength that Sorcerers are intended to have over Clerics is not in how much stronger any one spell is, but instead how many more magical tools they are able to use. This clearly isn't exactly true in practice because of the age of the Sorcerer circle in comparison the Cleric circle, but steps have been taken in the right direction, including Balefire (713).
GameMaster Oscuro
Absolute low level targets, not relatively low level. The bonus is specifically referring to the TD pushdown, which not only makes it easier to hit the target, but when it hits, the warding margin is higher so it's more powerful. This brings to mind my frustrations during the design process for spells that we don't have independent checks for hitting and degree of success like many other games.
>>First, calling 702 a crit spell is debatable.
702 should be the staple spell until around level 30-35 and then Disintegrate should take over. Note that I'm saying "should;" I realize this isn't the actual practice right now because Disintegrate isn't as capable as it was originally envisioned it would be. In that level range, 702 functions extremely well as a crit kill.
>>Furthermore, I want to ask WHAT front-loaded attack spell? Disintegrate is little better.
719. However, 705 should also fall in that category, which it could with a little tweaking. Pain is also a guaranteed 3 shot kill with lore, which isn't bad.
>>I could easily pull up logs from over the years showing 302 approaching 719 like levels of damage. Anecdotal, maybe? But where are the anecdotes for MD then?
I imagine a big part of it is the fact that 702's bonus concussion damage is hidden, which makes the output of the spell relatively underwhelming.
>>And shouldn't MD be MORE powerful than 302 anyways? Not even equal, but more? Because sorcerers are more magical than clerics, which is a statement of fact echoed by multiple GMs over the past 18 years or so. I think it has often just been lip service, but it has been said, and used as the justification for the cleric's vastly lower physical training costs.
No. Clerics have been stated as being more physical, but not less magical. At least not since GemStone IV. The reduced cost for their physical skills is a benefit of the class, but in the long run, it mostly just provides more combat style options. Many Clerics train strictly in the magical skills, and those that do are getting roughly the same return that Wizards, Sorcerers and Empaths do.
While Clerics have more physical combat style options than other pures, they have less options for targets with their spells. Almost all the 300s attack spells consider the Cleric's alignment in some way. This dramatically reduces the number of targets they are "good" against. While most attack spells have some component differentiation between types of targets, no other pure profession has such a limitation painted with as wide a stroke. So the strength that Sorcerers are intended to have over Clerics is not in how much stronger any one spell is, but instead how many more magical tools they are able to use. This clearly isn't exactly true in practice because of the age of the Sorcerer circle in comparison the Cleric circle, but steps have been taken in the right direction, including Balefire (713).
GameMaster Oscuro
Re: Mana Disruption (702) Update Ideas on 08/27/2012 02:30 PM CDT
>Absolute low level targets, not relatively low level. The bonus is specifically referring to the TD pushdown, which not only makes it easier to hit the target, but when it hits, the warding margin is higher so it's more powerful. This brings to mind my frustrations during the design process for spells that we don't have independent checks for hitting and degree of success like many other games.
Thanks for this clarification.
>I imagine a big part of it is the fact that 702's bonus concussion damage is hidden, which makes the output of the spell relatively underwhelming.
Is there an upper limit on 702's hidden damage? I know the damage ranges of the messaging approximately, so I realize the spell does more than meets the eye (though I've gotten laughed at a few times when it looked like I was doing 15-35 per cast while hunting with other classes). If it is uncapped, would it be possible to add additional messaging brackets to allow me to know the difference between doing 65 damage and 100?
Ultimately, I'm glad to see an acknowledgement of the fact that both 702 and 705 are lacking in some regard . . . namely a lack of any lore/training options, and that 705 does not fulfill its role as the successor to 702. I know that won't spell an immediate change, but that it could foretell of a change to come, and I appreciate that.
Thanks for this clarification.
>I imagine a big part of it is the fact that 702's bonus concussion damage is hidden, which makes the output of the spell relatively underwhelming.
Is there an upper limit on 702's hidden damage? I know the damage ranges of the messaging approximately, so I realize the spell does more than meets the eye (though I've gotten laughed at a few times when it looked like I was doing 15-35 per cast while hunting with other classes). If it is uncapped, would it be possible to add additional messaging brackets to allow me to know the difference between doing 65 damage and 100?
Ultimately, I'm glad to see an acknowledgement of the fact that both 702 and 705 are lacking in some regard . . . namely a lack of any lore/training options, and that 705 does not fulfill its role as the successor to 702. I know that won't spell an immediate change, but that it could foretell of a change to come, and I appreciate that.
Re: Mana Disruption (702) Update Ideas on 08/27/2012 03:37 PM CDT
>Pain is also a guaranteed 3 shot kill with lore, which isn't bad.
No it isn't, it is a guaranteed 3 shot kill with lore and a significant warding margin, which isn't commonly had. I was around 2x cap before it was "guaranteed" 3 shots for war griffins for me, assuming I don't fumble. Growing up, like level, I can't remember a single critter it was a guarantee on. And if 33 mana is your good scenario... well...
>No. Clerics have been stated as being more physical, but not less magical. At least not since GemStone IV. The reduced cost for their physical skills is a benefit of the class, but in the long run, it mostly just provides more combat style options. Many Clerics train strictly in the magical skills, and those that do are getting roughly the same return that Wizards, Sorcerers and Empaths do.
Imbalance says what?
>While Clerics have more physical combat style options than other pures, they have less options for targets with their spells. Almost all the 300s attack spells consider the Cleric's alignment in some way. This dramatically reduces the number of targets they are "good" against. While most attack spells have some component differentiation between types of targets, no other pure profession has such a limitation painted with as wide a stroke. So the strength that Sorcerers are intended to have over Clerics is not in how much stronger any one spell is, but instead how many more magical tools they are able to use. This clearly isn't exactly true in practice because of the age of the Sorcerer circle in comparison the Cleric circle, but steps have been taken in the right direction, including Balefire (713).
Ya that undead gap is a really killer... oh wait, it doesn't exist anymore. Hmmm I really can't see the weakness here. In shattered I played a cleric up to 70, in prime my highest is like 28. But still, I never noticed any sort of hunting problem, far from it, they were good hunters, and no matter what they wanted to hunt the cleric always did well. I had an empath, a wizard, and a cleric in shattered, I ran them through more or less the same hunting grounds from 0-70, cleric killing everything the empath or wizard did. Are clerics with BANE really not excellent hunters against undead? Are clerics with SMITE really not excellent hunters against the living? In my experience they certainly are, and saying that this is a weakness that balances against their vast and significant physical advantages holds no water IMO. The loss of effectiveness in those spells is minor. DC loses far more effectiveness when used against physical things. Basically, if you're using 302 against an ideal target, it hits like a 6 or 7 mana spell, and if you use 302 against the wrong target it hits like a 2 mana spell, and for this "penalty" clerics are balanced with the ability to wear heavier armor, at lower training point cost, train in physical skills at lower training point costs across the board, and of course, there is that whole fame/exp system around raising the dead... and access to a major spell circle.
