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        <title>Combat — Starmourn&#039;s Forums</title>
        <link>https://forums.starmourn.com/index.php?p=/</link>
        <pubDate>Mon, 27 Apr 2026 00:48:05 +0000</pubDate>
        <language>en</language>
            <description>Combat — Starmourn's Forums</description>
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        <title>Monthly Mournal Rankings! (MMR)</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/1515/monthly-mournal-rankings-mmr</link>
        <pubDate>Sun, 13 Mar 2022 16:01:55 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Xuthori</dc:creator>
        <guid isPermaLink="false">1515@/index.php?p=/discussions</guid>
        <description><![CDATA[Greetings everyone! <br /><br /> I'm pleased to announce a new circuit for kombatants of the Mournal Kombat Clan - Monthly Mournal Rankings!<br /><br /> This is essentially a 1 versus 1 series of fights through each month, with kombatants fighting each other once in a round robin fashion - i.e. one best-of-one fight between each contestant who has signed up with each other contestant in their bracket.<br /> The scoring is simple - 2 points to the victor, 1 point for draws, and 0 for losses. <br /><br /> There is a twist to this monthly ranking system - you may fight against your opponents once more as another class! So if you have 4 classes, you can fight up to 4 times against each opponent through the month, but you have to use a different class each time.<br /> For example, if I have 4 classes, I can fight against opponent A four times; once as a Fury, once as a Scoundrel, once as an Engineer, and once as a BEAST. I may not use the same class against the same opponent more than once.<br /><br /> The scores will thus be split into 6 categories: one for each class (5), and one overall points score table (1)<br /><br /> There will be prizes for the top person of each class per month, and for the top 3 fighters overall each month. The prizes will include credits and temporary titles for the month!!<br /><br /> I may also consider doing a quarterly tournament between the top fighter of each class for additional prizes!<br /><br /> What if you don't have enough credits or experience in another class, you ask? I shall subsidize a portion of credits needed to get lessons for classes if need be. This shall be capped at 300 credits per individual and I shall grant the subsidy at my own discretion. <br /> As for experience - reach out to any of our kombatants in Clan Mournal Kombat and we shall gladly help with advice or spars!<br /><br /> Please send me a message if you have any questions or if you would like to sign up!<br /><br /> (// OOC from here on out)<br /> TLDR:<br /> Monthly Mournal Rankings (MMR)<br /> Format: Round Robin - 1 v 1s<br /> Restrictions: May fight each opponent multiple times (1x as a different class)<br /> Level Restrictions/Brackets: None<br /> Points Scoring: Win: 2points; Draw: 1point; Loss: 0points<br /> Points viewing for the month: Shared Google Sheet: https://docs.google.com/spreadsheets/d/1h-EycI3RuLtAGwe-Qsq3fPQ1R9ymgqOGvgRTwpOxUlg/edit?usp=sharing<br /> Logs: Send Results and Logs to Xuthori/post on Discord - will be shared to public. Please let Xuthori know if you'd like to volunteer to help with recording as well!<br /> Running Dates: 1st of each Month to the last day of each Month, starting from 1 April 2022 GMT 0000 Hours. <br /> Prizes:<br /> Class Rankings - Top person in each class gets 25credits for the month and a potential Temporary Title<br /> Overall Rankings - 1st place: 100credits; 2nd place: 50credits; 3rd place: 25credits; and top ranker gets a potential Temporary Title<br /><br /> Subsidies for new classes: <br /> Capped at 300 credits per person. Please submit applications to Xuthori via message for review, with details on which class you wish to get lessons/credits for.<br /> I may also supply weapon or armor tokens if required.<br /><br /> Conditions and prizes above may be changed at any time at my discretion, but I think that seems ok for now. The Clan also accepts any donations by way of credit or marks for future prize pools! <br /><br /> Also accepting Suggestions for Titles for winners via: https://forms.gle/ewjc95D1bMqsSVUS7 <br /> Some potential titles I've come up with are:<br /> Fury: First Blade; Rightgeous Fury; Raging Fury<br /> Scoundrel: Don; Wanted; Final Bullet<br /> Engineer: Tinkerer; Heartbreaker; One with Machine<br /> BEAST: Battletank; System One; Onslaught<br /> Nanoseer: Eye of Insanity; Voidmaster<br /><br /> Overall: Champion; One Above All; Insurmountable<br /><br /> Will hold a poll after a few days to see what people like the most!<br /> ===<br /><br /> That's it for now - looking forward to seeing participants! Come on down and TEST YOUR MIGHT!<br /><br /> In Honour,<br /> Xuthori<br /><br /> P.S. - No pressure to join or participate to win! I'm just trying to add in a little bit of jazz back into the pvp scene and encourage people to try new classes!]]>
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    <item>
        <title>Ship Combat and Super Cruisers</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/1408/ship-combat-and-super-cruisers</link>
        <pubDate>Tue, 10 Aug 2021 00:02:47 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Jaidyn</dc:creator>
        <guid isPermaLink="false">1408@/index.php?p=/discussions</guid>
        <description><![CDATA[Just a quick comparison with existing Cruisers. Then premium and artifact cruiser. Then after that my suggestions. I invite discussion from others, I really tried to make this simple just to show how different it is. <br /><br />Capacitor on all the normal/premium ships is 15k and 17k on the artifact ships.<br /><br /><b>Superstructure&#13;
#10 - Ixodon Industries Twilight</b><br />Hull - 14.43k (how many hits your ship can take)<br />Mass - 27k tons (affects acceleration to top speed)<br />Shield - 18.5k (max possible that can be equipped)<br />DPS - 6000 (max cannon build)<br />Turn Time - 2.4s<br /><br /><b>Superstructure&#13;
#11 - Relian Shipyards Hurricane </b><br />Hull - 11.30k <br />Mass - 22.5k tons <br />Shield - 18.5k<br />DPS - 6733.33<br />Turn Speed - 2.0s<br /><br /><b>Superstructure&#13;
#12 - Sinseel Systems Conqueror</b> <br />Hull - 10.20k<br />Mass - 19.5k tons<br />Shield - 18.5k<br />DPS - 5400<br />Turn Speed - 2.01s<br /><br /><b>Superstructure&#13;
#13 - Wayland Astrotech Nova</b> <br />Hull - 8.75k<br />Mass - 27k tons<br />Shield - 18.5k<br />DPS - 4666.66<br />Turn Speed - 1.88s<br /><br /><b>Superstructure&#13;
#14 - Thill Conglomerate Battleaxe</b> <br />Hull - 14.43k <br />Mass - 27k tons<br />Shield - 18.5k<br />DPS - 4066.66<br />Turn Speed - 1.79s<br /><br /><b><u>***Premium ship 3,871,750 marks for ONLY the super structure***</u></b><br /><br /><b>Superstructure&#13;
#41 - Vertix Luxury Systems Aether</b> <br />Hull - 15.31k <br />Mass - 29.25k tons<br />Shield - 18.5k<br />DPS - 6733.33<br />Turn Speed - 2.20s<br /><br /><b><u>***All three Artifact ships - Variable credit payments from 500cr to 17000cr***</u></b><br /><br />Hull - 17.42k<br />Mass - 65k tons<br />Shield - 39k<br />DPS - 7333.33<br />Turn Speed - 1.0s<br /><br /><u>Thoughts:</u><br />The artifact ship has hull that is 12.2% stronger, a shield that is 52.6% stronger, DPS that is 8.2% stronger and a turn speed that is 55.8% faster than the best another cruiser can produce. The artifact ship is also 55% heavier than the heaviest cruiser which means these ships take a LONG time to get moving after coming to a complete stop (not even including the cargo and supplies).<br /><br />Clearly the turn speed and shields are out of this world good and the weight is <b>MORE </b>than the heaviest battleship... My suggestion is to equalize these stats that are all over the place. Pick a number that is reasonable something like 15% better in each category. That's similar to a weapon damage 3 artie. How would that look?<br /><br /><b>Hull - 17.61k</b><br /><b>Mass - 33.63k tons</b><br /><b>Shield - 21.3k</b><br /><b>DPS - (stay the same honestly is my recommendation) - at most add 1 medium weapon slot for the 15% and remove a small cannon slot</b><br /><b>Turn Speed - 1.52<br /></b><br />^ this is still VERY GOOD but leaves room for actual counterplay and competition. I was going to include a bunch of other stuff but really I'd like to hear what everyone thinks about this recommendation. Especially Rylek and Clover.<br /><br />Even if the other artifact ships don't change, I would be willing to nerf my own ship to these stats <img src="https://forums.starmourn.com/resources/emoji/smile.png" title=":)" alt=":)" height="20" />. Thoughts everyone?<br /><br />]]>
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        <title>Fury damage and Fulmination</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/1403/fury-damage-and-fulmination</link>
        <pubDate>Thu, 05 Aug 2021 17:00:38 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Xuthori</dc:creator>
        <guid isPermaLink="false">1403@/index.php?p=/discussions</guid>
