Swordsman Archive

Thread: so mind won't be targetable after next patch?

IL-Vec
Sun Apr 11, 2004 10:50 pm
#27

Think it through in combat revamp they want to eliminate specials causing damage, and instead reduce total HAM for a period of time. To make this work effectively this loss shouldn't regen in combat.


In this scenario healing mind damage with a stim is an acceptable thing because the act of healing it reduces the healers mind(it's a special)total and it won't regen immediately therefore limiting the amount they can do this in combat drastically when you lose 25-89 mind until end of fight.


This would also make no one pool any more desirable just all advantageous and still allow mind targeting attacks for rifles and swords





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Silverjohn
Mon Apr 12, 2004 12:03 am
#28

You can also heal the mind with a low level Artisan drink called Aitha. You can only drink a maximum of 10 of them (and that, only if your drink bar is empty) and the amount they heal is limited but with the first batchI whipped upusing no experimentation I could heal about 500 mind.


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Syzygy-Gorath
Mon Apr 12, 2004 1:15 pm
#29






Ekhvram wrote:

It's doc buffs making attacking Health or Action silly, and negating Composite's encumberances. Make them % based like Ent buffs and add pistoleer and carbineer versions of Vasarian brandy to aid in doing specials since HAM costs suck for them, pikes and swords.


If CM's couldn't stack area mind poison + area mind disease, then single disease+ poisons all on the Mind pool, things would be more balanced and that pool would be less abattle-group'sachillies' heel. Usually an area mind disease will take out an entire side except the Doc and maybe 1-2 people standing by him/her, with area mind poison hastening matters.


If carbineers got a stun carbine and us a stun mace next pub. at least we'd see something other than glowy vials, geno pistols, jawa rifles and riot batons in battle until the DEVs balance armor so people wear stuff other than heavy composite/encumberances matter again.





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SunshineBadass
Mon Apr 12, 2004 4:48 pm
#30







3. Or they could stop treating mind asa different and, therefore, special damage type by making it healable. In my opinion, the reason mind is unhealable is that it prevents unlimited healing.If I can heal myself in an unlimited fashion, nothing stops me from being able to spam specials all day, even unbuffed. Use a bunch of specials using my own HAM, heal my Health and Action using Mind, then heal my own Mind, and rinse and repeat. But we also know that in the upcoming combat revamp, they are making it so that specials do not use HAM as damage but, rather, temporarily remove points from the max values of the secondaries (at last report). Since stims do not affect the secondaries (and even if they did, stims do not affect the pool max), this makes HAM usage from specials unhealable. But regardless of the mechanisms, we know that this is their ultimate goal, to make it so that specials cannot be spammed in an unlimited manner by making HAM usage from specialsunhealable. Since healsare a type of special,heals will be affected the same way, so HAM costs from heals and from specials will only be recoverable from a natural regen process, not from instant heals. Thus, therewill no longer bea reason to keep mind unhealable. And they have achieved their goal of putting "place equal emphasis on Health, Action and Mind pools for both abilities and damage."




They would have to make a change to the combat calculations for how often the Mind Pool is hit then using random pool attacks/normal attacks. If I was using some sort of Mind damaging attack, got whatever it is that I was shooting at down to 1/5th of its Mind Pool whenI ran out of secondary pools, then I would need to resort to my default attack for low damage and a lower chance of hitting the Mind Pool enough to kill my target.


Action and Health attacks would be more useful, getting the target down to 1/5th of its Health or Action leaves a MUCH better chance of killing the target with the default attack due to striking Health/Action more often that Mind Pool after the secondary stats leave you hurting with every Special Move.


Terreur69
Mon Apr 12, 2004 11:37 pm
#31

I cant belive peoples are still spreading those rumor about something that they mis-read and was many many time proved absurd.


Mind cant be healed now because it use mind to do, and thast would create an "infinite mana/power/magicpoint loop, i.e. burn all your mind , heal yourself to gain more mind a couple of time, defeating the need to have a mind bar at the first place.


