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Post by Amairgen on Sept 12, 2018 13:58:12 GMT -8
Okay . . I've now got around to looking at Meditation because I heard it mentioned a couple of times but . . I need to understand exactly what/where/why the the lump hits the drain *maybe bad analogy*
So . . is the problem: 1) The completely random chance the skill can be used? 2) The Armor interference with trying to use it? 3) The fact that moving stops the Meditation? 4) The speed at which it regains Mana? 5) Other . . need clarification.
Thanks
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Post by Lucian Kaine on Sept 12, 2018 14:21:44 GMT -8
So I'm speaking only from my experience and the era in which I am familiar with. Meditation, once GM; rarely ever failed when used. Currently, with 120 Meditation; I fail to Meditate 95% of the time...the 5% success rate is only when I have at least 80-90% of my mana regenerated/unused. Anything less than that and I will fail to use the skill (Meditate) 100% of the time. So next, I remember when used successfully, Meditation required you to stand still without movement and without being interrupted by melee and or spell damage. I have been told that this is not the case for eras similar to this one. Supposedly Meditation is supposed to allow for mana regen even when moving/in combat. Logically thinking - Meditation requires a deep uninterrupted peaceful trance, so I don't see how it could allow for a mana regen buff during movement/combat. Sure that would be nice, but it just doesn't make sense to me. I've also been told that the way it works here currently, is that just having the skill (without actually using it) allows for faster mana regen...the more skill points devoted, the faster your mana regenerates. I have Meditation on two out of my three Mage oriented templates. I don't see any difference in mana regen over time between the characters that do have it and the one that doesn't. Maybe I'm just not paying enough attention...or maybe its because I haven't pulled out my handy dandy stop watch and actually tested it lol.
For me, I would just like to see the chance for successfully Meditating change. With 120 skill points devoted, I should be able to successfully Meditate at least one out of the 2-3 times I attempt with low mana, 0-40+.
Just to clarify - I wear full leather (not studded) suits on all of my characters...I'm old school so I'm very familiar with how the meditation skill works when it corresponds to armor. I played in either all leather or nearly naked with just a kilt, half apron, sandals and a straw hat on in my day. (yes, the traditional PK look lol.)
Thanks, -Lucian
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Post by alk760 on Sept 12, 2018 15:34:42 GMT -8
Success chance at any level is way lower than we remember. Back when we ran 700 skill point builds but liked to squeeze in 8-9 skills I would lower meditation to 40 on some characters and it was still usable just a much slower regen rate.
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Post by Amairgen on Sept 12, 2018 15:57:39 GMT -8
Okay . . obviously I am open to ideas but just so everyone knows . . here are my thoughts. I express this for discussion and am not saying this is how it will be.
1) At the moment the Meditation script Success rate is more or less a random role of the dice which to me seems on the 'lame' side. Also, I support the concept that the better you are at something the more likely your chance to succeed. For those reasons I support changing it.
So . . I suggest it should be forced for a success chance as follows: -if Meditation skill >= 120 then 99% chance to succeed -if Meditation skill >= 90 then 90% chance to succeed -if Meditation skill >= 80 then 80% chance to succeed -if Meditation skill >= 70 then 70% chance to succeed -if Meditation skill >= 60 then 60% chance to succeed -if Meditation skill >= 50 then 50% chance to succeed -if Meditation skill >= 40 then 40% chance to succeed -if Meditation skill less than 40 then 39% chance to succeed
Meditation as the name suggests is something that would involve comfort and peace of mind. Granted . . those better at it could achieve it in less pleasant circumstances. But . . still . .
2) I think the heavy metal Armor influence should remain as is.
3) I think that Active Meditating while fighting things (dragons etc) or running for your life . . should not be possible.
4) I think making the Gains on the basic skill faster would negate the value of Spellcasted Regen Properties . . so I favour leaving that one alone too.
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Post by Lucian Kaine on Sept 12, 2018 16:04:28 GMT -8
Yes, Yes and more Yes! Thank you!
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Post by alk760 on Sept 13, 2018 4:26:19 GMT -8
Exactly what you said Amairgen is what it sould be.
Success chance based on skill. Metal was always harder if not imposible to med threw.
Active Meditation please just remove it.
Skill gains? or regen points recieved based on skill? Either way i dont think it was an issue.
having a better success chance and removing "Active Meditating" is all it really needs.
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Post by Figger on Sept 13, 2018 9:08:09 GMT -8
Does focus play a part in it? Meditation increases mana regeneration and Focus increases mana and stamina regeneration. Also if you are holding a weapon or shield that in not medable, that could ruin meditation from working.
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Post by alk760 on Sept 13, 2018 14:25:44 GMT -8
focus is seperate and has a lower mana regen rate but the 2 skill work together
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Post by Lucian Kaine on Sept 13, 2018 16:30:56 GMT -8
You're correct about the weapon and/or shield Figger….unless of course both have Spell Channeling. Every Mage knows this is a must if playing a hybrid Mage template.
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