a bit of fan art!

Posted in Other stuff. on February 16, 2011 by bruglir

as you may have seen from previous blog posts, i’m a character artist. and while i have  a pretty hefty project going on with Crystal Core at the moment. i also do little bits here and there “for fun”.

i’m a massive fan of KOTOR and the characters within. so i decided to make my own Darth Revan. he’s still only half finished. at this point i’m finishing up material definition (you’ll notice the leather on the cloak is too shiny for example). but he’s been a lot of fun to work on so far.

once i’m done i’ll post full posed renders and suchlike for anyone who’s interested.

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Dream 1.4.2 patch notes? sure… why not…

Posted in Warhammer Online - General on January 30, 2011 by bruglir
Well, we’ve been told in rough terms what we’re going to see in 1.4.1, so i’m going to throw out some wishlist notes for 1.4.2.
Some of the notes are the same as my previous wishlist, some of them are a little different, some are completely different.
One thing I do ask though, is that if you feel the need to comment like “omg u want to remove SL orders only CD debuff OMGOMGOMG!”… please read the entire thing before making yourself look like a boob. I realise that White Lion is a little further down the alphabet, but really if you’re at the level where you can post a comment, you can certainly make it that little bit further past the letter S, right?
And again, I don’t know every career inside out, although i’m getting a clearer picture all the time based on conversation, and rerolling toons (although not lately, my pc is broked).
I also need to prefix some of these changes with “mechanic” information, such as how resistance and armour work. Otherwise you won’t fully understand the changes.
How armour is calculated is in 3 parts:
Attackers armour penetration value
(<Attacker WS> * (<Attacker rank> / (<Attacker rank> + <Attacker Renown over 80>))) / ((7.5 * <Defender rank>) + 50) * 0.25
Defender physical mitigation value
<Defender armour> / ((<Attacker rank> + <Attacker Renown over 80>) * 44) * 0.4
Total physical mitigation value
<Defender Physical Mitigation> * (1 – <Attacker Armour Penetration>) cannot be over 0.75 (75%)
So if our attacker is renown rank 83 and has 600 WS, our defender has 3500 armour at rank 40 we get:
  • (600 * (40 / (40 + 3))) / ((7.5 * 40) + 50) * 0.25 = 0.3987
  • 3500 / ((40 + 3) * 44) * 0.4 = 0.74
  • 0.74 * (1 – 0.39) = 0.4450
this gives us a total of 44.5% armour penetration between this attacker and defender.
and Resistances are calcualted like this:
<Defender Resistance> / ((<Attacker rank> + <Attacker Renown over 80>) * 8.4) * 0.2
So let’s say our attacker is renown rank 83, and our defender is rank 40 with a resistance value of 673 (the softcap at 40/80). we get:
  • 673 / ((40 + 3) * 8.4) * 0.2 = 0.3726 which is 37.26%
what we see from this, is that as you gain renown past 80, you gain a small bonus to armour penetration, and a reduction in your enemies resistance effectiveness. Which in itself is fine and I won’t be touching on that at all in this post. However the information is important for you to know so you understand the changes to the way armour and resistances work later on in this post.
General RVR changes:
  • Siege weapons, and rams are now affected by your realms AAO bonus. They will now deal between 100% damage at 0 AAO and 400% damage at 400% AAO.
  • Scenario queues have changed! if you are queueing as a group, you will now only fight other groups.
  • All warcamps will now have two (2) rank 55 champions at their exits.
  • Scenario guards now have a 200ft aggro range, will only use ranged attacks, and cannot move (they will not wipe an entire group if they are out of 200ft).
  • Keeps now have two door locks, one in the outer gatehouse, and one in the keep lord room. If the attacking realm manages to destroy this lock, the door it controls will open immediately. Defenders will need to be extra vigilent against
