Apr 28, 2007, 03:13 AM // 03:13
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#1
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Lion's Arch Merchant
Join Date: Apr 2007
Location: Anaheim, CA
Guild: BoMB
Profession: N/
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New Idea for modification to SR Nerf
Hiya everyone!
Ok I have an idea for improvements to the SR nerf. I have thought about this over the past couple of weeks and I want to get some feedback from the guild wars community and if you think it will work hopefully the Anet people will see it and test it out.
My idea for the Soul Reaping change takes into account the following things:
1) Soul Reaping level
2) Current Energy level
3) Aggro area
4) “Pet” Aggro area (Ill explain this later)
5) “Pet” Level
6) Monster/character Level
Ill break this down into section to explain my idea
First Character effect of soul reaping.
This change makes the soul reaping skill the max amount possible to draw from the death of a monster or character as a percentage of the total energy pool of the necromancer drawing the energy.
(SR skill lvl %)*(max energy)=max draw off death.
This draw can only be taken if the death occurred within the Necro aggro area.
2nd Pet effect.
This is more complicated then the first effect, and may require a new skill. The pet effect applies elite summons (Necro or Rits)or effective party member for new skill (see new skill explanation). The point of the Necro Pet effect is to increase the possible draw area for SR, due to the fact that many Necros are support character and avoid direct combat as much as possible. This effect also is intended to work as an energy management skill. This would work much like the base max draw but would be focused around the Necromancer pet and would be adjusted by pets lvl with 100% draw set at level 20.
((SR skill lvl%) * (Max energy)) * (pet level/20) = Max draw off death
3rd effect is the pet level effect
This is easy, this effect accounts for the level of the Creature/Character the has died. To do this you multiply the total draw from a death by the ratio of the deaths lvl over 20
(((SR skill lvl%) * (energy lvl)) + (((SR skill lvl )*(max energy lvl)) * (pet lvl/20))) * (Deaths lvl/20) = total possible draw from death.
If death occurs outside of Necromancers Aggro area First term = 0
If death occurs outside of pets Aggro area then 2nd term = 0
Here is an example
This is my primary character with her primary build. In this case her pet would be the lvl 24 Flesh Golem.
If a lvl 20 death occurred in Allyssia’s Aggro but not the Golem’s she would get:
((.11 * 41) + 0) * 1 = 4.5 energy per creature
If same death occurred in Golems aggro but not Allysia then she could get
(0 + ((.11 * 41) * (24/20))) = 5.4 energy per death
If same death occurred in both aggro circles then she could get
(4.5 + 5.4) = 10.9 energy per creature
If the death was a lvl 15 Character/Creature, the above formula would be changed to:
(10.9 * (15/20) = 8.75 energy per death
This would take into account the level of the death.
This is about what the original SR was but is now limited to only Characters/creatures who die within both the aggro circles of the necromancer and the “Necro pet.”
New Skill:
Necro Pet Signet:
Select ally will channel Soul Reaping energy for caster. Lasts until you leave explorable area or pet dies. Not usable in conjunction with elite summons. (possible make an Elite Skill that can given in first training area for necromancers)
Please limit discussion to ideas on this modification, not a rant about how much I hate SR Nerf
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Apr 28, 2007, 05:06 AM // 05:06
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#2
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Awaken from hiatus.
Join Date: Apr 2006
Location: Riding the spiral.
Guild: No Fun Allowed [Vdya]
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Moved to Sardelac from Necromancer forum.
__________________
Retired Campfire/Ventari's Moderator
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Apr 28, 2007, 06:06 AM // 06:06
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#3
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Krytan Explorer
Join Date: Jan 2007
Location: Ivalice
Profession: D/P
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the problem before was that SR would activate continuously thus making it possible to have unlimited energy. Though this is much more restricting then what it use to be, it still activates continuously, its still keeping the unlimited energy problem possible.
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Apr 28, 2007, 03:21 PM // 15:21
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#4
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Lion's Arch Merchant
Join Date: Apr 2007
Location: Anaheim, CA
Guild: BoMB
Profession: N/
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ok I need to add a little update. i think the pet idea makes this too confusing. So I think it needs to just go away. This might also make the continuous nature of this soul reaping more acceptable since the energy/death is greatly decreased.
So what I was trying to do was making soul reaping a propotional changing skill. It takes into account the Necros energy pool and soul reaping becomes a percentage of that potential pool that the necro can draw off a death. This will basically cut the energy draw in half for most necros I know because only a few have energy Pools above 50. It also limits the energy draw to a closer area around the Necromancer.
I must say I am having 2nd thought about the "Pet" idea but that was to allow a draw from deaths you partake in but are not in your aggro ring. :undecided:
Finally the skill would be adjusted to the level of the death. This makes it where all deaths aren't the same. A lvl 5 charactor would not have as much life force, so to speak, as a lvl 25, so the necro shouldn't be able to draw as much energy from them. So the last adjustment take the deaths lvl as a proportion of 20 (max lvl).
I think the final mod should be:
(SR% * Energy pool max) * (Death lvl/20) = ennergy gained
So for a lvl 15 death Allyssia would get
(.11 * 41) * (15/20) = 3.4 energy/death
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May 01, 2007, 06:10 PM // 18:10
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#5
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Lion's Arch Merchant
Join Date: Apr 2007
Location: Anaheim, CA
Guild: BoMB
Profession: N/
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ok, I have a new version of this modification. I'll make it simple and write it how it is written in the game right now.
For each point of Soul Reaping, you gain 1% of your total energy pool for each creature that dies around you. You gain half energy for minion and spirits you control. No energy gain for spirits controled by others.
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May 02, 2007, 01:42 AM // 01:42
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#6
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Krytan Explorer
Join Date: Jan 2007
Location: Ivalice
Profession: D/P
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1% of 50 is .5
.5x12=8
So at that it would take about 6 1/4 deaths to fill your energy to max.
deaths were as common in pvp as air, no
Last edited by OhCrapLions; May 02, 2007 at 01:45 AM // 01:45..
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May 02, 2007, 01:51 AM // 01:51
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#7
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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I'm quite the n00b when it comes to Soul Reaping. What's the area of effect for it? "around you" doesn't register in any terminology I know to GW.
As for the last line about energy gain from other people's spirits, that would really make me feel like,
1. It wouldn't be worth putting down spirits if I'm a Necro, because minions are going to be better for me, since I have skills that can really be effective with them.
2. It wouldn't be worth it for my allies to put down spirits, because I ain't gettin' energy out of that.
That's my unresearched opinion on this, but I think I need to take some time to look into why the whole SR nerf took place, because I never really knew why that happened.
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May 02, 2007, 01:58 AM // 01:58
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#8
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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Why are minions half energy? Energy gained from minions has never bee an issue. Besides, with the other changes, most people would get 5 energy from minions dying, without halving it, hardly enough to keep an army going.
Seriously, just making it so you don't gain energy from other people's spirits would have solved the whole exploit that started this thing.
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May 02, 2007, 02:42 PM // 14:42
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#9
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Furnace Stoker
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Just revert soul reaping to what it originally was, and only allow it to trigger from foes and not from spirits, minions or pets.
SR fixed.
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May 02, 2007, 06:46 PM // 18:46
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#10
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Krytan Explorer
Join Date: Jun 2006
Location: Cape Town, South Africa
Guild: The Crazy Dragons [TCD]
Profession: E/Mo
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Oh give it up already people
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