And of course the whole religion system did not even exist when clerics were first given these things, so using it as an after the fact justification just makes it seem even weaker.
Re: Mana Disruption (702) Update Ideas on 08/27/2012 05:03 PM CDT
>>That thread about Smite/Bane (302) was mostly anecdotal and very far from any numbers that should be used for comparison's sake. 702 is actually very close to Smite/Bane (302) in crit ability <<
Oscuro dear; that thread was probably mine. Posting in the clerical spell folder. And it was not anecdotal in the leat, I posted numerous game logs. Yes my cleric is capped and has religion lore up the wazoo, but still, 302 is a massively killer spell in OTF. I have a level 42 sorceror and I assure you that 702 has no comparable kill rate.
The bells of Hell
go ting-a-ling-a-ling
for you but not for me
Oscuro dear; that thread was probably mine. Posting in the clerical spell folder. And it was not anecdotal in the leat, I posted numerous game logs. Yes my cleric is capped and has religion lore up the wazoo, but still, 302 is a massively killer spell in OTF. I have a level 42 sorceror and I assure you that 702 has no comparable kill rate.
The bells of Hell
go ting-a-ling-a-ling
for you but not for me
Re: Mana Disruption (702) Update Ideas on 08/27/2012 05:13 PM CDT
And it was not anecdotal in the leat, |
You....do know what anecdotal means, right? Just in case, here's a link to the definition, pay attention to the third definition of it: http://dictionary.reference.com/browse/anecdotal?s=t
Here, I'll make it easier for you, I'll copy and paste that very definition here:
based on personal observation, case study reports, or random investigations rather than systematic scientific evaluation: anecdotal evidence. |
-Taakhooshi, and Me
For the Story of Taakhooshi:
http://www.gsguide.net/index.php?title=Taakhooshi
Re: Mana Disruption (702) Update Ideas on 08/27/2012 05:19 PM CDT
>> You....do know what anecdotal means, right? Just in case, here's a link to the definition<<
Snarkiness does not endear people to me, nor is it a generally pleasant personality feature, and certainly does not lend credulity to your point, whatever it may have been.
The bells of Hell
go ting-a-ling-a-ling
for you but not for me
Snarkiness does not endear people to me, nor is it a generally pleasant personality feature, and certainly does not lend credulity to your point, whatever it may have been.
The bells of Hell
go ting-a-ling-a-ling
for you but not for me
Re: Mana Disruption (702) Update Ideas on 08/27/2012 05:27 PM CDT
How is this anecdotal? It is one several logs I have posted of the effectiveness of 302 in the clerical spell folder. It is not hearsay, it is fact. 2 out of 3 Ithzir died with one cast. When was the last time you saw 702 explode something's carotid arteries?
>> incant 302
You chant a reverent litany, clasping your hands while focusing upon the Bane spell...
Your spell is ready.
You channel at an Ithzir initiate.
A sickly, violet haze encompasses an Ithzir initiate.
CS: +513 - TD: +370 + CvA: +19 + d100: +97 == +259
Warding failed!
The violet haze chaotically swirls around the initiate, the tremendous force causing the victim to crumple inward upon itself!
The Ithzir initiate is hit for 45 points of damage!
... 35 points of damage!
Ferocious bolt of plasma tears through the Ithzir initiate's eye and fries the brain!
The Ithzir initiate is stunned!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
> incant 302
You chant a reverent litany, clasping your hands while focusing upon the Bane spell...
Your spell is ready.
You channel at an Ithzir initiate.
A sickly, violet haze encompasses an Ithzir initiate.
CS: +513 - TD: +370 + CvA: +19 + d100: +63 == +225
Warding failed!
The violet haze chaotically swirls around the initiate, the tremendous force causing the victim to crumple inward upon itself!
The Ithzir initiate is hit for 45 points of damage!
... 40 points of damage!
The Ithzir initiate's leg is consumed in an intense field of plasma reducing it to ash!
An Ithzir initiate falls to the ground grasping his mangled right leg!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
> incant 302
You chant a reverent litany, clasping your hands while focusing upon the Bane spell...
Your spell is ready.
You channel at an Ithzir initiate.
A sickly, violet haze encompasses an Ithzir initiate.
CS: +513 - TD: +370 + CvA: +19 + d100: +3 == +165
Warding failed!
The violet haze violently swirls around the initiate, scorching the skin of an Ithzir initiate.
The Ithzir initiate is hit for 45 points of damage!
... 35 points of damage!
Fiery blast of plasma blows the Ithzir initiate's leg into a bloody spray!
The Ithzir initiate vainly struggles to rise, then goes still.
The very powerful look leaves an Ithzir initiate.
The white light leaves an Ithzir initiate.
The opalescent aura fades from around an Ithzir initiate.
The deep blue glow leaves an Ithzir initiate.
The brilliant aura fades away from an Ithzir initiate.
An Ithzir initiate seems slightly different.
The dim aura fades from around an Ithzir initiate.
The powerful look leaves an Ithzir initiate.
The initiate's paralyzed body slackens in the grip of death.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
> incant 302
You chant a reverent litany, clasping your hands while focusing upon the Bane spell...
Your spell is ready.
You channel at an Ithzir scout.
A sickly, violet haze encompasses an Ithzir scout.
CS: +513 - TD: +326 + CvA: +9 + d100: +81 == +277
Warding failed!
With a sudden burst of divine insight, you're able to amplify the power of your Bane spell!
The violet haze chaotically swirls around the scout, the tremendous force causing the victim to crumple inward upon itself!
The Ithzir scout is hit for 63 points of damage!
... 30 points of damage!
Intense blast causes the Ithzir scout's carotid arteries to explode!
The Ithzir scout falls to the ground in a crumpled heap.
The scout's paralyzed body slackens in the grip of death.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
> loot
You search the Ithzir scout.
He had a gleaming steel broadsword.
You discard the scout's remaining useless equipment.
He didn't carry any silver.
He had nothing else of value.
An Ithzir scout's body shimmers slightly, then fades from view like a dissipating phantom.