    attack!
  • Controlling 3 battle objectives will halt all damage on the keep door. The attacking realm will need to control at least two objectives to continue damaging a keep door. This change forces players to roam continually and actively participate in zone control rather than “waithammering” at a keep door.
  • Controlling all four battle objectives as the attacking realm will cause your ram to deal 10% more damage.
  • Controlling all four battle objectives as the defending realm will cause your door to heal at a rate of 1% every 10 seconds.
The rvr lakes will be widened and in some cases remodeled to allow easier access in tier 4. and will have two new public quests added along with one new battle objective. Existing objectives will be respaced to allow more travel time between them, and causing smaller forces to become more effective against larger ones by forcing them to spread apart.
The new public quests will involve both realms fighting over resources, the winning realm will have access to siege ladders (maximum 2 deployed at a time). Siege ladders may only be deployed by a player in a party or warband. Anyone may purchase a ladder at any time, but cannot use it if:
  • the realm hasn’t won the pq at least once (to
    allow deployment)
  • they are not in a party or warband
Siege ladders may be deployed anywhere along a keep wall, they will act (in reality) as a teleporter from the bottom of the wall to the top, there is no travel time from bottom to top. They will have an HP bar, and can be destroyed.
General Mechanic changes:
The way armour penetration is calculated has changed! Now all careers will benefit from a passive multiplier in the formula based on what type of armour your opponent is wearing.
This multiplier will be:
  • Light armour = (penetration 0.45)
  • Medium armour = (penetration 0.32)
  • Heavy armour = (penetration 0.2)
This makes the armour penetration formula look like this:
  • (<Attacker WS> * (<Attacker rank> / (<Attacker rank> + <Attacker Renown over 80>))) / ((7.5 * <Defender rank>) + 50) * <penetration multiplier>
Likewise the way magical resistances are calculated has now changed! Now all careers will benefit from a passive multiplier in the formula based on what type of armour your opponent is wearing.
This multiplier will be:
  • Light armour = 0.25
  • Medium armour = 0.2
  • Heavy armour = 0.15
this makes the armour penetration formula look like this:
  • <Defender Resistance> / ((<Attacker rank> + <Attacker Renown over 80>) * 8.4) * <Armour Multiplier>
With this change means an overhaul of existing armour sets. All armour sets will be revised in order to allow them to work in the current system. In order to aid this, armour will now be bracketed in order to provide a clearer system. I’ll focus on Tier 4 here.
  • Bracket 1 – Conqueror, Sentinel, Invader, Darkpromise, Tyrant
  • Bracket 2 – Warlord, Sovereign
  • Bracket 3 – Doomflayer, Warpforged
Bracket 1 will all have an armour value of 2800. it will all have the same item level and therefor stat budget of 58. the renown requirement will be staggered from 40-65, the sets will be made so that Conqueror and Sentinel are Defensive, Invader and Darkpromise are Offensive, and Tyrant is hybridised between the two.
Bracket 2 will have an armour value of 3500. it will have the same item level and therefor stat budget of 65. Warlord will need an additional item added to its set, or have its stats revised to contain the same amount of stats as sovereign. Warlord will be Defensive, and sovereign will be Offensive.
Bracket 3 will have an armour value of 4500. it will have the same item level and therefor stat budget of 75. both sets will therefor have their stats severely reduced from current levels, but could have up to 3 additional items added to their sets, and/or include the named weapons as parts of their set bonus. Doomflayer will be defensive, Warpforged will be offensive
