Anarchy Online Bulletin Board  

Go Back   Anarchy Online Bulletin Board > Community forums > Profession Academies > Sanctum (Meta-Physicist)

Closed Thread
 
Thread Tools
Old Dec 11th, 2002, 19:43:37   #1
XtremTech
Postcount Meister
 
XtremTech's Avatar
 
Join Date: Feb 2002
The MP Wishlist

Hi All,

Process for this thread has been moved to the end so that index is at top. Follow link in the index to the process if you want to know how the wishlist works.

To all Wishlist visitors:

The idea of the wishlist is to propose new ideas for the MP profession. While we've tried to balance some of the proposals in regard to other professions, there are also some very different ideas that - if implemented with no other changes to other professions - would be horribly unbalancing to the game.

If you come across such an idea, please try to be constructive in your response. Instead of saying "No what a terrible idea" try to think "If they got that, then what would my profession need to balance out its effect?". These "out there" ideas are as much designed to inspire new ideas for other professions as they are meant to inspire designers in terms of future MP changes.

If you feel that there would be nothing to balance out the impact of such a new toy for the MPs then post that response and why to the corresponding thread. If you think of a very cool balancing nano, then you might want to post that idea to your profession thread and get your own idea kicked around. If you do this, please post a pointer to your profession forum thread, so that we can come by and watch the discussion to input ideas there too.

Ideas are always good. Even if they only spawn other new and better ideas.

X

X

Last edited by XtremTech; Dec 19th, 2002 at 14:54:33..
XtremTech is offline  
Old Dec 11th, 2002, 19:44:47   #2
XtremTech
Postcount Meister
 
XtremTech's Avatar
 
Join Date: Feb 2002
INDEX TO WISHLIST ENTRIES
======================


General[list=1][*]Process for adding a Wish to the wishlist.
[*]Changes and Additions to Quantum Wings
[*]MP Related Chat Server Changes
15.0.1 pet has its own chat channel
[*]Proposal for Battle Wings
[*]Proposal for GUI Changes for Pet Information
15.0.1 pet GUI introduced with new GUI
[*]Proposal for MP Robe Back Armour (Tradeskill Item)[/list=1]
Pet Modifications and Extensions[list=1][*]Mez "Psychosis" Pet Changes
15.0.1 functional
[*]Team Heal over Time Line of Pets
[*]Area Heal line of Pets
[*]Mixed Line of Solo and Team Heal Pets
[*]Changes to the Evocation Line
15.0.1 durations changed to 3 mins - 7 mins
[*]Changes to the Pet Root/Snare Breaking Line
[*]Pet Targeting Shortcuts
15.0.1 implemented
[*]Social Emotes for Demon Pets
[*]Manual Pet Warp Command
partially implemented with Pet Warp nanos
[*]MP Emergency Defensive Nano / Attack Pet Utilisation in PvP
[*]Defence Pet: The Guardian
[*]Saint's Touch Pet Buff: NR and Reflect Crowd Control[/list=1]
Buffs and Debuffs[list=1][*]Infuses Progression and Duration
15.0.1 infuses duration changed to 50 mins
[*]Extension and Adjustment of Notum Rejection
[*]Damage/Init Debuff Line Changes
[*]Change to Curse of Chronos: Short Recharge and Skill Lock
[*]"6 in 1" Nanoskills Buff (self-only)
[*]Interrupt Increase Debuff
15.0.1 fixed
[*]"Berserker" Emergency Buff Proposal
[*]Metaphysic Transparence Defensive Buff[/list=1]
Direct Damage Nano Lines[list=1][*]Extension to the Mind Line
[*]Extension to the Cold Line
[*]Nanopool Debuffing Nuke Line
[*]Stun-Nuke Proposal[/list=1]
Creation Items[list=1][*]MP Creation Armour
[*]Creation Bows I: Secondary Damage Source version
[*]Creation Bows II: PvP Damage Source Version
[*]Secondary Damage 1HB Creation Line of Weapons
[*]Change of Creation Shields to Equip in Left Arm Slot
[*]2 Hand Edged "Creation of Excalibur"
[*]Creation Arrows
[*]New Breed Focussed Creation Shields
[*]Buffing Only Creation Weapons (Allied to Breed Shield Proposal[/list=1]

Last edited by Votary; Aug 26th, 2003 at 22:45:52..
XtremTech is offline  
Old Dec 14th, 2002, 11:08:29   #3
XtremTech
Postcount Meister
 
XtremTech's Avatar
 
Join Date: Feb 2002
Infuses

Odin's Insight
==========


Infuses have for some time been viewed by the MP community as coming too long after masteries and much to near to mocham's. Essentially, the MP will gain all infuses by around level 115 and will start getting their Mochams only a few levels later. This is caused, in part, by the Odin's Missing Eye benefits combining with the infuses to push MPs extremely fast to Mocham's. As a result, the MP waits 50 levels or so to get infuses and then finds that they are replaced by Mocham's only a few levels later.

This also impacts our pet progression. Pets get steadily lower level compared to the MP up until the level 3 title cap where the comparitive level of the pets drops off considerably. Then as the Odin effect kicks in and mocham's are reached the MP is suddenly casting Cacodemon (often missing out Transcendental Enmity, Lemur and Fiend all together).

Additionally, at the level where we can reach Odin's Missing Eye, the armour class of Int/Psy armour has already gone over the key 3000 mark and the benefits that extra armour class delivers per point is strongly reduced. At earlier levels - when extra AC has much more effect - Int/Psy armour suffers strongly in comparison to other armour types, due to the wide availability of external buffs and item buffs for the other abilities.

In order to solve this lack of balanced progression in buffs and pets and also to make Int/Psy armour more balanced compared to other armour types (in particular Str/Sta armour) we propose the addition of a new MP nano that is essentially a "mini-Odin".

Proposed new nano effects:
  • 1) Remove the unbalancing rush of power as MPs get Infuses => Odin's Missing Eye => Mochams within the space of a few levels.
    2) extend the prime lifetime of Infuses' usefulness
    3) reduce pet weakening during the level 3 cap
    4) Improve the balance of Int/Psy armour at lower levels when compared to other types of armour of which we can equip much higher QLs due to the external buffs and item buffs freely available

Proposed solution:
  • (Odin's Insight)
    QL 108
    NCU 37
    Nanocost 414
    School healing
    Duration 45mins
    Attack time 10 s
    Recharge time 1.3 s
    Range 1 m

    Attack Skills: BM 52, PM 48

    Requirements to use:

    biological meta >= 573
    psycho mod >= 521
    Level >=90
    Profession == meta-physicist

    On Use:

    modify self max health -180
    modify self intelligence 30
    modify self psychic 30
    modify self sensory imp 30
    modify self matter meta 30
    modify self biological meta 30
    modify self psycho mod 30
    modify self matter creation 30
    modify self time and space 30

The nano should not stack with Odin's Missing Eye and Odin's Insight must be killed before Odin's Missing Eye can be cast - so that the new nano cannot be used to speed up the casting of Odin's Missing Eye and hence mocham's.