        <description><![CDATA[Hi all,<br /><br />With the changes to damage and armor we've seen quite a few changes to all classes and currently Fury still is viable with Flameshape to push HeartRend, but definitely feels slow vs other classes subsystem ramp and damage pressure (which usually scales with static, or some other aff/subsystem scaling). Also, our damage route requires a bit of thinking and set up to do, and I'd like to seek help and opinions about how this can be achieved. <br /><br />(copying from my post on disc on Fury channel, so sorry if some of you have alr seen it)<br /><div>So, trying to figure out a dmg route. </div><div><br /></div><div>Currently we have these abilities that<b> scale on subsystems:</b></div><div>Legspike - Scale with Weak Legs + musc</div><div>Swiftcut - Scale with Weak Arms + musc</div><div>Gutrend - Scale with Hypertension, Bleeds, Winded + int</div><div>Sear - Scale with Bleeds + int</div><div>Concuss - Scale with Sens Affs + sens</div><div>Cleave - Scale with Disorient + mind</div><div>Flamebound - Scale with Dmged Arms/Weak Arms + musc</div><div>Blitz - Scale with Weak Arms + musc</div><div><br /></div><div><b>Aff only scaling:</b></div><div>Bloodsinge - Scale with hypertension</div><div>Bloodburn - Scale with hypertension + applies bleeds</div><div>Bombard - Scale with Dmg/Weak Legs</div><div>Raindown - Scale with Weak Legs</div><div><br /></div><div>I really don't think our subsys ramp is as fast as Scoundrel Internal/Sens, BEAST Musc, Eng Musc/Int (prolly on par with Static but their dmg feels like it scales so much stronger). We're prolly on par with nano now? But I haven't fought much nano lately.<br /><br /></div><div>The point of the last statement is to say - if someone is on aff prio vs us, we cannot capitalize on ezmode overpower + slice + legspike+swiftcut ez win strat anymore. Let me say I think this is a good thing, because Fury was wayyyy too oppressive previously, and the recent dmg/armor changes still give us a way to damage kill BUT only if the fight drags on and some damage is done to subsystems. However, I don't think dmg scaling vs subsys helps us keep up with other ppls offense that much right now as our subsys ramp feels slow, and the scaling on damage doesn't feel very strong (and ppl can just kite unstoppable - sure you can chase and get the battleflow attack in, but they can crash/smash out by the time your overwhelm/twist kicks in =&gt; if I need to git gud to counter kiting pls teach me how). So, while subsys scaling for dmg is nice to have for dmg route, I reckon aff-stack is probably the fastest way to go to keep up. </div><div><br /></div><div>For this, I can think of a few routes:</div><div><b>1) Musc route for resistant upkeep<br /></b>Stick to ONE route - legs or arms via Sting/Salvo OR Barrage/Cripple and go HAM with Flamebound/Blitz OR Bombard/Raindown<br />I think Arms with Sting/Salvo-&gt; Flamebound/Blitz better because there is some damage from subsys scaling as well (which Bombard/Raindown doesn't give)<b><br /></b></div><div><br /></div><div><b>2) Internal for Gutrend goodness? </b></div><div>Going internal gives access to Bleeds, Hypertension, Asymmetry, and Berserk. The big question from me now is: How to reliably stack bleeds yourself? Seems hard to me to stick bleeds reliably in 1v1s unless we have some aff that lets bleeds stick longer or get reapplied everytime a stack gets added on? (I've tested this a few times in Arena, just going wound+flyingcut + Rupture doesn't cut it in getting bleeds to stick/stack fast enough, and flyingcut requires there to be props in the room)</div><div>For this to stick, we need to go Wound+flyingcut/deepstrike, then Hypertension/Asym ... but for bleeds to build you need Rupture somewhere.. idk how but... we need some anti-coagulent skill or something.</div><div>Also for good damage, if you go gutrend then you're searing/Assaulting into symmetry too and you miss out on Bloodburn/Bloodsinge. So some choices here on which stances to stick to.</div><div><br /></div><div><b>3) Sensory </b></div><div>Not sure if worth anything as we have close to zero synergy with this subsystem I think? </div><div><br /></div><div><b>4) Mind</b></div><div>Fever spam into Cleave ftw? Might be worth testing! XD <br /><br /></div><div>So right now it feels like Flameshape+Heartrend push is our only viable route, and even then i feel slow on ramping by the time my first unstoppable ends. Need to quick switch/unwield to go into dmg mode min-max too. So need to make some choices once we see ppl in aff prio instead of health prio and then if that doesn't work, potentially slow down our offence by one bal or so if we move back into flameshape/re-wield to go back into HR push. </div><div><br /><b>So, what about Fulmination? Is it worth thinking about how to use this as the 'new' damage route/alternative?</b><br /><br />In fulmination we have:<br />Bladeshapes - all useful in their own way except Fireblade<br /><br />Offence:<br />Burn - good thermal dmg but haven't tested after armor changes<br />Ignite - good stuff but haven't played around with scorched<br />Propburn - not really used ?<br />Fever - best interrupt in game cos of hallucinations<br />Bladepush - useless?<br />heatwave - instant inferno<br />negate - good stuff<br />quicksand - yes yes i know, OP<br />inferno - longer time to cast but seems decent damage<br /><br />Defence - I like em all please don't take them away<br />Utility - Flight and Firewalk good, reveal (ever see use????)<br />Special- all situational but I like it as is<br /><br />So to me, we have a few ways to go around this to make fulmination a thing<br />1) Weave into Battleflow/Rage attacks or create synergies somehow<br />- Cool, but could be game breaking for the class<br /><br />2) Buff the existing skills to aide in Internal or Mind route?<br />- Could help stick bleeds more or give Inferno Stance some more practical use<br /><br />3) Make Burn scale off musc damage or scorched stacks?<br /><br />4) Increase damage of Heatwave/Inferno/Burn for some thermal dmg route?<br /><br />5) Give Fulmination its own route... like idk Shatter or something but with FIRE<br />- Quickest way I can think of is: Burn gives scorched/blazing stacks, heatwave can act like roomdrain, bladepush can be changed to something that synergizes with this idea, Reveal can cause increased thermal damage by... idk revealing inner fire or something, and give this route its own insta after x amount of scorched stax. <br /><br />===<br /><br />Very open to hear thoughts, suggestions, or other comments! </div>]]>
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        <title>Great Guide Write Up Contest!</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/1391/great-guide-write-up-contest</link>
        <pubDate>Sat, 24 Jul 2021 22:57:14 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Xuthori</dc:creator>
        <guid isPermaLink="false">1391@/index.php?p=/discussions</guid>
        <description><![CDATA[<div>Hail all,</div><div><br /></div><div>Seem to me that the new technologies and odd Kith energies have been pushed and smoothed out. As a result, I'm pleased to announce the re-opening of the Great-Guide Write Up Contest from the Mournal Kombat Clan!</div><div><br /></div><div>We are seeking skilled and knowledgeable combatants to write guides on combat for the clan! These files are to be focused on each profession in the Sector, and are meant to be in-depth guides on how one may function to the best of their abilities. All submissions will be reviewed and posted to the Mournal Kombat file database if they suit. The best submission for each profession shall be awarded 100 credits.</div><div><br /></div><div>Please find more details below:</div><div><br /></div><div>// OOC mode for easier reading/understanding/etc.</div><div><br /></div><div>WHAT?: Competition for Class guides in PvP!</div><div>HOW LONG: Accepting all submissions until 8th Aug 2021 GMT 0000 hrs (gives me Sunday at least to read through submissions and get opinions on winners etc. Results may take a while as I have some IRL stuff going on around that time but I'll do what I can asap!)</div><div>Prizes: 100 credits to the best guides for each class/category (I will award other commendable entries at my own discretion)</div><div><br /></div><div>===</div><div>Categories:</div><div>Nanoseer</div><div>Fury</div><div>Engineer</div><div>Scoundrel</div><div>BEAST</div><div>Bonus Category* (Ship Combat, or BattleBots or other stuff)</div><div>* If you want do up a nice article on other stuff like team tactics, or ship combat, or Arena breakdowns/tactics or something else that's pvp related, please submit as part of this category.</div><div>===</div><div><br /></div><div>What's Expected:</div><div>No strict format, but generally I'd expect something similar to the Fury guide I made on the Mournal Kombat Clan helpfile, with sections going through:</div><div>- Stats</div><div>- Gear</div><div>- Skills</div><div>- Kill Routes</div><div>- 1v1 Match Up tips</div><div>- Group fight tips</div><div>Your entry/submission need not go through all this, but should have at least something on stat builds and kill routes.</div><div>How to submit: Ideally something already formatted for the in-game CLHELP files? But Word/.txt docs to my discord is fine, or msg me a google doc or something.</div><div>===</div><div><br /></div><div>FAQ:</div><div>1) Can I submit for more than one category?</div><div>A: Hell yes. The more the merrier!</div><div><br /></div><div>2) No want write, want illustrate</div><div>A: DO IT</div><div><br /></div><div>3) But I don't PVP Q_Q</div><div>A: Try to submit something in the bonus category? I think most factions cover general class help files for PvE already but I guess that suits too this clan in general?</div><div><br /></div><div>4) Why don't I just take my own faction's files and submit?</div><div>A: You could, but if I find out/you get called out I'll take it as cheating - especially if it's some special file or guide used exclusively by your faction/ their Security/Combat force or something.</div><div><br /></div><div>5) Are you the only judge? You're not even top tier</div><div>A: Yeah, I'm not top tier. I'll likely be seeking advice from some top tier ppl in the SCC or something on their opinions on how good the submissions are. I may announce a formal judge committee if enough ppl think its needed but I just wanna make it so ppl find something to read up on if they want to get into pvp for each class.</div><div><br /></div><div>6) Many Word. More Fight.</div><div>A: Join us for a game of Mournball! More details at: NEWS READ PUBLIC 452 and NEWS READ PUBLIC 451<br />(there's supposed to be a forum link too but its under review for some reason and hasn't been released.)</div><div><br /></div><div>7) Do I have to upkeep the files after they're listed?</div><div>A: Nope, tho if you do that'll be swell!</div><div><br /></div><div>8) ???</div><div>A: o_O O_O O_o o_o o_O O_O O_o</div><div><br /></div><div>Alright that's it. Hope this incentivizes more ppl to submit guides and teach!</div><div><br /></div><div>Good luck everyone!</div><div>-Xuth</div><div><br /></div><div>p.s. If anyone has any questions on this pls let me know. If I missed out anything etc I'll put up a follow up post to make it public info etc.</div>]]>
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        <title>Combat Guide Competition!</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/1370/combat-guide-competition</link>
        <pubDate>Fri, 02 Jul 2021 12:31:19 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Xuthori</dc:creator>
        <guid isPermaLink="false">1370@/index.php?p=/discussions</guid>
