Just introduced some adjustments to the Sanctum, including:
- Shapers have some new spells at their disposal
- Sentinels will actually swing, and their monk spells now have more bite and variety
- Periapts now only drain when you fail a maneuver or warding roll, instead of preventing those rolls entirely
- Periapt charge chance from kills is increased
Estild has also added lurks as viable Adventurers' Guild targets.
Auchand
Re: Sanctum of Better Scaling on 05/29/2020 04:51 PM CDT
Re: Sanctum of Better Scaling on 05/29/2020 11:40 PM CDT
>mstrike kick
You concentrate intently, focusing all your energies.
With instinctive motions, you weave to and fro striking with deliberate and unrelenting fury!
You attempt to jab a pale scaled shaper!
The evanescent shield shrouding a pale scaled shaper fades briefly, then flickers with a pale incandescence.
Pearly light flares up suddenly from within you, lending strength and focus to your attack!
You have decent positioning against a pale scaled shaper.
UAF: 731 vs UDF: 728 = 1.004 * MM: 89 + d100: 30 = 119
... and hit for 2 points of damage!
Hasty strike to chest doesn't do much harm.
Strike leaves foe vulnerable to a followup kick attack!
Necrotic energy from your dark leather handwraps overflows into you!
You feel reinvigorated!
You feel the unnatural surge of necrotic power wane away.
You attempt to kick a pale scaled shaper!
You have good positioning against a pale scaled shaper.
UAF: 711 vs UDF: 728 = 0.976 * MM: 108 + d100: 6 = 111
... and hit for 4 points of damage!
Sudden low kick is off-target, scraping the scaled shaper's shin.
You attempt to jab a patchwork flesh monstrosity!
You have decent positioning against a patchwork flesh monstrosity.
UAF: 724 vs UDF: 424 = 1.707 * MM: 96 + d100: 19 = 182
... and hit for 4 points of damage!
Downward-swinging jab lands a swift blow against the right ankle!
You attempt to jab a patchwork flesh monstrosity!
You have decent positioning against a patchwork flesh monstrosity.
UAF: 724 vs UDF: 424 = 1.707 * MM: 94 + d100: 93 = 253
... and hit for 7 points of damage!
Downward-swinging jab lands a swift blow against the right ankle!
Strike leaves foe vulnerable to a followup grapple attack!
You attempt to jab a lithe veiled sentinel!
You have decent positioning against a lithe veiled sentinel.
UAF: 711 vs UDF: 519 = 1.369 * MM: 101 + d100: 38 = 176
... and hit for 4 points of damage!
Downward-swinging jab lands a swift blow against the left ankle!
Strike leaves foe vulnerable to a followup grapple attack!
You attempt to grapple a lithe veiled sentinel!
You have good positioning against a lithe veiled sentinel.
UAF: 711 vs UDF: 519 = 1.369 * MM: 113 + d100: 58 = 212
... and hit for 43 points of damage!
Firm grasp from behind! The veiled sentinel's vertebrae begin to break!
The veiled sentinel is knocked to his knees!
Strike leaves foe vulnerable to a followup kick attack!
Necrotic energy from your dark leather handwraps overflows into you!
You feel energized!
You attempt to jab a patchwork flesh monstrosity!
You have good positioning against a patchwork flesh monstrosity.
UAF: 729 vs UDF: 517 = 1.410 * MM: 79 + d100: 74 = 185
... and hit for 8 points of damage!
Damaging upper leg strike.
Strike leaves foe vulnerable to a followup kick attack!
You feel the unnatural surge of necrotic power wane away.
You attempt to kick a patchwork flesh monstrosity!
You have excellent positioning against a patchwork flesh monstrosity.
UAF: 724 vs UDF: 502 = 1.442 * MM: 115 + d100: 59 = 224
... and hit for 75 points of damage!
Low reverse roundhouse sends left leg flying faster than the rest of it!
A patchwork flesh monstrosity falls to the ground grasping its mangled left leg!
You attempt to jab a patchwork flesh monstrosity!
You have decent positioning against a patchwork flesh monstrosity.
UAF: 724 vs UDF: 640 = 1.131 * MM: 86 + d100: 7 = 104
... and hit for 1 point of damage!
Feeble strike to leg. The flesh monstrosity probably scratches itself harder than that!
Necrotic energy from your dark leather handwraps overflows into you!
You feel energized!
You attempt to jab a patchwork flesh monstrosity!
You have decent positioning against a patchwork flesh monstrosity.
UAF: 729 vs UDF: 640 = 1.139 * MM: 79 + d100: 16 = 105
... and hit for 1 point of damage!
Feeble strike to leg. The flesh monstrosity probably scratches itself harder than that!
You feel the unnatural surge of necrotic power wane away.
You attempt to jab a pale scaled shaper!
The evanescent shield shrouding a pale scaled shaper fades briefly.
You have decent positioning against a pale scaled shaper.
UAF: 711 vs UDF: 630 = 1.128 * MM: 91 + d100: 75 = 177
... and hit for 10 points of damage!
Quick blow to left knee makes the scaled shaper wince!
The scaled shaper starts to favor his wounded leg!
Strike leaves foe vulnerable to a followup kick attack!
You attempt to kick a pale scaled shaper!
Pearly light flares up suddenly from within you, lending strength and focus to your attack!
You have good positioning against a pale scaled shaper.
UAF: 726 vs UDF: 629 = 1.154 * MM: 115 + d100: 15 = 147
... and hit for 54 points of damage!
Low axe kick drives into side of left knee, shattering the joint!
The scaled shaper is knocked to the ground!
The scaled shaper is stunned!
The scaled shaper starts to favor his wounded leg!
Strike leaves foe vulnerable to a followup punch attack!
A dark shadowy tendril rises up from a pale scaled shaper, writhes its way towards you and lashes out malevolently...
You attempt to jab a pale scaled shaper!
The evanescent shield shrouding a pale scaled shaper fades briefly.
You exploit the momentum of your previous strike to make a stronger attack against a pale scaled shaper!
You have good positioning against a pale scaled shaper.
UAF: 711 vs UDF: 651 = 1.092 * MM: 90 + d100: 63 = 161
... and hit for 11 points of damage!
Damaging upper leg strike.
The scaled shaper is stunned!
Strike leaves foe vulnerable to a followup punch attack!
A dark shadowy tendril rises up from a pale scaled shaper, writhes its way towards you and lashes out malevolently...
[SMR result: 141 (Open d100: 156)]
The pungent stench of decay fills the air as mist rises from the floor around you!
Skeletal appendages burst from the floor and tear into you, inflicting 13 points of damage!
... 25 points of damage!
Beautiful shot pierces skull! Amazing you weren't killed outright!
You are stunned for 10 rounds!
Your series of strikes and ripostes leaves you off-balance and out of position.
Roundtime: 5 sec.
Roundtime changed to 2 seconds.
so creative
You concentrate intently, focusing all your energies.
With instinctive motions, you weave to and fro striking with deliberate and unrelenting fury!
You attempt to jab a pale scaled shaper!
The evanescent shield shrouding a pale scaled shaper fades briefly, then flickers with a pale incandescence.
Pearly light flares up suddenly from within you, lending strength and focus to your attack!
You have decent positioning against a pale scaled shaper.
UAF: 731 vs UDF: 728 = 1.004 * MM: 89 + d100: 30 = 119
... and hit for 2 points of damage!
Hasty strike to chest doesn't do much harm.
Strike leaves foe vulnerable to a followup kick attack!