Based on the calculations above this should just about get a nanomage his first Infuses at level 90 and the rest by around 105. The level at which Mocham's can be cast should not be changed.

Infuse Duration (Obsolete As Of Patch 15.0.1)
===============


Infuses also suffer in practical usability in that the progression of MP buffs in terms of duration is also not smooth. Present Buff durations are:

Teachings: 30 minutes
Masteries: 45 minutes
Infuses: 30 minutes
Mocham's: 60 minutes

There seems no sensible reason for the shortness of the Infuse line of buffs. We'd ask that these be increased in duration to 60 minutes.


This proposal was designed in the MP Wishlist: Infuses Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.

Last edited by Votary; Aug 26th, 2003 at 22:49:31..
XtremTech is offline  
Old Dec 14th, 2002, 11:46:32   #4
XtremTech
Postcount Meister
 
XtremTech's Avatar
 
Join Date: Feb 2002
Extension to the Mind Line of Direct Damage Nanos

Extension to the Mind Line of Direct Damage Nanos
====================================


Notum Wars has brought mass PvP to the fore in AO. With this, the MP's top of the line nuke is looking a little weak. While the Mind Quake nano is an excellent nuke which can deliver good damage over time in PvM (albeit at a high nanocost), its damage range often results in hits of around 300 in the PvP arena while top of the line nanos from comparable professions such as the Bureaucrats (Rule of One) can deliver considerably more damage.

Mind Quake is reached by most MPs by around level 120. This leaves us using the same nuke from level 120 right through until level 200. Additionally, the MPs have green NanoC-Init skill but (given that pets are pathing and controllable) only really use this level of skill for Nano Shutdown.

As a result, many MPs see the addition of a longer casting time, higher damage range nuke as being an excellent addition to the range at the top end of the scale.

The nano has been designed to extend the Mind line with a higher range of damage and longer casting time while including a debuff top up that we have in game (dmg/init) as a follow on to the Mind Quake nanoskills debuff. In the same way as Mind Quake's nanoskills debuff will stack with Dominates, the "Odin's Mental Vengeance" debuff will stack with Wrath Abatement to refresh the usefulness of that debuff in the high end game (both in PvM and PvP)

Proposed new Direct Damage Nano
  • Odin's Mental Vengeance

    QL190
    Requirements:

    Mat Cre: 938
    Psych Mod: 864
    Level >= 195
    Profession: Meta-Physicist

    Nano cost: 720
    Attack: MC/PM
    duration: 30 seconds
    Attack speed: 5.89 seconds
    Recharge:3.99 seconds
    Range: 20 m

    Nanoresist: 100
    Attack Skills: MC 52, PM 48

    Effects:

    hit target health Energy ac -1400 .. -3100
    TauntNPC Target 1882
    Skill Target ProjectileDamageModifier -18
    Skill Target EnergyDamageModifier -18
    Skill Target MeleeDamageModifier -18
    Skill Target ColdDamageModifier -18
    Skill Target FireDamageModifier -18
    Skill Target PoisonDamageModifier -18
    Skill Target ChemicalDamageModifier -18
    Skill Target RadiationDamageModifier - 18
    Modify Target MeleeInit. -150
    Modify Target PhysicalInit. -150
    Modify Target RangedInit. -150


    With the debuff effect being stackable with the Dmg/Init debuff line (Strain 187).


This proposal was designed in the MP Wishlist: Nukes Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



.
XtremTech is offline  
Old Dec 15th, 2002, 12:32:30   #5
XtremTech
Postcount Meister
 
XtremTech's Avatar
 
Join Date: Feb 2002
Extension to the Cold Line of Direct Damage Nanos

Extension to the Cold Line of Direct Damage Nanos
==================================


This nano has been designed to extend the Cold line with a higher range of damage and slightly increased casting time. In addition we have included a small de-taunt for the PvM arena. MPs suffer considerably from excessive aggro caused by usage of:
  • Curse of Chronos: NPCTaunt Target 5663
    Mind Quake: NPCTaunt Target 1491
    Wrath Abatement: NPCTaunt Target 982
    New Proposed Mind Nuke: 1082
In addition, at higher levels MPs find it difficult to keep aggro focussed onto the "tank intended" demon line of pets. A small de-taunt factor included in the proposed Cold line nuke would enable us to better refocus aggro onto the tanking demon and away from ourselves.
  • Shadowrift Glaciation

    Description: Impales the target with a bolt of cold riven from the rift between the meta-physical shadowrealm and our own that inflicts 753 -1418 points of cold-based damage. This metaphysical blast of cold also freezes the mind of the attacker, confusing them and reducing their hatred towards the meta-physicist slightly.

    QL: 180

    Nanocost: 699
    School: Combat
    Duration: 0s
    Attack time: 5.01s
    Recharge time: 2.10s
    Range: 20m

    Defense Skills: Nano Resist 85
    Attack skills: MC 52/ PM 48

    Requirements:
    Psycho Mod >= 760
    Matter Creation >= 840
    Level >= 175
    Profession == Meta-Physicist

    Effects:
    Hit Target Health Cold AC -752 .. -1418
    NPCTaunt Target -1500



This proposal was designed in the MP Wishlist: Nukes Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



.
XtremTech is offline  
Old Dec 15th, 2002, 22:26:27   #6
XtremTech
Postcount Meister
 
XtremTech's Avatar
 
Join Date: Feb 2002
MP Creation Armour

MP Creation Armour
=============


The proposal is for 4 Creation Armour crystals. Each crystal should create a single piece complete armour that is no drop and exists for a limited time.

Casting requirements should be:
  • Matter Metamorphosis
    Matter Creation
    Time and Space
QLs should be:
  • QL78 (level requirement >=50)
    QL111 (level requirement >=100)
    QL 142 (level requirement >= 145)
    QL 198 (level requirement >= 195)
I won't try to estimate the level of required casting skill as there are no guidelines to extend. The skill to equip should be the same as the casting skill required.

As to duration a 6 hour duration would seem appropriate.

Statistics:
======


There are two main proposals here:
  • - Damage to Nanopool Rerouting
    - Normal style benefits
This should be an either or choice. We do not ask for both sets of statistics on the finished armour.

Damage to Nanopool Rerouting

The armour is created from the metaphysical stuff of life: Notum. The armour works to provide some shielding of damage to the MP. It does this by drawing energy from the MPs nanopool to varying effect. So for every 100 damage that is successfully inflicted upon the MP a percentage of that damage gets removed from the nanopool instead of being removed from his hitpoints.

The armour also gives a NanoC-Init bonus roughly equivalent to a Nanoformular recompiler of the same QL. This allows an MP to choose between taking a recompiler out and gaining extra NCU or leaving a recompiler in to help with long casting nanos such as pets, debuffs, Shutdown etc.

The armour also gives a Nanoresist bonus as the armour is fashioned from the metaphysical stuff of notum itself.