        <description><![CDATA[<div>**UPDATE: POSTPONEDDD<br /><div>Hail all,</div><div><br /></div><div>It has been brought to my attention that boundaries are being pushed on the technological front and strange forces have been felt among the wielders of Void and Kith. </div><div><br /></div><div>As such, the Profession Guide-Write Up competition shall be postponed to a later date until these new forces and technologies are understood. I shall keep you all notified once the competition is to begin again!</div><div><br /></div><div>Thank you for your time and attention.</div><div><br /></div><div>- Xuthori</div><div><br /></div><div>// TLDR: Some tweaks to classes still in the works, so the Write-A-Guide competition will be postponed! Let u all know once I set the dates again <img src="https://forums.starmourn.com/resources/emoji/smiley.png" title="=)" alt="=)" height="20" />)<br />=====</div>Original post: <br /><br />Hail all,</div><div></div><div>It would seem that the whole Sector is abuzz with writing frenzy and I have decided that the Mournal Kombat Clan is not to be left out!</div><div></div><div>We are seeking skilled and knowledgeable combatants to write guides on combat for the clan! These files are to be focused on each profession in the Sector, and are meant to be in-depth guides on how one may function to the best of their abilities. All submissions will be reviewed and posted to the Mournal Kombat file database if they suit. The best submission for each profession shall be awarded 100 credits.</div><div></div><div>Please find more details below:<br /><br /></div><div></div><div>// OOC mode for easier reading/understanding/etc.<br /><br /></div><div><b>WHAT?:</b> Competition for Class guides in PvP!</div><div><b>HOW LONG</b>: Accepting all submissions until 18th July 2021 GMT 0000 hrs (gives me Sunday at least to read through submissions and get opinions on winners etc)</div><div><b>Prizes: </b>100 credits to the best guides for each class/category (I will award other commendable entries at my own discretion)<br /><br /></div><div></div><div>===</div><div></div><div><b>Categories:</b></div><div>1) Nanoseer</div><div>2) Fury</div><div>3) Engineer</div><div>4) Scoundrel</div><div>5) BEAST</div><div>6) Bonus Category* (Ship Combat, or BattleBots or other stuff)</div><div>* If you want do up a nice article on other stuff like team tactics, or ship combat, or Arena breakdowns/tactics or something else that's pvp related, please submit as part of this category.</div><div></div><div>===</div><div></div><div><b>What's Expected:</b></div><div><br />No strict format, but generally I'd expect something similar to the Fury guide I made on the Mournal Kombat Clan helpfile, with sections going through:</div><div>- Stats</div><div>- Gear</div><div>- Skills</div><div>- Kill Routes</div><div>- 1v1 Match Up tips</div><div>- Group fight tips</div><div></div><div><br />Your entry/submission need not go through all this, but should have at least something on stat builds and kill routes.</div><div></div><div><br /><b>How to submit:</b> Ideally something already formatted for the in-game CLHELP files? But Word/.txt docs to my discord is fine, or msg me a google doc or something.</div><div>===</div><div></div><div><b>FAQ:</b></div><div><br />1) Can I submit for more than one category?</div><div>A: Hell yes. The more the merrier!</div><div></div><div><br />2) No want write, want illustrate</div><div>A: DO IT</div><div></div><div><br />3) But I don't PVP Q_Q</div><div>A: Try to submit something in the bonus category? I think most factions cover general class help files for PvE already but I guess that suits too this clan in general?</div><div></div><div><br />4) Why don't I just take my own faction's files and submit?</div><div>A: You could, but if I find out/you get called out I'll take it as cheating - especially if it's some special file or guide used exclusively by your faction/ their Security/Combat force or something.</div><div></div><div><br />5) Are you the only judge? You're not even top tier</div><div>A: Yeah, I'm not top tier. I'll likely be seeking advice from some top tier ppl in the SCC or something on their opinions on how good the submissions are. I may announce a formal judge committee if enough ppl think its needed but I just wanna make it so ppl find something to read up on if they want to get into pvp for each class.</div><div></div><div><br />6) Many Word. More Fight.</div><div>A: Thinking about the next event I want to host. Happy to receive feedback on whether people want 1v1 or group stuff!</div><div></div><div><br />7) Do I have to upkeep the files after they're listed?</div><div>A: Nope, tho if you do that'll be swell!</div><div></div><div><br />8) ???</div><div>A: o_O O_O O_o o_o o_O O_O O_o</div><div></div><div><br />Alright that's it. Hope this incentivizes more ppl to submit guides and teach!</div><div><br />Good luck everyone!</div><div></div><div><br />-Xuth</div><div></div><div><br />p.s. If anyone has any questions on this pls let me know. If I missed out anything etc I'll put up a follow up post to make it public info etc.</div><div>-------------------------------------------------------------------------------</div>]]>
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        <title>Bountiful Brawls - Weekly Group PVP event!</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/1330/bountiful-brawls-weekly-group-pvp-event</link>
        <pubDate>Wed, 05 May 2021 17:17:46 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Xuthori</dc:creator>
        <guid isPermaLink="false">1330@/index.php?p=/discussions</guid>
        <description><![CDATA[<div>Greetings everyone!</div><div><br /></div><div>I'm pleased to announce a new group activity the Mournal Kombat clan is organizing - Bountiful Brawls! </div><div><br /></div><div>Essentially this is going to be a three team fight to the death for a winner takes all prize of 50k marks! This is envisioned to be a regular activity and the first of these is scheduled to occur an hour after sync on Yarsday in the 3rd week of Ascension, 962 A.E.</div><div><br /></div><div>For our hiding fugitives and lawless hunters, you need not worry as the venue is to be set on a large enough ship - sponsored kindly by the Baron Holgorath. </div><div><br /></div><div>Please send me a message if you would like to sign up, and we look forward to seeing everyone there!</div><div><br /></div><div>Best Regards,</div><div>Xuthori</div><div><br /></div><div>(TLDR: Trying to set up a weekly brawl so we can all go wild in group combat. Thinking to have three teams but two teams a side should be fine too. Reckon we're all arena'd out as well so trying to see if we can spice things up with a ship fight!</div><div><br /></div><div>Time: </div><div>GMT: 9 May 2021 Sunday 0100 hours</div><div>HK/SGT: 9 May 2021 Sunday 0900 hours</div><div>PST: 8 May 2021 Saturday 1800 hours</div><div><br /></div><div>Prizes and teams can be re-jigged/decided later on but let's see how this goes. No pressure to join - just wanna see how group combat looks like after all this time!)</div>]]>
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        <title>2v2 PvP Tourny</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/1269/2v2-pvp-tourny</link>
        <pubDate>Wed, 16 Dec 2020 05:50:21 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Xuthori</dc:creator>
        <guid isPermaLink="false">1269@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi all,<br /><br />&#13;
Just to alert people in case they haven't signed&#13;
online in a bit and/or are just on discord (hopefully they see this through the&#13;
disc forum alert anyway)<br /><br /></p><p>I'm pleased to announce that I will be organizing a 2-versus-2 duel tournament! Depending on how many teams sign up, we may go straight into elimination rounds with pairings decided randomly, or have an additional round-robin series to narrow down the top few teams vying for first place.<br /></p><p>Fights will take place in the coming weeks, with the date of the finals decided at a later point in time. Each person may only sign up once, and cannot participate in multiple teams.  <br /></p><p>To keep all contestants on equal footing, the above contest will be restricted to those at MIL 75. For those BELOW MIL 75, fret not! I shall hold a Free-for-all 2-versus-2 tournament just for you as well. The date and time for this lower-MIL fight will be announced later as well. <br /></p><p>Prizes: (Prizes below are per team, NOT per person per team)<br /></p><p>MIL 75 bracket Teams <br />1st place: 400 Credits<br />2nd place: 200 Credits<br />3rd place: 100 Credits</p><p>Below-75 MIL Teams (FFA)<br />1st place: 200 Credits<br />Participation prize: 5 credits to ALL participants in this bracket</p><p>All other donations for prizes are also welcome!</p><p>Thank you all for reading this far. For now, to register, please send me a message (in game to Xuthori) with the following details: TEAM NAME, Team members, MIL bracket. </p><p>DEADLINE FOR REGISTRATION IS Starsday in the 3rd week of Starmourn, 961 A.E. <br />(//That should be 20 Dec 2020, Sunday 0000 hrs GMT)</p><p><br /></p><p>Other rules/restrictions/information:<br />- Duels and Spars to take place in Arenas UNLESS OTHERWISE AGREED to BETWEEN TEAMS (Its come to my attention that this can probably only be achieved via FFAs, but I'll figure this out - worst case scenario ppl just duel out in the open and I'll reimburse the clone costs.)<br />- No class combination restrictions (I'm aware 2x BEAST can out damage ez, but I'll keep it open for now unless people think this pairing should be banned for sure.)<br />- You may change classes BETWEEN fights<br />- No COSMPIERCER POWERS ALLOWED<br />- (new rule in case open area duel) - No outside interference allowed. And no rezz'ing allowed - each participant only has one life per match </p><p>For more information, feedback, or comments, please contact me directly via Message (in game to Xuthori)!<br /></p><p>Come forth and test your might!!<br /></p><p>-Xuthori<br /></p><p>//OOC: This is my first time organizing something like this, so if there are any serious imbalances or things I may not have thought about, please let me know!</p>]]>
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        <title>A Plea for B.E.A.S.T.</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/1261/a-plea-for-b-e-a-s-t</link>
        <pubDate>Wed, 09 Dec 2020 01:03:47 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Nykara</dc:creator>
        <guid isPermaLink="false">1261@/index.php?p=/discussions</guid>