The combination of the above changes means that yes… there will still be a balance of power in favour of high renown players in the best gear. However it HEAVILY dampens that balance, allowing players in lower level gear to remain highly
competetive. It also keeps mitigation values largely the same as you progress, so while your stats increase with the gear, so does your enemies armour, but so does your penetration. It’s not overpowering however. This also means that light armour users will gain less use from stacking armour talismans/potions than heavy armour wearers, but the opposite effect happens for resistances.
I’ve set up an interactive spreadsheet here, with instructions at the top of the page, so you can see the difference between now, and under the new system.
General career overhauls:
Bright wizard/Sorcerer
Bright Wizard and sorcerer mechanics have changed, they will no longer have a chance to receive backlash damage. Instead they will have a scaling incoming heal debuff applied to them.
  • At 20 mechanic, 5% heal debuff
  • At 40 mechanic, 10% heal debuff
  • At 60 mechanic, 15% heal debuff
  • At 80 mechanic, 20% heal debuff
  • At 100 mechanic, 25% heal debuff
  • this heal debuff can be applied on top of others. So a second incoming heal debuff would reduce incoming heals to 37.5% at full mechanic.
This change will allow both careers to be less reliant on groups allowing for players to have more freedom to play solo if they choose. However it also forces them to manage their mechanic more closely in group play, as being focused at full
mechanic will be much much harder on their group.
Magus/Engineer
Magus and Engineers will not receive any huge damage boosts. Instead they will have two of their tactics merged with current abilities. This will allow them to become more of a support career that is vital to any group, and will raise their
effectiveness through utility. I’ll list engineers only here, but it should affect magus equally
  • The tactic – Concussive Mine will be merged with napalm grenade. So that anyone within the napalm grenade radius will become disorientated for 10 seconds.
  • The tactic – Proximity alarm will now become a passive ability on all turrets.
  • Burn salve will be revised. It will apply a lower valued resistance buff to all resistances, but will also apply an armour buff. Due to the lowered values, this ability will stack with potions and other buffs, giving magus/engineer a unique place within the game (no other group buffs stack).
Squig Herder/Shadow Warrior
Not so much a career overhaul, as a passive adjustment. Bows will now have a passive +5% armour penetration attached to them. This will be applied during the attacker penetration stage of the formula like this:
  • (<Attacker WS> * (<Attacker rank> / (<Attacker rank> + <Attacker Renown over 80>))) / ((7.5 * <Defender rank>) + 50) * (<penetration multiplier> – <bow multiplier>)
  • Again, for your reference, please check the interactive spreadsheet on how this will affect values. and feel free to PM me on the forum or just write in this thread if you have any questions about it or whatever.
  • That’s all I got for now!
    Thanks for reading.
    edit: updated the penetration multipliers, and did away with mitigation multipliers. it scales much more evenly now. essentially what it means is that because the majority of armour sets will have the same stat budgets, mitigation values will “feel” static as you progress, rather than taking sharp dips or high spikes. it means that low armour careers will get less benefit from stacking armour than high armour careers do. that said, all the armour sets would need their stats redoing, it would be a much more fun game (in my opinion) without such a massive difference in item levels and stats. but you would still get some benefit from leveling past 80 (roughly 0.57% total mitigation less to deal with per renown rank), but it’s not as massive a difference as it currently is.