The Armour Class of this armour should be average for the period in which it its worn rather than excellent - as the NanoDamage element and Nanoresist elements already provide some extra defensive qualities.
  • Metaphysical Armour MKI (QL 78) Bonusses:

    NanoC-Init: 80
    Damage to Nanopool: 5%
    Nanoresist: 50

    Metaphysical Armour MKII (QL 111) Bonusses:

    NanoC-Init: 155
    Damage to Nanopool: 10%
    Nanoresist: 100


    Metaphysical Armour MKIII (QL 142) Bonusses:

    NanoC-Init: 225
    Damage to Nanopool: 15%
    Nanoresist: 200

    Metaphysical Armour MKIV (QL 198) Bonusses:

    NanoC-Init: 395
    Damage to Nanopool: 20%
    Nanoresist: 300
Normal Style benefits

This armour is based around more standard attributes. It buffs the key MP statistics of:
  • - Max Health
    - Nanoresist
    - NCU
    - NanoDelta
The stats below are loosely based upon Corona HP and NCU values and the NanoDelta is based upon Nanodelta implants of roughly the same QL.

The Armour Class of this armour should be either:
  • - Static: Fixed AC and excellent for the QL so that it lasts well throughout its worn lifetime

    - Dynamic: Set at casting time based upon the nanoskills of the MP at time of casting (on the required nanoskills). The amounts should then range above average but not excellent for the level range in which the armour is cast.
Whichever formula is chosen for Armour Class - static or dynamic - the secondary modifiers of HP, NCU, Nanoresist and Nanodelta should be static for each Mk version of the armour and not scale dynamically.
  • Metaphysical Armour MKI (QL 78) Bonusses:

    Max Health: 100
    Nanoresist: 50
    NCU: 25
    NanoDelta: 6

    Metaphysical Armour MKII (QL 111) Bonusses:

    Max Health: 250
    Nanoresist: 100
    NCU: 20
    NanoDelta: 9

    Metaphysical Armour MKIII (QL 142) Bonusses:

    Max Health: 400
    Nanoresist: 200
    NCU: 40
    NanoDelta: 13

    Metaphysical Armour MKIV (QL 198) Bonusses:

    Max Health: 600
    Nanoresist: 300
    NCU: 60
    NanoDelta: 18

General Points

If it should be decided that the MP Creation Armour should have an ability requirement - the ability should clearly be Intelligence.

It would be nice if the Armour appeared visually the same as the long sought after Nanocloak model that is used in my avatar here on the boards.



This proposal was designed in the MP Wishlist: Summoned Armor Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



.
XtremTech is offline  
Old Dec 16th, 2002, 21:21:37   #7
XtremTech
Postcount Meister
 
XtremTech's Avatar
 
Join Date: Feb 2002
Secondary Damage-source Creation Bow

Secondary Damage-source Creation Bow
==========================


The "Seraphim"-line of creation bows is not intended to replace the existing creation weapons. The existing melee creation weapons provide the MP with oft needed defensive and nano related benefits. Rather the new line is meant to provide the MP with a creation weapon that can give a good source of secondary damage - while in no way taking the place of the core Meta-Physicist toolset of Pet and Nuke.

Meta-physicists as a profession are drawn largely from the nanomage breed pool. This leaves the MP frail in many ways and open to consderable damage for much of his professional life. As a result, the MP prefers to stand back from a fight, letting his manifestations of anger battle hand to hand with his target, while the MP uses his mastery of cold and mind to inflict damage from a distance.

As such, it it is impossible for the MP to add his meagre damage to that of his pets and nukes with his creation weapons as these weapons require him to put himself in a great deal of danger by moving to hand to hand combat range with his attacker. This new line of Bows will allow the MP to retain some range for those situations where he is required to inflict weapons damage on his foes.
Quote:
The Seraphim: The word means fiery ones, in allusion, as is supposed, to their burning love. They are represented as "standing" above the King as he sat upon his throne, ready at once to minister unto him. Their form appears to have been human, with the addition of wings.

Seraphim Flame

Description
This special bow is created through the solidification of matter by a skilled meta-physicist. The flaming bolts fired from this weapon are derived from incendiary semi-physical manifestations of the meta-physicist's anger. Thus no ammunition is needed however each shot drains the wielder of nano energy.

Level: QL31
Equip time: 5 s
Attack time: 4.5 s
Recharge time: 2.5 s
Range: 20 m
Init skill: Phys Init
Clip: none
Damage: 16-67(50) - fire ac
Defense skills Dodge Ranged 100

Attack skills:
time and space 80
bow 20

Requirements to Wear
Time and Space >= ???
bow >= 146
aimed shot >= 73
level >= 35

Effects:
modify self nanopool -12



Seraphim Fire

Description
This special bow is created through the solidification of matter by a skilled meta-physicist. The flaming bolts fired from this weapon are derived from incendiary semi-physical manifestations of the meta-physicist's anger. Thus no ammunition is needed however each shot drains the wielder of nano energy.

Level: QL61
Equip time: 5 s
Attack time: 4.5 s
Recharge time: 2.5 s
Range: 20 m
Init skill: Phys Init
Clip: none
Damage: 33-138(103) - fire ac
Defense skills Dodge Ranged 100

Attack skills:
time and space 80
bow 20

Requirements to Wear
Time and Space >= ???
bow >= 300
aimed shot >= 150
level >= 70

Effects:
modify self nanopool -28



Seraphim Inferno

Description
This special bow is created through the solidification of matter by a skilled meta-physicist. The flaming bolts fired from this weapon are derived from incendiary semi-physical manifestations of the meta-physicist's anger. Thus no ammunition is needed however each shot drains the wielder of nano energy.

Level: QL120
Equip time: 5 s
Attack time: 4.5 s
Recharge time: 2.5 s
Range: 20 m
Init skill: Phys Init
Clip: none
Damage: 63-261(194) - fire ac
Defense skills Dodge Ranged 100

Attack skills:
time and space 80
bow 20

Requirements to Wear
Time and Space >= ???
bow >= 566
aimed shot >= 284
level >= 130

Effects:
modify self nanopool -53



Seraphim Conflagration

Description
This special bow is created through the solidification of matter by a skilled meta-physicist. The flaming bolts fired from this weapon are derived from incendiary semi-physical manifestations of the meta-physicist's anger. Thus no ammunition is needed however each shot drains the wielder of nano energy.

Level: QL180
Equip time: 5 s
Attack time: 4.5 s
Recharge time: 2.5 s
Range: 20 m
Init skill: Phys Init
Clip: none
Damage: 95-395 (295) - fire ac
Defense skills Dodge Ranged 100

Attack skills:
time and space 80
bow 20

Requirements to Wear
Time and Space >= ???
bow >= 705
aimed shot >= 485
level >= 185

Effects:
modify self nanopool -80





This proposal was designed in the MP Wishlist: Creation Bows Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



.