Necrotic energy from your dark leather handwraps overflows into you!
You feel reinvigorated!
You feel the unnatural surge of necrotic power wane away.
You attempt to kick a pale scaled shaper!
You have good positioning against a pale scaled shaper.
UAF: 711 vs UDF: 728 = 0.976 * MM: 108 + d100: 6 = 111
... and hit for 4 points of damage!
Sudden low kick is off-target, scraping the scaled shaper's shin.
You attempt to jab a patchwork flesh monstrosity!
You have decent positioning against a patchwork flesh monstrosity.
UAF: 724 vs UDF: 424 = 1.707 * MM: 96 + d100: 19 = 182
... and hit for 4 points of damage!
Downward-swinging jab lands a swift blow against the right ankle!
You attempt to jab a patchwork flesh monstrosity!
You have decent positioning against a patchwork flesh monstrosity.
UAF: 724 vs UDF: 424 = 1.707 * MM: 94 + d100: 93 = 253
... and hit for 7 points of damage!
Downward-swinging jab lands a swift blow against the right ankle!
Strike leaves foe vulnerable to a followup grapple attack!
You attempt to jab a lithe veiled sentinel!
You have decent positioning against a lithe veiled sentinel.
UAF: 711 vs UDF: 519 = 1.369 * MM: 101 + d100: 38 = 176
... and hit for 4 points of damage!
Downward-swinging jab lands a swift blow against the left ankle!
Strike leaves foe vulnerable to a followup grapple attack!
You attempt to grapple a lithe veiled sentinel!
You have good positioning against a lithe veiled sentinel.
UAF: 711 vs UDF: 519 = 1.369 * MM: 113 + d100: 58 = 212
... and hit for 43 points of damage!
Firm grasp from behind! The veiled sentinel's vertebrae begin to break!
The veiled sentinel is knocked to his knees!
Strike leaves foe vulnerable to a followup kick attack!
Necrotic energy from your dark leather handwraps overflows into you!
You feel energized!
You attempt to jab a patchwork flesh monstrosity!
You have good positioning against a patchwork flesh monstrosity.
UAF: 729 vs UDF: 517 = 1.410 * MM: 79 + d100: 74 = 185
... and hit for 8 points of damage!
Damaging upper leg strike.
Strike leaves foe vulnerable to a followup kick attack!
You feel the unnatural surge of necrotic power wane away.
You attempt to kick a patchwork flesh monstrosity!
You have excellent positioning against a patchwork flesh monstrosity.
UAF: 724 vs UDF: 502 = 1.442 * MM: 115 + d100: 59 = 224
... and hit for 75 points of damage!
Low reverse roundhouse sends left leg flying faster than the rest of it!
A patchwork flesh monstrosity falls to the ground grasping its mangled left leg!
You attempt to jab a patchwork flesh monstrosity!
You have decent positioning against a patchwork flesh monstrosity.
UAF: 724 vs UDF: 640 = 1.131 * MM: 86 + d100: 7 = 104
... and hit for 1 point of damage!
Feeble strike to leg. The flesh monstrosity probably scratches itself harder than that!
Necrotic energy from your dark leather handwraps overflows into you!
You feel energized!
You attempt to jab a patchwork flesh monstrosity!
You have decent positioning against a patchwork flesh monstrosity.
UAF: 729 vs UDF: 640 = 1.139 * MM: 79 + d100: 16 = 105
... and hit for 1 point of damage!
Feeble strike to leg. The flesh monstrosity probably scratches itself harder than that!
You feel the unnatural surge of necrotic power wane away.
You attempt to jab a pale scaled shaper!
The evanescent shield shrouding a pale scaled shaper fades briefly.
You have decent positioning against a pale scaled shaper.
UAF: 711 vs UDF: 630 = 1.128 * MM: 91 + d100: 75 = 177
... and hit for 10 points of damage!
Quick blow to left knee makes the scaled shaper wince!
The scaled shaper starts to favor his wounded leg!
Strike leaves foe vulnerable to a followup kick attack!
You attempt to kick a pale scaled shaper!
Pearly light flares up suddenly from within you, lending strength and focus to your attack!
You have good positioning against a pale scaled shaper.
UAF: 726 vs UDF: 629 = 1.154 * MM: 115 + d100: 15 = 147
... and hit for 54 points of damage!
Low axe kick drives into side of left knee, shattering the joint!
The scaled shaper is knocked to the ground!
The scaled shaper is stunned!
The scaled shaper starts to favor his wounded leg!
Strike leaves foe vulnerable to a followup punch attack!
A dark shadowy tendril rises up from a pale scaled shaper, writhes its way towards you and lashes out malevolently...
You attempt to jab a pale scaled shaper!
The evanescent shield shrouding a pale scaled shaper fades briefly.
You exploit the momentum of your previous strike to make a stronger attack against a pale scaled shaper!
You have good positioning against a pale scaled shaper.
UAF: 711 vs UDF: 651 = 1.092 * MM: 90 + d100: 63 = 161
... and hit for 11 points of damage!
Damaging upper leg strike.
The scaled shaper is stunned!
Strike leaves foe vulnerable to a followup punch attack!
A dark shadowy tendril rises up from a pale scaled shaper, writhes its way towards you and lashes out malevolently...
[SMR result: 141 (Open d100: 156)]
The pungent stench of decay fills the air as mist rises from the floor around you!
Skeletal appendages burst from the floor and tear into you, inflicting 13 points of damage!
... 25 points of damage!
Beautiful shot pierces skull! Amazing you weren't killed outright!
You are stunned for 10 rounds!
Your series of strikes and ripostes leaves you off-balance and out of position.
Roundtime: 5 sec.
Roundtime changed to 2 seconds.
so creative
Re: Sanctum of Better Scaling on 05/30/2020 12:21 AM CDT
Re: Sanctum of Better Scaling on 05/30/2020 12:38 AM CDT
Re: Sanctum of Better Scaling on 05/30/2020 03:07 AM CDT
>You do realize this was from using loot boosts gained over several years and several thousand dollars of subscription fees right.... ?
That's inaccurate, and the problems that Estild referred to were irrespective of loot boosts.
I'm going to ask that we keep things constructive here.
Auchand
That's inaccurate, and the problems that Estild referred to were irrespective of loot boosts.
I'm going to ask that we keep things constructive here.
Auchand
Re: Sanctum of Better Scaling on 05/30/2020 03:36 AM CDT
<The pungent stench of decay fills the air as mist rises from the floor around you!
Skeletal appendages burst from the floor and tear into you, inflicting 13 points of damage!
... 25 points of damage!
Beautiful shot pierces skull! Amazing you weren't killed outright!
You are stunned for 10 rounds!
Your series of strikes and ripostes leaves you off-balance and out of position.
Roundtime: 5 sec.
Roundtime changed to 2 seconds.>
The lack of instagib mechanics and the ability to use the expensive equipment, spell items, etc, we have been sold over the years was what made this place satisfying. This is not a welcome change.
Skeletal appendages burst from the floor and tear into you, inflicting 13 points of damage!
... 25 points of damage!
Beautiful shot pierces skull! Amazing you weren't killed outright!
You are stunned for 10 rounds!
Your series of strikes and ripostes leaves you off-balance and out of position.
Roundtime: 5 sec.
Roundtime changed to 2 seconds.>
The lack of instagib mechanics and the ability to use the expensive equipment, spell items, etc, we have been sold over the years was what made this place satisfying. This is not a welcome change.