    the patch that could have changed everything…

    Posted in Warhammer Online - General on December 31, 2010 by bruglir

    This is going to be a long read, brace yourselves!

    patch 1.4 can be seen as a success, or failure. it succeeded in some areas, and failed in others. the ideas were good but the execution is seen as very poor. and to top it all off, many players are just getting fed up of so many little things that they become big things. so i’ve come up with some things that could change it all… i won’t pretend to think i know better than anyone, at the end of the day i still enjoy the game, but i just believe it could be better than it is. and i want to see WAR have the glory it deserves.

    I’m sure there will be many people who would disagree with me, and that’s fine. That’s their right, that’s their prerogative. All I ask of people, who DO disagree with me, is that they be constructive in their feedback of this.

    I should also, probably foreword this by saying it’s extremely unlikely any of this will come to pass. At the end of the day I’m just another player, and I have hope that WAR can be “better” than it already is. As such, the majority of this is based on personal opinion, and although I’ve consulted many (many many) other people about it, it remains my opinion alone.

    That said. If you do agree with it, fantastic, let’s try to publicise it as much as possible, and see if mythic listen and implement some of the things we’re talking about!

    Problems with the game (perceived or otherwise):

    Only 10% of the games total content is available to tier 4
    players.

    You read that correctly… once a player moves up through the games tiers, they lose access to the previous one. By the time you reach tier 4, that’s 3 whole tiers (75%) gone. Of that 25% that’s left, roughly 60% of the remaining play areas are PVE. Bearing in mind that this is a PVP game, advertising huge open world rvr combat, that’s a real shame.

    Casual players constantly fighting hardcore players, and vice versa.

    This is probably one of the biggest problems. It goes far
    beyond such issues as gear which is easily available and renown which can be
    gained by all, in time. Casual players feel they have “no place” in the game,
    currently. As there is no safe haven for them to play in.

    Career balance.

    The rock paper scissors mechanic is pretty broken. Along with every career having too much of everything. Every career feels like it should be a one man army, and very few TRULY rely on group play to be at their best effect. Having realm mirrors that are non-identical is fine, I encourage it. But at least try to build around the fact that everyone must have a weakness, or that they should rely on something other than themselves to be the most effective. Not to mention the obsolescence of some careers down to such simple things as potions. Having a career or careers become “useless” because their primary roles can be replaced by a purchasable item is not a good thing.

    Strength in numbers.

    I fear this problem is persistent in all games, not just WAR. More numbers = more wins. Blobbing/zerging is prevalent. But not just because of career balance, or even the mindset of players. Part of the problem lies in the ease at which a huge number of players can move from one place to another in good time.

    Possible solutions, and reasoning behind them:

    Widen the rvr lakes in tier 4.

    There is really NO reason not to do this. All that would need to be done, is reduce the number of pq’s, or even keep them there but alter them to be rvr pq’s, and change the chapter camps into battle objectives. It’s really not that complicated a solution, but it works on multiple levels.

    Firstly, it stops a large group from being able to be everywhere at once (or at least get from one place to another in a short period of time). This would have more effect on separating the zerg than any other change. Because a smaller force would be able to take any given point, and know that if the enemy were all blobbed up on one spot, the likelihood of them getting to that point in time is slim. It promotes actual skirmish combat, which is what players want.

    And secondly, it allows players to utilize a larger area of the game world that is currently just… not being used.

    Change the tier brackets to function on renown ranks instead of career ranks.

    • Tier 1 = rr0-19
    • Tier 2 = rr15-39
    • Tier 3 = rr35-59
    • Tier 4 = rr55-100

    This would give players a much closer bracket of competition with each other. It allows a larger portion of the game to be played for a longer period of time. Currently players can ascend through all 40 career ranks in under a week. Which leaves months, possibly years (in my case) of playing through tier 4’s same old same old content over and over again. A secondary reason for this is the stat difference between annihilator and warlord, is much much smaller than the difference between warlord, sovereign, and the new doomflayer/warpforged sets.

    Change scenario queuing system.

    Group queues, where possible, should only ever fight other group queues. this would GREATLY aid the pug vs premade problem. pugs are largely built of casual players, but if they’re constantly rolled over by premade groups who literally do nothing but spawn camp for 15 minutes, ignoring objectives in favour of renown. those casual players will just stop playing. I recognise completely that pugs SHOULD get rolled by premades, however what also needs to be recognised is that there MUST be an outlet for casual players. leave the open rvr zones for the pug vs premade fights, but at least give pugs the sanctuary, and premades the competition, of decent scenario queuing.

    Give the general careers an overhaul

    This is an important point, and not one to be taken lightly. I’ve put a lot of thought into how this should work, looking at the current careers, their current roles (or lack their of) and tried my best to come up with something that actually compliments the original intention of “rock < paper < scissors < rock” idea.

    Firstly, potions need to stack with regular buffs. Having utility careers who’s utility is well… useless, because a simple, purchasable in bulk potion can over-write it, is just not on. However, an important amendment to that statement is that they should ONLY stack with GROUP buffs. Players should not be able to drink a strength potion, and then buff their own strength on top of that.

