Posted by Israfel on 10/02
The new create healing is quite nice if you have the time to sit
around and wait for it to take effect. In pk, there usually isn't the
time to do that, barring being annoying and running to a safe room -
wait! I have to wait for my balm to work!
Will this issue be addressed, or was effectively taking pk healing
away from all pure (no augment) creates intended?
Friday, September 28 2001, 07:58PM
Any chance I can either go cause or turn in my words since 2nd circle
create is now worthless without con? Not that I expect it, but I
figured I'd ask anyway before I give up magic.
Friday, September 28 2001, 10:14PM
i don't think it's that bad. roughly at 100 mind/40 con, you get 40 hp
per tick, standing or moving around, and 50 hp resting or meditating.
I think it's a great change, and I agree it hurts create in pk.
but I also think cure critical should be yanked from the game
and thrown in the garbage. most effective cause mages fight
like fighters, and use 700 mana to cure crit. so instead of
complaining that create can't heal anymore, lets complain about
cause healing as much as a 60 spirit druid.
Food For Thought, Create doesn't need upscaled, Cause needs downscaled.
- C H A N E L
Saturday, September 29 2001, 12:02AM
I just tested this balm a bit after cooling down and am more upset then
ever. I decided to test your theory that this is entirely based on
mind, and the sad thing is, IT IS. 100 mind heals over twice as fast
as 98. Does anyone else see how stupid this is? You can't force create
to need 100's while the rest of the mud has almost equal skills with
90+. I don't think this is at all fair and honestly hope this was
simply a bug that got through. Please fix this and maybe, MAYBE this
spell will be worthwhile to anyone without 100 mind.
Saturday, September 29 2001, 01:18AM
I have to agree with Chanel, even as a cause mage. The only chars with
effective healing should be _healers_. I'd miss cure crit tho
Saturday, September 29 2001, 12:19PM
Personally, I like mind adjusted effect stuffs, and feel that the
mana cost for cure crit justifys it's healing potentcy. Does suck,
though, crippling create pkillers with pretty much no warning. Something
might have been said, but the general reaction I got was one of
supprise from clanned and non alike. Pretty major thing to have done
of the blue.
Saturday, September 29 2001, 04:42PM
The effectiveness of the healing balm is not dependant on mind.
As the help file says, the balm gets worse if it is not used immediately.
I suspect that this is the effect that you're seeing, not the difference
between 98 and 100 mind.
Saturday, September 29 2001, 05:15PM
Er, I'm sorry. I was wrong about what I said in the previous post
about the difference between 100 and 98 mind. While the effect is based
on how old the balm is, at the moment only 100 mind can get the full
effect. I'll change the formula so that's not the case.
Saturday, September 29 2001, 09:48PM
I appreciate you admitting your wrong, though i wish you
would have tested what I said before hand :P I'm sorry if I
seem angry but this change is nothing like what was expected and
I still don't see how create can compete in pk. Other then that,
I guess my only question is, will this fix ever go in? You wrote
this 4 hours ago and we still haven't rebootd.
Sunday, September 30 2001, 01:17AM
I've done some testing for a midmage, so those info hounds
who find this sort of thing helpfull can benfit.
Healing 227 hp without a vile vial of healing balm:
Healing 227 hp with a vile vial of healing balm:
Now I'm a midrange character, I don't have much in the way of
maxed out stats. Here I heal a little better than 100% of my
normal healing which in a word is slow as it is.
Now I could have sworn in the Q&A I heard something about
compounded effects from taking more then one healing balm. Either
my imagination has gone rampant again or this hasn't been put in
yet. Thankfully I'm not an active pkiller because this would have
killed me. But in order to be effective in even getting hurt by
mobs I'd say at least up to 175% to 200% of a boost from your
normal healing would be nice. Maybe starting off with only one
balm would let you up your normal healing by 100% and each vial
thereafter up to 200% would be more effective.
Sunday, September 30 2001, 03:37AM
Note that the both tests were done while I was meditating and always
full. Just now I've done the sleeping test, to heal 227 hp while sleeping,
full, and full of water: 6 ticks, not really much of an improvment from
meditating and considering I couldn't drink from my chalice, it seems
pointless for 3 ticks faster.
Sunday, September 30 2001, 02:19PM
Now I'm no expert on this balm thing. But there is one
thing that I think might be annoying.
I clanned char walks up to a nonclanned char and ask him for a balm
The nonclanned char being nice put one on the clanned.
Suddenly a 2nd clanned char attacks the 1st one.
Now is this pk interfearance? The 1st clanned char is in effect getting he
healed by a nonclanned during the pk fight.
Just my wild and wacky thoughts
Sunday, September 30 2001, 03:23PM
I think if combat initiates the effects of the balm should go away.
Sunday, September 30 2001, 10:03PM
I tested the balm in combat with my doppel. I was using the detect
illusion spell, so I was taking no other damage. Every tick, I
logged my hp and calculated the healing during that tick.
Results, 16, 30, 22, 25, 22, 21 -- average of 22.67 hp per tick.
I've got 100 mind, which means that no balm is going to be more
effective. I don't think that 22 hp per tick is going to seriously
make much difference in most pk battles.
I don't think that combat should disable the balm.
Sunday, September 30 2001, 10:15PM
Just like roots, the balm has _potential_ to be abused, and cases
will need to be individually assessed. If, for example, a pkok'd
character gets a balm and gets jumped a tick or two later, there's
not likely to be penalties. If a person gets a balm from a non-ok'd
create, and then initiates pkill, it may well constitute interference.
So, create mages... be careful who you give balms to... interference
is still possible, and since force-AA is difficult, penalties
may seem severe.
Monday, October 01 2001, 09:14AM
Here's a thought -- not even something that I've worked through for
myself, but I thought I'd toss it in.
What if the balm did a small amount of healing immediately, something
about as useful as cure light, and then the healing multiplier was
adjusted to compensate?
Characters could apply several balms to get an immediate heal, but
the duration of the balm would not be cumulative. Whatever duration
the last balm had, that's what you would be left with.
Monday, October 01 2001, 05:41PM
My thoughts on it is this. I think maybe balm
should heal a set amount of hp over a set amount of time
say for example 1 hp for every point in mind over one tick
or not even ticks just over 30 mud mins. This way
bleeding and poison would not affect it. Thus
making it a bit more useable in pkill.
Again I'm no balm expert :P
Monday, October 01 2001, 05:43PM
Bah guess everyone knows who one of my alts is anyway :P
Lelu not Tyb :P
Monday, October 01 2001, 08:13PM
that was my idea freak, stop stealing it and posting it as your own!
I have intellectual property rights!
Tuesday, October 02 2001, 02:44AM
I am Kaeos...I suck at pkill.
Make balm regen mana fast too.
That way, i can root, use balm, use chalice, and make poultices faster
So that i can continue to not pk cause who cares
You are all l337
I am Kaeos...I suck at pkill.
Tuesday, October 02 2001, 06:56PM
All right going back to the very first post.
This balm is useless in pkill...crippling one type of character...
the half mage (and I happen to be one of those). Now hurts
also somewhat in pkilling the full create mage but at least they
have the chance to try to avoid damage and dealing it by using army of
charmies, so maybe there it may balance out (but more probably not).
So I dare say that this change upset profoundly the pkill balance.
Does it finish there though? No, the create mage was already the most
powerful mobkiller in the mud, with this change is even more so,
is great change for any create nobkiller out there (and i have some
charcater like that), but I always thought that this MUD was somewhat
balanced. With this change a class of charcater has been completely
weakened for pkill and incredibly fortified for mobkilling.
So I have just a question..was that the intent of the implementors?