Re: Sanctum of Better Scaling on 05/30/2020 04:28 AM CDT
I appreciate the efforts to update the area. I think 309 is a cool spell but it’s going to take some getting used to having it on a creature. Putting it in 712 seems like it’ll have a disproportionate affect on non-casters.
I mentioned it in discord yesterday but after a few hours in nuSanctun I really think something is off with the periapts charging. I had a far easier time charging it post-swarms but pre-latest updates. Getting it full seems to be a monumental task now and considering that 712/309 now ends many hunts in their infancy I can see having to use the wagons a lot which is, honestly, aggravating and would dissuade me from hunting there anymore.
I mentioned it in discord yesterday but after a few hours in nuSanctun I really think something is off with the periapts charging. I had a far easier time charging it post-swarms but pre-latest updates. Getting it full seems to be a monumental task now and considering that 712/309 now ends many hunts in their infancy I can see having to use the wagons a lot which is, honestly, aggravating and would dissuade me from hunting there anymore.
Re: Sanctum of Better Scaling on 05/30/2020 08:59 AM CDT
It does seem like the reactive 309 update hurts the very people -- melee classes without strong AoE -- that the SoS changes were supposed to help. I don't mind having a shaper cast 309 at me, but it's pretty frustrating that I basically can't attack a shaper now without the risk of getting killed by an open roll from 309, especially since there's no way to mitigate it.
That being said, a couple questions about how 309 functions here:
I noticed that the damage cycles keep coming even after you kill the shaper. Is this working as intended? Seems like most spells stop once the caster is dead.
Also, I'm curious why 309 is doing both puncture damage on the initial strike and then plasma after that. Aren't all of the 309 cycles supposed to be deity-dependent damage? And for some reason, if it meditate plasma, it only seems to do anything for some of the damage cycles, even though I keep getting hit by plasma after that. Is that working as intended?
You have good positioning against a pale scaled shaper.
UAF: 646 vs UDF: 423 = 1.527 * MM: 137 + d100: 16 = 225
... and hit for 90 points of damage!
Powerful roundhouse kick catches the scaled shaper under the left armpit and continues through!
Necrotic energy from your leather boots overflows into you!
You feel reinvigorated!
A dark shadowy tendril rises up from a pale scaled shaper, writhes its way towards you and lashes out malevolently...
[SMR result: 19 (Open d100: 28, Bonus: 1)]
A nearby rasping hiss gives you pause, but nothing comes of it.
You attempt to kick a pale scaled shaper!
You have good positioning against a pale scaled shaper.
UAF: 646 vs UDF: 605 = 1.067 * MM: 142 + d100: 15 = 166
... and hit for 56 points of damage!
Wheel kick connects with the left leg, tearing into tendons and muscle.
A pale scaled shaper sinks to the ground, the fell light in his eyes guttering before going out entirely.
A shadow seems to detach itself from a pale scaled shaper, swiftly dissipating into the air.
The light blue glow leaves a pale scaled shaper.
The deep blue glow leaves a pale scaled shaper.
The very powerful look leaves a pale scaled shaper.
The white light leaves a pale scaled shaper.
The air about a pale scaled shaper shimmers momentarily before the evanescent shield surrounding him collapses.
The barrier of force around a pale scaled shaper dissipates.
A pale scaled shaper glances around, looking a bit less confident.
Your series of strikes and ripostes leaves you winded and out of position.
Roundtime: 5 sec.
JR>
[ MStrike Cooldown: +0:01:00, 0:01:00 remaining. ]
JR>
A sudden flare of coruscating energy within the haze sears you for 4 points of damage!
Your preparation to resist plasmatic damage helps to lessen the effects as you are struck!
... 4 points of damage!
Insignificant burns to your neck.
JR>
A sudden flare of coruscating energy within the haze sears you for 4 points of damage!
... 9 points of damage!
Your hand is encased in shimmering blue flames!
JR>
J>
A sudden flare of coruscating energy within the haze sears you for 4 points of damage!
... 9 points of damage!
A curling tongue of blue flame sears the skin on your stomach.
J>
J>
A sudden flare of coruscating energy within the haze sears you for 4 points of damage!
... 4 points of damage!
Minor burns to your shield arm.
The nebulous haze fades away.
That being said, a couple questions about how 309 functions here:
I noticed that the damage cycles keep coming even after you kill the shaper. Is this working as intended? Seems like most spells stop once the caster is dead.
Also, I'm curious why 309 is doing both puncture damage on the initial strike and then plasma after that. Aren't all of the 309 cycles supposed to be deity-dependent damage? And for some reason, if it meditate plasma, it only seems to do anything for some of the damage cycles, even though I keep getting hit by plasma after that. Is that working as intended?
You have good positioning against a pale scaled shaper.
UAF: 646 vs UDF: 423 = 1.527 * MM: 137 + d100: 16 = 225
... and hit for 90 points of damage!
Powerful roundhouse kick catches the scaled shaper under the left armpit and continues through!
Necrotic energy from your leather boots overflows into you!
You feel reinvigorated!
A dark shadowy tendril rises up from a pale scaled shaper, writhes its way towards you and lashes out malevolently...
[SMR result: 19 (Open d100: 28, Bonus: 1)]
A nearby rasping hiss gives you pause, but nothing comes of it.
You attempt to kick a pale scaled shaper!
You have good positioning against a pale scaled shaper.
UAF: 646 vs UDF: 605 = 1.067 * MM: 142 + d100: 15 = 166
... and hit for 56 points of damage!
Wheel kick connects with the left leg, tearing into tendons and muscle.
A pale scaled shaper sinks to the ground, the fell light in his eyes guttering before going out entirely.
A shadow seems to detach itself from a pale scaled shaper, swiftly dissipating into the air.
The light blue glow leaves a pale scaled shaper.
The deep blue glow leaves a pale scaled shaper.
The very powerful look leaves a pale scaled shaper.
The white light leaves a pale scaled shaper.
The air about a pale scaled shaper shimmers momentarily before the evanescent shield surrounding him collapses.
The barrier of force around a pale scaled shaper dissipates.
A pale scaled shaper glances around, looking a bit less confident.
Your series of strikes and ripostes leaves you winded and out of position.
Roundtime: 5 sec.
JR>
[ MStrike Cooldown: +0:01:00, 0:01:00 remaining. ]
JR>
A sudden flare of coruscating energy within the haze sears you for 4 points of damage!
Your preparation to resist plasmatic damage helps to lessen the effects as you are struck!
... 4 points of damage!
Insignificant burns to your neck.
JR>
A sudden flare of coruscating energy within the haze sears you for 4 points of damage!
... 9 points of damage!
Your hand is encased in shimmering blue flames!
JR>
J>
A sudden flare of coruscating energy within the haze sears you for 4 points of damage!
... 9 points of damage!
A curling tongue of blue flame sears the skin on your stomach.
J>
J>
A sudden flare of coruscating energy within the haze sears you for 4 points of damage!
... 4 points of damage!
Minor burns to your shield arm.
The nebulous haze fades away.
Re: Sanctum of Better Scaling on 05/30/2020 11:34 AM CDT
GSTEPHENSON2 |
I don't mind having a shaper cast 309 at me, but it's pretty frustrating that I basically can't attack a shaper now without the risk of getting killed by an open roll from 309, especially since there's no way to mitigate it. |
It's going to require a change in your tactics. Keep in mind that Cloak of Shadows (712) only has a chance to trigger when the creature is stunned. You can also dispel or use magic resistance weapons to nullify Cloak of Shadows. In addition, after the below bug is fixed, with appropriate preparation (puncture resistance), you can also mitigate Condemn's (309) damage.