    Secondly, debuffs… let’s talk about them. Why do so many careers have access to so many of them? Especially careers who deal more damage than anyone else having just as many debuffs. It’s not fair and it’s not right, so let’s revise it…

    • Tanks will now have access to heal debuffs. Incoming debuffs will be limited to 2handed spec lines, outgoing debuffs will be limited to sword + shield spec lines.
    • Melee dps will have access to resistance debuffs.
    • Magic ranged dps will have access to armour debuffs.
    • Physical ranged dps will have access to resistance debuffs.
    • Healers will have access to cleanses, and incoming heal
      buffs.
    • Utility careers (magus/engie) will have access to both
      armour, and resistance debuffs, but with lower delve values than others. They
      will also have access to outgoing heal buffs, as well as group damage buffs.

    This system is designed so that no one career can excel on its own. To get the most out of any given career, you need another to compliment it. It allows a lot more freedom to create groups of different setups, with different things in mind. But penalises you for taking a cookie cutter setup every time, because someone else will always find a new setup that beats it.

    General mechanic changes to “hybrids”.

    • Guard – guard can only be used with a shield. However there
      will be a tactic in all tanks 2h mastery trees which grant them a 15% outgoing
      damage bonus.
    • Divine fury – this tactic will be changed so that any healer who uses it will no longer be able to resurrect a fallen ally.

    The reason for those two changes is fairly simple… the combination of guard on a 2 handed tank + a dps careers, is just too great. However, tanks do need a trade off for losing guard. Similarly, healers who want to spec dps should lose their “main” healing ability, of being able to resurrect people.

    And finally, I guess… fix melee healing!

    That’s all for now, I’m sure I’ll have more to say soon. Cheers.

    forum post here, please post.

    your dream 1.4.1 patchnotes…

    Posted in Warhammer Online - General on December 22, 2010 by bruglir

    So after seeing this post on the official WAR forums. I thought about it and thought pretty hard. And decided that of course, anything I suggested would ultimately not happen, but it would still be fun to type up a
    bunch of “fake” patch notes anyway.

    Just to see people’s reactions and stuff.

    It also turned out to be much much longer than I could have posted on the official forum. So I decided to make a blog post about it. Try to bear in mind i don’t know every career inside out, so some careers i’ve
    deliberately missed off just because i don’t know enough about them, and if i’ve added a career that i don’t know much about, it’s quite probably down to “peer pressure” and reading up on the various complaints.

    Here goes!

    General RVR changes:

    • Siege weapons, and rams are now affected by your
      realms AAO bonus. They will now deal between 100% damage at 0 AAO and 400%
      damage at 400% AAO.
    • Scenario queues have changed! if you are
      queueing as a group, you will now only fight other groups.
    • All warcamps will now have two (2) rank 55
      champions at their exits.
    • Scenario guards now have a 200ft aggro range,
      will only use ranged attacks, and cannot move (they will not wipe an entire
      group if they are out of 200ft).

    General balance changes:

    All armour careers have had soft caps implemented on their
    armour and resistance values.

    • Light armour, and robes will now soft cap at 30%
      with the soft cap on resistances increased to 50%
    • Medium armour and medium robes will now soft cap
      at 55% with the soft cap on resistances increased to 45%
    • Heavy armour careers will now soft cap at 70%
      with the soft cap on resistances remaining at 40%.

    Bright Wizard and sorcerer mechanics have changed, they will
    no longer have a chance to receive backlash damage. Instead they will have a
    scaling incoming heal debuff applied to them.

    • At 20 mechanic, 5% heal debuff
    • At 40 mechanic, 10% heal debuff
    • At 60 mechanic, 15% heal debuff
    • At 80 mechanic, 20% heal debuff
    • At 100 mechanic, 25% heal debuff
    • this heal debuff can be applied on top of
      others. So a second incoming heal debuff would reduce incoming heals to 37.5%
      at full mechanic.