> release
You feel the magic of your spell rush away from you.
> loot
You search the Ithzir initiate.
He had a twisted crystal-tipped staff.
You discard the initiate's remaining useless equipment.
He had 230 silvers on him.
You gather the remaining 230 coins.
He had nothing else of value.
An Ithzir initiate's body shimmers slightly, then fades from view like a dissipating phantom.
>
An Ithzir janissary strides in, surveying the surroundings alertly.
> incant 302
You chant a reverent litany, clasping your hands while focusing upon the Bane spell...
Your spell is ready.
You channel at an Ithzir janissary.
A sickly, violet haze encompasses an Ithzir janissary.
CS: +513 - TD: +325 + CvA: -2 + d100: +19 == +205
Warding failed!
The violet haze violently swirls around the janissary, scorching the skin of an Ithzir janissary.
The Ithzir janissary is hit for 45 points of damage!
... 25 points of damage!
A raw, red hole is drilled in the Ithzir janissary's chest by a powerful bolt!
The Ithzir janissary asks incredulously, "Hor? Kla val ptath...?" then falls, his pupil-less green eyes frozen in a dead stare.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.<<
The bells of Hell
go ting-a-ling-a-ling
for you but not for me
>> incant 302
You chant a reverent litany, clasping your hands while focusing upon the Bane spell...
Your spell is ready.
You channel at an Ithzir initiate.
A sickly, violet haze encompasses an Ithzir initiate.
CS: +513 - TD: +370 + CvA: +19 + d100: +97 == +259
Warding failed!
The violet haze chaotically swirls around the initiate, the tremendous force causing the victim to crumple inward upon itself!
The Ithzir initiate is hit for 45 points of damage!
... 35 points of damage!
Ferocious bolt of plasma tears through the Ithzir initiate's eye and fries the brain!
The Ithzir initiate is stunned!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
> incant 302
You chant a reverent litany, clasping your hands while focusing upon the Bane spell...
Your spell is ready.
You channel at an Ithzir initiate.
A sickly, violet haze encompasses an Ithzir initiate.
CS: +513 - TD: +370 + CvA: +19 + d100: +63 == +225
Warding failed!
The violet haze chaotically swirls around the initiate, the tremendous force causing the victim to crumple inward upon itself!
The Ithzir initiate is hit for 45 points of damage!
... 40 points of damage!
The Ithzir initiate's leg is consumed in an intense field of plasma reducing it to ash!
An Ithzir initiate falls to the ground grasping his mangled right leg!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
> incant 302
You chant a reverent litany, clasping your hands while focusing upon the Bane spell...
Your spell is ready.
You channel at an Ithzir initiate.
A sickly, violet haze encompasses an Ithzir initiate.
CS: +513 - TD: +370 + CvA: +19 + d100: +3 == +165
Warding failed!
The violet haze violently swirls around the initiate, scorching the skin of an Ithzir initiate.
The Ithzir initiate is hit for 45 points of damage!
... 35 points of damage!
Fiery blast of plasma blows the Ithzir initiate's leg into a bloody spray!
The Ithzir initiate vainly struggles to rise, then goes still.
The very powerful look leaves an Ithzir initiate.
The white light leaves an Ithzir initiate.
The opalescent aura fades from around an Ithzir initiate.
The deep blue glow leaves an Ithzir initiate.
The brilliant aura fades away from an Ithzir initiate.
An Ithzir initiate seems slightly different.
The dim aura fades from around an Ithzir initiate.
The powerful look leaves an Ithzir initiate.
The initiate's paralyzed body slackens in the grip of death.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
> incant 302
You chant a reverent litany, clasping your hands while focusing upon the Bane spell...
Your spell is ready.
You channel at an Ithzir scout.
A sickly, violet haze encompasses an Ithzir scout.
CS: +513 - TD: +326 + CvA: +9 + d100: +81 == +277
Warding failed!
With a sudden burst of divine insight, you're able to amplify the power of your Bane spell!
The violet haze chaotically swirls around the scout, the tremendous force causing the victim to crumple inward upon itself!
The Ithzir scout is hit for 63 points of damage!
... 30 points of damage!
Intense blast causes the Ithzir scout's carotid arteries to explode!
The Ithzir scout falls to the ground in a crumpled heap.
The scout's paralyzed body slackens in the grip of death.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
> loot
You search the Ithzir scout.
He had a gleaming steel broadsword.
You discard the scout's remaining useless equipment.
He didn't carry any silver.
He had nothing else of value.
An Ithzir scout's body shimmers slightly, then fades from view like a dissipating phantom.
> release
You feel the magic of your spell rush away from you.
> loot
You search the Ithzir initiate.
He had a twisted crystal-tipped staff.
You discard the initiate's remaining useless equipment.
He had 230 silvers on him.
You gather the remaining 230 coins.
He had nothing else of value.
An Ithzir initiate's body shimmers slightly, then fades from view like a dissipating phantom.
>
An Ithzir janissary strides in, surveying the surroundings alertly.
> incant 302
You chant a reverent litany, clasping your hands while focusing upon the Bane spell...
Your spell is ready.
You channel at an Ithzir janissary.
A sickly, violet haze encompasses an Ithzir janissary.
CS: +513 - TD: +325 + CvA: -2 + d100: +19 == +205
Warding failed!
The violet haze violently swirls around the janissary, scorching the skin of an Ithzir janissary.
The Ithzir janissary is hit for 45 points of damage!
... 25 points of damage!
A raw, red hole is drilled in the Ithzir janissary's chest by a powerful bolt!
The Ithzir janissary asks incredulously, "Hor? Kla val ptath...?" then falls, his pupil-less green eyes frozen in a dead stare.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.<<
The bells of Hell
go ting-a-ling-a-ling
for you but not for me
Re: Mana Disruption (702) Update Ideas on 08/27/2012 05:36 PM CDT
Mind you, sorcerors have plenty of ways to kill stuff. Torment, if used properly, is a guaranteed one shot kill. 435 followed by open implosion can clean out a room of any number of criters. My point is that the effectiveness of 702 was nerfed many years ago; it was considered overpowered, and really doesn't compare with 302 or 1106.
The bells of Hell
go ting-a-ling-a-ling
for you but not for me
The bells of Hell
go ting-a-ling-a-ling
for you but not for me
Re: Mana Disruption (702) Update Ideas on 08/27/2012 05:43 PM CDT
Wow. Just wow. I am rendered speechless.