They said that they will change the way special action will affect the HAM bar( and we had a small glimse at the change a while back on TC). The maximum level of the ham bar was shrinking instead of the bar taking damage. So that mean that a healer couldnt "generate" more mind by healing himself because when he do the heal, his ham bar would shrink, but the heal would raise his total amount of mind.... the action isnt repleacing what is used to initiate it in the first place.


When TH was talking about "no more a special damage" he clearly mean that mind is currently "special" because it cant be healed, not a damage that can be done by special attack.I guess that some peoples are so used to cut shorttheir sentences thatthey refer "special" to "special attack".....


Anyway, even if they make that we cant target the mind pool after the combat balance, we would target something else.... you are making apocalyptic conclusion when comparing the ACTUAL system with a possible (but improbable) change to us while that change will take place within a new system. Who know?? maybe the mind bar will becomesome kind of "force bar" and our actual mind shot will simply attack booth the action and health bar ( i sure cant make a lot of action and feel less healty when i recive a energy bolt to the head...)
Ekhvram
Tue Apr 13, 2004 12:13 am
#32

It's doc buffs making attacking Health or Action silly, and negating Composite's encumberances. Make them % based like Ent buffs and add pistoleer and carbineer versions of Vasarian brandy to aid in doing specials since HAM costs suck for them, pikes and swords.


If CM's couldn't stack area mind poison + area mind disease, then single disease+ poisons all on the Mind pool, things would be more balanced and that pool would be less abattle-group'sachillies' heel. Usually an area mind disease will take out an entire side except the Doc and maybe 1-2 people standing by him/her, with area mind poison hastening matters.


If carbineers got a stun carbine and us a stun mace next pub. at least we'd see something other than glowy vials, geno pistols, jawa rifles and riot batons in battle until the DEVs balance armor so people wear stuff other than heavy composite/encumberances matter again.



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StGabriel
Tue Apr 13, 2004 5:23 am
#33

Sorry I didn't get to chime in sooner.


I think that there is some hope that the new HAM system may equalize the HAM bars a bit. Mind is unhealable in large part due to the fact that it is the stat you use to heal your other bars. If the new HAM system entails that medical use can be dependent on something else (i.e. something akin to a "special" bar, although we don't really know how it will be) then mind can be healable again -- thus making mind attacks less important (as all stats are healable).


Make what you will of it. I have no knowledge of any plans to do away with mind damage or anything like that. I just know that there was some talk that maybe mind would be more healable in the future.



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Sotaudi
Tue Apr 13, 2004 3:52 pm
#34






StGabriel wrote:

Sorry I didn't get to chime in sooner.


I think that there is some hope that the new HAM system may equalize the HAM bars a bit. Mind is unhealable in large part due to the fact that it is the stat you use to heal your other bars. If the new HAM system entails that medical use can be dependent on something else (i.e. something akin to a "special" bar, although we don't really know how it will be) then mind can be healable again -- thus making mind attacks less important (as all stats are healable).


Make what you will of it. I have no knowledge of any plans to do away with mind damage or anything like that. I just know that there was some talk that maybe mind would be more healable in the future.






Thanks, Gabe. This concern keeps popping up making people panic all over again. A little inside perspective (even as little as they give you -- i.e., you correspondents) is much appreciated.

Message Edited by Sotaudi on 04-13-2004 03:52 PM



Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

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cincoalto
Tue Apr 13, 2004 9:15 pm
#35

If they make mind healable i would bet they make it so u have to be a HIGH lvl if not master doc and or cm to do it. And it would also take a different stim pack, not the same kind for health/action, and using it takes away from ur health/action pool. Right now mind is the most vulnerable, and it makes melee ppl vulnerable whiel tanking, they can easily keep health/action bars healed with either a doc/cm near by, or themselves, but if mind is healable there woudl be no stoping a melee tank. So if they do make it healable with normal stims armor and or buff quality will HAVE to come down. There are so many variables that the devs better take their time and really get this right.



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