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Bard overhaste (Call of Power/Muse/etc)
Posted: Tue Sep 01, 2009 4:46 am
by Shin Noir
As Jeido has mentioned on the SK/Pally page, the Ancient: Call of Power song has lowered benefits due to the general haste available to melee classes. If it is true that people are capping out on their delay even without the bard's v3 haste, perhaps we can consider a way to make Call of Power be more useful for a melee based group in other ways.
The Song details:
Effect: Ancient Call of Power
1: Increase Spell Damage by 30%
2: Increase Haste v3 by 30%
3: Limit: Effect (Hitpoints allowed)
4: Limit: Max Level(70) (lose 5% per level over cap)
5: Limit: Spell Type (Detrimental only)
6: Limit: Target (AE PC v1 excluded)
7: Limit: Target (PB AE excluded)
8: Limit: Target (Targeted AE excluded)
9: Limit: Target (Uber Giants excluded)
10: Limit: Target (Uber Dragons excluded)
11: Limit: Combat Skills Not Allowed
What can we do about it?
option 1:
Remove slot 11, add: Increase All Skills Damage Modifier by 10%
This makes classes such as berserker, rogue, and monks gain benefit.
option 2:
Increase Damage by X value.
This is a custom concept, but having a new coded check in the damage calculations area of the code where if this buff is on you literally do more raw damage. Since this is a raw value, it may also be possible to create a formula to help keep singing modifications at play, so puretone can have an added effect.
option 3:
Increase attack by X value.
Pretty self explanatory. Though, attack I feel is more reserved for percussion based songs I would think.
Re: Bard overhaste (Call of Power/Muse/etc)
Posted: Tue Sep 01, 2009 4:58 am
by Jeido
I really like option 2 tbh. I would say that if it were to increase dmg by a percentage, then it should be anywhere from 20-30%. Essentially, if overhaste actually mattered, the group would do 30% more damage anyway with the exception of classes with special abilities. To compensate for the added backstab/kick/frenzy dmg then maybe 20% would be best. That's just my opinion, though!
Re: Bard overhaste (Call of Power/Muse/etc)
Posted: Tue Sep 01, 2009 5:02 am
by Shin Noir
By default Jeido this song has "Combat Skills are disallowed" though, pretty sure that includes BS/Frenzy/etc, so if you reduce the damage percent based on combat skills, it probably can be ignored as a factor determining the percentage.
Re: Bard overhaste (Call of Power/Muse/etc)
Posted: Tue Sep 01, 2009 9:23 am
by drawnir
Shin Noir wrote:so if you reduce the damage percent based on combat skills, it probably can be ignored as a factor determining the percentage.
Can you break out the sock puppets & crayons and dumb that down for me? That last part keeps flying over my head =(
Anyway, if I remember right not even procs are increased by the line. I agree on the damage increase also, since just as jeido said, overhaste would increase the damage anyway. That seems to fall in line with the theme of the spell best...though would a 20-30% increase be overkill? Since you guys have the gear and are doing the raids, It's probably best left to you.
Re: Bard overhaste (Call of Power/Muse/etc)
Posted: Tue Sep 01, 2009 10:28 am
by Tyler
Just wait until i get my custom spell file.
Btw i found a temp way to increase caster power with new focus effects! Stay tuned.
Re: Bard overhaste (Call of Power/Muse/etc)
Posted: Tue Sep 01, 2009 5:13 pm
by Jeido
drawnir wrote:Shin Noir wrote:so if you reduce the damage percent based on combat skills, it probably can be ignored as a factor determining the percentage.
Can you break out the sock puppets & crayons and dumb that down for me? That last part keeps flying over my head =(
Anyway, if I remember right not even procs are increased by the line. I agree on the damage increase also, since just as jeido said, overhaste would increase the damage anyway. That seems to fall in line with the theme of the spell best...though would a 20-30% increase be overkill? Since you guys have the gear and are doing the raids, It's probably best left to you.
He's saying that if you left in the line where combat skills are excluded, then it would leave out backstab etc all together since they are defined as combat skills. Also, on live procs were not effected by the song but here it is.
Re: Bard overhaste (Call of Power/Muse/etc)
Posted: Tue Sep 01, 2009 5:21 pm
by Shin Noir
Tyler, I've done some modifications with the spell files and how I understand it works is:
Text/client side casting etc (visual client stuff) is visually determined by the client spell file.
The "true" casting/adjustments/effects are handled by the server spell file.
In some cases, you can mod the server spell file and not worry if the client is in sync with the change or not.
So JUST example, if you took Complete Heal and reduced the cast time to 3 seconds and saved the spell file on the server, then log on with an unaltered spell file on client, the client casting bar would have look normal as if casting 10 seconds (a very slow casting), but when the server says, "OK DONE CASTING" at 3 seconds to the client, it would cut the casting off prematurely and client would stop casting (it wouldn't finish the 10 seconds, only stop at 30% done), and go from there. (Another good example of this is with the hybrid cast reduction, if you recall casting long spells as a SK it would cut off prematurely to the true casting due to the reduced casting time being formulated on the server).
Parts that a spellfile needing to be distributed for clients is with things like recast delays, since the spell gem dims out for this duration and has a client side prevention tool on it. Even if the client were to modify all recast times to 0, however, when they attempt to cast the spell it would still return a "Your spell is has not recovered yet", as the server also calculates the recast delay to ensure no cheating.
For spell effects, such as a modifier like this, it is a server side calculation so with a spellfile hack (or potentially a source hack depending on the severity of this change) you could implement this without distributing the new spell file.
A lot of the fixes with area of effect resist adjustments can be changed server side and won't matter if the client is in sync or not, since resist checks are handled entirely on the server. So if you e.g. make an AoE resist adj from -100 to -375, it would do so even if the client still thinks that AoE is a -100 check.
Re: Bard overhaste (Call of Power/Muse/etc)
Posted: Wed Sep 02, 2009 7:08 pm
by sarcon
just wanted to state my 2 cents about call of power (i dont love it for the overhaste), its the 30% dmg increase that stacks with foci, that extra 30% dmg to panther,nukes,procs ect... is very very nice and if placed within a melee dps group and a shaman its a considerable spike in dps. (i often pop a bard bot instead of clr bot even on tough stuff just for that reason)