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Re: Lets talk about Nanoseers abilities. Nanoseer General
balance time, confound#/H=Heal (This isnt assuming that you are using mindswap for maximum value)
3,1-6,2-9,3-12,H-15,4-18,5-21,6-24,H
time, current affliction count (time starts at 3 bc thats when the first aff is applied as well as healed)
3,0-6,1-8,0-9,1-12,1-13,0-15,1-18,0-21,0-23,0
At 18s your balances line back up and you never actually apply any afflictions. This is assuming that you only confound and Heal ofc. If you toss mindswap in you -1 more aff every time that you activate mindswap rather than using confound. If you delay a confound to start, you bring it up to 2 and can keep 1 on constantly just by confound/healing. but if you throw in mindswap you lose that 1. This is how we are so reliant on speedup.
3,1-6,2-9,3-12,H-15,4-18,5-21,6-24,H
time, current affliction count (time starts at 3 bc thats when the first aff is applied as well as healed)
3,0-6,1-8,0-9,1-12,1-13,0-15,1-18,0-21,0-23,0
At 18s your balances line back up and you never actually apply any afflictions. This is assuming that you only confound and Heal ofc. If you toss mindswap in you -1 more aff every time that you activate mindswap rather than using confound. If you delay a confound to start, you bring it up to 2 and can keep 1 on constantly just by confound/healing. but if you throw in mindswap you lose that 1. This is how we are so reliant on speedup.
Soza
1
Re: Lets talk about Nanoseers abilities. Nanoseer General
In your iteration you arent taking into account that as a nanoseer we have to use repair to heal after every 3 or so balances, where while we are pushing for afflictions, yes we are doing more subsys damage but they dont ever have to spend a blance to classheal.Darios said:<Snip>
Soza
1
Re: Lets talk about Nanoseers abilities. Nanoseer General
Alright, Upon reaching level 75 and testing quite profusely. Here are my findings. (Specifically for 1v1)
Mind killpath is slower than any killpath of any other class. You cannot get them to 25% mind and 6 mental afflictions unless they are simply not attacking you. You will lose every fight you attempt to use this in.
Wetwiring killpath has the same problem as Mind, You are just too slow. You cant even target this subsystem directly and likely before you even got close the person you are fighting will have damaged you out, or just simply beat you in the subsys race.
Freeze killpath, suprisingly this is your best option You will either pressure them out with damage, or will shatter them with frozen stacks.
I will note 100% It is almost impossible to beat any class without the use of speedup. Honestly if you want to win against nanoseer and they use speedup just change rooms. if they chase you you win they dont have speedup, if they dont you win they lost their pressure on you.
by this point you are probably wondering why I have come to these conclusions.
1.) Mind afflictions for nano doing more subsys damage than other classes attacking is good. but when you put it against the pressure of other classes being able to outpace you bc they dont have to class heal and the fact that it takes 6 balances to actually stick an affliction (Not including if you delay) you lose the affliction buildup because you have to classheal.
Possible fix: (Not sure here tbh)
2.) If you were to try and go for a Wetwiring killpath we have no way to offensively build both mind and sensory at the same time to achieve this. If you drop a delayed confound, and then mindswap into a confound, then start focusing sensory. we have no way to tell what they cure. if they cure those mind affs and you miss even 1 tick of mindswap subsys damage you get pushed so far behind.
Possible fix: have envelop tell us what affs are cured. If not the exact aff, even just (Mind aff cured) or (Sensory aff cured) or even (Freeze cured)
3.) Freeze path I cant complain too much here. If you fight someone in speedup, you will outright beat them. Ofc the downside is that if you arent fighting in speedup you just kinda flop and do nothing.
Possible fix: make it not so reliant on speedup.
4.) sluggish, echoing, and distract will ultimately just slow you down as they require a balance, have a chance to be instantly cured and also do less subsys damage than just eyestrike/confound. Also for sluggish and distract your mindswap can and will swap these afflictions in and out as it pleases.
5.) rattle. good luck ever getting this. and if you do, likely their out of efficacy anyway or you arent on freezepath so you dont need to reduce their healing. but in group combat could be very good.
6.) for some reason we are the only class that has our class resources being a downside. we run out of nanites easily with even just a mediocre amount of buffs applied to us as well as our buffs can be stripped off. Our other resource that we have to use Sanity, if we use to frequently we drive ourselves into madness and kill ourselves. for those that dont know after the very small amount of buffs that are required just for combat (Including buffing in architect so we can get the most) you are reserving .5 off of half your total. or simple terms 45.5% of your amount. This is a huge crutch as each attack takes anywhere from 5-10%
TLDR: alot of our class feels like its hindering its self rather than helping or making itself reliant on certain aspects that are easily countered.
