Jun 13, 2006, 02:20 PM // 14:20
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#21
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Krytan Explorer
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Yeah, the skill descriptions need massaging. Best to do it now, and establish good guidelines for writing them than wait till it gets out of hand around the time of chapter 5 I guess.
Oh, one skill description typo that really bugs me (though not enough to report it till now): the description on Aura of the Lich says, "For 15 seconds, you lose half of you maximum Health..."
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Jun 13, 2006, 05:26 PM // 17:26
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#25
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Krytan Explorer
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Quote:
Originally Posted by NotJeff
I don't actually care to see the math in-game. Just rough definitions:
Critical hit is more than max damage, and chance goes up with weapon skill.
Poison is health degen.
Blinded characters find it hard to hit with attacks.
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o.O
That's a bit overkill.
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Jun 13, 2006, 06:17 PM // 18:17
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#26
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Ascalonian Squire
Join Date: Nov 2005
Location: ..!
Guild: We plunder you now
Profession: E/
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- Blood Ritual
(Enchantment Spell) Sacrifice 17% maximum Health. For 8..13 [14] seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster.
Target touched other ally?
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Jun 13, 2006, 11:42 PM // 23:42
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#27
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Wilds Pathfinder
Join Date: Jul 2005
Location: Seattle, WA
Guild: Grenths Helpdesk
Profession: N/
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Quote:
Originally Posted by Xyngynkynyn
The above description implies that the attacks will be converted to holy damage. Holy damage ignores armor which isn't the case here. Reword it to the effect of:
For 8...18 seconds, target ally's attacks have +20% armor penetration and deal twice the damage on the undead.
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FWIW, Holy damage doesn't ignore armor. Ask anyone slinging a Smiting Wand. Skills that do holy damage often ignore armor, such as Banish. Someone with Judge's Insight will do holy damage with 20% penetration, but armor is still a factor. It's just that the holy damage being done is less suspect to your enemy's armor. That is, if I'm swinging a "slashing" sword at you and you have Gladiator's armor (which gives +20 vs "physical") you will effectively lose 20 AL when I switch to a "fire" or "holy" weapon.
This one's fine as it is, mate.
My biggest beef is already stated in this thread: "I'm wielding a The Yakslapper!"
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Jun 14, 2006, 12:03 AM // 00:03
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#28
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Desert Nomad
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Quote:
Originally Posted by Ghull Ka
FWIW, Holy damage doesn't ignore armor. Ask anyone slinging a Smiting Wand.
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Smiting wands deal "light" damage, don't they?
Quote:
Skills that do holy damage often ignore armor, such as Banish.
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If it's a skill-by-skill basis, then the skills that ignore armor should say so.
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Jun 14, 2006, 12:14 AM // 00:14
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#29
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Holy dmg from judge's insight is treated like elemental dmg. All holy dmg on the game ignores armor except this one skill. Fix the discription of the spell to include it does not ignore armor.
The reason it functions like this is because there is no resistance to holy dmg. If they were to add a specific elemental certain armor and monsters could have additional armor bonus vs your JI. The holy dmg is there so that it is treated like elemental dmg but not subject to specific elemental armor bonuses.
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Jun 14, 2006, 12:27 AM // 00:27
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#30
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Lion's Arch Merchant
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Blood Ritual - For 8...13 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster.
Just simplify to this...
Blood Ritual - For 8...13 seconds, target touched other ally gains +3 Energy regeneration.
EDIT: lol got beat to it
Last edited by Helios; Jun 14, 2006 at 12:38 AM // 00:38..
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Jun 14, 2006, 12:34 AM // 00:34
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#31
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Desert Nomad
Join Date: Nov 2005
Location: US
Profession: R/Mo
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Skill descriptions: some are just worded badly, some are plain wrong, and inconsistencies are really quite annoying. WARNING: A lot of these will be very nitpicky.
Plague Touch: is there anything such as a "positive" condition?
Life Siphon, Life Transfer: why the inconsistency? One explicitly says "For T seconds, your target suffers X degen and you gain X regen", while the other says "For T seconds, target foe suffers Y degen, which you gain as Health regeneration".
Dark Fury: should read "Sacrifice 17% maximum Health. For 5 seconds, party members in radar range gain 1 strike of adrenaline every time they hit with an attack."
Deathly Swarm, Vampiric Swarm: "flies out slowly"? Unlike Lightning Orb, we can't actually see swarms of what-have-you flying toward your target until the spell actually hits (and in the latter case, there is no animation).
Seeking Blade: "evaded" Bleeding lasts for 25 seconds; currently, the duration is unspecified.
Swift Chop: it is not "additional" damage if blocked, which would imply normal damage and more damage if blocked. The skill works exactly like Irresistible Blow, where if blocked, the target takes damage and suffers KD (Deep Wound for swift chop).
Bull's Strike: grammar is incorrect. "If this attack hits a moving foe, you strike for +5..25 damage and your target is knocked down." The extra comma is unnecessary.
Earth Shaker: should read "If this attack hits, target foe and all foes adjacent to your target are knocked down."
Hundred Blades: it does not have the same AoE as Earth Shaker or Triple Chop, so change the wording. "All foes next to your target" or similar (and change the target in the Isle of the Nameless accordingly!).
Galrath Slash, Silverwing Slash: they use different wordings than usual, but there's no problem with them. Consider having them read "If this attack hits, you strike for +1..32 damage."
Axe Twist, Axe Rake: Consistent wording please.
Skull Crack: nitpicking - it's a little clearer to say "If this attack hits a foe casting a Spell, the Spell is interrupted and your target is Dazed for 10 seconds."
Physical Resistance: "You" need not be capitalized.
