Mage and Evoker have a problem: the enchant you choose? That's your element. Any other element you use is going to be secondary and weak. Not only do you miss out on the ele atk, but you also make all your spells really bad. Sear makes no cinders, vyd doesn't bleed, rye doesn't crit, libegrande is just a projectile... It's kinda meh isn't it? So you're only using your secondary elements in situations where you simply have no choice due to resists or some other factor.
I think that is sad, because it means Mage and Evoker are locked to one element, and any kind of multi-element build is suffering. Elementalist gi is kinda meh as well, in my opinion not justifying that playstyle.
I suggest a simple addition that would allow mages using multjple elements to exist, with a single skill.
Quote:MAGE SKILL Elemental Shift
1m
2 turn CD
20fp
If you have an elemental mage enchant active (talvyd, kraken, galren, nerhaven, or redgull), dispel it and activate the next one in your skill pool.
If you have 3 or more in your skill pool, activate a random one instead and gain "elemental cascade" for 1 round. This allows all effects that require a specific enchant to activate, and you also gain +10 to all elemental atk.
It sounds strong, but honestly it's really not that bad. After the shift, you're stuck with a random enchant the next round. 10 ele attack is also not a lot, just enough to make this playable. A mage focusing on a single element will certainly do more damage.
Applicable BYOND Key - Arkbrave Strategist (Yes, I bootlegged myself
Character Name - Annabelle Tachibana
Request Type - age limit
Request Details - 7-year-old Telegrad child
Reason why you are making this request: Holy shit it's a child with both biological parents alive and well. Time for some crazy school RP (They're also below the age and height limit)
My hit forecast is the same both before and after I use Scharfe at 8 Sturm (as in, I'm not gaining hit). Debug logs below in case
Before Scharfe
Ordinary Lass used Attack.
System: Debug: Before Use Skill called. Envy, Ordinary Lass, Attack, 1
System: Debug: Total Power for Revolver Raid Cannon / Revolver Raid Cannon was 118.
Ordinary Lass attacks Envy with Revolver Raid Cannon!
Critical Hit! Envy takes 96 Pierce physical damage.
System:
* Initial Damage: 118 Pierce Physical, flags: projectile, sk: null, wep: Revolver Raid Cannon / /obj/items/equip/weapon/guns/revolver_cannon
* play_atk_anim was 1.
* 33 Evade VS 254 Hit (221%). (Damage Hit Mod was 0)
*2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing.
* Critical check: 97 Critical VS 6 Critical Evade. (118)
* Critical hit multi was 165.1. Flat critical damage bonus was 0. (194.818)
* spec_flat_reduc was 0. (194.818)
* amp_multi was 1. (194.818)
* reduc_multi was 49.6. (96.6297); MAG DEF, 50.4 PHYS DEF, 100 REDUC
* elem_reduc was 0. (96.6297)
* armor was allowed. armor_reduc was 0. (96.6297)
* Damage caps applied. (96.6297)
* Damage shields applied. (96.6297)
* Final damage was: 96.
Ordinary Lass recovered 2 FP.
Ordinary Lass recovered 5 FP.
Envy takes 2 Null magical damage. (Null Shell / Revolver Raid Cannon)
System:
* Initial Damage: 5 Null Magic, flags: magic, no_armor, bonus, sk: Null Shell (/obj/skill/null_shell) , wep: Revolver Raid Cannon / /obj/items/equip/weapon/guns/revolver_cannon
* play_atk_anim was .
* Critical check: Defender was critical immune or crit_multi was 0. (5)
* spec_flat_reduc was 0. (5)
* amp_multi was 1. (5)
* reduc_multi was 49.6. (2.48); 50.4 MAG DEF, PHYS DEF, 100 REDUC
* elem_reduc was 0. (2.48)
* Damage caps applied. (2.48)
* Damage shields applied. (2.48)
* Final damage was: 2.
System: Player debug is only available in battles against monsters when the server is not in Testing Mode.
System: Debug: Total Power for Revolver Raid Cannon / Revolver Raid Cannon was 118.
Ordinary Lass attacks Envy with Revolver Raid Cannon!
Critical Hit! Envy takes 21 Pierce physical damage.
System:
* Initial Damage: 118 Pierce Physical, flags: projectile, sk: null, wep: Revolver Raid Cannon / /obj/items/equip/weapon/guns/revolver_cannon/sub
* play_atk_anim was 1.
* 33 Evade VS 254 Hit (221%). (Damage Hit Mod was 0)
*2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing.