-Taakhooshi, and Me
For the Story of Taakhooshi:
http://www.gsguide.net/index.php?title=Taakhooshi
-Taakhooshi, and Me
For the Story of Taakhooshi:
http://www.gsguide.net/index.php?title=Taakhooshi
Re: Mana Disruption (702) Update Ideas on 08/27/2012 06:16 PM CDT
Re: Mana Disruption (702) Update Ideas on 08/27/2012 07:07 PM CDT
Re: Mana Disruption (702) Update Ideas on 08/27/2012 07:16 PM CDT
Re: Mana Disruption (702) Update Ideas on 08/27/2012 07:37 PM CDT
Re: Mana Disruption (702) Update Ideas on 08/27/2012 07:40 PM CDT
The below log clearly shows that Mana Disruption (702), as a matter of fact, is the deadliest single target attack spell in the game. 3 out of 3 Ithzir died with one cast.
>incant 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
You channel at an Ithzir initiate.
CS: +532 - TD: +388 + CvA: +19 + d100: +74 == +237
Warding failed!
A powerful hit.
... 35 points of damage!
Larynx swells and explodes, but the Ithzir initiate won't be needing it anymore anyway.
The Ithzir initiate falls to the ground in a crumpled heap.
The very powerful look leaves an Ithzir initiate.
The white light leaves an Ithzir initiate.
The opalescent aura fades from around an Ithzir initiate.
The deep blue glow leaves an Ithzir initiate.
The brilliant aura fades away from an Ithzir initiate.
An Ithzir initiate seems slightly different.
The dim aura fades from around an Ithzir initiate.
An Ithzir initiate appears less confident.
Cast Roundtime 3 Seconds.
>
>incant 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
You channel at an Ithzir scout.
CS: +532 - TD: +351 + CvA: +9 + d100: +16 == +206
Warding failed!
Target reels from brutal strike.
... 60 points of damage!
Both the Ithzir scout's kidneys rupture. Death is quick and painful.
The Ithzir scout falls to the ground in a crumpled heap.
Cast Roundtime 3 Seconds.
>
>incant 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
You channel at an Ithzir janissary.
CS: +532 - TD: +353 + CvA: -2 + d100: +77 == +254
Warding failed!
Massive internal disruption.
... 40 points of damage!
Skull shatters into sharp spikes which are driven into the Ithzir janissary's brain.
The Ithzir janissary falls to the ground in a crumpled heap.
Cast Roundtime 3 Seconds.
In all seriousness, both spells probably deal about the same level of crit ranks, but in my anecdotal review plasma probably has lower thresholds to kill than disruption crits. However, Mana Disruption can also deal significant more concussion damage than Bane/Smite and it affects all targets. That is not to say that spell doesn't need a review, since the standard is typically that some skill will affect most attack spells, but Mana Disruption is not a bad spell for 2 mana.
GameMaster Estild
>incant 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
You channel at an Ithzir initiate.
CS: +532 - TD: +388 + CvA: +19 + d100: +74 == +237
Warding failed!
A powerful hit.
... 35 points of damage!
Larynx swells and explodes, but the Ithzir initiate won't be needing it anymore anyway.
The Ithzir initiate falls to the ground in a crumpled heap.
The very powerful look leaves an Ithzir initiate.
The white light leaves an Ithzir initiate.
The opalescent aura fades from around an Ithzir initiate.
The deep blue glow leaves an Ithzir initiate.
The brilliant aura fades away from an Ithzir initiate.
An Ithzir initiate seems slightly different.
The dim aura fades from around an Ithzir initiate.
An Ithzir initiate appears less confident.
Cast Roundtime 3 Seconds.
>
>incant 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
You channel at an Ithzir scout.
CS: +532 - TD: +351 + CvA: +9 + d100: +16 == +206
Warding failed!
Target reels from brutal strike.
... 60 points of damage!
Both the Ithzir scout's kidneys rupture. Death is quick and painful.
The Ithzir scout falls to the ground in a crumpled heap.
Cast Roundtime 3 Seconds.
>
>incant 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
You channel at an Ithzir janissary.
CS: +532 - TD: +353 + CvA: -2 + d100: +77 == +254
Warding failed!
Massive internal disruption.
... 40 points of damage!
Skull shatters into sharp spikes which are driven into the Ithzir janissary's brain.
The Ithzir janissary falls to the ground in a crumpled heap.
Cast Roundtime 3 Seconds.
In all seriousness, both spells probably deal about the same level of crit ranks, but in my anecdotal review plasma probably has lower thresholds to kill than disruption crits. However, Mana Disruption can also deal significant more concussion damage than Bane/Smite and it affects all targets. That is not to say that spell doesn't need a review, since the standard is typically that some skill will affect most attack spells, but Mana Disruption is not a bad spell for 2 mana.
GameMaster Estild
Re: Mana Disruption (702) Update Ideas on 08/27/2012 08:26 PM CDT
>I imagine a big part of it is the fact that 702's bonus concussion damage is hidden, which makes the output of the spell relatively underwhelming.
Considering most of the hidden damage ranges are known, maybe it would help to just make it visible? Currently, we're really only in the dark on the top tier of things anyhow.
> so I realize the spell does more than meets the eye (though I've gotten laughed at a few times when it looked like I was doing 15-35 per cast while hunting with other classes)
Easy solution for that. Cast it at them until they learn there's more to it.
>My point is that the effectiveness of 702 was nerfed many years ago; it was considered overpowered, and really doesn't compare with 302 or 1106.
Yeah, back when we were force-fed a big steaming pile about everyone moving towards attrition-based combat and sorcerers being the great shiny model of awesome for the others. That worked out reeaaally swell, by the way. I'm not sure what you mean with the last bit about 702 not comparing to 302 and 1106. If you're talking damage/effectiveness and mean that 702 doesn't do what 302/1106 do, I agree, but 702 and 1106 shouldn't be compared because they're different tier spells. I think 702 should be a little more effective than 302, though.
Considering most of the hidden damage ranges are known, maybe it would help to just make it visible? Currently, we're really only in the dark on the top tier of things anyhow.
> so I realize the spell does more than meets the eye (though I've gotten laughed at a few times when it looked like I was doing 15-35 per cast while hunting with other classes)
Easy solution for that. Cast it at them until they learn there's more to it.
>My point is that the effectiveness of 702 was nerfed many years ago; it was considered overpowered, and really doesn't compare with 302 or 1106.