As always these are just my opinions and im glad to entertain those of others.
Mind killpath is slower than any killpath of any other class. You cannot get them to 25% mind and 6 mental afflictions unless they are simply not attacking you. You will lose every fight you attempt to use this in.
Wetwiring killpath has the same problem as Mind, You are just too slow. You cant even target this subsystem directly and likely before you even got close the person you are fighting will have damaged you out, or just simply beat you in the subsys race.
Freeze killpath, suprisingly this is your best option You will either pressure them out with damage, or will shatter them with frozen stacks.
I will note 100% It is almost impossible to beat any class without the use of speedup. Honestly if you want to win against nanoseer and they use speedup just change rooms. if they chase you you win they dont have speedup, if they dont you win they lost their pressure on you.
by this point you are probably wondering why I have come to these conclusions.
1.) Mind afflictions for nano doing more subsys damage than other classes attacking is good. but when you put it against the pressure of other classes being able to outpace you bc they dont have to class heal and the fact that it takes 6 balances to actually stick an affliction (Not including if you delay) you lose the affliction buildup because you have to classheal.
Possible fix: (Not sure here tbh)
2.) If you were to try and go for a Wetwiring killpath we have no way to offensively build both mind and sensory at the same time to achieve this. If you drop a delayed confound, and then mindswap into a confound, then start focusing sensory. we have no way to tell what they cure. if they cure those mind affs and you miss even 1 tick of mindswap subsys damage you get pushed so far behind.
Possible fix: have envelop tell us what affs are cured. If not the exact aff, even just (Mind aff cured) or (Sensory aff cured) or even (Freeze cured)
3.) Freeze path I cant complain too much here. If you fight someone in speedup, you will outright beat them. Ofc the downside is that if you arent fighting in speedup you just kinda flop and do nothing.
Possible fix: make it not so reliant on speedup.
4.) sluggish, echoing, and distract will ultimately just slow you down as they require a balance, have a chance to be instantly cured and also do less subsys damage than just eyestrike/confound. Also for sluggish and distract your mindswap can and will swap these afflictions in and out as it pleases.
5.) rattle. good luck ever getting this. and if you do, likely their out of efficacy anyway or you arent on freezepath so you dont need to reduce their healing. but in group combat could be very good.
6.) for some reason we are the only class that has our class resources being a downside. we run out of nanites easily with even just a mediocre amount of buffs applied to us as well as our buffs can be stripped off. Our other resource that we have to use Sanity, if we use to frequently we drive ourselves into madness and kill ourselves. for those that dont know after the very small amount of buffs that are required just for combat (Including buffing in architect so we can get the most) you are reserving .5 off of half your total. or simple terms 45.5% of your amount. This is a huge crutch as each attack takes anywhere from 5-10%
TLDR: alot of our class feels like its hindering its self rather than helping or making itself reliant on certain aspects that are easily countered.
As always these are just my opinions and im glad to entertain those of others.
Soza
1
Re: Lets talk about Nanoseers abilities. Nanoseer General
I'm not sure where you are getting 6 balances to stick 1 mental affliction from, at the absolute worst case scenario its 3 balances per affliction, 2 balances under speedup. Not considering delay at all.
0.0 Confound
0.0 WW Cured
3.0 Confound
5.0 WW Cured
6.0 Confound
Affliction Stuck.
0.0 Confound
0.0 WW Cured
2.4 Confound
Affliction stuck.
Its probably not worth dropping speedup at the start of a fight if you're having issues being outdamaged, it boosts your opponents dps by 20% and doesn't effect your class heal cooldown. Dropping it once their mind system is below 25%, if they don't already have the mentals to mindmelt, seems like the best idea.
I'm honestly not quite sure where you're having issues with mindmelt, if anything the afflictions are the worst part and if someone is so intent on playing defensive constantly to keep themselves below the 2 extra afflictions needed, they're going to be suffering heavy feedback and you'll be able to breakdown soon. That seems like the biggest purpose of breakdown, its a backup that puts a timer on your foe if they decide to never push their own offense and continually avoid afflictions.
The 0.5% lower system damage on sluggish and distract is probably fine, they're extremely potent afflictions and losing half a percent of subsystem damage for the decent chance it will at least stick for a few balances (possibly a lot more) more then makes up for it.