        <description><![CDATA[<div>I am writing this letter to beg for mercy for the B.E.A.S.T. class. This is not satire or sarcasm; I am being 100% sincere.</div><div><br /></div><div>Let me begin with a history lesson. For the first 27 days of Starmourn (from launch, until Jan 11, 2019) there was a concept in the game called 'limb damage'. This concept allowed everyone but Scoundrel to give the mangled left/right leg/arm afflictions, which prevented attacking and standing (as appropriate). Further, they dealt 5%, and were cured like normal by wetwiring. Now, anyone who thinks about that for a few minutes can probably see why it was so terrible. However, when those abilities were removed, most of the classes got some sort of balancing pass to replace what they lost in some way or another. <br /><br />Most. But not B.E.A.S.T....<br /><br />When limb damage was removed, POUND was <i>functionally</i> removed as well. You can't pound unless your opponent is prone, and it was very impractical to prone an opponent and keep them there if there was no affliction that would do so. B.E.A.S.T. lost its ability to burst for 7% muscular, which was the only thing keeping it on-par in any given subsys race. BEAST has been suffering for the last 1 Year, 10 Months, 28 days. Now is our chance. Now is the time to make reparations for injustice. <br /><br />My proposal, which is a simple one, is thus: let POUND work off of an entangled opponent, without them being prone. Entangle is fairly easy for BEAST to give, and being able to POUND off of it would 1) add a lot of the theme back to the class (HULK SMASH is a very real power suit fantasy), 2) give BEAST back some semblance of a chance in the subsys race, and 3) just feel so damn good. <br /><br />Don't you want to be on the right side of history? <br /></div><div>-Nykara, B.E.A.S.T. fanatic<br /></div>]]>
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        <title>Scoundrel Combat fixes</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/1193/scoundrel-combat-fixes</link>
        <pubDate>Thu, 13 Aug 2020 15:28:42 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Jaidyn</dc:creator>
        <guid isPermaLink="false">1193@/index.php?p=/discussions</guid>
        <description><![CDATA[Now that we have a new coder just wanted to get a plan together for possible fixes in the future. Welcome Zersiax! And <a href="https://forums.starmourn.com/index.php?p=/profile/Eukelade" rel="nofollow">@Eukelade</a> told us to not just discuss stuff on discord without putting something here. Here's my ideas refined by <a href="https://forums.starmourn.com/index.php?p=/profile/Soza" rel="nofollow">@Soza</a> and <a href="https://forums.starmourn.com/index.php?p=/profile/Steve" rel="nofollow">@Steve</a>:<br /><br /><ul><li><p><b>Improvised Cover</b> -&gt; Actually puts you in the cover created. Here's the reasoning behind this. Implemented in a cache or cosmpiercer where you have to make your own cover (common PvP scenario). Improvised cover is a 3 second balance, then a 2 second balance to take cover. Your opponent depending on class can remove/take cover faster than a Scoundrel who just made it. 5 seconds is an eternity to get back into cover to be able to use TRIGGER or MULTIBOMB which is a big part of our kit. Just something to consider, thanks!</p></li><li><p><b>Tripwire </b>-&gt; Sets up the bomb on ALL exits in the room</p></li><li><p>Tripwire -&gt; hits those <b>not</b> in crew (maybe enemy list?)</p></li><li><p>Currently this skill takes a 5 second balance to place a bomb on a single exit in a room. This means that it is removed from viability once battle has begun. If the room has even 2 exits this makes chasing down a fleeing opponent very hard for the Scoundrel because you cannot spare 10 seconds to try and catch them OR try and set anything up. Not to mention that HIDE currently costs 6 seconds. Stickybomb is the best option at 3 seconds but has to be done on a reload. Just something to consider.</p></li></ul><p><b>Affliction Encroachment</b> -&gt; pulls the target from cover upon affliction (POINTBLANK the only way to apply it, when you use PB on someone in cover you leave your own cover, hit them, wait for the affliction to pull them from cover (up to 5 sec), take cover again. (Alternative - have PB work while leaving the scoundrel in cover?)  **needs tweaking -- FLAVOR RECOMMENDATION ( P.I.E.C.E. Whip as a skill name and flavor description to replace pointblank. Apparently the community wants this bad *heh*)</p><p><b>Strangle </b>-&gt; First tick isn’t half damage. </p><ul><li><p>1st tick 1% internal, 2nd, 2% internal, 3rd, 4% internal 4th, 8% internal, etc</p></li><li><p>And cannot crash while being strangled</p></li><li><p>(NOTE: I believe this to be a bug but the first tick of GUILE STRANGLE is half the damage it should be) Suggestion as follows, first tick isn't half damage. As an alternative have each tick of Strangle do escalating internal system damage (in addition to it's damage) and prevent the target from crashing. 1,1% - 2,2% 3,4% 4,8% etc. Strangle is a trans skill in Guile and I believe was intended to be a FORCEFEED (damage based) alternative. If a target has 75% internal damage you can TRIP, BIND and they will be bound for 8 seconds (this is the forcefeed req btw so we’d be using FF at this point anyway). You can STRANGLE after you get balance back from BIND (3 sec assuming no aff or musc damage) leaving 5 seconds which means that in perfect scenario STRANGLE should only hit a person for 2 ticks before they can interrupt. 3 ticks if they are slow about it. 4 ticks should theoretically be impossible or they can't escape anyway and they should just die. Wetwiring will be curing aff and systems on it's own and many people are currently choosing to WW REGEN upon BIND since it can be done while prone and bound. This way if the person chooses to continue to regenerate instead of interrupting the strangle (scoundrel will lose the internal damage while they regenerate also).</p></li></ul><p><b>Kneecap </b>-&gt; Scale to internal damage and not muscular</p><ul><li><p>Scale to internal damage and not muscular. Here's the reasoning. Scoundrel currently has 0 way to do muscular damage other than pounding a connecting wetwiring system and a little bleed over into muscular. Our kit is setup to damage MIND, SENSORY, and mainly INTERNAL. This just makes sense and is a REALLY easy fix. </p></li></ul><p><b>Shoulderroll </b>-&gt; Allow Shoulderroll to be targeted either to <b>Player </b>OR <b>Prop</b>. Most classes just instantly pull you from cover immediately but others like to stay in cover and it forces a scoundrel to fight OUT of cover just to get them out of cover. This would help the scoundrel to match cover with a target to be able to use Fling/Stickybomb/Facesmash again.</p><p><b>Bind </b>-&gt; Currently people can wetwiring regenerate -AFTER- being bound and afflicted with entanglement, which means if we miss on forcefeed or don’t use an interrupt on balance they get in a free regeneration. This means we can’t use skills like Strange/Pummel as the enemy will out regen the damage. The fix would be to make the entanglement affliction prevent wetwiring regeneration. </p><br />]]>
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        <title>Class So Far: (B.E.A.S.T., Engineer, Fury)</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/1190/class-so-far-b-e-a-s-t-engineer-fury</link>
        <pubDate>Fri, 07 Aug 2020 04:03:08 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>n1nj4</dc:creator>
        <guid isPermaLink="false">1190@/index.php?p=/discussions</guid>
        <description><![CDATA[<div>So I have three classes right now; B.E.A.S.T., Fury, Engineer. I just wanted to share my thoughts here so far on em. Next up is Scoundrel...</div><div><br /></div><div>B.E.A.S.T.: Awesome class. Crazy high damage which is fun. Sunder is not -SUPER- hard to pull off if the opponent can survive the damage onslaught (most cannot). Incinerate is really wonky. Most times I double sear and go right for incinerate (sub 60% muscular) and it fails, which I don't think it should. Usually when I can incinerate I can sunder so its really not worth trying to incinerate just a bit funner of a kill.</div><div><br /></div><div>Engineer: Lots of issues so far with this class. Not so much the subsystem build-up to kill but rather the upkeep. When bots are killed (due to crits) its a run and hide to rebuild bots hope you have enough parts to keep going. Bots should not be channeled. It should be an instant build really. Fighting without turret is garbage. No way to really build subsystem damage without one. BOT LIST should be balance-less (to assist with bot upkeep) as should adding modifications to turrets. QPCs should be able to be constructed in bundles. It take forever after a fight where someone keeps killing turrets to rebuild a good bundle of them. So many things to keep track of which makes it a very tedious class. TURRET STATUS should also default to YOUR turret if it is in the room. Having to keep track of your turrets id-num can be difficult.<br /></div><div><br /></div><div>Fury: Most polished class thus far. This is what other classes should be built around. Only thing I would like to see here is judgement telling how many muscular/internal afflictions the target has instead of just the number of afflictions. Also I would like to see their ability to chase damage + subsystem + afflictions lowered a bit. I can literally push for heartrend when the target gets maimed go unstoppable slice slice and throw them.</div><div><br /></div><div>Excited to try out Scoundrel next!<br /></div>]]>
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        <title>Results of Blue Sky Thinking About Cosmipiercers</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/1162/results-of-blue-sky-thinking-about-cosmipiercers</link>
        <pubDate>Sat, 16 May 2020 17:41:15 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Ikchor</dc:creator>
        <guid isPermaLink="false">1162@/index.php?p=/discussions</guid>
        <description><![CDATA[Had this half-baked idea about cosmipiercers in my head this morning when I woke up, and I figured I'd share it.<br /><div>Before that though, I would like to stress a few things:</div><div><br /></div><div> I am <i>not</i> an expert on the finer points of game combat. <br /></div><div>I am <i>not</i> a pvper by any stretch of the imagination. <br /></div><div>This idea had really nothing to do with it beyond "I'd have liked to get into this back when I was in a faction, but when you hit the top/storage cap, it doesn't seem there is really any reason to do it anymore beyond emote-shiving other players." (Barring: I pvp for the sake of it.)<br /><i>I am not a pvper by any stretch.</i><br /></div><br /><br />I tried to keep this idea more about engagement and less about the division of pvp/pve. No idea how well I succeeded.<br /><br /><br /><b>A tiered approach</b><br /><p><br />First tier ("Alpha powers"??) cosmipowers:&#13;