Yeah, back when we were force-fed a big steaming pile about everyone moving towards attrition-based combat and sorcerers being the great shiny model of awesome for the others. That worked out reeaaally swell, by the way. I'm not sure what you mean with the last bit about 702 not comparing to 302 and 1106. If you're talking damage/effectiveness and mean that 702 doesn't do what 302/1106 do, I agree, but 702 and 1106 shouldn't be compared because they're different tier spells. I think 702 should be a little more effective than 302, though.
Re: Mana Disruption (702) Update Ideas on 08/27/2012 08:30 PM CDT
>That is not to say that spell doesn't need a review, since the standard is typically that some skill will affect most attack spells, but Mana Disruption is not a bad spell for 2 mana.
In a world where 705 is an appropriate mid-level spell, I agree with that. The reason people have this hate for 702 is because of that lack of a mid-level option. Fixing 705 is almost a two-birds with one stone type of scenario.
In a world where 705 is an appropriate mid-level spell, I agree with that. The reason people have this hate for 702 is because of that lack of a mid-level option. Fixing 705 is almost a two-birds with one stone type of scenario.
Re: Mana Disruption (702) Update Ideas on 08/27/2012 09:28 PM CDT
Re: Mana Disruption (702) Update Ideas on 08/28/2012 09:16 AM CDT
Hmm; your results with 702 are clearly better than mine. On the other hand, with that CS you are clearly using a level 100+ sorcerer.
Mine is only 42. Experience with my other 3 casters is that the greater the warding margin, the better the spell results. Maybe I just don't have an old enough sorceress to get that sort of damage.
What I can compare it to is 302, 1106 and 415. These are totally killer spells, but the characters using them are level 100+, 99 and 99. So the warding margins are high, which means the results are maximized. My wimpy little level 25 cleric does NOT get one shot kills with 302.
I guess the lesson is ... low level spell casters just suck, and don't come into full power until much later on. I have been here long enough, however, to remember when 702 was a monster spell even at low levels. So they nerfed it. That was ... 13 years ago? Time flies and the mind plays tricks with memory, so that's just an estimate.
The bells of Hell
go ting-a-ling-a-ling
for you but not for me
Mine is only 42. Experience with my other 3 casters is that the greater the warding margin, the better the spell results. Maybe I just don't have an old enough sorceress to get that sort of damage.
What I can compare it to is 302, 1106 and 415. These are totally killer spells, but the characters using them are level 100+, 99 and 99. So the warding margins are high, which means the results are maximized. My wimpy little level 25 cleric does NOT get one shot kills with 302.
I guess the lesson is ... low level spell casters just suck, and don't come into full power until much later on. I have been here long enough, however, to remember when 702 was a monster spell even at low levels. So they nerfed it. That was ... 13 years ago? Time flies and the mind plays tricks with memory, so that's just an estimate.
The bells of Hell
go ting-a-ling-a-ling
for you but not for me
Re: Mana Disruption (702) Update Ideas on 08/28/2012 09:48 AM CDT
It makes me wonder if the problem is in some way related to my historical poor warding ability. Probably due to my build and devotion to 2xing lore, my CS has never been spectacular. That said, part of the problem I am comparing here is spells which have reasonable killing power at low endrolls, or even a insta-kill chance. MD does not.
Re: Mana Disruption (702) Update Ideas on 08/28/2012 09:55 AM CDT
>On the other hand, with that CS you are clearly using a level 100+ sorcerer.
Ya, that. Very significantly post cap, I'm 3x cap and that is better than my nonenhanced CS, and also against the three ithzir with the weakest TDs. Scouts you can't even learn from at cap, might as well be casting at a kobold.
This whole discussion is rather moot though. It is a fact that 702 and 705 have no lore modifier, it is a fact that that is a fairly unique situation (I would call 904 a special case for a variety of obvious reasons). If they're good enough or fine, and do not need one, as the cleric/empath squad would seem to be arguing (forever minimizing sorcerer concerns, it gets old guys). Why aren't you then proposing to remove the modifications from 302 and 1106? If modifications aren't needed for the goose, they aren't needed for the gander. Right?
This is the kind of attitude we've had to put up with for, I don't know, more than a decade. Minimizing our concerns when obvious facts back them up. We're told the new paradigm is that spells will use components (bad) but be lore modified (good) and we get just the bad and not the good, while everyone else gets the good but not the bad. It sucks. And you come and minimize our concerns "it ain't so bad, yes these spells are better, they're kinda good, but you shouldn't worry about them, 302... well geeze it has these mana infusions, and is supposed to cost more mana, but we've been kinda procrastinating on actually coding the cost, so we'll probably just not have there be a cost and just ignore it, but you should ignore it too, because we intended there to be a cost, and intentions are what count. 1106? Oh ya, that spell is so overpowered, but ya...... so... about that weather? Rainy down south huh? I know also we ripped off DC when we made Divine Fury, Wither, and Immolation.... but you guys shouldn't fret too much, you're more magical than these other professions with cheap physical costs? Oh wait, did I say more? I meant less magical, sorry, I had a Biden moment. But thats okay, its balanced see, you're the profession with a tool for every job, the most flexible. So what if you were the only pure without a proprietary bolt spell for the last 10 years and you're just hearing about this now, forget about all that, you're the swiss army knife. You're even the only pure with a spell that can hit antimagic creatures like constructs and Vvrael... oh wait... sorry, that was just an idea Virilneus had, smart guy Virilneus, very tall. You're the swiss army knife man, so you lack a major circle and have to pay through the nose for lore and physical skills, you can kill most things, eventually. Show me an empath who can kill a magru? Oh... they'd just use 1101, 1110, or 1115? Or even 111, and 110? Well... okay bad example... show me a bane cleric who can kill an undead? Oh ya, I forgot about 301 and then 306 murdering undead, not to mention the higher level spells? You say a koar priest hits with 317 on both the living and the undead? Huh, nice, clerics sure are flexible. But wizards... I mean wizards aren't flexible. It isn't as if they have spells that large numbers of critters are doubly vulnerable to or anything. What is a wizard to do against a fire monster? It isn't as if they have a spell that does cold. And how do you bless a fireball for hitting the undead? You don't need to? Huh... AND you say most undead have a weakness for fire anyways? Well... okay... but hey sorcerers can kill slowly and deliberately, and who else can do that? Thats right, no one... except GMs of course, but we can only kill enjoyment slowly, so very very slowly. Of course the ironic thing is, though you're so good at killing slowly, having the highest physical training costs and being the only pure without a native manuever defending spell, you're the least capable of actually surviving while attempting to kill slowly. So ya, very rainy down south. "
Re: Mana Disruption (702) Update Ideas on 08/28/2012 10:37 AM CDT
>302... well geeze it has these mana infusions, and is supposed to cost more mana, but we've been kinda procrastinating on actually coding the cost, so we'll probably just not have there be a cost and just ignore it, but you should ignore it too, because we intended there to be a cost, and intentions are what count.
