Post by John Robinson on Apr 14, 2016 2:06:47 GMT -5
fallen , Cory Trese
Live and direct from KHOS "Eyeball high in the Underdeep and loving it "
Analysis:
The new change to Immolation is an exciting, and revolutionary change to Kjartan's arsenal. With current content characters can reach level 50. Kjartan can add points to Immolation starting at level(6). He can quickly, and effortlessly reach Immolation(10).
Burning Blades(1) + Immolation(10) = Permanent 17% critical bonus for all melee, ranged and spell attack talents for members in his group during combat.
Why do I think of it as permanent? Kjartan will develop an SP pool in excess of 1,000 points. Dropping the cost of Immolation(10) from 64 to 48 SP, casting twice per round, will allow him to saturate the battlefield. Hitting up to 9 targets at a time, this curse lasts 3 turns, so the length will often exceed the lifespan of a 3x3 block group of enemies. The accuracy is high and can easily be increased, it has a very high probability to hit especially when combined with other characters abilities to reduce dodge. Under these circumstances I wouldn't attack any enemy that hadn't been hit with Immolation first. Assuming they survive the fire damage, the critical hit vulnerability percentage effect is essentially permanent for the life of the enemy. If critical damage depending on weapon type goes into effect, characters like Vraes using Berserk Rage will look a little out of balance to me. It also seems a little strange that allot of additional fire damage and the critical vulnerability have been added to Immolation but the SP cost has gone down. Shouldn't the higher the power of a Talent correspond to a higher SP cost? Ok, Ok maybe I'm looking a gift horse in the mouth.
Proposed Tweak:
1. Increase the AP cost from 3 to 4 so it can only be cast once per combat round. This doesn't prevent the entire battle field from being saturated with Immolation, but the player has to use a little more tactical judgement on when to use it. Increasing the AP reduces the appearance of the critical vulnerability becoming a permanent 17% critical combat talent bonus for all characters in Kjartan's group for the entire length of the game. (I prefer this option).
Or;
2. Return Immolation 1 through 10 back to original SP cost. (I really think it should go even higher than the original price).
It's all good fun anyway the chips fall, I'm just adding a little input. However if a change is made it would be better to do it sooner than later. Because after it goes into long term usage any change will probably draw some, "You Nerfed Immolation!" postings
Illustrations:
Table 1: Compares SP costs of contemporary Talents to the new Immolation(10) SP cost. I'm trying to offer evidence that the more powerful the talent the higher sp cost has been the trend.
Table 2: I'm trying to draw your attention not only to the terrific new changes for Immolation, I also want to display side by side contrast of the old less powerful with the new more powerful Immolation. This prompted my question about why the SP cost was lowered so much, and why it should be raised.
Table 1
Version 4.2.23 Version 4.2.27
Live and direct from KHOS "Eyeball high in the Underdeep and loving it "
Analysis:
The new change to Immolation is an exciting, and revolutionary change to Kjartan's arsenal. With current content characters can reach level 50. Kjartan can add points to Immolation starting at level(6). He can quickly, and effortlessly reach Immolation(10).
Burning Blades(1) + Immolation(10) = Permanent 17% critical bonus for all melee, ranged and spell attack talents for members in his group during combat.
Why do I think of it as permanent? Kjartan will develop an SP pool in excess of 1,000 points. Dropping the cost of Immolation(10) from 64 to 48 SP, casting twice per round, will allow him to saturate the battlefield. Hitting up to 9 targets at a time, this curse lasts 3 turns, so the length will often exceed the lifespan of a 3x3 block group of enemies. The accuracy is high and can easily be increased, it has a very high probability to hit especially when combined with other characters abilities to reduce dodge. Under these circumstances I wouldn't attack any enemy that hadn't been hit with Immolation first. Assuming they survive the fire damage, the critical hit vulnerability percentage effect is essentially permanent for the life of the enemy. If critical damage depending on weapon type goes into effect, characters like Vraes using Berserk Rage will look a little out of balance to me. It also seems a little strange that allot of additional fire damage and the critical vulnerability have been added to Immolation but the SP cost has gone down. Shouldn't the higher the power of a Talent correspond to a higher SP cost? Ok, Ok maybe I'm looking a gift horse in the mouth.