GSTEPHENSON2 |
I noticed that the damage cycles keep coming even after you kill the shaper. Is this working as intended? Seems like most spells stop once the caster is dead. |
That's currently intended.
GSTEPHENSON2 |
Also, I'm curious why 309 is doing both puncture damage on the initial strike and then plasma after that. Aren't all of the 309 cycles supposed to be deity-dependent damage? And for some reason, if it meditate plasma, it only seems to do anything for some of the damage cycles, even though I keep getting hit by plasma after that. Is that working as intended? |
That's a bug. It's losing the deity status of the creature caster and then defaults to the generic messaging and crit type. After it's fixed, the messaging shouldn't change and it'll always be puncture critical for Luukosian creatures.
GameMaster Estild
Re: Sanctum of Better Scaling on 05/30/2020 01:36 PM CDT
>> I note that as of today the 'safe area' outside of the door at the top of the spire is no longer safe. Is this change intentional?
Thought I would bump this. I can (and have) adjusted to using the other safe area but liked having this spot at the top of the tower. Any chance of this being restored?
-- Robert
>> A halfling magistrate picks up a small rock and throws it at a half-elven bandit in a valiant effort to subdue him.
Thought I would bump this. I can (and have) adjusted to using the other safe area but liked having this spot at the top of the tower. Any chance of this being restored?
-- Robert
>> A halfling magistrate picks up a small rock and throws it at a half-elven bandit in a valiant effort to subdue him.
Re: Sanctum of Better Scaling on 05/30/2020 01:44 PM CDT
Re: Sanctum of Better Scaling on 05/30/2020 02:18 PM CDT
Re: Sanctum of Better Scaling on 05/30/2020 02:30 PM CDT
I like the changes to the shapers. They aren't just one and done (917) any longer and I have to pay a bit more attention to them which creates some challenge when there are other creatures in the room.
-- Robert
>> A halfling magistrate picks up a small rock and throws it at a half-elven bandit in a valiant effort to subdue him.
-- Robert
>> A halfling magistrate picks up a small rock and throws it at a half-elven bandit in a valiant effort to subdue him.
Re: Sanctum of Better Scaling on 05/30/2020 03:21 PM CDT
Went went out a couple times last night before midnight, to get my brooch rubs in.
I noticed some shapers take an extra cast before they die, due to some absorbtion shield.
This concludes the differences.
None of my specific complaints, at least, were addressed in this update. It feels like this mega upped the difficulty for melee, if anything. Classes that already struggled in Sanctum. Especially if you are UAC, and will be needing to melee attack many times per shaper. Suggesting that melee players wait out the stun each time they attack a shaper...I hope was a joke.
Sanctum was the only place I manually hunted and thrived. Related, this has reduced my reasons for buying X per day items at DR. A lot of my gear and trinket upgrading has been to become better at DR and better at SoS. One of those events only comes around 2x per year.
It's also placed me in a shaky place, faith wise, for the future of ascension and post capped zones. We do not seem to share the same mental image on what constitutes glorious fun and compelling text gameplay.
~Amanda, player of Treeva
I noticed some shapers take an extra cast before they die, due to some absorbtion shield.
This concludes the differences.
None of my specific complaints, at least, were addressed in this update. It feels like this mega upped the difficulty for melee, if anything. Classes that already struggled in Sanctum. Especially if you are UAC, and will be needing to melee attack many times per shaper. Suggesting that melee players wait out the stun each time they attack a shaper...I hope was a joke.
Sanctum was the only place I manually hunted and thrived. Related, this has reduced my reasons for buying X per day items at DR. A lot of my gear and trinket upgrading has been to become better at DR and better at SoS. One of those events only comes around 2x per year.
It's also placed me in a shaky place, faith wise, for the future of ascension and post capped zones. We do not seem to share the same mental image on what constitutes glorious fun and compelling text gameplay.
~Amanda, player of Treeva
Re: Sanctum of Better Scaling on 05/30/2020 06:10 PM CDT
Auchand,
Thanks for the changes - it is beginning to feel closer to a capped area again. I've hunted here since 94th train, and with the tweaks, it would present some challenges if I were back at that experience level (at, or a little under). The danger of SoS is the 'push' of the mob, not the individual enemies.
1) its spawn rates were unintentionally set up improperly compared to other hunting areas, we initially left them in place until it was clearly causing the other issues below:
2) it caused performance issues.
- I can imagine. The spawn rate was silly amounts of fun, but it had gone too far. I do feel that the pendulum has swung too far the other direction, and with 2-3 hunters/groups I feel like I'm tripping over people.
3) it became completely unhuntable by many professions who don't have as reliable AoE attacks.
- Heh. Yeah. Take that, rogues!
4) it trivialized the hunting experience for those who do have reliable AoE attacks by taking only seconds to hunt.
- I'm really not sure I agree with this. The hunting experience now is trivial, the hunting experience before was intense (if a little brief). The lack of urgency makes things... bland.
5) it led to orders of magnitude more silver gain than other hunting areas for specifically those characters with strong AoE.
- Seems like that could be solved by (1) re-balancing the spawn rate and (2) dropping the loot rate (aforementioned, or just imposing a big cut in loot). Obviously, I'm making huge assumptions about code I know nothing about.
6) it was considered the hardest hunting area when it was not designed to be that way. The Scatter is meant to be our current capstone hunting area as is reflected by the creature levels.
- Philosophical difference, I guess. They were both hard, but hard in different ways. SoS now seems more akin to Nelemar to me.
I'd still like to see there be more a middle ground of mob pressure, and personally don't care if the loot is slashed (can't do much with it anyways).
~van
(should have been a philosopher, really)
Thanks for the changes - it is beginning to feel closer to a capped area again. I've hunted here since 94th train, and with the tweaks, it would present some challenges if I were back at that experience level (at, or a little under). The danger of SoS is the 'push' of the mob, not the individual enemies.
1) its spawn rates were unintentionally set up improperly compared to other hunting areas, we initially left them in place until it was clearly causing the other issues below:
2) it caused performance issues.
- I can imagine. The spawn rate was silly amounts of fun, but it had gone too far. I do feel that the pendulum has swung too far the other direction, and with 2-3 hunters/groups I feel like I'm tripping over people.
3) it became completely unhuntable by many professions who don't have as reliable AoE attacks.
- Heh. Yeah. Take that, rogues!
4) it trivialized the hunting experience for those who do have reliable AoE attacks by taking only seconds to hunt.
- I'm really not sure I agree with this. The hunting experience now is trivial, the hunting experience before was intense (if a little brief). The lack of urgency makes things... bland.
5) it led to orders of magnitude more silver gain than other hunting areas for specifically those characters with strong AoE.
- Seems like that could be solved by (1) re-balancing the spawn rate and (2) dropping the loot rate (aforementioned, or just imposing a big cut in loot). Obviously, I'm making huge assumptions about code I know nothing about.
6) it was considered the hardest hunting area when it was not designed to be that way. The Scatter is meant to be our current capstone hunting area as is reflected by the creature levels.
- Philosophical difference, I guess. They were both hard, but hard in different ways. SoS now seems more akin to Nelemar to me.
I'd still like to see there be more a middle ground of mob pressure, and personally don't care if the loot is slashed (can't do much with it anyways).