Power Block: unnecessary wordiness, faulty description. Should read "If target foe is casting a Spell, that Spell is interrupted. That Spell and all skills of the same attribute are disabled for 3..13 seconds."
Energy Drain, Energy Burn, Energy Surge, etc.: like the life-steal skills, you could add "loses up to X Energy" but I generally don't see these descriptions as problematic.
Mend Condition, Mend Ailment, Restore Condition, Purge Conditions: there's no need to list out the conditions in the descriptions. We're assuming at least a modicum of GW knowledge, right? Plague Sending, for instance, doesn't list them...
Phantom Pain, Dismember, Eviscerate, Gash, Crushing Blow, Hamstring, etc.: there's really no need to say what the conditions do.
Wastrel's Worry, Shatterstone, etc.: Maybe add a clause stating that the hexes do nothing if ended prematurely.
There're many more that I have slight or severe beefs with, especially when talking about unspecified "adjacent foes", but we'll save those for later.
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Jun 14, 2006, 01:22 AM // 01:22
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#32
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Girl Power [GP]
Profession: Mo/Me
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If the skill takes up a whole paragraph to explain - either shorten it or rework it see Auspicious Incantation and Unyeilding Aura
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Jun 14, 2006, 01:57 AM // 01:57
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#33
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Ascalonian Squire
Join Date: Jun 2006
Location: Melbourne, Australia
Guild: iMud
Profession: Mo/
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Quote:
Originally Posted by Seef II
Bull's Strike: grammar is incorrect. "If this attack hits a moving foe, you strike for +5..25 damage and your target is knocked down." The extra comma is unnecessary.
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Actually, both commas belong there. The comma before the coordinating conjuntion (i.e. "and") shows where the second independent clause is. (It's not like they used a serial comma in a list of two items.)
http://en.wikipedia.org/wiki/Independent_clause
http://en.wikipedia.org/wiki/Coordinating_conjunction
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Jun 14, 2006, 02:04 AM // 02:04
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#34
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Ascalonian Squire
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Quote:
Originally Posted by twicky_kid
Holy dmg from judge's insight is treated like elemental dmg. All holy dmg on the game ignores armor except this one skill. Fix the discription of the spell to include it does not ignore armor.
The reason it functions like this is because there is no resistance to holy dmg. If they were to add a specific elemental certain armor and monsters could have additional armor bonus vs your JI. The holy dmg is there so that it is treated like elemental dmg but not subject to specific elemental armor bonuses.
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Good point. But instead of holy damage, maybe it should be light damage (like the smiting rod/staff) instead to avoid any confusion between armor-ignoring holy damage and JI's damage. Taking that into consideration, it could be reworded as:
For 8...18 seconds, target ally's attacks are converted to light damage, have +20% armor penetration and do twice the damage on the undead.
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Jun 14, 2006, 03:44 AM // 03:44
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#35
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Academy Page
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Quote:
Originally Posted by twicky_kid
The reason it functions like this is because there is no resistance to holy dmg. If they were to add a specific elemental certain armor and monsters could have additional armor bonus vs your JI. The holy dmg is there so that it is treated like elemental dmg but not subject to specific elemental armor bonuses.
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The reason it functions like that is because not one attack skill ignores armor for its base hit. Holy damage is just another form of element they can have on a weapon, and functions like shadow damage (Which also doesn't ignore armor when on a wand but does whenever it's used in spells) However, you may as well complain that shadow damage wands are affected by armor if the holy damage of Judge's Insight bothers you, it's the same deal.
IW doesn't count because your attacks don't hit, the victim just receives damage.
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Jun 14, 2006, 04:14 AM // 04:14
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#36
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Desert Nomad
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Quote:
Originally Posted by salaboB
The reason it functions like that is because not one attack skill ignores armor for its base hit.
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You're wrong. Smite is an attack skill which ignores armor.
Quote:
Holy damage is just another form of element they can have on a weapon, and functions like shadow damage (Which also doesn't ignore armor when on a wand but does whenever it's used in spells) However, you may as well complain that shadow damage wands are affected by armor if the holy damage of Judge's Insight bothers you, it's the same deal.
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But there are no shadow damage wands. They do dark damage. :P
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Jun 14, 2006, 05:21 AM // 05:21
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#37
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Academy Page
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Quote:
Originally Posted by NatalieD
You're wrong. Smite is an attack skill which ignores armor.
But there are no shadow damage wands. They do dark damage. :P
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Point made, call it light.
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Jun 14, 2006, 06:19 AM // 06:19
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#38
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by salaboB
Point made, call it light.
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Agreed
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Jun 14, 2006, 09:16 AM // 09:16
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#39
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Wilds Pathfinder
Join Date: Sep 2005
Location: 7°13'35" E - 50°06'27" N
Guild: Servants of Fortuna [SoF]
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Savage Shot:
"If Savage Shot hits, your target's action is interrupted. If that action was a spell, you strike for 13...25 damage."
Failes to note that it deals additional damage. Also, the wording is inconsistent with Savage Slash, which does basically the same.
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Jun 14, 2006, 10:42 AM // 10:42
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#40
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Lion's Arch Merchant
Join Date: Dec 2005
Guild: Summoners of Forgotten Gods
Profession: W/Mo
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In general I'd like it if skill descriptions for skills that deal damage were clearer whether the damage is armor ignoring or not. One example is Energy Surge. Before having experienced use of this skill I'd have no way of knowing that the damage it causes ignores armor.
Also, it would be nice if duplicate skills had the same descriptions.
Edit: Whoops, I just read the other post, and she prefers specific over general suggestions. What I typed is all I have to suggest though. Hope it helps.
Last edited by Kalki; Jun 14, 2006 at 10:46 AM // 10:46..
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