    Career changes:

    Disciple of Khaine

    • Rend Soul has been moved to the sacrifice tree
    • A single target, channelled heal has been added
      to the dark rites tree. It is classed as “fragile”, and is almost always
      interrupted.
    • Lifetaps will now have their multipliers
      increased by the amount of soul essence in their resource pool.

    Engineer

    • The hollow-points tactic will now give you an
      additional 15% armour penetration. But you will not gain additional damage as
      before.

    Magus

    • The chaos unleashed tactic will now allow you to
      ignore 10% of your targets resistances instead of gaining a critical chance
      bonus.

    Marauder

    • All abilities may be used regardless of your
      mutation. However if an ability is not designed for the mutation you have, it
      will have a 75% reduction in damage.

    Shadow Warrior

    • All abilities may be used regardless of stance. However
      if an ability is not designed for the stance you are in, it will have a 75%
      reduction in damage.
    • The enchanted arrows tactic will now give you an
      additional 15% armour penetration, but will no longer ignore resistances.

    Squig Herder

    • The clever shootin’ tactic will now give you an
      additional 15% armour penetration, but will no longer grant you an AP bonus.

    Slayer

    • Shatter Limbs has been changed and will now debuff outgoing heals by 50%

    Swordmaster

    • The vauls buffer tactic has been changed. it will now cause Dragons Talon to hit up to 8 additional people around your target.

    Warrior Priest

    • Divine Assault has been moved to the grace tree.
    • A single target channelled heal has been added
      to the path of salvation, it is classed as “fragile” and will almost always be
      interrupted.
    • Lifetaps will now have their multipliers
      increased by the amount of righteous fury in their resource pool.

    White Lion

    • Echoing Roar has been changed, and will now increase the cooldown of all abilities by 5 seconds, to your target and all allies within 30 feet.

    Witch elf

    • For every point of frenzy, you will gain 3% more
      armour penetration.
    • Agonizing wound will now ignore 3000 armour,
      instead of 100%

    Witch hunter

    • For every point of accusation, you will gain 3%
    • more armour penetration.
      Torment will now ignore 3000 armour, instead of
      100%.

    more interesting developments.

    Posted in Warhammer Online - General on December 12, 2010 by bruglir

    well, after reading some forum posts, and some people “just not getting it”. even so far as calling me stupid, and a noob and stuff, for only factoring in KE as a spell, saying that a good dok prehots, and uses other abilities… well that’s cool and all, so i figured i should probably just, you know… factor those in too.

    what i’ll do now, is calculate everything over a period of 15 seconds, as that’s how long our longest hots last. we’ll see how quickly we run out of SE shall we?

    Khaines Vigour

    • 40 SE cost
    • instant cast
    • 15 seconds duration
    • 10 seconds cooldown

    Restore Essence

    • 55 SE cost
    • 0.5 second cast
    • 5 seconds duration
    • no cooldown

    soul infusion

    • 30 SE cost
    • instant cast
    • 15 seconds duration
    • no cooldown

    soul shielding

    • 40 SE cost
    • instant cast
    • 10 seconds duration
    • no cooldown

    khaines embrace

    • 60 SE cost
    • 1 second cast
    • no cooldown

    for the sake of argument we’ll say that the dok in question has yet to enter combat, sees an enemy group coming, and decides to act. he prehots the group with KV. then places 2 hots onto the groups main assist as he’ll be in first, and then pops his group bubble to try and help against that initial hit. after that he can start using KE to pop out some group heals. now, try to remember that CURRENTLY, all of these instant cast abilities could have been used while KE was on cooldown. but now there is no cooldown, and you will have a choice between using a global cooldown on another instant cast hot, or casting another KE. currently if you cast an instant, the GCD would be over just before KE’s cooldown allowing you to chain cast things.

    now it’s different. i’ll use an image to display the new timeline for all this.

     
    now we just have to pray to the gods that we’re all in full sovereign, and that we don’t need to change to other armour types later on in order to keep up with the gear curve. even full sovereign will struggle past the 15 second mark.