 Largely focused around PvE QoL skills with FEW pvp focused skills &#13;
(mainly geared towards cache runs), mostly passive. Any active/on demand&#13;
 powers require item (crystals maybe?) to activate. <br /><br />Second&#13;
 tier ("Lambda powers"??) cosmipowers: largely focused around cosmipiercer PvP, both for &#13;
defending and attacking player-held cosmipiercers. Warping, disrupting, &#13;
etc.&#13;
</p><p><b>Reduce the number of cosmipiercers</b><br /></p><p>There's too many cosmipiercers, and not enough reasons to hold more than whatever you need. Why not bring the number of cosmipiercers down to just four. The rest either go inert, phase out of realspace, fuse together, blow up, get towed into Y'saari space because [CLASSIFIED]... Anything to ramp up the mystery give an adequate RP reason for the reduction of these structures while reducing the number of them.&#13;
</p><p>- Every faction has ONE cosmi attached to their faction, which enables them to maintain whatever first tier powers they have unlocked, maintained by feeding the cosmipiercer crystals on a regular basis or by feeding it resources. Resources being the weaker of the two options, naturally, but markedly safer to get at compared to caches.<br /><br />- Every faction can use their PTP network to get to their cosmipiercer, even during an Ishvana incursion.&#13;
</p><p>Second tier is only attainable by capturing the one remaining cosmipiercer from an opposing force, or the Ishvana.&#13;
</p><p> - Second tier lets factions rapidly research and activate any ONE previously locked power, either tier one or tier two.<br /> - Free usage of first tier powers<br />- If kept for a Sync, the faction holding it gets another research credit to open another tier one or two power. Earned every Sync.<br />- Flat percentage chance of the Ishvana attacking the fourth cosmi, with a steady increase per Sync (starts at 28% after lockdown, then increases by 10% every sync after that)</p>&#13;
<p><br /><b>Keep the Ishvana blitz reset cause it is cool as hell</b><br /></p>&#13;
<p>If any of the following is possible, awesome.<br /></p>&#13;
<p> Ishvana incursion unleashes xenoslayer type mobs, and instead of it being a room full of mobs, it just one mob, written to look like a crowd maybe? Triggered manually by those with the guards factionpower (im not married to the idea, i just like on-demand) and also 50/50 chance every 7 Syncs.<br />Repelling the attack gives you one research credit for a tier one power. If fully unlocked, your faction gets free tier one power usage until the next Sync, but those with guard factionpowers lose the ability for on-demand incursion. Ishvana CAN and will attack the fourth cosmi from time to time, and when that happens, that cosmi becomes instanced like cache raids but faction based. The faction that repells the incursion on the fourth cosmi will gain control of it, which boots out the others. Cosmi then goes on lockdown for 22 hours(?) and is protected from attack.&#13;
</p><p><br /></p>&#13;
<p><b>CAC integration cause it needs our love too</b><br /></p><p>I am suggesting this after the fact as I just had this idea after writing everything above, and it is not a completely formed (to me) idea</p>&#13;
<p><br /></p>&#13;
<p>- Slotting slivers into the CAC to scramble the Ishvana's combat algorithms, and you can choose to strengthen or weaken the incursion of your held cosmipiercer<br />- Stronger incursion - More XP, better junk drops, ???<br />- Weaker incursion - Easier to do, useful if you don't have people on hand or want to bring newbies.<br />- CAC XP bonuses become passive tier one bonuses, stat boosts stay.<br /></p>&#13;
<p>Hacking the CAC will grant the hacker the ability to scramble the cosmipiercer(s) making increasing transit time from PTP networks and transfer between 45-110 crystals from the hacked faction's storage.&#13;
</p><p> ??? idk, i made this up right before posting because I had a "hmm, but what about..." type thought last minute.<br /></p><br /><br /><br /><br />And again, I'm not an expert on anything by any stretch, I am not even expecting this to get any interest or be implemented at any point in the near future, i'm just putting it up for discussion.<br />]]>
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        <title>Roadmap - What&#39;s in store?</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/1164/roadmap-what-039-s-in-store</link>
        <pubDate>Wed, 27 May 2020 08:26:31 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Flipilaria</dc:creator>
        <guid isPermaLink="false">1164@/index.php?p=/discussions</guid>
        <description><![CDATA[Hi can we get a roadmap please I want to be excited<br /><br />thank]]>
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        <title>Fight Club</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/588/fight-club</link>
        <pubDate>Fri, 28 Dec 2018 06:53:36 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Atalkez</dc:creator>
        <guid isPermaLink="false">588@/index.php?p=/discussions</guid>
        <description><![CDATA[Let's start seeing some logs!<br /><br />Atalkez (Fury) vs Maven (Scoundrel) - <a href="https://ada-young.appspot.com/pastebin/E9SO2tEJ" rel="nofollow">https://ada-young.appspot.com/pastebin/E9SO2tEJ</a><br /><br />Few things that I noticed in this:<br /><br />1 - WW doesn't stand well at all (I have a BUG in the system that says this is getting fixed ASAP)<br />2 - Proning a Fury between blade attack and rage attack is a problem. I had balancing on for this fight, still happened<br />3 - Unload isn't interrupted by PRONE, seems like an oversight<br />4 - Rapidfire does 4% system damage, whereas nearly every attack I've seen so far does 2%. With how debilitating mind system damage is, 4% per seems like a lot, but I obv could be missing something.<br /><br />Anything else someone sees to point out, be my guest!]]>
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        <title>Afflictions and their sway</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/1139/afflictions-and-their-sway</link>
        <pubDate>Thu, 02 Apr 2020 15:15:56 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Soza</dc:creator>
        <guid isPermaLink="false">1139@/index.php?p=/discussions</guid>
        <description><![CDATA[I'll start out by saying I decided to place this here in the combat section as it really mostly only affects PVP combat, with some small effect on PVE combat.<br /><br />Let me start with my opinion: I believe there is a harsh discrepancy between afflictions in different subsystems, namely: the MUSUCLAR subsystem has afflictions that are quite better than every other subsystem's afflictions. I also want it to be known that, given that opinion, I don't want MUSCULAR afflictions nerfed. I'd just like other subsys aff trees to be on par.<br /><br />Lets first break down each subsystem's afflictions:<br /><br />As MUSCULAR is the subsystem I'll be comparing the others to, we will start with MUSCULAR.<br /><br />Name                      Subsys                Description<br />Atrophy                       Muscular     +25% balance costs<br />Broken Ribs                 Muscular     +10% internal damage<br />Crippled Movement     Muscular     slowed down movement<br />Damaged Left Arm      Muscular     +5% balance, -5% damage<br />Damaged Left Leg       Muscular     +5% balance, -5% damage<br />Damaged Right Arm    Muscular     +5% balance, -5% damage<br />Damaged Right Leg     Muscular     +5% balance, -5% damage<br />Haemophilia                Muscular     inability to cure bleeding<br />Mangled Head             Muscular     block some abilities<br />Mangled Left Arm        Muscular     block some abilities<br />Mangled Left Leg         Muscular     block some abilities<br />Mangled Right Arm      Muscular     block some abilities<br />Mangled Right Leg       Muscular     block some abilities<br />Mangled Torso             Muscular     block some abilities<br />Myopathy                     Muscular     randomly unwield items<br />Scorched                      Muscular     damage over time<br />Spasms                        Muscular     muscular damage over time<br />Structure Collapse (L1) Muscular     muscular damage L1<br />Structure Collapse (L2) Muscular     muscular damage L2<br />Structure Collapse (L3) Muscular     muscular damage L3<br />Structure Failure           Muscular     muscular damage L4<br />Tender                         Muscular     +10%/stack muscular damage<br />Weak Knees                  Muscular     damage to legs prones<br />Weakened Arms            Muscular     -10% melee damage<br />Weakened Legs             Muscular     -10% melee damage<br /><br />Here we can see quite a bit of interaction between afflictions I can point out some things very quickly:<br />1.) Even without Mangled limbs, as they are currently disabled from being way too strong in the beginning, many muscular afflictions lower damage output while increasing time to regain balance, or increase the amount of damage that you take. <br />2.) All of these afflictions seem to pair very well with each other.<br />3.) The subsystem effect at 75% (Crippled movement) is quite honestly the most make-or-break affliction in the game, easily turning fights and making it impossible to run against a competent opponent, or impossible to chase them if they try to create space.<br />4.) The subsystem effect (Myopathy) Is even more make or break against most classes, and also tends to not have an effect if the enemy that you are fighting doesnt WIELD weapons, but actually wears them, making it useless against Nanoseer.<br />5.) The sheer amount of balance hinder inside of just four broken limbs is enough to stop affliction stacking, and damage strats by itself against any single-aff class.<br />6.) In the current damage meta, if you do not focus on giving muscular afflictions, damage is a real issue. It forces your priorities to be HEALTH, AFFLICTION, SUBSYSTEM or else you will die. None of the damaged limbs actually have a duration, so they are affs that just stick forever while your wetwiring heals your HEALTH.