Last edited by XtremTech; Dec 18th, 2002 at 21:27:38..
XtremTech is offline  
Old Dec 17th, 2002, 11:19:03   #8
XtremTech
Postcount Meister
 
XtremTech's Avatar
 
Join Date: Feb 2002
Changes and Additions to Quantum Wings

Changes and Additions to Quantum Wings
===========================

While Quantum Wings was originally conceived as a 'unique' nano rather than being part of a line, many MPs find that there are issues attached to using these nanos. The major issue is that team mates in Yalms gain a runspeed buff in addition to their flying speed which makes MPs in wings slower. Trying to /follow a yalm when you're in wings is a nightmare.

Also, pets still have a tendency to get stuck in outdoor terrain and it's by no means certain that they will arrive with you (or even soon after) when you fly somewhere. This can be particularly annoying when flying to PvP battles with the pets pre-cast so that you have defences when you arrive. If they're not there or are stuck somewhere, you have to land defenceless and try to recast them as quickly as possible - thus disabling you for battle and leaving you defenceless too.

As a solution to this, it's requested that the pets fly in formation with the MP while he is wearing his wings.

  • Quantum Wings:

    matter meta >= 480
    biological meta >= 480
    time and space >= 480

    Runspeed: +250

    ==============

    Notum Wings:

    Level Req >= 145
    Req:

    Matter Meta: 608
    Time&Space: 608
    Biological Meta: 608

    Runspeed: +350

    ==============

    Asmodian's Wings:

    Level Req >= 185

    Req:

    Matter Meta: 808
    Time&Space: 808
    Biological Meta: 808

    Runspeed: +450
    Allows casting of non-hostile nanos while flying.

    ==============

    General Changes - "Nice to haves"

    - Wings should remain 'on' indoors in the same way that yalms do if possible
    - Cause pets to fly behind us rather than run along the ground.
    - Some graphical representation of wings - perhaps a glowing aura style graphic in the shape of wings.



This proposal was designed in the MP Wish: Quantum Wings Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



.

Last edited by XtremTech; Jan 15th, 2003 at 15:40:06..
XtremTech is offline  
Old Dec 17th, 2002, 11:21:53   #9
XtremTech
Postcount Meister
 
XtremTech's Avatar
 
Join Date: Feb 2002
Process for Wishlist

This thread will be a listing of all of the ideas discussed at length already in MP board threads that would improve the Meta-Physicist Profession. It's a closed thread so that it cannot be posted to. Instead, the professionals watch out for new and good ideas that come up in the MP board that have been well discussed and found support by many. When a new idea comes up it is added to the MP wishlist by the professionals.

The reason that this will be a closed list edited by the Professionals is that we'd like to have a resource for the Community Team, the Design Team and the Dev Team to access, where they won't have to read through pages and pages of discussion and argument. Instead, they can get a quick and easy overview of ideas for improvement to MPs.

If you'd like to see something added to the MP wishlist, start a thread named MP WISHLIST: <Idea here>. Please just put the one idea in each thread so that the discussion is as focussed as it can be.

In that thread people should discuss the idea in some depth, trying to think about:
  • - the effects that such a change would have on the overall game,
    - how well it would balance against other professions,
    - how realistic the idea would be to implement
    - what sort of nanos or item stats would be involved
    - etc

The goal is to try to refine the idea to its best possible implementation so that the design team could essentially just pick the idea up and use it.

So an "MP WISHLIST: Creation Bow" thread would talk in depth about:
  • - what reqs would be required on the nanos?
    - how many different bows would we like?
    - what init skill should the bow use?
    - what ammo would the bow use?
    - what would the attack/recharge timing be?
    - would the bow have stat buffs?
    - would the bow have specials?
    - would you include special arrows?
    - at what levels should the MP be able to cast the bow?
    - what requirements should the bow have?
    - what sort of damage should the bow do to be useful but not overpowered?
    - what range should the bow have?
    - how fast should the equip time be for the bow?
    - etc

I'll try to bring all of this together into an entry for the wishlist and post it into the thread for approval. If most people seem OK with the entry, I'll put it into the wishlist. Where people have been unable to come to agreement about how something might be best implemented, I'll try to capture the different options too.

Each "wish" will be put into its own posting in this thread and I'll maintain an index in the very first post with links to each index item so you can just find the subject you are interested in and click to get to the right wish description.

I look forward to seeing the MP WISHLIST: threads get started and hope for a really good in depth discussion of the ideas brought up.

X
XtremTech is offline  
Old Dec 17th, 2002, 11:54:54   #10
XtremTech
Postcount Meister
 
XtremTech's Avatar
 
Join Date: Feb 2002
Mez Pet Functionality

Mez Pet Functionality
===============


The function of the Mez "Psychosis" Pet has been something of a mystery to MPs since they first appeared in the game.

According to the effect of "Captivated Gaze" the mez pet nano effect - "You have been momentarily mesmerized." and the effect codes:

Pacify Target 2 ticks 1 second
Pacify Target

It is reasonable to assume that for the 12 second duration of the Captivated Gaze, the target should become pacified and stop fighting. The actual effect of this nano at time of writing (Dec 2002) is more like a root effect. The target stands still and will not follow the MP or move around - but does in fact continue fighting and hitting its target if the target stays in range.

Whatever the intended effect of the Mez Pet, the description alone has raised the expectation in the MP community that the pet would "mesmerise" its target in the same way that a Bureaucrat mez will "mesmerise" its target. Add to this that the yellow aura that surrounds the target when the nano lands is the same as that for mezzes/calms and it is understandable that this effect is expected by the MP community.

The addition in PvM (PvE) of opponents that cast their own pets has given crowd control an increased importance and increases the need to have the MP short duration crowd control capability correctly implemented.

With the rise of group/mass PvP in Notum Wars, the MP would also dearly like the Mez Pet to be brought up to date in line with our Bureaucrat, NT and Trader peers with regard to the effect of the mesmerisation in the PvP arena.

As a result, we would like to suggest the following changes to the Mez "Psychosis" Pet line:
  • True Mesmerise effect

    The Captivated Gaze effect should be changed to read:

    Pacify Target
    NPCWipeHatelist Target

    Func_53153 Target
    NPCWipeHatelist Target
    Pacify Target

    Thus ensuring a true pacification of the target.


    Rising Effect Duration as the QL of the pet increases

    In line with every other mez/calm in the game, the duration of the effect should rise with the QL of the pet. This should rise from a base 12 second duration for the lowest level pet to a 60 second duration for the highest level pet. This duration should be guaranteed through enabling a system where the Mez Pet does not continue to try to Mez its target once the Mez has successfully landed - thus breaking its own mezzes.


    PvP Usefulness of the Mez "Psychosis" Pet.

    In line with every other mez in the game, the mesmerise effect should also include an init debuff to make it useful in the Player Vs Player arena. Given the very short duration the init debuff should be comparable with those of the NTs and Bureaucrats but should not include NanoC-Init as the MP has plenty of tools to deal with that threat.

    The Mez Pet init debuff should stack with the Damage/Init debuff line (Strain 187).