You're trying to get 702 improved, not nuke other spells, if my reading and comprehension of your initial complaint is correct. Maybe focus on 702 instead of 302 or 1106 envy would be a good thing.
Addtionally, when putting forth comparisons where you complain about an issue with another spell, if you put down the correct information, that would help. For YEARS 302 DID cost additional mana when an infusion happened. It ceased doing so relatively recently. I'm assuming (notice not stating as fact, because I'm not in the dev teams head.) that the additional mana cost was stopped until the spell could be reviewed.
>Additional rants about various other spells and issues input here.
So what exactly is it you seek with 702 and 705? It appeared to be a desire for lores to boost both spells. I couldn't quite gather the concept from your post. Please clarify?
ENN: All the news that's fit to print, and even more that isn't - Anonymous
You're trying to get 702 improved, not nuke other spells, if my reading and comprehension of your initial complaint is correct. Maybe focus on 702 instead of 302 or 1106 envy would be a good thing.
Addtionally, when putting forth comparisons where you complain about an issue with another spell, if you put down the correct information, that would help. For YEARS 302 DID cost additional mana when an infusion happened. It ceased doing so relatively recently. I'm assuming (notice not stating as fact, because I'm not in the dev teams head.) that the additional mana cost was stopped until the spell could be reviewed.
>Additional rants about various other spells and issues input here.
So what exactly is it you seek with 702 and 705? It appeared to be a desire for lores to boost both spells. I couldn't quite gather the concept from your post. Please clarify?
ENN: All the news that's fit to print, and even more that isn't - Anonymous
Re: Mana Disruption (702) Update Ideas on 08/28/2012 10:39 AM CDT
Re: Mana Disruption (702) Update Ideas on 08/28/2012 11:19 AM CDT
>>Yeah, ok, sorcerers don't have the flexibility of an empath or cleric, but hey, it could be worse. You could be a warrior!
Pssh, or a bard. They may be effective, but really, who sings to kill their enemies? Pssh.
Sorcerers are supposed to have a ton of flexibility, and in some ways, we do . . . except a ton of it does things the same way. Its more like we are flexible to use 3-7 different spells to do the same thing . . . disable ONE target. Evil Eye is such a cool spell, but realistically, barring the open cast version, whats the point as compared to Mind Jolt? Why use Disease when you can Bloodburst for 1/16th the mana? We are a profession which is advertised as having "options", but the reality is most of those options are either inferior to another option, perform the same function as another option, or are entirely worthless in the first place. Unfortunately, its my personally opinion that for all our choices, there is a huge gap where these choices are sub-par. Mind Jolt (assuming the target isn't stun immune/breaks stuns) is probably the best disabler in the game, and Bloodburst is THE damage:mana spell in the world . . . if you have a half hour to spend (that said, I hunted with Bloodburst as a primary damage dealing spell until my 40s). But then there is this huge leap from these two spells until Dark Catalyst and maybe Balefire.
Also, the maneuver situation is pretty bad. Where is maneuver-Phase? What happened to that, some time back in 2006 or 7.
Pssh, or a bard. They may be effective, but really, who sings to kill their enemies? Pssh.
Sorcerers are supposed to have a ton of flexibility, and in some ways, we do . . . except a ton of it does things the same way. Its more like we are flexible to use 3-7 different spells to do the same thing . . . disable ONE target. Evil Eye is such a cool spell, but realistically, barring the open cast version, whats the point as compared to Mind Jolt? Why use Disease when you can Bloodburst for 1/16th the mana? We are a profession which is advertised as having "options", but the reality is most of those options are either inferior to another option, perform the same function as another option, or are entirely worthless in the first place. Unfortunately, its my personally opinion that for all our choices, there is a huge gap where these choices are sub-par. Mind Jolt (assuming the target isn't stun immune/breaks stuns) is probably the best disabler in the game, and Bloodburst is THE damage:mana spell in the world . . . if you have a half hour to spend (that said, I hunted with Bloodburst as a primary damage dealing spell until my 40s). But then there is this huge leap from these two spells until Dark Catalyst and maybe Balefire.
Also, the maneuver situation is pretty bad. Where is maneuver-Phase? What happened to that, some time back in 2006 or 7.
Re: Mana Disruption (702) Update Ideas on 08/28/2012 11:28 AM CDT
I think you guys are so caught up in the "we're victims" mentality that you're completely missing the fact that we're agreeing with you. 702 and 705 need some kind of improvement to be brought in line with other spells. You've also missed the fact that first part of Estild's post...
>>The below log clearly shows that Mana Disruption (702), as a matter of fact, is the deadliest single target attack spell in the game. 3 out of 3 Ithzir died with one cast.
was clearly a joke, demonstrating how 3 casts out of 3 is a completely useless metric to use for comparison between viability of spells. This is far from a statistical analysis of the situation, and is never the technique we use to consider balance.
GameMaster Oscuro
>>The below log clearly shows that Mana Disruption (702), as a matter of fact, is the deadliest single target attack spell in the game. 3 out of 3 Ithzir died with one cast.
was clearly a joke, demonstrating how 3 casts out of 3 is a completely useless metric to use for comparison between viability of spells. This is far from a statistical analysis of the situation, and is never the technique we use to consider balance.
GameMaster Oscuro
Re: Mana Disruption (702) Update Ideas on 08/28/2012 11:31 AM CDT
In case it wasn't obvious, my log of Mana Disruption (702) was no way indicative of the actual spell. Just like the logs of Bane/Smite (302) and the anecdotal statements regarding it are no way indicative of the actual spell. It was a humorous post to point out a fallacy.
Yes, because that's exactly what we both said..."702 doesn't need a skill modifier."
GameMaster Estild
GameMaster Oscuro |
While I agree that Mana Disruption (702) should benefit from some kind of increase effectiveness with training (in my non-guru opinion, demonology lore) and that Disintegrate (705) is relatively lacking, I'd like to put things in perspective a little bit. |
GameMaster Estild |
That is not to say that spell doesn't need a review, since the standard is typically that some skill will affect most attack spells, but Mana Disruption is not a bad spell for 2 mana. |
ASPEN |
This whole discussion is rather moot though. It is a fact that 702 and 705 have no lore modifier, it is a fact that that is a fairly unique situation (I would call 904 a special case for a variety of obvious reasons). If they're good enough or fine, and do not need one, as the cleric/empath squad would seem to be arguing (forever minimizing sorcerer concerns, it gets old guys). |
Yes, because that's exactly what we both said..."702 doesn't need a skill modifier."