~van
(should have been a philosopher, really)
Re: Sanctum of Better Scaling on 05/31/2020 12:25 AM CDT
I've made some updates to cap Condemn's (309) damage when cast by a creature at a player. It can still ruin your day, but should be a tad less lethal. You can also seek out a Warrior for some puncture resistance, since the shaper's 309 uses puncture criticals! A number of bugs (with inconsistent messaging and crit type were also fixed. Core Tap (950) was also fixed to play nice with Soul Ward (319).
GameMaster Estild
GameMaster Estild
Re: Sanctum of Better Scaling on 05/31/2020 09:06 AM CDT
I think the addition of 319 + 712 + 309 does not have the desired outcome of re-balancing the disproportionate ability for AoE-heavy classes, due to the properties of all three spells combined.
This is basically my encounter with a shaper now:
1. you have to attempt rounds to remove 319
2. generally this immediately leads to a stun
3. you are going to get pwn'd by 309 at least once during a hunt, because of law of large numbers
I think these changes have inadvertently changed the dynamic to make this place more enticing to MA groups, specifically those with an empath.
As it stands this place is basically unhuntable for solo characters and is significantly harder than the Scatter.
This is basically my encounter with a shaper now:
1. you have to attempt rounds to remove 319
2. generally this immediately leads to a stun
3. you are going to get pwn'd by 309 at least once during a hunt, because of law of large numbers
I think these changes have inadvertently changed the dynamic to make this place more enticing to MA groups, specifically those with an empath.
As it stands this place is basically unhuntable for solo characters and is significantly harder than the Scatter.
Re: Sanctum of Better Scaling on 05/31/2020 09:26 AM CDT
Re: Sanctum of Better Scaling on 05/31/2020 02:00 PM CDT
The only times I have ever seen a sidewinder is when they are summoned. I do not believe they spawn on their own.
---
;tune towncrier
Rohese: "... the TownCrier (tune in if you haven’t, it’s without doubt the best thing to ever happen on LNet)"
Xanith: "It's flat out amazing"
Doug: "100.times ^"
Lawronius: The stuff ... the TownCrier team does is incredible.
---
;tune towncrier
Rohese: "... the TownCrier (tune in if you haven’t, it’s without doubt the best thing to ever happen on LNet)"
Xanith: "It's flat out amazing"
Doug: "100.times ^"
Lawronius: The stuff ... the TownCrier team does is incredible.
Re: Sanctum of Better Scaling on 05/31/2020 03:37 PM CDT
I think I'll throw in my 2 cents. I want to give my perspective since it is so different for everyone else's. I've never hunted there so I'm going to give you a run down on my thought process of determining if I will.
I play a UAC ambush rogue. He is my only character and I've played him for years. He is capped and has about 13 million exp so he is more capabilty than a freshly capped rogue.
Where I can hunt with my rogue is very limited.
- I can hunt in Nelemar 3rd floor fine.
- Scatter is too hostile and doesn't seem worth the trouble to hunt in.
- OTF is completely unhuntable as a rogue. Mainly due to the War Griffins that are so perceptive that they can pulled a capped, 3x hiding rogue from hiding frequently. Other stuff like webs and random Ithzir attacks are not fun either.
- Confluence might be doable with the introduction of WAYLAY but you can't use UAC and WAYLAY together which is a massive decrease in power for my character. Furthermore, my rogue doesn't have the enough climbing or survival to navigate the Confluence.
- I am GoS but I haven't tried Warcamps at all. I worry about how perceptive guards are and I don't like the idea of Grimswarm sorcerers imploding me. I get enough of that from the triton dissemblers and ethereal sentries.
- Reim is the antithesis of an ambushing rogue. Everything is level 100, non-corporeal undead so they can't be critted and have that AWFUL "life sense" perception bonus. Reim is so beyond my ability it's almost funny.
This brings me to the Sanctum. So looking over the area's mechanics I see that it has:
- Spellburst
- Entry requires 3000 silver (might be ambushed) or a bone periapt
- Bone periapts can hold charges from killed critter for easier entry/exit of the Sanctum
- Infection or "you are not getting recused" mechanic
Not too bad compared to the other areas honestly. Lets look at the creatures:
1.) Most of the critters are CS casters. I am a rogue. I am a square. If something casts a CS spell at me, I DIE. Even with maxed stats, Sigil of Focus, Combat Focus, and 401, 406, 414 I will still not break +400 TD. My ENTIRE play style is based around this fact and I spend VERY little time out of hiding to compensate for this problem. With 3x hiding, Shadow Mastery & Shadow Dance, Vanish, and Silent Strike can do this pretty well but I never like putting myself up against anything can kill me at a glance.
Now you might say "get spells so you don't die" and I will remind you that I am a rogue and the area has spellburst. To my credit, I can wear up to 55 mana worth of spells but getting those spells can be a real pain. I guess I could go to a Draveaning and then cherry pick spells and remove the rest but I still don't think I would have enough TD to keep me safe.
Spellburst is my favorite irony in Gemstone 4. Its a mechanic designed to limit outside spells but because you can train in magical skills to reduce the effect, most pures don't even notice it while rogues and warriors that can't afford to train in magical skills them get the effect in full force and are drastically weaker because of it. You would think "spell" burst would affect pures more than squares but I guess not.
2.) I can't hunt undead so lurks and monstrosities are out. I am GoS and I don't have a worthwhile pair of blessable gloves to kill stuff with. On the plus side, both Lurks and Monstrosities are corporeal so they CAN be critted and don't have that "life sense" thing that non-corporeal undead have.
3.) Fanatics wear plate and sentries have the equivalent of plate. Having fought triton radical and triton combatants, I can tell you that it takes anywhere from 2-4 head ambushes from hiding to crit kill something in plate. Sometimes it take only 1 hit if I am VERY lucky but otherwise I have to slog it out. With this in mind, I would not jump at a chance to fight either of them if I could help it.
4.) Shapers. They have 712, so I will NEVER attack them. I learned that lesson from triton dissemblers. I have no reliable way to remove 712, so I get I have to bare the risk if I attack. I haven't been able to confirm if insta-killing a critter with 712 will trigger the retribution but due to crit randomization, I would always be at a risk of getting killed by the backlash. This isn't even taking 309 and 319 into account either. They sound like such a pain in the butt to fight that I would have better luck with fanatics and sentries.
5.) If sidewinder cobras are naturally spawning, I could hunt them if they don't have the animal "sniff you out of hiding" perception bonus. But I can't skin, so I would be going without treasure if I hunted them alone.
In the end, it is not worth hunting in the Sanctum for a rogue. I have no AOE ability and everything is an uphill battle to kill. So I guess I will stick to Nelemar or the lockpicking pool.
Its kinda funny to hear you guys argue about challenge since your problems are so far away from what I normally have to deal with. I feel like I am risking my neck every time I fallout of hiding in front of things I hunt since they can kill me so easily. The profession power balance must be really skewed.
Anyway, I hope this post was insightful and helpful in someway. Happy hunting!
I play a UAC ambush rogue. He is my only character and I've played him for years. He is capped and has about 13 million exp so he is more capabilty than a freshly capped rogue.
Where I can hunt with my rogue is very limited.
- I can hunt in Nelemar 3rd floor fine.
- Scatter is too hostile and doesn't seem worth the trouble to hunt in.
- OTF is completely unhuntable as a rogue. Mainly due to the War Griffins that are so perceptive that they can pulled a capped, 3x hiding rogue from hiding frequently. Other stuff like webs and random Ithzir attacks are not fun either.