    Another suggestion for PvP was that the effect should stop the target player's attack and deselect the present target - forcing the player to retarget and hit Q in order to continue shooting/nuking. This would simulate the 'mini stun' that presently is happening in PvM and would be quite powerful in its own way.




This proposal was designed in the MP Wishlist: Mez Pets Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



.

Last edited by XtremTech; Mar 7th, 2003 at 13:55:36..
XtremTech is offline  
Old Dec 17th, 2002, 12:53:52   #11
XtremTech
Postcount Meister
 
XtremTech's Avatar
 
Join Date: Feb 2002
Team Heal over Time Line of Pets

Team Heal over Time Line of Pets
=======================


With the considerable advances in damage dealing in both the PvM (PvE) environment and the PvP environment, the present heal pet line is beginning to look a little weak. Also, the lack of any new heal pets from around level 130 upwards for most MPs leaves a large gap in our motivation to level upwards to 200.

With Notum Wars and the increased interest in group/mass PvP, the limitations of the single target heal pet operating at range are all too clearly highlighted. Also, connected to the above mentioned damage increase, the lacking hitpoints of the nanobreed are becoming all the more apparent in high level PvP.

With these two thoughts in mind, the MP community would like to make the following proposal for a new line of heal pets that function somewhat like a team Heal over Time. The new line would be similar to the Demon line, in that it would not replace the need for the trusty Belamorte at high levels, but instead fill a different role. So the Belamorte would still be very useful while soloing, healing the attack pet or focussed single target healing (particularly at range).

The proposal includes following features:
  • - Heal over Time functionality with lower QL pets acting as a small team HoT for team members only and a slightly larger HoT for the pet owner.

    - Heal over Time functionality with higher QL pets acting as a small Area of Effect HoT for friendly players within a certain range (similar to a Motivational Speech)

    - A small HP buff for the MP rising with the QL of the pet

    - A very small Team effect HP buff with the top pet.

    - The HoT elements should stack with present Fixer/Doc HoTs which are much more powerful - thus allowing the MP Heal pet to support them in their primary role.

    - the Area of Effect HoT elements should not stack with themselves. So several overlapping Heal pet HoTs would not add up to more healing than one single heal pet HoT.

Since the heal pet is no longer commanded and operates on a range of effect basis, the pet no longer needs to path or move independently of the MP. Instead it is requested that the heal pet appear as a small 'angel'-like figure above the MP's shoulder, somewhat similar to the Wen-Wen's positioning.

Obviously, this would have the benficial side-effect of reducing pet pathing issues for the high level MP.


Proposed Pets:


Guardian Angel 1: Level restricted to circa >=145
  • Max Health MP: 250
    Heal MP: 320-350 every 8 seconds - 180 hits (NCU required: 0)
    Heal Team: 140-170 every 10 seconds - 180 hits (10 metre range)
Guardian Angel 2: Level restricted to circa >=175
  • Max Health MP: 350
    Heal MP: 320-350 every 8 seconds - 180 hits (NCU required: 0)
    Heal Team: 165-185 every 10 seconds - 180 hits (10 metre range)
Guardian Angel 3: Level restricted to circa >=185
  • Max Health MP: 450
    Heal MP: 370-390 every 8 seconds - 180 hits (NCU required: 0)
    AoE 10m user: Heal 140-170 every 10 seconds - 180 hits.
Guardian Angel 4: Level restricted to circa >=195
  • Max Health MP: 600
    Max Health Team: 250
    Heal MP: 370-390 every 8 seconds - 180 hits (NCU required: 0)
    AoE 10m user: Heal 165-185 every 10 seconds - 180 hits






This proposal was designed in the MP Wishlist: Extension of the Heal Pet Line - Angels Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



.

Last edited by XtremTech; Dec 20th, 2002 at 18:09:20..
XtremTech is offline  
Old Dec 17th, 2002, 21:46:50   #12
XtremTech
Postcount Meister
 
XtremTech's Avatar
 
Join Date: Feb 2002
Area Heal Line of Pets

Area Heal Line of Pets
================


With the considerable advances in damage dealing in both the PvM (PvE) environment and the PvP environment, is very weak. Also, the lack of any new heal pets from around level 130 means there is no increased effectiveness while other healers continue to improve.

With Notum Wars and the increased interest in group/mass PvP, the limitations of the singlet target heal pet operating at range are all too clearly highlighted. Also, the low nano resist on pets versus so many offensive nanos means the MP heal pet is rapidly disabled leaving the MP without defenses. All the Angel line of pets should have a high Nano Resist rating to prevent this.

With these two thoughts in mind, the MP community would like to make the following proposal for a new line of heal pets with an Area of Effect heal. The new line would function similarly to the Demon line, in that it would not replace the need for the trusty Belamorte at high levels, but instead fill a different role. So the Belamorte would still be very useful while soloing, healing the attack pet or focussed single target healing (particularly at range). The Angel pet will be more useful in any group situation since it can heal all friendlies in the area.

The proposal is as follows:
  • The heal pet will also cast an Area of Effect heal that will heal all friendlies within a 10 metre radius for a smaller amount. Healing all those considered "friendly" for the purpose of PvP (inside your PvP range and same-side; including pets).
  • The heal pet will continually cast the heal without checking whether somebody within range has been damaged.
  • Angel pets should be uncharmable for balance of power reasons.

The proposed Angel line:
  • The new Angel line:

    Calling of Guardian Angel
    level >= 150
    BioMet = 900
    Time & Space = 900
    Nanocost = 800
    Angel HP ~= 10,000

    On cast:
    Heal pulse 7m AOE (heals all friendlies) 250-400
    6 sec tic, then instant recast

    Calling of Seraph
    Level >= 165
    BioMet = 940
    Time & Space = 940
    Nanocost = 900
    Angel HP ~= 14,000

    On cast:
    Heal pulse 8m AOE 300-400
    4.5 sec tic

    Calling of Cherub
    Level >= 180
    BioMet = 990
    Time & Space = 990
    Nanocost = 1000
    Angel HP ~= 17,500

    On cast:
    Heal pulse 9m AOE 400-600
    6 sec tic

    Calling of Archangel
    Level >= 195
    BioMet = 1052
    Time & Space = 1052
    Nanocost = 1100
    Angel HP ~= 21,000

    On cast:
    Heal pulse 10m AOE 600-850
    8 sec tic
Many thanks go to Sallust for this contribution to the wishlist

Last edited by XtremTech; May 28th, 2003 at 23:13:50..
XtremTech is offline  
Old Dec 18th, 2002, 21:26:18   #13
XtremTech
Postcount Meister
 
XtremTech's Avatar
 
Join Date: Feb 2002
PvP Damage-source Creation Bow

PvP Damage-source Creation Bow
======================


Seraph's-line of creation bows is intende to provide the MP with a creation weapon that can give an excellent damage dealer for PvP combat. PvP combat in the present game presents very particular issues for the MP. Seraph has designed this line of bows to deliver a damage range comparable to - but not equal to - the damage that many weapons already deliver in the hands of an experienced MP.