* Critical check: 97 Critical VS 6 Critical Evade. (118)
* Critical hit multi was 165.1. Flat critical damage bonus was 0. (194.818)
* spec_flat_reduc was 0. (194.818)
* amp_multi was 1. (194.818)
* reduc_multi was 54.1. (105.397); MAG DEF, 45.9 PHYS DEF, 100 REDUC
* elem_reduc was 0. (105.397)
* armor was allowed. armor_reduc was 0. (105.397)
* Damage caps applied. (105.397)
* Damage shields applied. (105.397)
* Final damage was: 21.
Ordinary Lass recovered 2 FP.
Ordinary Lass recovered 5 FP.
Envy takes 24 Null magical damage.
System:
* Initial Damage: 50 Null Magic, flags: magic, bonus, sk: null, wep: Revolver Raid Cannon / /obj/items/equip/weapon/guns/revolver_cannon/sub
* play_atk_anim was .
* Critical check: Defender was critical immune or crit_multi was 0. (50)
* spec_flat_reduc was 0. (50)
* amp_multi was 1. (50)
* reduc_multi was 49.6. (24.8); 50.4 MAG DEF, PHYS DEF, 100 REDUC
* elem_reduc was 0. (24.8)
* armor was allowed. armor_reduc was 0. (24.8)
* Damage caps applied. (24.8)
* Damage shields applied. (24.8)
* Final damage was: 24.
Envy takes 2 Null magical damage. (Null Shell / Revolver Raid Cannon)
System:
* Initial Damage: 5 Null Magic, flags: magic, no_armor, bonus, sk: Null Shell (/obj/skill/null_shell) , wep: Revolver Raid Cannon / /obj/items/equip/weapon/guns/revolver_cannon/sub
* play_atk_anim was .
* Critical check: Defender was critical immune or crit_multi was 0. (5)
* spec_flat_reduc was 0. (5)
* amp_multi was 1. (5)
* reduc_multi was 49.6. (2.48); 50.4 MAG DEF, PHYS DEF, 100 REDUC
* elem_reduc was -10. (2.728)
* Damage caps applied. (2.728)
* Damage shields applied. (2.728)
* Final damage was: 2.
After Scharfe
Ordinary Lass used Scharfe.
System: Player debug is now on.
System: Debug: Total Power for Revolver Raid Cannon / Revolver Raid Cannon was 118.
Ordinary Lass used Sub-Attack.
System: Debug: Before Use Skill called. Envy, Ordinary Lass, Sub-Attack, 1
System: Debug: Total Power for Revolver Raid Cannon / Revolver Raid Cannon was 118.
Ordinary Lass attacks Envy with Revolver Raid Cannon!
Critical Hit! Envy takes 126 Pierce physical damage.
System:
* Initial Damage: 119 Pierce Physical, flags: projectile, sk: null, wep: Revolver Raid Cannon / /obj/items/equip/weapon/guns/revolver_cannon/sub
* play_atk_anim was 1.
* 33 Evade VS 254 Hit (221%). (Damage Hit Mod was 0)
*2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing.
* Critical check: 145 Critical VS 6 Critical Evade. (119)
* Critical hit multi was 165.1. Flat critical damage bonus was 0. (196.469)
* spec_flat_reduc was 0. (196.469)
* amp_multi was 1. (196.469)
* reduc_multi was 58.6. (115.131); MAG DEF, 41.4 PHYS DEF, 100 REDUC
* elem_reduc was -10. (126.644)
* armor was allowed. armor_reduc was 0. (126.644)
* Damage caps applied. (126.644)
* Damage shields applied. (126.644)
* Final damage was: 126.
Ordinary Lass recovered 2 FP.
Ordinary Lass recovered 5 FP.
Envy takes 2 Null magical damage. (Null Shell / Revolver Raid Cannon)
System:
* Initial Damage: 5 Null Magic, flags: magic, no_armor, bonus, sk: Null Shell (/obj/skill/null_shell) , wep: Revolver Raid Cannon / /obj/items/equip/weapon/guns/revolver_cannon/sub
* play_atk_anim was .
* Critical check: Defender was critical immune or crit_multi was 0. (5)
* spec_flat_reduc was 0. (5)
* amp_multi was 1. (5)
* reduc_multi was 49.6. (2.48); 50.4 MAG DEF, PHYS DEF, 100 REDUC
* elem_reduc was -10. (2.728)
* Damage caps applied. (2.728)
* Damage shields applied. (2.728)
* Final damage was: 2.
System: Player debug is only available in battles against monsters when the server is not in Testing Mode.
System: Debug: Total Power for Revolver Raid Cannon / Revolver Raid Cannon was 118.
Ordinary Lass attacks Envy with Revolver Raid Cannon!