You don't need it to stick for too long before it becomes theoretically worth it, not to mention the affliction requirements on the skills means you'll already have buffer afflictions on your target. Feels kind of like airshot for BEASTs, if the affliction is cured right away then its pretty much a wasted balance that does no damage, but most times you'll get it to stick long enough to make it worth it.
0.0 Confound
0.0 WW Cured
3.0 Confound
5.0 WW Cured
6.0 Confound
Affliction Stuck.
0.0 Confound
0.0 WW Cured
2.4 Confound
Affliction stuck.
Its probably not worth dropping speedup at the start of a fight if you're having issues being outdamaged, it boosts your opponents dps by 20% and doesn't effect your class heal cooldown. Dropping it once their mind system is below 25%, if they don't already have the mentals to mindmelt, seems like the best idea.
I'm honestly not quite sure where you're having issues with mindmelt, if anything the afflictions are the worst part and if someone is so intent on playing defensive constantly to keep themselves below the 2 extra afflictions needed, they're going to be suffering heavy feedback and you'll be able to breakdown soon. That seems like the biggest purpose of breakdown, its a backup that puts a timer on your foe if they decide to never push their own offense and continually avoid afflictions.
The 0.5% lower system damage on sluggish and distract is probably fine, they're extremely potent afflictions and losing half a percent of subsystem damage for the decent chance it will at least stick for a few balances (possibly a lot more) more then makes up for it.
You don't need it to stick for too long before it becomes theoretically worth it, not to mention the affliction requirements on the skills means you'll already have buffer afflictions on your target. Feels kind of like airshot for BEASTs, if the affliction is cured right away then its pretty much a wasted balance that does no damage, but most times you'll get it to stick long enough to make it worth it.
Darios
1
Re: Fight Club
That's a simplified version of one of the offensive paths you can take, sure. But there's more to a fight than just rushing down your offense before the other guy does.Desmond said:Nykara said:a few sparoonis, scoundrel vs nanoseer [nykara v mardu]
https://ada-young.appspot.com/pastebin/gsBMl7wU First a snippet; this is kind of impressive
https://ada-young.appspot.com/pastebin/a1J4nnY5 a good fight
https://ada-young.appspot.com/pastebin/-1CvroYx MORTAL FEARI'm not a fighter currently, but looking at getting into this eventually when conflict appears in the game and for the moment I'm just looking at you people's logs.But, as a nanoseer myself and looking at the logs, I find that nanoseer combat is pretty...erm...dull?It just seems to be envelop then spam confound and mindswap when it falls off, apply distract/sluggish when possible and...that's about it?Mindmelt when possible...Or am I missing some hidden intricacy there? Seems to be only slightly more complicated than bashing...
Offensive routes aren't super complicated right now, as any class, though. That's for certain. Nanoseer has a few different routes to go though, which lets you switch it up.
Nykara
2
Re: Spaceflight (Ships) Ideas and Fixes
Paqu said:Are we going to have the"'bigger ships must be faster than smaller ships" theme here? I think it's supposed to be vice vversa, don't you think? RP Wise, I would like to be the pilot of a small but fast starship. But since acceleration is defined by leftover energy after components and modules, it's the bigger ships that ended up being ffaster. So I only succeeded in small part but not the fast part. Can we have a fix on this, please? Otherwise, we'll have a cruiser speeding ahead of the smaller ships on formation. Which I tthink is thematically wrong, SciFi-wise.
Nope, it's "bigger means slower" that is thematically wrong. It's an idea that has successfully spread through popular culture, but that's because popular culture perceives space as an ocean only black and sometimes three-dimensional. Seafaring ships are slower if they're bigger, but in space there's no (or minimal if you want to be pedantic about it) friction so acceleration is a simple matter of thrust/mass, while velocity can theoretically reach lightspeed and would go towards infinity if not for relativistic effects - Starmourn limits that with a hard speed cap and for good reason.
Considering that larger ships can dedicate a larger percentage of their mass total to engines (because necessities like life support etc are relatively smaller), if you're making hard or semi-hard sci-fi? Big ones should go faster. Small craft have the advantage of being more manouverable and Starmourn already represents that by faster turning speeds. I don't see any issues here.
Cubey
1
Re: Spaceflight (Ships) Ideas and Fixes
I would like the options to change the colors on the map during sspaceflight. The red colors on dark background are nnot visible enough for colorblind people, thus making ship incursions a bit difficult.
Paqu
1
Re: Mudlet 3.17 – Secure connections, easier mapping, HiDPI, and more!
Trigger types in the editor are no longer coloured in this update. Previously if you set, say, regex, it would be blue. Beginning of line, red. And so on and so on.
Am I missing something with this?
Am I missing something with this?
Aya
3