The design philosophy here, is that any new line of creation weapons will simply not be used (particularly in PvP) unless it compares reasonably to the existing commonly used weapons in the MP community.

In trade for this damage dealing capacity, Seraph has given the bow line a very heavy nanocost penalty, which would affect all areas of the MP's game within the PvP environment.

Quote:
The Seraphim: The word means fiery ones, in allusion, as is supposed, to their burning love. They are represented as "standing" above the King as he sat upon his throne, ready at once to minister unto him. Their form appears to have been human, with the addition of wings.
Seraph's Fiery Fury

Description
This special bow is created through the solidification of matter by a skilled meta-physicist. The flaming bolts fired from this weapon are derived from incendiary semi-physical manifestations of the meta-physicist's anger. Thus no ammunition is needed however the usage of the bow affects the meta-physicist's ability to control the flow of notum severely.

Nano QL 228
Equip time 5.0 s
Attack time 3.0 s
Recharge time 1.0 s
Range 28 m
Init skill physical init
Clip none
Damage 68-456 (228) - fire ac
Defense skills
dodge ranged 100

Attack skills:
time and space 80
bow 20

Requirements
time and space >= 1095
bow >= 725
aimed shot >= 617

Effects
modify user nano cost modifier 10
modify user duck explosives 50
modify user dodge ranged 50
modify user evade clsc 50
modify user nanoresist 50


Seraph's Fire

Description
This special bow is created through the solidification of matter by a skilled meta-physicist. The flaming bolts fired from this weapon are derived from incendiary semi-physical manifestations of the meta-physicist's anger. Thus no ammunition is needed however the usage of the bow affects the meta-physicist's ability to control the flow of notum severely.

Nano QL 173
Equip time 5.0 s
Attack time 3.0 s
Recharge time 1.0 s
Range 28 m
Init skill physical init
Clip none
Damage 51-346 (173) - fire ac
Defense skills
dodge ranged 100

Attack skills:
time and space 80
bow 20

Requirements
time and space >= 881
bow >= 583
aimed shot >= 496

Effects
modify user nano cost modifier 12
modify user duck explosives 40
modify user dodge ranged 40
modify user evade clsc 40
modify user nanoresist 40

Seraph's Flame

Description
This special bow is created through the solidification of matter by a skilled meta-physicist. The flaming bolts fired from this weapon are derived from incendiary semi-physical manifestations of the meta-physicist's anger. Thus no ammunition is needed however the usage of the bow affects the meta-physicist's ability to control the flow of notum severely.

Nano QL 129
Equip time 5.0 s
Attack time 3.0 s
Recharge time 1.0 s
Range 28 m
Init skill physical init
Clip none
Damage 38-258 (129) - fire ac
Defense skills
dodge ranged 100

Attack skills:
time and space 80
bow 20

Requirements
time and space >= 669
bow >= 444
aimed shot >= 377

Effects
modify user nano cost modifier 14
modify user duck explosives 30
modify user dodge ranged 30
modify user evade clsc 30
modify user nanoresist 30


Seraph's Flare

Description
This special bow is created through the solidification of matter by a skilled meta-physicist. The flaming bolts fired from this weapon are derived from incendiary semi-physical manifestations of the meta-physicist's anger. Thus no ammunition is needed however the usage of the bow affects the meta-physicist's ability to control the flow of notum severely.

Nano QL 79
Equip time 5.0 s
Attack time 3.0 s
Recharge time 1.0 s
Range 28 m
Init skill physical init
Clip none
Damage 23-158 (79) - fire ac
Defense skills
dodge ranged 100

Attack skills:
time and space 80
bow 20

Requirements
time and space >= 393
bow >= 264
aimed shot >= 225

Effects
modify user nano cost modifier 16
modify user duck explosives 20
modify user dodge ranged 20
modify user evade clsc 20
modify user nanoresist 20






This proposal was designed in the MP Wishlist: Creation Bows Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



.

Last edited by XtremTech; Dec 18th, 2002 at 23:16:20..
XtremTech is offline  
Old Dec 19th, 2002, 11:51:59   #14
XtremTech
Postcount Meister
 
XtremTech's Avatar
 
Join Date: Feb 2002
Extension and Adjustment of Notum Rejection

Extension and Adjustment of Notum Rejection
==================================

Notum Rejection is a potentially powerful debuff in the MP arsenal. However, its balance with regards to the Dominates makes it almost completely unused in the game. The Dominate line has a much lower nanoresist factor and is far easier to land. A well chosen Dominate will also completely stop a profession from casting its nanos whereas Notum Rejection does not. Finally a Dominate lasts 5 minutes compared to Notum Rejection's 4 minutes.

As a result, we propose the following changes and additions to the Notum Rejection nano to make it into a line in the hopes of increasing its real usage in the game and thus enriching the MP tool pallette.

The proposal includes the addition of a "Nano Leech" as a sort of nanopool reduction over time debuff as a counter-balance to the NT HE. In our calculations during the design of this range we found the stated nano leech component to be of little real effect but if such an idea were to be implemented into this line, we feel that careful balancing of the nanocost debuff and nano-leech debuff could make this a useful feature. As such we have left it in the proposal.
  • Notum Rejection

    The target finds it more difficult to control nanobots, increasing the nanopoint cost of executing nano formulas by 25%.


    QL 149
    NCU 46
    Nanocost 488
    School space, strain 211
    Duration 4mins
    Attack time 4.72 s
    Recharge time 4.5 s
    Range 14 m

    Defense skills
    nano resist 100

    Attack skills
    biological meta 53
    psycho mod 47

    Requirements
    To Use biological meta >= 702
    psycho mod >= 630
    visual profession == meta-physicist

    Effects
    On Use modify target nano cost modifier 25
    hit target current nano - .. -25 16 hits, 15s delay


    Notum Occlusion

    The target finds it more difficult to control nanobots, causing a blockage in the nanoflow and increasing the nanopoint cost of executing nano formulas by 35%.


    QL 189
    NCU 46
    Nanocost 558
    School space, strain 211
    Duration 4mins
    Attack time 4.72 s
    Recharge time 4.5 s
    Range 14 m

    Defense skills
    nano resist 100

    Attack skills
    biological meta 53
    psycho mod 47


    Requirements
    To Use biological meta >= 883
    psycho mod >= 782
    Level >= 165
    visual profession == meta-physicist


    Effects
    On Use modify target nano cost modifier 35
    hit target current nano - .. -50 16 hits, 15s delay



    Notum Denial

    The target finds it more difficult to control nanobots, causing a blockage in the nanoflow and increasing the nanopoint cost of executing nano formulas by 45%.