- Confluence might be doable with the introduction of WAYLAY but you can't use UAC and WAYLAY together which is a massive decrease in power for my character. Furthermore, my rogue doesn't have the enough climbing or survival to navigate the Confluence.
- I am GoS but I haven't tried Warcamps at all. I worry about how perceptive guards are and I don't like the idea of Grimswarm sorcerers imploding me. I get enough of that from the triton dissemblers and ethereal sentries.
- Reim is the antithesis of an ambushing rogue. Everything is level 100, non-corporeal undead so they can't be critted and have that AWFUL "life sense" perception bonus. Reim is so beyond my ability it's almost funny.
This brings me to the Sanctum. So looking over the area's mechanics I see that it has:
- Spellburst
- Entry requires 3000 silver (might be ambushed) or a bone periapt
- Bone periapts can hold charges from killed critter for easier entry/exit of the Sanctum
- Infection or "you are not getting recused" mechanic
Not too bad compared to the other areas honestly. Lets look at the creatures:
1.) Most of the critters are CS casters. I am a rogue. I am a square. If something casts a CS spell at me, I DIE. Even with maxed stats, Sigil of Focus, Combat Focus, and 401, 406, 414 I will still not break +400 TD. My ENTIRE play style is based around this fact and I spend VERY little time out of hiding to compensate for this problem. With 3x hiding, Shadow Mastery & Shadow Dance, Vanish, and Silent Strike can do this pretty well but I never like putting myself up against anything can kill me at a glance.
Now you might say "get spells so you don't die" and I will remind you that I am a rogue and the area has spellburst. To my credit, I can wear up to 55 mana worth of spells but getting those spells can be a real pain. I guess I could go to a Draveaning and then cherry pick spells and remove the rest but I still don't think I would have enough TD to keep me safe.
Spellburst is my favorite irony in Gemstone 4. Its a mechanic designed to limit outside spells but because you can train in magical skills to reduce the effect, most pures don't even notice it while rogues and warriors that can't afford to train in magical skills them get the effect in full force and are drastically weaker because of it. You would think "spell" burst would affect pures more than squares but I guess not.
2.) I can't hunt undead so lurks and monstrosities are out. I am GoS and I don't have a worthwhile pair of blessable gloves to kill stuff with. On the plus side, both Lurks and Monstrosities are corporeal so they CAN be critted and don't have that "life sense" thing that non-corporeal undead have.
3.) Fanatics wear plate and sentries have the equivalent of plate. Having fought triton radical and triton combatants, I can tell you that it takes anywhere from 2-4 head ambushes from hiding to crit kill something in plate. Sometimes it take only 1 hit if I am VERY lucky but otherwise I have to slog it out. With this in mind, I would not jump at a chance to fight either of them if I could help it.
4.) Shapers. They have 712, so I will NEVER attack them. I learned that lesson from triton dissemblers. I have no reliable way to remove 712, so I get I have to bare the risk if I attack. I haven't been able to confirm if insta-killing a critter with 712 will trigger the retribution but due to crit randomization, I would always be at a risk of getting killed by the backlash. This isn't even taking 309 and 319 into account either. They sound like such a pain in the butt to fight that I would have better luck with fanatics and sentries.
5.) If sidewinder cobras are naturally spawning, I could hunt them if they don't have the animal "sniff you out of hiding" perception bonus. But I can't skin, so I would be going without treasure if I hunted them alone.
In the end, it is not worth hunting in the Sanctum for a rogue. I have no AOE ability and everything is an uphill battle to kill. So I guess I will stick to Nelemar or the lockpicking pool.
Its kinda funny to hear you guys argue about challenge since your problems are so far away from what I normally have to deal with. I feel like I am risking my neck every time I fallout of hiding in front of things I hunt since they can kill me so easily. The profession power balance must be really skewed.
Anyway, I hope this post was insightful and helpful in someway. Happy hunting!
Re: Sanctum of Better Scaling on 05/31/2020 07:17 PM CDT
A sidewinder from a shaper staff is a "white sidewinder." The plentiful sidewinders in the desert are "sand-hued desert sidewinders." Unlike most of the critters in the desert, desert sidewinders come out during both the day and the night. Both types can be skinned to produce a sidewinder scale. Scales from the two types can be bundled together.
Re: Sanctum of Better Scaling on 06/01/2020 01:02 AM CDT
> A sidewinder from a shaper staff is a "white sidewinder." The plentiful sidewinders in the desert are "sand-hued desert sidewinders."
Thanks Kardios! I tried the desert early on and was so traumatized and nearly dead that I still have no idea what was in that part :)
---
;tune towncrier
Rohese: "... the TownCrier (tune in if you haven’t, it’s without doubt the best thing to ever happen on LNet)"
Xanith: "It's flat out amazing"
Doug: "100.times ^"
Lawronius: The stuff ... the TownCrier team does is incredible.
Thanks Kardios! I tried the desert early on and was so traumatized and nearly dead that I still have no idea what was in that part :)
---
;tune towncrier
Rohese: "... the TownCrier (tune in if you haven’t, it’s without doubt the best thing to ever happen on LNet)"
Xanith: "It's flat out amazing"
Doug: "100.times ^"
Lawronius: The stuff ... the TownCrier team does is incredible.
Re: Sanctum of Better Scaling -Feedback on 06/02/2020 01:08 AM CDT
Re: Sanctum of Better Scaling -Feedback on 06/04/2020 09:12 AM CDT
>>4.) Shapers. They have 712, so I will NEVER attack them. I learned that lesson from triton dissemblers. I have no reliable way to remove 712, so I get I have to bare the risk if I attack. I haven't been able to confirm if insta-killing a critter with 712 will trigger the retribution but due to crit randomization, I would always be at a risk of getting killed by the backlash. This isn't even taking 309 and 319 into account either. They sound like such a pain in the butt to fight that I would have better luck with fanatics and sentries.
712 activation requires specific steps.
1. You must stun the target, and it must still be alive.
2. You must succeed in hitting the stunned target and then the 712 retribution has the ability to hit you.
If you instantly killed the target with a single attack it would not activate 712. Has anyone attempted to snipe shapers yet? I believe that sniping / remaining hidden when you attack will also prevent 712 from activating as there is no visible target to strike.
Another factor to consider for many of the squares hunting 712 targets is that most maneuver attacks using the CML system do not activate 712 (apparently garrote does). If you use a deadly killing maneuver attack that isn't an AS based attack, but a maneuver roll, it will not cause retribution. Anything that is an AS vs DS attack can activate the retribution.
As someone who's main character is a sorcerer, I am opposed to the shapers having 309 as their retribution spell. Sorcerers are not able to use 309 as a 712 retribution spell since it's not in their arsenal of spells, so this hybrid using 309 makes me somewhat envious. There is no maneuver spell in the Sorcerer arsenal eligible to be used as a retribution spell (since 720 isn't allowed), so it seems a bit unfair that this advantage be given to a critter.
712 activation requires specific steps.
1. You must stun the target, and it must still be alive.
2. You must succeed in hitting the stunned target and then the 712 retribution has the ability to hit you.
If you instantly killed the target with a single attack it would not activate 712. Has anyone attempted to snipe shapers yet? I believe that sniping / remaining hidden when you attack will also prevent 712 from activating as there is no visible target to strike.
Another factor to consider for many of the squares hunting 712 targets is that most maneuver attacks using the CML system do not activate 712 (apparently garrote does). If you use a deadly killing maneuver attack that isn't an AS based attack, but a maneuver roll, it will not cause retribution. Anything that is an AS vs DS attack can activate the retribution.