    And now for something completely different…

    Posted in Other stuff. on December 11, 2010 by bruglir

    in non-WAR related news, the indie dev team i work for just announced our first title, yippie!

    head over to www.conquesthd.com and check it out!

    interesting developments…

    Posted in Warhammer Online - General on December 11, 2010 by bruglir

    Well well well… we’ve had some exciting/disappointing for some developments from mythic today, in the form of changes to the way dok/wp heals will work in future.

    before i get into that though, i had a comment regarding my last post, i’m sorry the guy doesn’t have a blog, however he does have a twitter, follow him @AndyBursh

    now then, into the nitty gritty. perhapse to break precedent, Steven Engle gave some figures over the core tester IRC channel which i’ve been allowed to share with you all. it’s nothing amazing or fantastical or anything like that. just a “before and after” sort of thing:
    [16:37:08]  so for example if you once healed for 1280, it will be closer to 720ish

    with that in mind, let’s review a few things. firstly, the way Khaines Embrace used to work:

    • 1 second cast time, 1.5 second cooldown = 2.5 seconds between casts (in-theory).
    • 60 SE per cast = 24 SE per second cost
    • 1280 non-crit heal

    and how it’s going to work:

    • 1 second cast time, 0 cooldown, 1.4 second GCD = 1.4 seconds between casts
    • 60 SE per cast = 43 SE per second cost
    • 720 non-crit heal

    so let’s do the usual math bust here. over a period of 10 seconds, in the old ways you could likely have gotten off 4 casts (if there are no interrupts or setbacks). over the course of that 10 seconds, assuming full sovereign + mythic chalice, you could regen up to 220 SE. this would almost negate the cost of the heals, as they would cost 240. you could suppliment this with 1 use of Essence Lash to regen another 45 SE, however it’s un-needed and you’ll get the full 4 over 10 seconds anyway, for a total of 5120 non-crits worth of health in ten seconds

    now… under the new system, you could theoretically cast 7 heals. theoretically.
    now, why is that only a theory? well. first of all, that would cost a whopping 420 SE. you can regen a maximum of 265 if you get an essence lash in there. but even then that takes away one of your heals, as it costs a GCD to use. so now we’re down to 6 heals. those heals are 54% less effective than they used to be too (720 = 56% of 1280). of those 6 heals you only have enough RF to cast 4, and then another on the 11th second. giving you just 2880 worth of non-crit heals over the same 10 seconds.

    this actually gets progressively worse. as the fight goes on, you’ll need to use more abilities to regen your soul essence (yes, even in full sovereign). each of those abilities takes away 1 gcd that you could have used to cast a group heal.

    this has the knock-on effect of causing fewer heals to be cast instead of more, over an extended time period. and for a lower delve value. i actually think this was a clever move, it’s bringing dok/wp heals to where they should be: supportive aoe, leaving “burst” healing to clothie careers.

    edit: some 8 hours later or something… after some ZZ’s.

    it was pointed out to me on the WHA forum that “ZOMG UR MATHS SUCKS!!”, because they correctly pointed out that at the start of a fight, dok/wp have 250 resources at their disposal anyway.  so with that in mind, currently you will run out of SE…. never, you can keep pumping out the heals every 2.5 seconds for ever and ever and ever.

    with the new changes, you’ll run out after 10 seconds, giving you the full 7 heals if you really want to spam them (for a total of 5040 heals) within that 10 seconds. but again as in the above example, you’re out of SE and you have very few ways to reliably regenerate it. really, after the initial hit of a fight, dok/wp are likely to find that their healing suffers a lot purely because they’re used to just spamming a button and everything being ok.

    good players will work around it, but the majority of terribads out there, who are fotm rerollers who played the career so their guild wb could get an ez win? well… they’re gonna get a pretty hard kick in.