    QL 229
    NCU 46
    Nanocost 658
    School space, strain 211
    Duration 4mins
    Attack time 4.72 s
    Recharge time 4.5 s
    Range 14 m

    Defense skills
    nano resist 100

    Attack skills
    biological meta 53
    psycho mod 47


    Requirements
    To Use biological meta >= 1023
    psycho mod >= 892
    Level >= 195
    visual profession == meta-physicist


    Effects
    On Use modify target nano cost modifier 45
    hit target current nano - .. -75 16 hits, 15s delay





This proposal was designed in the MP Wishlist: Notum Rejection Changes Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



.
XtremTech is offline  
Old Dec 19th, 2002, 14:29:24   #15
XtremTech
Postcount Meister
 
XtremTech's Avatar
 
Join Date: Feb 2002
Mixed Line of Solo and Team Heal Pets

Mixed Line of Solo and Team Heal Pets
============================


With the considerable advances in damage dealing in both the PvM (PvE) environment and the PvP environment, the present heal pet line is beginning to look a little weak. Also, the lack of any new heal pets from around level 130 upwards for most MPs leaves a large gap in our motivation to level upwards to 200.

With Notum Wars and the increased interest in group/mass PvP, the limitations of the singlet target heal pet operating at range are all too clearly highlighted. Also connected to the above mentioned damage increase the lacking hitpoints of the nanobreed are becoming all the more apparent in high level PvP.

With these two thoughts in mind, the MP community would like to make the following proposal for a new line of heal pets. The new line would function similarly to the Demon line, in that it would not replace the need for the trusty Belamorte at high levels, but instead fill a different role. So the Belamorte would still be very useful while soloing, healing the attack pet or focussed single target healing (particularly at range).

The proposal is as follows:


- The heal pet line will be staggered as a Solo heal - Team Heal - Solo Heal - Team Heal line.

- The heal pet will continually cast the heal without checking whether somebody within range has been damaged

Since the heal pet is no longer commanded and operates on a range of effect basis, the pet no longer needs to path or move independently of the MP. Instead it is requested that the heal pet appear as a small 'angel'-like figure above the MP's shoulder, somewhat similar to the Wen-Wen.

Obviously, this would have the benficial side-effect of reducing pet pathing issues for the high level MP.


Angel 1:

Team Heal Pet
Pet Level 195
Cast time:10 seconds
Recharge time: 3 seconds
Nanocost: 650
Level >= 150

Heal Cast Time: 3 seconds
Heal Recharge Time: 5 seconds
Heal Range: 20m
Heal Team 400-700


Angel 2:
Solo Heal Pet
Pet Level 195
Cast time:10 seconds
Recharge time: 3 seconds
Nanocost: 650
Level >= 150

Heal Cast Time: 3 seconds
Heal Recharge Time: 5 seconds
Heal Range: 20m
Heal 600-900

Angel 3:
Team Heal Pet
Pet Level 200
Cast time:10 seconds
Recharge time: 3 seconds
Nanocost: 800
Level >= 175

Heal Cast Time: 3 seconds
Heal Recharge Time: 5 seconds
Heal Range: 20m
Heal Team 600-900


Angel 4:
Solo Heal Pet
Pet Level 200
Cast time:10 seconds
Recharge time: 3 seconds
Nanocost: 800
Level >= 175

Heal Cast Time: 3 seconds
Heal Recharge Time: 5 seconds
Heal Range: 20m
Heal 800-1200






This proposal was designed in the MP Wishlist: MP Wishlist: Extension of Heal Pet line - Angels Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



.
XtremTech is offline  
Old Dec 26th, 2002, 19:52:26   #16
XtremTech
Postcount Meister
 
XtremTech's Avatar
 
Join Date: Feb 2002
Pet Related Chat Server Changes

Pet Related Chat Server Changes
========================


There are several changes that MPs would very much like to see regarding the chat server:
  • 1) Pet damage should be included in the "Me hit other" section of the chat display.

    Often seeing the damage that is being done by our attack pet is the only way to be sure of what is actually going on with our pet. Unfortunately, in order to see this we have to switch on "Other hit Other" in the chat server settings and as a result have massive damage spam that makes it hard to see what is going on anyway.

    2) Message to owner when hostile nano is landed on a pet:

    With the introduction of root/snare breaking nanos for our pets, the MP finally has a chance to make their pets more effective in mass PvP. Unfortunately, since we simply don't know when our pets have been rooted or snared, we rarely know when to use this nano. In addition, when pets are "scared" or charmed we often have no idea that this has happened. Some messaging to inform us that a hostile nano has been landed on a pet would help enormously.

    3) Message to owner when heal pet heals its target

    In the same way that we see messaging when we are healed by our own heal pet, it would be useful to get a message when our heal pet heals another player.

    4) Message to owner shortly before pets time out and self-terminate

    It's a small thing but having a message 30 seconds or so before a pet times out would give the MP a bit of a chance to prepare for the disappearance of his pet.

    5) /pet status report on the heal pet should show the heal pet's current healing target in the same way as the attack pet gives its current target.

    6) Have pet responses sent to owner by either a /tell or by including a specific "Pet" Channel which would carry all of the important pet damage, responses and information and allow the owner to know what is going on wherever the pet may be.

    7) Active owner notification of low health: When a pet gets down to 25% health, it should give a message in chat. It should not repeat this message unless it first gets up to at least 50% prior to going back down to 25%.

    7) Active owner notification of low Nano: A pet that uses nano should give a message in chat when it gets down to 25% nano. It should not repeat this message unless it first gets up to at least 50% prior to going back down to 25%.




This proposal was designed in the MP Wishlist: Chat Server Changes thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



.

Last edited by XtremTech; Mar 12th, 2003 at 19:42:02..
XtremTech is offline  
Old Dec 28th, 2002, 00:47:16   #17
XtremTech
Postcount Meister
 
XtremTech's Avatar
 
Join Date: Feb 2002
Damage/Init Debuff Line Change

Damage/Init Debuff Line Change
=======================

Based on the average hit of a mob on the MP at the time when the first dmg/init debuff "Shed Anger" can be cast, the MP can expect around 20% reduction in damage per hit by using the present "Shed Anger" debuff. We would like to propose the following:
  • The damage/init debuff line of MP nanos should give a 20% damage reduction per hit. This reduction should be the same at all QLs of the nano with only the hard-coded init debuff rising with the QL of the nano.
In doing this, the damage debuff would remain well-scaled in both PvP and PvM while also retaining the ability to scale itself to future game changes.

Given the considerable rise in overall damage in the game but particularly in the higher level game, the damage/init debuff of the MP begins to lose effectiveness the further up the line you go. While this line of nanos is quite useful at the lowest levels, the higher the level, the less effective this debuff becomes, particularly in view of the taunt that is built into the nano's effects. The MP is particularly vulnerable:
  • * in PvP where weapons damage is ubiquitous and the MP has no defences whatsover against a weapons user other than the damage/init debuff and the very long recharge stun.

    * in mass PvP with Notum Wars, where our pets are often disabled or drawn away from us leaving us very vulnerable indeed.

    * in PvM where the MP's nanoskill debuffs have no effect, the attack pets have difficulty holding aggro and the Mez pet is non-functional, the damage/init debuff including its taunt and the highly taunting stun represent the only defensive tools in the MP arsenal.