As someone who's main character is a sorcerer, I am opposed to the shapers having 309 as their retribution spell. Sorcerers are not able to use 309 as a 712 retribution spell since it's not in their arsenal of spells, so this hybrid using 309 makes me somewhat envious. There is no maneuver spell in the Sorcerer arsenal eligible to be used as a retribution spell (since 720 isn't allowed), so it seems a bit unfair that this advantage be given to a critter.
Re: Sanctum of Better Scaling -Feedback on 06/07/2020 05:09 PM CDT
Having now experienced the Sanctum changes first hand, I'm not a fan. The area used to present unique challenges compared to other hunting grounds. It felt like a great balance of challenges while swarms were building - not just FoF, but a lot of different things to look out for and react to.
Not so much any more. It's not awful, but it's a loss for me.
I do appreciate that I no longer need to hunt 2x-3x past fried in order to keep the periapt charged.
Not so much any more. It's not awful, but it's a loss for me.
I do appreciate that I no longer need to hunt 2x-3x past fried in order to keep the periapt charged.
Re: Sanctum of Better Scaling -Feedback on 06/07/2020 05:16 PM CDT
I thought it was definitely overdone before but it does now feel like we turned the dial from 11 down to 2. It would be great if we could find someplace a little more toward center.
Note: I do find the creature changes add a bit more challenge but it definitely feels fairly empty these days.
-- Robert
>> A halfling magistrate picks up a small rock and throws it at a half-elven bandit in a valiant effort to subdue him.
Note: I do find the creature changes add a bit more challenge but it definitely feels fairly empty these days.
-- Robert
>> A halfling magistrate picks up a small rock and throws it at a half-elven bandit in a valiant effort to subdue him.
Re: Sanctum of Better Scaling on 06/08/2020 02:24 AM CDT
> It's going to require a change in your tactics. Keep in mind that Cloak of Shadows (712) only has a chance to trigger when the creature is stunned.
Is the following sequence of events a bug, then? I got 309ed to death in reaction to my first swing against a previously-unstunned shaper, I guess due to a flare triggering it after the main attack (though I'm not certain).
I realize, depending on how you read the flow of events, it may not precisely contradict the quoted text. i.e. was the flare part of the original attack or was it a separate attack after the shaper was stunned? Given that the roundtime message doesn't occur until after the flare, I would've called it one attack rather than two.
Either way, it does seem to contradict the underlying message - that changing tactics to only attack unstunned shapers would leave us in the clear.
The evanescent shield shrouding a pale scaled shaper fades briefly, then flickers with a pale incandescence.
You thrust with a silvery blue mithril pike at a pale scaled shaper!
AS: +783 vs DS: +598 with AvD: +38 + d100 roll: +78 = +301
... and hit for 197 points of damage!
Beautiful shot pierces skull! Amazing the scaled shaper wasn't killed outright!
The scaled shaper is stunned!
Twisted by your attack, the scaled shaper's warding energies realign themselves in a searing flash of lightning!
... 25 points of damage!
Hard jolt knocks the scaled shaper back on her heels.
A dark shadowy tendril rises up from a pale scaled shaper, writhes its way up a silvery blue mithril pike towards you and lashes out malevolently...
[SMR result: 198 (Open d100: 177)]
The pungent stench of decay fills the air as mist rises from the floor around you!
Skeletal appendages burst from the floor and tear into you, inflicting 20 points of damage!
... 2 points of damage!
Strike pierces gall bladder!
That's gotta hurt!
You are stunned for 3 rounds!
The invisible force draws back to guide you once more.
Your blue mithril pike returns to normal.
A sickly green aura radiates from a silvery blue mithril pike and seeps into a pale scaled shaper's wounds!
... 20 points of damage!
Tendons in the scaled shaper's weapon arm snap.
A pale scaled shaper sinks to the ground, the fell light in her eyes guttering before going out entirely.
A shadow seems to detach itself from a pale scaled shaper, swiftly dissipating into the air.
The light blue glow leaves a pale scaled shaper.
The deep blue glow leaves a pale scaled shaper.
The very powerful look leaves a pale scaled shaper.
The white light leaves a pale scaled shaper.
The air about a pale scaled shaper shimmers momentarily before the evanescent shield surrounding her collapses.
Roundtime: 6 sec.
!SR>
Skeletal appendages burst from the floor and tear into you, inflicting 20 points of damage!
... 2 points of damage!
Strike connects with shoulder blade!
!SR>
Skeletal appendages burst from the floor and tear into you, inflicting 20 points of damage!
... 2 points of damage!
Attack punctures the eye and connects with something really vital!
Is the following sequence of events a bug, then? I got 309ed to death in reaction to my first swing against a previously-unstunned shaper, I guess due to a flare triggering it after the main attack (though I'm not certain).
I realize, depending on how you read the flow of events, it may not precisely contradict the quoted text. i.e. was the flare part of the original attack or was it a separate attack after the shaper was stunned? Given that the roundtime message doesn't occur until after the flare, I would've called it one attack rather than two.
Either way, it does seem to contradict the underlying message - that changing tactics to only attack unstunned shapers would leave us in the clear.
The evanescent shield shrouding a pale scaled shaper fades briefly, then flickers with a pale incandescence.
You thrust with a silvery blue mithril pike at a pale scaled shaper!
AS: +783 vs DS: +598 with AvD: +38 + d100 roll: +78 = +301
... and hit for 197 points of damage!
Beautiful shot pierces skull! Amazing the scaled shaper wasn't killed outright!
The scaled shaper is stunned!
Twisted by your attack, the scaled shaper's warding energies realign themselves in a searing flash of lightning!
... 25 points of damage!
Hard jolt knocks the scaled shaper back on her heels.
A dark shadowy tendril rises up from a pale scaled shaper, writhes its way up a silvery blue mithril pike towards you and lashes out malevolently...
[SMR result: 198 (Open d100: 177)]
The pungent stench of decay fills the air as mist rises from the floor around you!
Skeletal appendages burst from the floor and tear into you, inflicting 20 points of damage!
... 2 points of damage!
Strike pierces gall bladder!
That's gotta hurt!
You are stunned for 3 rounds!
The invisible force draws back to guide you once more.
Your blue mithril pike returns to normal.
A sickly green aura radiates from a silvery blue mithril pike and seeps into a pale scaled shaper's wounds!
... 20 points of damage!
Tendons in the scaled shaper's weapon arm snap.
A pale scaled shaper sinks to the ground, the fell light in her eyes guttering before going out entirely.
A shadow seems to detach itself from a pale scaled shaper, swiftly dissipating into the air.
The light blue glow leaves a pale scaled shaper.
The deep blue glow leaves a pale scaled shaper.
The very powerful look leaves a pale scaled shaper.
The white light leaves a pale scaled shaper.
The air about a pale scaled shaper shimmers momentarily before the evanescent shield surrounding her collapses.
Roundtime: 6 sec.
!SR>
Skeletal appendages burst from the floor and tear into you, inflicting 20 points of damage!
... 2 points of damage!
Strike connects with shoulder blade!
!SR>
Skeletal appendages burst from the floor and tear into you, inflicting 20 points of damage!
... 2 points of damage!
Attack punctures the eye and connects with something really vital!