<br /><br />Lets move on to our first subsystem that we are comparing and by far in my opinion the worst subsystem in game: SENSORY<br /><br />Blind                     Sensory      can't LOOK, can't see people entering/leaving<br />Blurry Vision         Sensory      -10% inflicted damage<br />Comm Blackouts   Sensory      chance to miss comm<br />Dazed                   Sensory      +10% sensory damage<br />Deaf                      Sensory      can't hear says<br />Delirium (L1)         Sensory      sensory damage L1<br />Delirium (L2)         Sensory      sensory damage L2<br />Delirium (L3)         Sensory      sensory damage L3<br />Demented Vision   Sensory      wrong vision<br />Dizzy                     Sensory      +10%/stack sensory damage<br />Double Vision        Sensory      can mistarget<br />Echoing                 Sensory      Sensory damage causes echoes<br />Nearsighted           Sensory      can't target enemies outside current room<br />Painspike               Sensory      sensory damage over time<br />Sensory Shutdown Sensory      sensory damage L4<br /><br />1.)Right off the bat we can easily see that sensory has way less available afflictions in general (5[6 if you include Dazed] compared to Musculars 10 [11 if you count tender])<br />2.)Disregarding the sheer lack of afflictions, only one of the sensory afflictions actually affects combat, and its -10% damage which could be comparable to a damaged limb except it has a duration.<br />3.)Echoing is pretty decent, but with a hard requirement of them having the other 3 applicable afflictions its near impossible to land, especially when you can't stack afflictions while having damaged limbs.<br />4.)Lack of afflictions means lack of things to talk about. Sensory is a joke.<br /><br />Ill push WETWIRING out of the way really quick as im hitting character limit for first post.<br /><br />Glitching              Wetwiring    10% wetwiring failure<br />Hard Lock            Wetwiring    wetwiring damage L4<br />Malfunction (L1)   Wetwiring    wetwiring damage L1<br />Malfunction (L2)   Wetwiring    wetwiring damage L2<br />Malfunction (L3)   Wetwiring    wetwiring damage L3<br />Meltdown             Wetwiring    -15% mending amount<br />Overload              Wetwiring    +25% wetwiring time<br />Shortcircuit          Wetwiring    wetwiring damage over time<br />Vulnerable           Wetwiring    +10%/stack wetwiring damage<br /><br />1.) None of these afflictions are applicable except for shortcircuit and vulnerable (as intended, by scoundrels) and that is a good thing. The subsys damage level afflictions are actually pretty good, but often redundant.<br />2.) The ones that tend to matter only really matter to the singular class that takes advantage of Wetwiring subsys, which is Nanoseer, and the enemy is dead from BREAKDOWN at 50% so they aren't able to be seen.<br />3.)I can state that so far from my tests WIREBLOCK seems to be very decent albeit with harsh requirements to get to I am not sure if it would just be faster to bash mind and mindmelt.<br /><br />Continued in next post...<br />]]>
        </description>
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    <item>
        <title>Ally in PVP?</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/678/ally-in-pvp</link>
        <pubDate>Thu, 03 Jan 2019 13:10:40 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Paqu</dc:creator>
        <guid isPermaLink="false">678@/index.php?p=/discussions</guid>
        <description><![CDATA[So I got a friend who's INR got stolen by someone stronger than him is looking for vengeance, and if I'm informed correctly, stealing an  INR is a justifiable reason to initiate a RP PVP? But this friend of mine is too scared to continue forward. I'm thinking of helping him but I'm not sure if this is justifiable as well, yet at the same time, I don't think you admins will include the ALLY feature just for the sake of formality. So I came here to have clarification upon this matter. Am I, as an Ally of someone who wants to enact vengeance, allowed to directly or indirectly help him in this matter?<br />]]>
        </description>
    </item>
    <item>
        <title>Pvp compared to other ire games</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/1014/pvp-compared-to-other-ire-games</link>
        <pubDate>Thu, 01 Aug 2019 05:58:39 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>vladmyr</dc:creator>
        <guid isPermaLink="false">1014@/index.php?p=/discussions</guid>
        <description><![CDATA[i really enjoyed achaea but could not get motivated enough to learn how to script in order to enjoy pvp.  In reading the description of pvp combat in starmourn It seems like scripting and setting up curing systems is not as important in this game.  It sounds like the game cures etc for you and it’s more about learning how to fight.<br /><br />am I correct in that scripting knowledge is not as important in this one for pvp or should I expect similar results to achaea?]]>
        </description>
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        <title>Classlead Changes Round 1</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/897/classlead-changes-round-1</link>
        <pubDate>Sat, 13 Apr 2019 02:08:56 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>RocketCat</dc:creator>
        <guid isPermaLink="false">897@/index.php?p=/discussions</guid>
        <description><![CDATA[<blockquote>Nanoseer<br />========<br />(6) * Added sensory status to Analyze<br />(8, 81) * Drain and Freeze messages altered a bit<br />(11) * Nanite generation is no longet strippable; applies to plasma generation too<br />(24) * Soothe now prioritises the most damaged subsystem<br />(35) * Eyestrike now gives sensory damage if the target has all the afflictions already<br />(36) * Confound no longer duplicates afflictions if the target doesn't already have them all<br />(38) * The number of freeze stacks required by Shatter is now affected by muscular + internal damage<br />(85) * Affinity reworked, it now lets you access abilities from other Empyreals, at the cost of reducing max sanity by 25%<br />Engineer<br />========<br />(3) * Magnetize (Gadgets) now has diminishing returns<br />(4) * Magnotron (Gadgets) muscular damage reduced a bit<br />(54) * Focus and Sentrymode (Turrets) no longer require a workstation<br />(56) * Burrowbot burrowing ticks now inflict some internal damage<br />(57) * Surveil reworked, it's now toggleable and shows you room information each time the bot moves<br />(73) * Bots and turret are no longer affected by their owner's AOE attacks<br />Fury<br />====<br />(9) * Warmth now has a cooldown<br />(27) * Affliction extenders (Salvo/Cripple/Rend) now also do subssystem damage in addition to their other effects<br />(68) * Assault is now comboable, and its damage reduced<br />(70) * Judgement now triggers 6 times (up from 3)<br />(78) * Firewalk time now scales with distance<br /></blockquote><div>Server is down, so let's discuss!</div><div><br /></div><div>Nanoseer lost Shatter as a viable option but gained some serious buffs to Mind route. Soothe change is pretty huge, providing even better kiting potential. Affinity is amazing. Confound having smart affliction is possibly too strong.</div><div><br /></div><div>Engineer shards aren't as effective. If your opponent just ate shards they were going to have a bad day, but I haven't tested the new numbers. Perhaps Internal route will be a more viable option depending on how Burrowbot ticks perform? Other than that some QoL stuff.</div><div><br /></div><div>Fury gets a much needed change to Firewalk. Warmth is no longer a direct counter to Sha-- oh wait, nevermind. Some extra motivation to actually use the affliction extenders, might be worth a look for you min/maxers.<br /></div>]]>
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        <title>EM damage changes - discuss</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/831/em-damage-changes-discuss</link>
        <pubDate>Thu, 14 Feb 2019 20:37:25 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Indi</dc:creator>
        <guid isPermaLink="false">831@/index.php?p=/discussions</guid>
        <description><![CDATA[<div><p>-- Updates - #124 -------------------------------------------------------------</p><p>Date:     02/14/2019 at 18:55</p><p>Author:   Garryn, the Reshaper</p><p>Subject:  EM attacks.</p><p><br /></p><p>The old concept of EM damage didn't really work very well, and as such, is now reworked!</p><p>* EM buildup / wearoff is removed, EM is a damage type like the others, with some specifics</p><p>* All robots and similar targets now have 20% resists to all forms of damage except EM</p><p>* Non-robots have a 50% resistance to EM damage<br /></p><p>* When you hit a non-robot with EM damage, there is a 2-second window. If the target uses any tech<br /></p><p>attack during this window, they get hit for some more damage, as well as muscular damage</p><p>* Dampening (Suittech) removed, added EMShot to MWP<br /></p><p>* Disrupt (Bots) now gives electrical damage and the scaling has changed<br /></p><p>* Degauss (Bots) makes bots/turrets temporarily immune to EM attacks<br /></p><p>* Shock (Gadgets) changed to give EM damage only, not an EM/electric combo<br /></p><p>* Magnetize (Gadgets) changed to give muscular damage scaling to shrapnel count<br /></p><p>* Magnotron (Gadgets) upgraded a bit<br /></p><p>* Gaussify (Gadgets) changed to give elec damage scaling to muscular<br /></p><p>* Gaussmeter (Gadgets) removed<br /><br /></p><p>* Switchout (Gunslinging) removed<br /></p><p>* Grounding (Oblivion) changed to block forced movement on everyone in the room (voluntary movement<br /></p><p>still works)</p><p>* Affinity (Nanotech) still gives +25% damage, but duration now depends on sensory subsys damage<br /></p><p>  - experimental, may downtone it if it proves too powerful</p><p><br /></p><p>* Discharge (Skirmishing) and EMStatus (Skirmishing) removed<br /></p><p><br /></p><p>-------------------------------------------------------------------------------</p></div>]]>
        </description>
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    <item>
        <title>Lets talk about Nanoseers abilities. Nanoseer General</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/562/lets-talk-about-nanoseers-abilities-nanoseer-general</link>
        <pubDate>Tue, 25 Dec 2018 17:29:57 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Soza</dc:creator>
        <guid isPermaLink="false">562@/index.php?p=/discussions</guid>
