As Shin energy flows through your body, you feel a surge of strength. (PP) 3480h 3993m 100%e 85%w 94 shin Sanya 26.3% XX| M (+250h, 4.9%) (10 shindo used) You have recovered equilibrium. 1.078s (PP) 3480h 3993m 100%e 85%w 85 shin Sanya 26.3% XX|EE M As Shin energy flows through your body, you feel a surge of strength. (PP) 4235h 3993m 100%e 85%w 85 shin Sanya 26.3% XX| M (+755h, 14.8%) (20 shindo used) You have recovered equilibrium. 1.021s (PP) 4235h 3993m 100%e 86%w 67 shin Sanya 26.3% XX|EE M As Shin energy flows through your body, you feel a surge of strength. (PP) 5087h 3993m 100%e 85%w 67 shin Sanya 26.3% XX| M (+852h, 16.7%) (30 shindo used)
As Shin energy flows through your body, you feel a surge of strength. (PP) 4837h 3993m 98%e 82%w 94 shin Sanya 26.3% XX| (+2350h, 45.9%) (100 shindo used)
Unsure if the numbers change depending on current health, or if the correlation between the shindo used and the health given are going to stay the same regardless. Need to do more testing, but this is a good change that I like. Now to get shin from denizens
250 for 10 shin would suggest .5% of max health, rounded down, per shin. That's consistent with the last one if you actually used all your shin at the time (94), but not with the 20 shin one. The 30 shin test doesn't help since it was more than enough to heal you to full. Might be useful to check them in a different stance so you don't have to account for using less shin in Sanya.
I sort of like the change to throw, it would have been better if you lost the lock if you didn't glance first or otherwise make sure that your throw attempt would be successful. If it wasn't, you lost the lock. Throw being an automatic lock loss seems kind of extreme, considering how difficult it is to get and maintain them anyway and that it often takes two, which are not foolproof.
Still, interesting changes all around. Just hope unartied-low artied int-monks don't suffer for them. Optimism!
That's the point, it's avoidable enough, the second throw would be unnecessary because it simply would not work. I guess that's in line with what all the changes are supposed to do, bring combat closer from the start. We get 5 prints, and that doesn't speed things up as drastically as you might think. Locks have usually been a problem given our need to rely on many of its abilities, just as a lateral change to Kai-gain should have been addressed as was proposed many times before.
And you can simplify every class and ability like that, doesn't mean it's effective.
That's the point, it's avoidable enough, the second throw would be unnecessary because it simply would not work. I guess that's in line with what all the changes are supposed to do, bring combat closer from the start. We get 5 prints, and that doesn't speed things up as drastically as you might think. Locks have usually been a problem given our need to rely on many of its abilities, just as a lateral change to Kai-gain should have been addressed as was proposed many times before.
And you can simplify every class and ability like that, doesn't mean it's effective.
I feel ya, but the only reason you feel this way is because monk has been so hilariously spoiled/op for group combat for so long. Sapience alone is one of the best abilities in the game for groups
* Active curing abilities now have a small cooldown before they can be used again. The length of the cooldown varies depending on the efficacy of the ability. This change applies to: SALT (Alchemy) RAGE (Chivalry) BLOODBOIL (Elementalism) REMEDY (Groves) BEDEVIL (Healing) - Active use only. HEAL (Healing) MIGHT (Metamorphosis) ALLEVIATE (Striking) FOOL (Tarot)
Seems to be about a 10 sec cool down for SALT (Alchemy)
You sure...? The two alchemists I've talked to both said it's pretty bugged and impotent against people who get how curing against them works. And in fighting them I have to say I believe it. Are they missing something? I don't know enough about Alchie combat to say one way or the other but their descriptions of how it works or rather how it doesn't seem to indicate just plain broken rather than broken OP.
Alchemist is really strong for a momentum class. Most momentum classes have several hard counters to shut them down, alchemist has always had very few in comparison.
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
New willpower cost for staffcast, from my testing, was 18. Although I have an amulet of the will and trans philosophy, so I don't know how much of that affected my testing.
Comments
@Tecton
Seems like we both got nerfed, though. RIP balloon shackle.
Still, interesting changes all around. Just hope unartied-low artied int-monks don't suffer for them. Optimism!
Mind throw target
Mindlock target
Woo.
And you can simplify every class and ability like that, doesn't mean it's effective.
So many great changes...
How am I supposed to stay dormant like this?
I'm guessing only a successful mindthrow works?
Seems to be about a 10 sec cool down for SALT (Alchemy)
- Limb Counter - Fracture Relapsing -
"Honestly, I just love that it counts limbs." - Mizik Corten
Probably a bit stronger than Priest level offense.
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
→My Mudlet Scripts
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
→My Mudlet Scripts
New willpower cost for staffcast, from my testing, was 18. Although I have an amulet of the will and trans philosophy, so I don't know how much of that affected my testing.