GameMaster Estild
Re: Mana Disruption (702) Update Ideas on 08/28/2012 11:39 AM CDT
>So what exactly is it you seek with 702 and 705? It appeared to be a desire for lores to boost both spells. I couldn't quite gather the concept from your post. Please clarify?
Fair they well, oh late bloomer, for you have come but tardy to hear this crooner.
Travels and travails a plenty have been born, for months and years anon and yorn.
To feed off castings like the dogs, unbalanced challenges for which we slog
Our plate has been pilfered for he and she, but never a morsel comes back to me
There is no love for auburn haired offspring, just lists and lists of bits and things
We toil in a singularly applied invention, componentry needs to the point of intervention
And still we are the one and only, who lacks this and that, but they still say "show me"
So we show and say and repeat ourself, for years and still we sit on the back shelf.
Minimizing needs as not a big deal, because in this profession they have no zeal.
So forgive us please if we seem bitter, but hey at least they got merchant announcements on twitter.
Sometimes...
Re: Mana Disruption (702) Update Ideas on 08/28/2012 11:41 AM CDT
>>While I agree that Mana Disruption (702) should benefit from some kind of increase effectiveness with training (in my non-guru opinion, demonology lore) and that Disintegrate (705) is relatively lacking, I'd like to put things in perspective a little bit. - Oscuro
Entirely as an aside . . . I know that the current GM status is "teams" rather than individual Gurus, but from what I can tell, Strathspey (seemingly working on Sorcerers) has seemed to have vanished? That, combined with what appears to be a loss of GM-Naos, who was wizardly, is there currently a hole in the pure GM team, particularly in the Wizard/Sorcerer area? I can appreciate that progress does not get made when there is no one to work on things.
Addressing the point more directly, I myself have definitely noticed an agreement with the desire to incorporate lores/skills into these spells. However, at base value, do you consider them to be acceptable (assuming a sorcerer refused to train for them, for instance). Disintegrate is my more primary concern, since it seems most agree there is no reason to use it over MD.
Also, like the synchronized posting! Was that deliberate?
Entirely as an aside . . . I know that the current GM status is "teams" rather than individual Gurus, but from what I can tell, Strathspey (seemingly working on Sorcerers) has seemed to have vanished? That, combined with what appears to be a loss of GM-Naos, who was wizardly, is there currently a hole in the pure GM team, particularly in the Wizard/Sorcerer area? I can appreciate that progress does not get made when there is no one to work on things.
Addressing the point more directly, I myself have definitely noticed an agreement with the desire to incorporate lores/skills into these spells. However, at base value, do you consider them to be acceptable (assuming a sorcerer refused to train for them, for instance). Disintegrate is my more primary concern, since it seems most agree there is no reason to use it over MD.
Also, like the synchronized posting! Was that deliberate?
Re: Mana Disruption (702) Update Ideas on 08/28/2012 11:58 AM CDT
>I think you guys are so caught up in the "we're victims" mentality that you're completely missing the fact that we're agreeing with you. 702 and 705 need some kind of improvement to be brought in line with other spells. You've also missed the fact that first part of Estild's post...
If we're victims, then you're defensive about cleric and empaths. Which, is pretty normal around here, if you ask me. You guys are the Rescue Rangers, the patrons of the two rescuing professions, and have been so outwardly for as long as you've been GMs. Even if there is no professional teams, not officially, if something looks like a duck and walks like a duck and talks like a duck. It isn't a chicken. Thats fine, we all have our biases, and it doesn't necessarily reflect poorly on you, I love web bolt, you do some good coding work.
But I also remember bringing up an issue with 318 on scrolls, and the wagons were circled by team RR on that one and 318 got yanked off scrolls in what was basically a very one sided turf war.
So we bring up spells in other circles, spells that do have the lore modification paradigm applied to them, as examples of what we think we should have, and while you admit we have a need, it seems your primary concern is defending cleric and empath turf again, explaining why we aren't and shouldn't be any better than them, the blonde kids, because we have red hair. You downplay the powers of the professions we essentially compete with (we all hunt the same things), while trying to tell us our spells aren't as bad as we think. Even if that is not the case, that is my take away, because again, historically, you guys are the patron saints of anyone with access to the 200 circle.
Re: Mana Disruption (702) Update Ideas on 08/28/2012 12:22 PM CDT
>>If we're victims, then you're defensive about cleric and empaths. Which, is pretty normal around here, if you ask me. You guys are the Rescue Rangers, the patrons of the two rescuing professions, and have been so outwardly for as long as you've been GMs. Even if there is no professional teams, not officially, if something looks like a duck and walks like a duck and talks like a duck. It isn't a chicken. Thats fine, we all have our biases, and it doesn't necessarily reflect poorly on you, I love web bolt, you do some good coding work.
>>So we bring up spells in other circles, spells that do have the lore modification paradigm applied to them, as examples of what we think we should have, and while you admit we have a need, it seems your primary concern is defending cleric and empath turf again, explaining why we aren't and shouldn't be any better than them, the blonde kids, because we have red hair. You downplay the powers of the professions we essentially compete with (we all hunt the same things), while trying to tell us our spells aren't as bad as we think. Even if that is not the case, that is my take away, because again, historically, you guys are the patron saints of anyone with access to the 200 circle.
We're defensive about things that make sense, and argue against those that don't. All we did was point out what parts of your arguments were well founded and which ones weren't.
It's not like I haven't done updates in the past specifically for Sorcerers, such as the arashan or completing the demon RP verb project, and it's not like I don't have intentions to do more in the future; why do you think I've been so active in this folder lately having started threads and commented on others? I have also said that Boneshatter is too good so I'm not exactly towing any Empath/Cleric company line here - we call things as we see them.
I get that you're hurt because you've frequently been left with the short end of the stick. It doesn't mean that all sticks you get are the shortest.
GameMaster Oscuro
>>So we bring up spells in other circles, spells that do have the lore modification paradigm applied to them, as examples of what we think we should have, and while you admit we have a need, it seems your primary concern is defending cleric and empath turf again, explaining why we aren't and shouldn't be any better than them, the blonde kids, because we have red hair. You downplay the powers of the professions we essentially compete with (we all hunt the same things), while trying to tell us our spells aren't as bad as we think. Even if that is not the case, that is my take away, because again, historically, you guys are the patron saints of anyone with access to the 200 circle.