        <description><![CDATA[<div>Ill just go over everything I've kinda taken note of so far. seems to crash anytime I try to format it better or spell things better so, im just posting my unedited version.</div><div><br /></div><div>-------------------------------&lt; Abilities in Nanotech &gt;-------------------------------</div><div>Ability              Info                                               Lessons        </div><div>---------------------------------------------------------------------------------------</div><div>Nanites              -- Recharges nanites: Good, but should be built into class</div><div>Recall                 -- Calls them back to you if you need them: has its uses</div><div>Miniaturisation    -- Generates more nanites at a cost of 35% of total :Good even though you lose a bunch because of this ability I haven't ran out of nanites yet</div><div>[Attacks]</div><div>Swarm                -- a good bashing ability further amplified by other means</div><div>Confound            -- says nerves, applies mental damage? and affliction: decent ability doesn't apply any pressure with damage just stacks an affliction </div><div>Distract             -- requires 3 mental afflictions applies periodic balance loss if it isn't cured instantly: I've tested it a little bit in the arena I don't have too much of a gauge on how good or bad it is</div><div>Multistrike          -- basically a slightly weaker swarm that applies while you cast 3 swarms: moderately useful good in bashing when paired with delay</div><div>Eyestrike            -- apply 1 of 3 sensory afflictions at the same time as canceling channels/crashes: not bad I suppose not sure where the sensory damage comes into effect if there really isn't anything else that goes off of sensory damage</div><div>Zap                  -- tested on a few different mobs, no players yet but didn't seem to have any effect whatsoever. SEE AFINITY</div><div>Sluggish            -- slows down balance costing afflictions I've applied it and seen it healed by the ww system instantly every time so i'm not sure how good or bad it is</div><div>Echoing             -- apply every sensory affliction then apply this to increase sensory damage. not sure why though what does building sensory damage accomplishes</div><div>Multiswarm        -- I haven't used this in any case other than testing in bashing in areas that were way lower bc if I tried in a proper area id get slaughtered: probs good in group combat unless it hits allies</div><div>Wireblock            -- my opinion so far is that this skill is likely your bread and butter if you want to go for any affliction based kill</div><div>Mindswap             -- I've tested this one and its kinda weird it will sometimes cure something and just give that exact same thing back. WW curing is automatic though so it will never mess up someones curing by making them cure the wrong thing not sure why it exists</div><div>Delay                  -- not too much of a use for this other than to delay things, Its not bad. but not amazing. It has its uses though.</div><div>Affinity             -- I cant get this ability to work no matter how hard I tried. Ive applied zap to a terraworm 30 times and tried no luck, thinking it was just the terraworm I tried it on a opal beetle same result. If it works on players its got the same problem as other things that just don't fit with the class what is it helping with?</div><div>[Defenses]</div><div>Repair               -- Everyone's got one, moving on.</div><div>Protect              -- I'm not sure if it has an effect. I have it on 100% of the time though so it probably does. also 10% of max nanites for the possibility of this doing something.</div><div>Intercept           -- I'm sure this is great, just haven't been able to test it. </div><div>Counterzap        -- I'm sure this will have an effect if anyone ever decides to use EM damage but 10% of nanites for protect but against EM damage.</div><div>[Information]</div><div>Alertness           -- Imo this ability is the reason I love this class. I know who is around me at all times.</div><div>Scan                  -- Not really any reason to use this afaik</div><div>Mislead             -- I suppose for 20% of your nanites this would be useful if you are running from someone with a scan. AKA another nano not sure who else has scans. doesn't work on bugs though.</div><div>Analyze             -- Must have for mind stacking so you know your progress</div><div>Envelop              -- reconnaissance I suppose but they get a notification if you do it so possibly useless unless you just catch someone who isn't paying attention</div><div>Relay                  -- useful-ish, see ENVELOP as its a requirement but still a fun thing to do</div><div>Control              -- What even is this? You cant make people give you things so its not useful for stealing and anything else I've tried to get it to do has 0 effect so I BUG'd it</div><div>[Support]</div><div>Rush                   -- SEE PROTECT I have it on 100% of the time hopefully whatever its intended to do it does. 5% of nanites used for this</div><div>Disarm               -- haven't had a use but i'm sure this is useful</div><div>Reconstruct        -- haven't had a use but i'm sure it could help somehow</div><div>---------------------------------------------------------------------------------------</div>]]>
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        <title>Ship Combat Logs</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/816/ship-combat-logs</link>
        <pubDate>Sat, 02 Feb 2019 01:51:47 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Zulah</dc:creator>
        <guid isPermaLink="false">816@/index.php?p=/discussions</guid>
        <description><![CDATA[<div>I know there isn't cause for a lot of these yet but it will still be fun to see them as they come out!</div><div>Here are 2 logs to get us started!</div><div><br /></div><div>First is Cruiser vs a single armada ship: <a href="https://ada-young.appspot.com/pastebin/oehhifi6" rel="nofollow">https://ada-young.appspot.com/pastebin/oehhifi6</a><br /></div><div><br /></div><div>Second is Cruiser leading a squadron of 7 ships against cosmpiercer generators. We did end up killing 2 generators before giving up for now: <a href="https://ada-young.appspot.com/pastebin/O0fHch9o" rel="nofollow">https://ada-young.appspot.com/pastebin/O0fHch9o</a><br /></div><br /><br />]]>
        </description>
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        <title>On B.E.A.S.T. pvp</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/766/on-b-e-a-s-t-pvp</link>
        <pubDate>Fri, 18 Jan 2019 04:08:45 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Nykara</dc:creator>
        <guid isPermaLink="false">766@/index.php?p=/discussions</guid>
        <description><![CDATA[<div>Let me preface this by saying that I am unsure if it goes here or in feedback, so I put it here. If possible and it's in the wrong place, someone with power and authority please move it. <br /><br /></div><div>On B.E.A.S.T.,</div><div><br /></div><div>  Some recent changes (most notably, the removal of limb damage) has left the B.E.A.S.T. class in an awkward place. It can do more internal  damage than it can muscular damage, but no matter what it has a slower potential for subsys damage than Scoundrel or Nanoseer, both of whom only have to push down a single subsystem to get to their instas AND who have several bursty mechanics available to them to make this happen.</div><div><br /></div><div> The removal of limb damage overall was a good thing, but it removed (solo) access to one of our most important skills for pushing down muscular damage: pound. It also removed our biggest source of muscular damage (a broken limb), but that was probably not a very bad thing overall. </div><div><br /></div><div> Playing BEAST, since the changes, has felt a lot like a fighting game in PVP situations. I like this. I like this a LOT, actually. I enjoy fighting games and, whether intentional or not, whether I am playing the class well or not, a lot of its parts have felt like the fundamentals of one of my favorite genres; jousting etc thorugh the use of airshot and wallop, just to close the distance for an in-your-face damage combo (legclamp, armvice). Firing a projectile to defend your approach (airshot) to trade hits (armvices), or hitting them with a volley from afar (airshot into overclocked railgun hits), so on and so forth. It's exhilarating to play, from a fluff standpoint - but unrewarding right now. </div><div><br /></div><div>Along this same vein, I have two suggestions for the B.E.A.S.T. to both further our ability to compete as well as really hammer on that fighting game vibe, both applying to SUITTECH BOOT.</div><div><br /></div><div>Currently, SUITTECH BOOT is basically just a weapon-agnostic (and slower) versiion of wallop. In practical use, it's not super useful, as our main focus should be on muscular damage, not internal regardless of whatever weapon we are wielding - if we get to the point we have the minigun, for example, we have a much better tool to push internal damage down. </div><div><br /></div><div> * Change BOOT to afflict with VERTIGO instead of WINDED, providing us a chance at actually landing POUND in this century;</div><div> * Add an effect to BOOT where, if the target already has Vertigo and the Weakknees affliction, it "launches them into the air" for 2.5 seconds. Realistically, this would be an affliction indicating that someone is vulnerable to being GRAPPLEd, without the other benefits/penalties to being caught in the air. You will note that BOOT takes 3 seconds, so this would not be usable normally; instead, it would mean that the BOOT needs to be OVERCLOCKed, which can only be done once every five minutes.</div><div><br /></div><div>This kind of setup requires a big investment and some luck, not to mention risk/reward, but if it pays off then it would help bridge the gap between BEAST and other classes's regular subsys damage per second. </div><div><br /></div><div>I know this was long, and thank you for taking the time to read it. You may now flame me for being trash. </div>]]>
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        <title>Call and Referendum syntax very similar, but not the same</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/600/call-and-referendum-syntax-very-similar-but-not-the-same</link>
        <pubDate>Sat, 29 Dec 2018 03:17:01 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Yalau</dc:creator>
        <guid isPermaLink="false">600@/index.php?p=/discussions</guid>
