An idea, replacement of 'Apprentice Wavebending'?

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Tian
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An idea, replacement of 'Apprentice Wavebending'?

Post by Tian » Fri Aug 31, 2012 7:44 am

As far as I know, the Shar, the Udemi, and even the Rooks do not have a skill dedicated to being able to access channeling, please correct me if I am wrong. I propose removing 'Apprentice Wavebending' from Utasa and exchanging the ability to 'mesmerize' is no longer a automatic function of channeling 'Wavebending'.

The new ability 'mesmerize' will work similarly to a stealth attack which gives the target a reduced defensive value on the first strike, and the penalty lessons with each following strike that round(currently it only aid the first swing). This will also allow agents to choose if they want the ability to mesmerize targets first or if the other abilities would be more important to their list of skills.

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KianTheArcher
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Post by KianTheArcher » Fri Aug 31, 2012 7:48 am

Would there no longer be any raw cast for Wavebending, in that case?
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Rithiel
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Post by Rithiel » Fri Aug 31, 2012 7:58 am

This has been discussed by us, and abilities have changed since you joined, I think. Currently first rank Utasa can choose between basic training, urban stealth, riposte, and wavebending (if the skill prereqs are met).

Wavebending has both a passive when channeled and an active attack. As far as I know, none of those other magics have that. However, Udemi, at least, can no longer ask for training in aeromancy or druidry without getting a beginning ability that gives it to them.

Once I finish my current project, I have some non-magic abilities in mind for the Utasa so that people can choose more of a non-magic route if they really wanted to.
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Tian
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Post by Tian » Fri Aug 31, 2012 8:05 am

@Kian, yes. That was the intent.

@Rithiel, oh? Can you tell me if they can a raw cast in either of those abilities or do their cast abilities such as tangle root still need to be bought separately?

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Post by Rithiel » Fri Aug 31, 2012 8:15 am

Aeromancy comes with windreading, which then gives them a passive and active ability.

Druidry comes with tangle root. If I remember correctly, druidry has no active cast ability, but a herbalism boost to passive channeling, so with root, it has an active and a passive.
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KianTheArcher
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Post by KianTheArcher » Fri Aug 31, 2012 8:48 am

But druidry does not have a raw cast, just a boost to herbalism when channeling. And if you count Commune as a separate ability. But, druidry inherently has no value in combat without tangleroot.
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Post by Rithiel » Fri Aug 31, 2012 9:09 am

Isn't that what I said?

I forgot about commune, but I see that as an inherently RP verb, since ESP is much more powerful.

Just to be clear: at this point I don't see myself giving druidry a raw cast with combat implications, and if I do, it will be it's own ability for Udemi that will be a prereq for tangle root.
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Post by KianTheArcher » Fri Aug 31, 2012 9:13 am

Oh, I know. I was just mostly bringing up commune, and pointing out that druidry doesn't do anything for combat without tangleroot.

I'm not really bothered by not having a raw cast, honestly.
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Post by Acarin » Fri Aug 31, 2012 11:12 pm

Wavebending doesn't directly check against dodge does it? Any insight into how the defense is calculated?
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Post by Tian » Fri Sep 07, 2012 7:32 am

[quote=Acarin]Any insight into how the defense is calculated?[/quote]I would like to know how it works as well. It works often against Infested close to my numbers but much less when combating higher rolling NPCs and players. Will it change as my skills change? Is it based on my wavebending rather than my dodge?

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Post by Rias » Fri Sep 07, 2012 7:55 am

The distortion defense is currently a static formula that doesn't take any factors into account both on the side of the attacker and the defender. It works the same against every possible opponent. This is actually one of its greatest strengths.
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