We're defensive about things that make sense, and argue against those that don't. All we did was point out what parts of your arguments were well founded and which ones weren't.
It's not like I haven't done updates in the past specifically for Sorcerers, such as the arashan or completing the demon RP verb project, and it's not like I don't have intentions to do more in the future; why do you think I've been so active in this folder lately having started threads and commented on others? I have also said that Boneshatter is too good so I'm not exactly towing any Empath/Cleric company line here - we call things as we see them.
I get that you're hurt because you've frequently been left with the short end of the stick. It doesn't mean that all sticks you get are the shortest.
GameMaster Oscuro
Re: Mana Disruption (702) Update Ideas on 08/28/2012 12:48 PM CDT
>lots of curiously rhyming prose instead of an answer to the question - Aspen
So you're seeking 702 and 705 to be used by bards? Explain please? You still haven't answered the question.
>Fair they well, oh late bloomer, for you have come but tardy to hear this crooner.
Yes because I do not always reply to a thread means I haven't read nor kept up on it at all. (sorry had to clear the Pepsi from my nose because I laughed too hard.)
- Anonymous
So you're seeking 702 and 705 to be used by bards? Explain please? You still haven't answered the question.
>Fair they well, oh late bloomer, for you have come but tardy to hear this crooner.
Yes because I do not always reply to a thread means I haven't read nor kept up on it at all. (sorry had to clear the Pepsi from my nose because I laughed too hard.)
- Anonymous
Re: Mana Disruption (702) Update Ideas on 08/28/2012 12:59 PM CDT
>I get that you're hurt because you've frequently been left with the short end of the stick. It doesn't mean that all sticks you get are the shortest.
Enough with the dwarf jokes, no need to be heightist.
But really, that is sort of the issue. Where is the long stick?
Is there a single mangler skill where sorcerers have the lowest training cost, a skill every pure trains in (ie, not sorcerer lore)? No. I've famously categorized skills and shown aggregate costs and we're usually last. Sometimes we're tied, but in no category do we have the long stick.
See, I would think balance would be being worse in some areas, and better in others. Being the worst in X, but the best in Y. It doesn't seem to work out that way. Clerics and empaths get their physical and ancilliary skill bonuses and in exchange pay a measly 1 extra PTP in magical costs (spell aiming). Wizards get the cheapest magical costs, and in exchange.... are better than us in physical costs too (1 ptp in armor use). Where is the balance? Where is the long stick?
Any logical creature looking at every aspect of a profession and gameplay EXCEPT mangler costs would design the system differently, starting with sorcerers, at the very least, having the lowest cost in Arcane Symbols.
There is still the foraging bonus catastrophe. Before many current players were born it was decided to give professional bonuses to professions that needed to forage healing herbs the most, since populations were thin, healers were scare, and herb use was more needed. Rangers get a good bonus for being rangerly, clerics because they rescue, empaths because they heal, squares because they get hit more often. Wizards and sorcerers? Big penalty, because we don't get hit much, so we're don't need to forage, how intuitive was this system. Then, with the addition of foraging bounties, componentry, and alchemy, when sorcery became probably the profession with the most foraging needs, it was all changed.... nope. Any other fantasy world the magic users, who often use componentry, know herb lore, here despite a need for it, it is like we're goats trying to understand german or something. That is another short stick.
Another short stick was the lack of an AS spell, and lack of a native AS booster. Meaning we had the LOWEST AS of any pure profession (and it isn't as if we're the best now, still down in the list), making us the worst bolters and the worst at using mutant weapon paths (short stick, short stick, short stick). Finally it was fixed so while we're still not above average, we're as far behind.
The lack of lore modification is another short stick of course. The need to train in three separate lore types another short stick. The only pure profession with a lore training cost over 0/6 for a single skill a third short stick.
The aura training point penalty is another short stick, admittedly one shared with wizards. The hybrid alchemy channel penalty is another short stick, admittedly one shared with empaths. The hybrid CS penalty, after eons of complaining, was finally fixed, we don't have a long stick with CS, but at least we lost a short stick.
We're the only pure profession without an ulterior XP gain method, another short stick (yes, enchanting counts, you can level doing nothing but enchanting, there are guides showing you how, and while it doesn't produce xp as easily as raise dead or healing, it more than makes up for that in silver). I've asked repeatedly for infusing to get nominal XP, like imbedding (though imbedding has a harsh cap, thanks simmer), like foraging, like lockpicking, like loresinging. GM response (I forget which GM), "why bother?" I also asked for it post master for forging by the way, like fletching, was first told yes, then later also told why bother. But I get how messed up forging is. I must be a glutton for punishment since I picked both forging and sorcery.
We're the only pure that has such onerous restrictions placed on our "pet" spell. Yes, you have an RP reason, but you could have easily flipped a coin and came up with an RP reason that would favor us ("Populace being too scared of the antagonizing sorcerers to interfere with them, etc etc, you could come up with lots of things"). Short stick number 72.
We did have a long stick teleportation ability for a very short period of time, then everyone else got chronomages, nexus gems, voln teleporting, and premium teleporting, and I hear savants are slated for something too so.... short stick.
Scrolls? Is that our long stick? We aren't the best at reading them, wizards get that by nature of their costs being HALF ours. We're not the best at using them either, wizards get that because again, they pay 50% less for the same skill level. Infusing them? Sure, we're the best at infusing scrolls. You don't need to infuse them to use them, we have massive componentry requirements. I don't know recharge item but I use lots of magical items. You don't need to be a sorcerer to get a benefit from scrolls. If scroll infusion is our only long stick, it is a very thin one.
There is no attack method of style we're the best at. We do not have the best (or any really, I don't count evil eye for obvious reasons), mass CS spell, mass AS spell, single target CS spell, single target AS spell. We share the best knockdown spell (ewave) with 4 other professions. We're the best at wounding without killing, but there is no benefit to that. We cannot move quickly, or cast quickly, or wear thicker armor, or have less armor hinderance, or more easily obtain manuever defense, or do anything remotely related to hunting success the best.
We even get the short stick for being helpful to others. Despite scroll infusion, asks on thoughtnets for help from a sorcerer are pretty infrequent.
This is why I suggest things like changing training costs, like making demonic magic fueled balefire able to pierce antimagic protection, like giving us a 4th spell circle, like removing teleportation restrictions from 740. We need a long stick. We deserve to have something we can achieve that other pures cannot, something to set us apart. Mediocrity cannot be our specialty.
So, Oscuro, what is our long stick? What is a plan for our long stick?