        <description><![CDATA[Hey there!<br />Just thought I'd put this out here in case it's been missed - FACTION CALL SHOW 19 works but FACTION REFERENDUM SHOW 19 does not.  Can we please get these commands utilized so one only needs to change "Call" and "referendum"?  It's confusing to have these commands have the last two arguments backwards.  (And this goes for voting and such as well, they're all opposite each other)]]>
        </description>
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        <title>Affliction List details</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/758/affliction-list-details</link>
        <pubDate>Tue, 15 Jan 2019 15:08:03 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Squeakums</dc:creator>
        <guid isPermaLink="false">758@/index.php?p=/discussions</guid>
        <description><![CDATA[I wanted to work on theorycrafting when I cannot access the game, and it is very useful to know how much subsystem damage each affliction will do.<br /><br />It's not formatted super nicely, but <a rel="nofollow" href="https://ada-young.appspot.com/pastebin/ialJfry1" title="Link: https://ada-young.appspot.com/pastebin/ialJfry1">here is a link</a> to all the AFFLICTION SHOW ________ descriptions as of 01/15/2019. Hope it helps some of you too!]]>
        </description>
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        <title>Prone, Stand, and the queue system</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/741/prone-stand-and-the-queue-system</link>
        <pubDate>Sat, 12 Jan 2019 00:47:58 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Squeakums</dc:creator>
        <guid isPermaLink="false">741@/index.php?p=/discussions</guid>
        <description><![CDATA[<b>(Edit: </b>Upon checking logs, some of this information is not accurate. <b>Queueing is still an issue with prone though!)</b><br /><br />I wanted to provide some feedback on prone as an affliction and the issues I'm having with the queue system. I play with a high ping, and I cannot send my attacks right as I regain balance because the delay turns a 2.5 second balance attack into what's effectively 4-5 seconds of waiting for the attack to go off. So I use queueing, and it works well. On occasion I'll have 3+second lag spikes, but that's fine and nothing other than a queue stack would help alleviate that one.<br /><br />The problem is prone. If I'm prone, I need to manually stand. That takes a command, and I cannot attack while I'm prone. So I need to stand right after I regain balance. But then my queue has to be used for stand, bringing me back to my original problem. I have tried sending joint commands to queue them (stand|wristblade Tecton) but only the last command gets put on the queue.<b> (Edit: I see the issue now. The queued attack won't go through. WW will make me stand immediately after the "you must be standing" error message, and then I can send my command again. But this is where we run into the ping problem, as basically prone disables the use of any queueing for me since I must manually resend after getting balance.)</b><br /><br />Somebody suggested that using an attack just automatically stand you if you are not otherwise hindered and unable to stand. I think, unless we're able to get queue stacking, this would be a simple enough solution. The prone condition is trivial if your ping is low, since you can just put "stand" at the top of every attack alias. It's significantly more debilitating if that method of attacking (sending several commands on balance, as opposed to queueing one command before balance) is not feasible due to high ping.<br /><br />High ping is already very punishing, and this change would help us not fall even further behind due to a single condition that's otherwise easy to fix. <br /><br />Thoughts? I often miss something obvious with these suggestions, so maybe what I'm proposing is stupid for some reason I haven't considered. ]]>
        </description>
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        <title>B.E.A.S.T Did I waste my Marks on a Shield?</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/735/b-e-a-s-t-did-i-waste-my-marks-on-a-shield</link>
        <pubDate>Fri, 11 Jan 2019 03:23:54 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Durandal</dc:creator>
        <guid isPermaLink="false">735@/index.php?p=/discussions</guid>
        <description><![CDATA[So really getting into the BEAST, loving the idea of it.  And I thought, I mostly use my Minigun, so I'm going to turn in the wristblade for a Shield.  I admit I didn't ask before I purchased, so it's my own dang fault, but is there supposed to be some armor bonus to having it that I'm not getting because I'm not using right or is it PURELY for the attack skills under MWP?]]>
        </description>
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        <title>Fury Thread - Stay on topic.</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/418/fury-thread-stay-on-topic</link>
        <pubDate>Sun, 16 Dec 2018 23:56:41 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>BadPenguin</dc:creator>
        <guid isPermaLink="false">418@/index.php?p=/discussions</guid>
        <description><![CDATA[To discuss class. Balance, tips, combos! A good game is built off supportive OOC communication! <br /><br /><br />]]>
        </description>
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        <title>Clarifying Cover.</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/675/clarifying-cover</link>
        <pubDate>Thu, 03 Jan 2019 03:06:10 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>maven</dc:creator>
        <guid isPermaLink="false">675@/index.php?p=/discussions</guid>
        <description><![CDATA[<i><b></b></i>Cover right now does not seem to be in the right spot.<br />HELP COVER states that <br /><div><br /></div><div>Moving will automatically cause you to leave your cover,<b> as will being hit by a melee attack.</b></div><br />This does not appear to be working right now and I think is a serious balance issue with regards to channeled actions.<br /><br />A channeled action versus a class that only has ranged interrupt is one example of how the lack of being able to take people out of cover may prove too strong.<br /><br />Having cover removed by melee attacks 100% may also be too heavy a nerf so a chance to remove cover on melee hit could be a good idea.]]>
        </description>
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    <item>
        <title>Upcoming PVP changes</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/634/upcoming-pvp-changes</link>
        <pubDate>Mon, 31 Dec 2018 16:31:53 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Tecton</dc:creator>
        <guid isPermaLink="false">634@/index.php?p=/discussions</guid>
        <description><![CDATA[Hey everyone,<br /><br />Just a quick post to let you know about some upcoming PVP-centric changes that will be going live soon:<br /><br /><ul><li>We're going to be increasing the time taken in the regeneration sequence by a factor of 3</li></ul><i>This change will give death a bit more gravity, as well as allow a bit more opportunity for engineers to use HEARTSTART.</i><ul><li>INRs will be encrypted for (tentatively) 30 minutes after death, preventing anyone bar the owner from being able to scan them.</li><li>INRs will drop on logout/death.</li><li>MS TRACK will show the location of your INR while it is still in the corpse.</li></ul><i>Gives the victim a chance to recover their INRs from those who may have stolen it. This allows some counterplay and conflict around these, rather than just get/scan INR without and risk.</i><ul><li>If a player dies in PVP defending their faction (in an area that's affiliated with their faction org), reduce the cloning fee by 90%.</li></ul><i>General reduction in penalty and encourage people participating in org-vs-org conflict.</i><br /><div><br /></div>]]>
        </description>
    </item>
    <item>
        <title>B.E.A.S.T.ly stuff</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/591/b-e-a-s-t-ly-stuff</link>
        <pubDate>Fri, 28 Dec 2018 16:39:19 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>ezra</dc:creator>
        <guid isPermaLink="false">591@/index.php?p=/discussions</guid>
        <description><![CDATA[Before I ask questions, I figured I'd offer up my findings on hunting since I haven't seen anything with all this info in one place.<br /><br />Best damage in order (as far as I've found with 0 in aim and strength)<br /><br />1) MWP TEAR with ROUTE SMALL and SERRATE ON<br /><br />2) PLASMA BURN with NOZZLE WIDE <br /><br />3) SUIT BACKHAND followed by MWP WRISTBLADE<br /><br />**Obviously this is all dependant on your most recently upgraded weapon<br />***If sufficiently high in your hunting area you can use AOE damage while hunting but it will affect players so be careful and considerate<br />***MWP MISSILES -&gt; MWP PINDOWN (wait.  Some mobs will let you get 2 ticks of PINDOWN before smacking you out of the channel) -&gt; RUMBLE<br /><br />DEF bonuses are significant.  Though I haven't begun to gather data to get a good idea on how much exactly, I'd guess both NOZZLE WIDE and ROUTE are 10-15%<br /><br />What doesn't work (at least by my perception)<br />MWP LAUNCH -&gt; NETLAUNCH or HOOKNET (says mob is entangled, but they keep fighting without curing and I've tried timing it to the best of my ability without noticeable affect)<br />PLASMA COMBUST (could be cause we're not able to damage muscular enough before killing, but I've yet to be able to stick a scorch affliction to noticeable affect)<br />Limb Damage (HOBBLE, ARMVICE, and LEGCLAMP) <br /><br />My Questions/Curiosity<br />What exactly does MWP TWIST do in relation to SHARPEN and SERRATE? Just increase the effects of the DEFs?<br />Is there a way in group combat to not target allys with room affects?  <br /><br />]]>
        </description>
    </item>
    <item>
        <title>fury combat</title>
        <link>https://forums.starmourn.com/index.php?p=/discussion/610/fury-combat</link>
        <pubDate>Sat, 29 Dec 2018 18:23:51 +0000</pubDate>
        <category>Combat</category>
        <dc:creator>Sagex</dc:creator>
        <guid isPermaLink="false">610@/index.php?p=/discussions</guid>
        <description><![CDATA[Question for the better fury players, how are you setting up your combos and remembering them? and is there a way to keep track of your stance so you know what combo to use next?]]>
        </description>
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