Critical Hit! Envy takes 25 Pierce physical damage.
System:
* Initial Damage: 118 Pierce Physical, flags: projectile, sk: null, wep: Revolver Raid Cannon / /obj/items/equip/weapon/guns/revolver_cannon
* play_atk_anim was 1.
* 33 Evade VS 254 Hit (221%). (Damage Hit Mod was 0)
*2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing.
* Critical check: 145 Critical VS 6 Critical Evade. (118)
* Critical hit multi was 165.1. Flat critical damage bonus was 0. (194.818)
* spec_flat_reduc was 0. (194.818)
* amp_multi was 1. (194.818)
* reduc_multi was 58.6. (114.163); MAG DEF, 41.4 PHYS DEF, 100 REDUC
* elem_reduc was -10. (125.58)
* armor was allowed. armor_reduc was 0. (125.58)
* Damage caps applied. (125.58)
* Damage shields applied. (125.58)
* Final damage was: 25.
Ordinary Lass recovered 2 FP.
Ordinary Lass recovered 5 FP.
Envy takes 2 Null magical damage. (Null Shell / Revolver Raid Cannon)
System:
* Initial Damage: 5 Null Magic, flags: magic, no_armor, bonus, sk: Null Shell (/obj/skill/null_shell) , wep: Revolver Raid Cannon / /obj/items/equip/weapon/guns/revolver_cannon
* play_atk_anim was .
* Critical check: Defender was critical immune or crit_multi was 0. (5)
* spec_flat_reduc was 0. (5)
* amp_multi was 1. (5)
* reduc_multi was 49.6. (2.48); 50.4 MAG DEF, PHYS DEF, 100 REDUC
* elem_reduc was -10. (2.728)
* Damage caps applied. (2.728)
* Damage shields applied. (2.728)
* Final damage was: 2.
System: Player debug is only available in battles against monsters when the server is not in Testing Mode.
Envy's turn.
System: Player debug is now off.
so, dancer as is ends up being fairly.. oppressively stronk, tending to be all over the place
thunder steps and idol step just being above the rest, fire and ice dance sucking, quaking, wind, they're fine, nerfs have been attempted but the problems still persist
so, the scaling has been changed to include swa, damage is divided by max amount of hits, tempo only boosts 15%, crit damage is only 15%, ele% has been lowered now that they get 100% swa (spreadsheet includes mage/evoker spells to compare with, and one version with 60ele/120swa, and another with 120ele/140swa)
thunder steps - gets 1.25x crit damage, akin to lightning crits on spells
ice slide - makes ice sheets
fire dance - back to being a straight line, makes lvl 40 cinder tiles
quaking tap - enemies hit have a chance to be moved 1 tile in a random direction
wind pirouette - damaged enemies are moved 1 tile closer
idol step - can now only target allies and enemies once, still steps 5 times. damage against enemies is halved
and that's.. about it. skating spin isn't really changed, still lower damage from the tempo and crit, but alas. i know i haven't included things like one two steps, but it's 2:37am for me and i really should be going to bed but instead i've been doing this stuff because i was bored either way
no longer will society have to live with 724 damage thunder steps
This item is still unobtainable and I am aware that this is actually a bug rather than a test only item, given it is still unobtainable (afaik anyway) this report serves as a record of such.
I believe it was discussed to give these to one of the Sharis Forest monsters, the liches I think?
I want to address a certain problem for a class that a few of us love: Boxer. Can we do something with the high FP cost? I am not too well versed on the balance topic but, if that would mean people would abuse geist... why not remove it altogether and change it with something that while not overpowered, allow us to have some fun with it?
We've been having this discussion a lot lately, but I feel as though the world of Korvara has grown stagnant, and dull, and people don't want to deal with largescale player conflict/consequence and all that stuff.. As it also happens to be, the nations are now all friendly with one another, and perhaps for the best, this will not be changing any time soon.
But I feel like a compromise could be made, that avoids treading on peoples toes.. A nation that is straight up evil, that is within the control of the EMs, GMs and Dev, but allows for player characters to be a part of it. This way, any large scale conflict would generally happen in an event controlled environment, and sporadic content such a PvE encounters, but it would also allow for players who wish to be part of this antagonist nation to create smaller scale conflicts around the world, and potentially use it to further its story, also it would allow for these antagonist characters to have an actual place in the world that can't be cracked down upon by everyone in a matter of seconds, and that could actually give them resources to not instantly get gibbed by a nation's attention being turned towards them.