Re: Sanctum of Better Scaling on 06/08/2020 10:03 AM CDT
GOAT |
Is the following sequence of events a bug, then? I got 309ed to death in reaction to my first swing against a previously-unstunned shaper, I guess due to a flare triggering it after the main attack (though I'm not certain). |
I realize, depending on how you read the flow of events, it may not precisely contradict the quoted text. i.e. was the flare part of the original attack or was it a separate attack after the shaper was stunned? Given that the roundtime message doesn't occur until after the flare, I would've called it one attack rather than two. |
Either way, it does seem to contradict the underlying message - that changing tactics to only attack unstunned shapers would leave us in the clear. |
That's working correctly. I should have better stated that. An attack that stuns the creature OR an attack while the creature is stunned can result in triggering Cloak of Shadows. The former is a bit more difficult to avoid, but still possible (i.e. some monks are using Ki Focus instead of MSTRIKE as a more effective method to outright kill a shaper). With Puncture Resistance, the concussion damage is the main concern. Once triggered, it's potentially 100 HPs over 8 seconds. That gives a few seconds of opportunity to use any number of abilities to restore health (acantha leaf, yabathilium fruit, Symbol of Restoration, Sign of Healing, Sigil of Health, Blood Burst's (701) lore benefit (used beforehand), Heal (1101), Rejuvenation (1607), etc). You can also immediately channel dispel (119, 417, 1218) to remove the negative effect to end it early.
GameMaster Estild
Re: Sanctum of Better Scaling on 06/08/2020 01:10 PM CDT
That feels like such a big risk for a square or anyone really. Unless you can dispel or outright kill the shaper, it is too dangerous to attack. That isn't even taking into account any extra creatures in the room that can take advantage of the backlash stun and kill you.
From a rogue perspective, its much better to just ignore them and fight something safer.
From a rogue perspective, its much better to just ignore them and fight something safer.
Re: Sanctum of Better Scaling -Feedback on 06/08/2020 03:18 PM CDT
>>I thought it was definitely overdone before but it does now feel like we turned the dial from 11 down to 2. It would be great if we could find someplace a little more toward center.
>>Note: I do find the creature changes add a bit more challenge but it definitely feels fairly empty these days.
>>-- Robert
I'd also like to add my voice into this, and to note that the only danger to my character came from the swarms - the area is virtually no danger at this point running as a self-spelled Wizard.
I've started calling it the Sanctum of Scarcity :/
>>Note: I do find the creature changes add a bit more challenge but it definitely feels fairly empty these days.
>>-- Robert
I'd also like to add my voice into this, and to note that the only danger to my character came from the swarms - the area is virtually no danger at this point running as a self-spelled Wizard.
I've started calling it the Sanctum of Scarcity :/
Re: Sanctum of Better Scaling -Feedback on 06/08/2020 04:07 PM CDT
Re: Sanctum of Better Scaling on 06/08/2020 04:40 PM CDT
As a warrior, open-ambushing the shapers works pretty well, so I'd imagine a rogue's ambush from hiding would work even better. The shapers are squishy, and their DS is low enough after a successful feint. I also go in with puncture resistance just in case. Most of the time, I 1-shot them with success, but I have taken a few occasional shots from their Cloak of Shadows when I don't crit kill them. The puncture resistance significantly mitigates the harm there, so it's really not that bad. You're probably fine as a rogue.
Re: Sanctum of Better Scaling -Feedback on 06/08/2020 08:46 PM CDT
Re: Sanctum of Better Scaling on 06/08/2020 11:51 PM CDT
Re: Sanctum of Better Scaling on 06/11/2020 12:56 PM CDT
Re: Sanctum of Better Scaling on 06/11/2020 01:56 PM CDT
Is that:
"kroderine armor" completely mitigates it?
"a kroderine shield" completely mitigates it?
"a kroderine weapon" completely mitigates it?
or just humour? :)
Just yesterday I was looking at the (comparatively modest... if you don't care about using mana ever) price of kroderine in HESS and thinking about what weapons/armor it might be appropriate to make use of. :)
But I could completely see the case for armor/shield blocking the retaliation, or a weapon going through it without triggering.
"kroderine armor" completely mitigates it?
"a kroderine shield" completely mitigates it?
"a kroderine weapon" completely mitigates it?
or just humour? :)
Just yesterday I was looking at the (comparatively modest... if you don't care about using mana ever) price of kroderine in HESS and thinking about what weapons/armor it might be appropriate to make use of. :)
But I could completely see the case for armor/shield blocking the retaliation, or a weapon going through it without triggering.
Re: Sanctum of Better Scaling on 06/11/2020 02:16 PM CDT
Re: Sanctum of Better Scaling on 06/11/2020 02:25 PM CDT
So the making of the attack goes through, and the Cloak is not triggered (by that attack, the kroderine weapon)?
If the same character uses Two-Weapon, does the kroderine weapon not-trigger, but the off-hand has a chance to?
Or does the kroderine weapon simply destroy the Cloak effect on the target so nothing is available to be triggered?
If the same character uses Two-Weapon, does the kroderine weapon not-trigger, but the off-hand has a chance to?
Or does the kroderine weapon simply destroy the Cloak effect on the target so nothing is available to be triggered?
Re: Sanctum of Better Scaling on 06/11/2020 03:18 PM CDT
Here you go... looks like the effect triggers and is then consumed by the kroderine weapon.
Not sure if this would be the case if the sorcerer loaded up a non-offensive spell as we didn't test that scenario.
>amb SomeSorcerer
You leap from hiding to attack!
You swing a blasted kroderine sica at SomeSorcerer!
Some leathers partially deflects the onslaught of the puncture attack.
AS: +438 vs DS: +326 with AvD: +35 + d100 roll: +77 = +224
... and hit for 38 points of damage!
Well placed shot pierces knee, that hurt!
He is stunned!
A dark shadowy tendril rises up from SomeSorcerer's skin, writhes its way up a blasted kroderine sica that rapidly consumes it!
The guiding force leaves you.
* Your kroderine sica glows brightly for a moment, consuming the magical energies around SomeSorcerer! *
A hazy film coats SomeSorcerer.
-- Robert
>> A halfling magistrate picks up a small rock and throws it at a half-elven bandit in a valiant effort to subdue him.
Not sure if this would be the case if the sorcerer loaded up a non-offensive spell as we didn't test that scenario.
>amb SomeSorcerer
You leap from hiding to attack!
You swing a blasted kroderine sica at SomeSorcerer!
Some leathers partially deflects the onslaught of the puncture attack.
AS: +438 vs DS: +326 with AvD: +35 + d100 roll: +77 = +224
... and hit for 38 points of damage!
Well placed shot pierces knee, that hurt!
He is stunned!
A dark shadowy tendril rises up from SomeSorcerer's skin, writhes its way up a blasted kroderine sica that rapidly consumes it!
The guiding force leaves you.
* Your kroderine sica glows brightly for a moment, consuming the magical energies around SomeSorcerer! *
A hazy film coats SomeSorcerer.
-- Robert
>> A halfling magistrate picks up a small rock and throws it at a half-elven bandit in a valiant effort to subdue him.
Re: Sanctum of Better Scaling on 06/11/2020 03:33 PM CDT
Would you be willing to try a Two-Weapon scenario, with the kroderine both first-swung and second-swung?
(Cloak may be triggered by the person's attack, or it may be triggered by 'any given swing', and it may get absorbed by "this weapon is in the attack", or only when "this weapon is the one where it triggers". Also what happens if one weapon or the other wiffles?)
(Cloak may be triggered by the person's attack, or it may be triggered by 'any given swing', and it may get absorbed by "this weapon is in the attack", or only when "this weapon is the one where it triggers". Also what happens if one weapon or the other wiffles?)