Proposed Tweak:
1. Increase the AP cost from 3 to 4 so it can only be cast once per combat round. This doesn't prevent the entire battle field from being saturated with Immolation, but the player has to use a little more tactical judgement on when to use it. Increasing the AP reduces the appearance of the critical vulnerability becoming a permanent 17% critical combat talent bonus for all characters in Kjartan's group for the entire length of the game. (I prefer this option).
Or;
2. Return Immolation 1 through 10 back to original SP cost. (I really think it should go even higher than the original price).
It's all good fun anyway the chips fall, I'm just adding a little input. However if a change is made it would be better to do it sooner than later. Because after it goes into long term usage any change will probably draw some, "You Nerfed Immolation!" postings
Illustrations:
Table 1: Compares SP costs of contemporary Talents to the new Immolation(10) SP cost. I'm trying to offer evidence that the more powerful the talent the higher sp cost has been the trend.
Table 2: I'm trying to draw your attention not only to the terrific new changes for Immolation, I also want to display side by side contrast of the old less powerful with the new more powerful Immolation. This prompted my question about why the SP cost was lowered so much, and why it should be raised.
Table 1
Immolation(10) | 3/48 | 71-161 F-Dmg +15 Acc 3x3 8+conj 16% Crit-v -8 arm | Ethereal Anquish(10) | 2/88 | -2 AP -7 Acc -7 Dodge 3x3 8+Conj Turns | |
Burning Blades(1) | 3/5 | 1% Critical +3 Fire Damage, Group Buff 8+Conj Turns | Burning Blades(10) | 3/42 | 6% Critical, +36 Fire Dmg | |
Dance of Shadows(10) | 3/48 | 16% Critical, +3 MP +11 Stealth | Cunning Footwork(10) | 3/64 | 16% Critical +6 Acc +6 P +9 D 8+Lore Turns | |
Flanking Unity(10) | 3/48 | +9 Acc +24 Damage Group Buff 5+Lead Turns | Storm of Steel(10) | W/86 | +14 Acc +56 Dmg 3x3 Block AoE | |
Flash Freeze(9) | 3/74 | -2 AP, -10 Dodge 3x3 Block 8+Conj Turns | E Sundering(10) | W/88 | 3x3 Block shaped attack |
Version 4.2.23 Version 4.2.27
Version 4.2.23 | AP/SP | Effects | Version 4.2.25 | AP/SP | Effects | |
Immolation(1) | 3/8 | 7-21 Fire Dmg +4 Acc Range 6 Cross shaped AoE | Immolation(1) | 3/6 | 7-22 Fire Dmg +4 Acc Block Shaped AoE Lasts 3 Turns | |
Immolation(2) | 3/12 | 13-31 F-Dmg +6 Acc | Immolation(2) | 3/10 | 13-36 F-Dmg +6 Acc +2% Crit Vulnerability | |
Immolation(3) | 3/18 | 23-46 F-Dmg +8 Acc | Immolation(3) | 3/14 | 23-52 F-Dmg +8 Acc +4% Crit-V | |
Immolation(4) | 3/24 | 29-57 F-Dmg +9 Acc Becomes Block shaped AoE | Immolation(4) | 3/18 | 29-64 F-Dmg +9 Acc +6% Crit-V | |
Immolation(5) | 3/30 | 36-70 F-Dmg +10 Acc | Immolation(5) | 3/23 | 36-77 F-Dmg +10 Acc +8% Crit-V | |
Immolation(6) | 3/36 | 45-84 F-Dmg +11 Acc | Immolation(6) | 3/28 | 45-92 F-Dmg +11 Acc +10% Crit-V | |
Immolation(7) | 3/42 | 53-98 F-Dmg +12 Acc | Immolation(7) | 3/34 | 53-108 F-Dmg +12 Acc +12% Crit-V -2 Armor | |
Immolation(8) | 3/50 | 61-112 F-Dmg +13 Acc | Immolation(8) | 3/38 | 61-126 F-Dmg +13 Acc +13% Crit-V -4 Armor | |
Immolation(9) | 3/58 | 71-128 F-Dmg +14 Acc | Immolation(9) | 3/42 | 71-146 F-Dmg +14 Acc +14% Crit-V -6 Armor | |
Immolation(10) | 3/64 | 76-139 F-Dmg +15 Acc | Immolation(10) | 3/48 | 76-161 F-Dmg +15 Acc +16% Crit-V -8 Armor |