Comparable professions to the MP are equipped with AC buffs, Roots, Mezzes/Calms, Charms, Area Debuffs, Layer buffs, Specials Shields, Stuns including damage and shorter recharge, blinds, snares, Nullity Sphere etc. All of these have strong usage in both PvP and PvM.

The only option for the MP would be to use a creation shield, which is a realistic possibility for the low-level MP but the mid- and high-level MPs cannot afford to sacrifice the damage lost by wielding these weapons. In PvP, usage of the creation shield would force the - predominately nanomage - MPs into melee combat, which is simply not viable. So all in all, the low level MP has the ability to buff defensively using the 1HB creations and to debuff defensively using the dmg/init debuff. As the MP progresses beyond level 100 both of these options become less and less effective.

The MP Forum has come up with a proposal based around a percentage reduction in damage across the line. We do not ask for any increase/changes at all in the init portion of the debuff. We were mindful of the difficulty of balancing a damage reduction in such a way that it would not be completely overpowering in PvM - where average damage is much lower - and that it would not be underpowered in PvP. We also wanted to build a debuff line that would scale with future changes in the game.





This proposal was designed in the MP Wishlist: New Init/Dmg Debuffs Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



.
XtremTech is offline  
Old Jan 2nd, 2003, 10:17:05   #18
XtremTech
Postcount Meister
 
XtremTech's Avatar
 
Join Date: Feb 2002
Proposal for Battle Wings
===================

With the advent of ground cars allowing attacks with certain strong attack restrictions into the game, some MPs are asking once again about the possibility of introducing a version of Quantum Wings that allows the casting of hostile nanos. The present proposal does not include control of pets while flying - simply the execution of direct damage nukes and debuffs while flying.

In order to balance the proposal to prevent it being too overpowering:
  • 1) Nanocost and NanoC-Init debuffs are included while wearing the wings

    2) Nano casting range is reduced to 3 metres.

Mocham's Flight:

Description:

Mocham's tweaked version of Quantum Wings allows the Meta-Physicist to cast nanos during flight. This ability has some drawbacks as the Caster must keep some of his concentration on flight.
  • Requirements:
    Matter Meta: 620
    Bio Meta: 620
    Time Space: 620
    Meta-Physicist

    Modifiers:
    Nano Cost: 14%
    Nano Init.: -50
    Nano Range: 3 metres






This proposal was designed in the Revisit of new QW nano . For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



.

Last edited by XtremTech; Jan 2nd, 2003 at 10:19:13..
XtremTech is offline  
Old Jan 5th, 2003, 18:15:42   #19
XtremTech
Postcount Meister
 
XtremTech's Avatar
 
Join Date: Feb 2002
Nanopool Debuffing Nuke Line

Nanopool Debuffing Nuke Line
======================

In line with the MP's command over notum and nanoskill, the MP community would like to propose a new line of direct damage nanos with a focus on the PvP environment. This proposed line is modelled on the Mind series of nanos, but splits the damage in half and takes the other half from the Nanopool of the target.

Nano Quake:
  • QL 173
    NCU 53
    Nanocost 377

    Attack: 4.0 seconds
    Recharge: 3.5 seconds
    Nanoresist: 100

    hit target health energy ac -366 .. -755
    hit target nanopool -366 .. -755
Nano Banshee:
  • QL 146
    NCU 45
    Nanocost 284

    Attack: 4.0 seconds
    Recharge: 3.5 seconds
    Nanoresist: 100

    hit target health energy ac -244 .. -476
    hit target nanopool -244 .. -476
Nano Howl:
  • QL 87
    NCU 27
    Nanocost 173

    Attack: 4.0 seconds
    Recharge: 3.5 seconds
    Nanoresist: 100

    hit target health energy ac -127 .. -229
    hit target nanopool - 127 .. -229
Nano Scream:
  • QL 37
    NCU 12
    Nanocost 78

    Attack: 4.0 seconds
    Recharge: 3.5 seconds
    Nanoresist: 100

    hit target health energy ac -38 .. -76
    hit target nanopool -38 .. -76




This proposal was designed in the "MP Wishlist idea Nuke that attacks Nano pool" Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



.

Last edited by XtremTech; Jan 5th, 2003 at 18:22:58..
XtremTech is offline  
Old Jan 5th, 2003, 18:55:49   #20
XtremTech
Postcount Meister
 
XtremTech's Avatar
 
Join Date: Feb 2002
Changes to Evocation Line

Changes to Evocation Line
====================

The AMS buff was looked to as a solution to issues that MPs have with their attack pets not being able to hit high level mobs, boss mobs and high evading players efficiently. As such we had expected a long duration buff that would allow the pet to hit reasonably well for normal damage in these situations. The goal of this proposal is not to increase the damage of the MP's pets in any general sense, but is instead focussed on this issue.

Rolling the AMS buff and damage add buff (from the animas) into a single line has proved highly unpopular with the MP community. While MPs recognise that using an anima should come with some restrictions to our casting in the form of short duration and long recharge, MPs need the option of leaving the pet doing normal "non-anima" damage hits while we focus on debuffing/nuking for attack and focus on stunning if need be when we are under attack. At the same time of course, the implementation also makes the anima line virtually redundant.

We propose that the damage portion of the AMS buffs be removed and that the AMS only evocation be made 7.5 minutes minutes to 30 minutes in duration according to QL. This would result in:

Evocation of Unrestrained Ferocity QL16
  • modify target offense modifier 24
    Duration 7 minutes 30 seconds
Evocation of Unleashed Malice QL34
  • modify target offense modifier 52
    Duration 7 minutes 30 seconds
Evocation of Relentless Fury QL58
  • modify target offense modifier 88
    Duration 7 minutes 30 seconds
Evocation of Implacable Hatred QL115
  • modify target offense modifier 175
    Duration 15 minutes
Evocation of Maddening Wrath QL140
  • modify target offense modifier 213
    Duration 20 minutes
Evocation of Pure Malevolence QL177
  • modify target offense modifier 269
    Duration 20 minutes
Evocation of The Abomination QL200
  • modify target offense modifier 304
    Duration 30 minutes


General Comments:
==============

1) If the damage increase due to having the Instill and AMS buff as long term buffs were deemed to be too much and unbalancing, it would be acceptable that the Instill buff and AMS buffs should not stack with each other. This would still leave MPs with a long term tool that would enable our pets to hit harder targets, while not overly increasing the overall damage profile of the pet.

2) The above durations are based upon the existing Bureaucrat AMS buff durations. The MP community would strongly support an increase of the minimum durations for these buffs to a 20 minute minimum duration.



This proposal was designed in the MP Wishlist: Changes to AMS buffs and pet rootbreakers Thread. For more information about how the design was reached please reference that thread. To propose changes/additions to this design - please post to that thread.



.
XtremTech is offline  
Closed Thread

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT +1. The time now is 15:33:41.


Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Copyright © Funcom 1999 - 2006