Think of something like The Lich King from warcraft.. This nation would have to be more powerful than the player nations, to give everyone content without having the combined effort of all the nations instantly crushing it, but its large scale efforts would exist in controlled environments by EMs.. And the players? Well the players would have a reason to provide conflict to a stagnant world, having a place where they can actively RP safely, whilst also being able to easily work with other antagonist characters, rather than having to go on discord LFP or DMs to find them, not to mention that it would provide these player characters with a whole new reason to antagonize.
It would exist as a threat for everyone to consider, it would exist as a thing people could be connected to in their backstories, and also potentially suffer distrust from other characters for having come from said place. Drop a race of something like ghouls that tend to be the large majority of the force of this evil nation, and now those players would have to deal with the consequence of the first introduction of their people being from a monstrously evil kingdom. (This is also mostly just an example, insert whatever type of evil kingdom you want in here)
You could have year long campaigns of fighting this nation, and potentially even in time, destroying it, ALSO GIVING THE PEOPLE WHO ALGINED WITH IT THE CONSEQUENCE ROLEPLAY OF THEIR NATION BEING DESTROYED, AND PROVIDING SOME AMOUNT OF ACTUAL CONSEQUENCE TO THE WORLD, AN IOTA OF CHANGE. And this is something that I personally want to discuss, as the game progresses, we keep getting more PvE, more balance, all good stuff, but despite stuff like the raids of Duyuei existing, very few people are interested in engaging with them on a roleplay level, and often this content gets abandoned for long periods of time, that is because this game is populated by roleplayers, and roleplayers are interested in narrative conflict, in narrative consequences, there are no narrative consequences to failing the Duyuei raid (hell some people prefer to fail it to just spend time repairing the wall), there is no feeling either of narrative triumph by completing something like the Duyuei raid, because the threat feels artificial. This game is incredibly mechanical for a game which people play to roleplay. People sign up to events in droves, and would much rather have interesting interpersonal roleplay than do PvE, because there is so much more fun to be had with a narrative back and fourth, over just a mechanical one.
A threat like the watcher, generated an insane amount of interaction between the characters of this world, characters that potentially never would have interacted had this eventline not happened, and I personally think it was doing a world a lot of good to have this constant interaction, to have characters gather to plan against it, and discuss what can be done, and how they feel about this threat, It generated a lot of roleplay. And I as a new player at the time, felt very welcomed by this, because I did not have to be part of a group to participate in this, I could hear about it from almost everywhere, and I could act on what I heard without having to be part of a nation's guard or some group to be able to join in on this story, and I could make friends by interacting with strangers during this story.
In a few month old survey now, when asked for what kind of event content people would enjoy, a large worldly threat, a thing to actually wage war against was easily the most popular answer given, in fact iirc, almost everyone who did the survey, answered that they wanted this.. So I personally feel like its worth giving a shot.. Hell if it goes poorly, we can just end it with the storyline, right then and there.
I think its no secret that Elemental Pierces are a little disappointing sometimes, and I do get why they are this way, it could be frustrating to have mages always have access to what is effectively a very sizeable damage increase, especially so if they manage to hit the weakness mark, and often enough this can lead into degenerate damage stacking gameplay pattern which is almost always a point of frustration itself.
Though I also think that Piercing effects are a little too niche at the moment as they are more of a precautionary measure rather than an offensive one, and to appease the playerbase that wants to hit weaknesses offensively (as it should be a feature of these skills, otherwise why would the weakness mechanic exist if not to be used) I am willing to make a suggestion I think would be a healthier way to hit weaknesses.
Let us take Verglas as an example of this, where in Winter's Bite is generally regarded as pretty mediocre until nerhaven is involved, in which case Verglases do actually want to lean on using this skill to make use of the fact that your opponent is ice weak, this isn't always applicable and gives a sizeable downside to having Nerhaven despite covering up the weakness with an ice resist, I think that pierces could function very similarly perhaps.
So here is what I am willing to propose, since I've ranted on long enough: -Elemental Pierces should reduce a target's Bonus Resistance instead of their Base Resistance, not going past 0% bonus resistance.
What this should mean is that if you used Fulgur Of Flight on someone, it'd reduce their wind resistance by up to 20%, normally as it is in game right now, this would have no effect on anyone below 0% wind resist already even if they have a random 5-10% resist somewhere, but with this change it'd negate that random bonus resistance they have, returning them to their actual resist penalty.
This would be most effective on people who are hosting enchants or are racially weak to a certain element just like how Winter's Bite is currently considered, allowing people to pick apart on a case by case basis where they should use their pierces.
This also allows some very certain items to perhaps gain elemental pierce in the future without being an absolute significant downgrade, such as Indignant Idol, or Soaked, while perhaps having their numbers increased for reduced functionality.