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		<title>Change 6546 - Revision history</title>
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		<updated>2026-04-15T06:16:27Z</updated>
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		<id>http://w.thebigwave.net/wiki/index.php?title=Change_6546&amp;diff=15406&amp;oldid=prev</id>
		<title>Krule: Created page with &quot;```Originally Posted : Fri Nov 03 12:29:04 2023 &lt;br&gt;Posted by : Marisil &lt;br&gt;Title : Herbalist Refactor &lt;br&gt;----------------------------------------&lt;br&gt;Greetings,&lt;br&gt;&lt;br&gt;Herbal...&quot;</title>
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				<updated>2023-11-03T12:29:05Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;```Originally Posted : Fri Nov 03 12:29:04 2023 &amp;lt;br&amp;gt;Posted by : Marisil &amp;lt;br&amp;gt;Title : Herbalist Refactor &amp;lt;br&amp;gt;----------------------------------------&amp;lt;br&amp;gt;Greetings,&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Herbal...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;```Originally Posted : Fri Nov 03 12:29:04 2023 &amp;lt;br&amp;gt;Posted by : Marisil &amp;lt;br&amp;gt;Title : Herbalist Refactor &amp;lt;br&amp;gt;----------------------------------------&amp;lt;br&amp;gt;Greetings,&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Herbalist utmahi poison and blowgun functionality has&amp;lt;br&amp;gt;been reworked in an effort to prevent out-of-room DoT&amp;lt;br&amp;gt;cheese, while also removing the hard cap that had been&amp;lt;br&amp;gt;introduced at first for addressing said cheese.  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;- The hard cap on utmahi poison level has been removed&amp;lt;br&amp;gt;  and a diminishing returns curve is now used instead.&amp;lt;br&amp;gt;  In the interest of full transparency, the curve can&amp;lt;br&amp;gt;  be seen here:&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;https://www.wolframalpha.com/input?i=log%28x%5E%28x%5E0.48%29%29+from+1+to&amp;lt;br&amp;gt;+1000&amp;lt;br&amp;gt;  Each elapsed round of poison damage wil lower the&amp;lt;br&amp;gt;  curve slightly.  Out-of-room poison damage is still&amp;lt;br&amp;gt;  reduced by 33%, just like it used to be.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;  ** This formula may be tweaked depending on what we&amp;lt;br&amp;gt;     observe as players try it out **&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;- The &amp;quot;apply&amp;quot; skill is no longer actively used to &amp;lt;br&amp;gt;  poison darts.  When the Herbalist uses the&amp;lt;br&amp;gt;  &amp;quot;shoot poison at target&amp;quot; syntax, the dart will be&amp;lt;br&amp;gt;  automatically poisoned with the chosen herb.  The&amp;lt;br&amp;gt;  level of the poisoning will be randomized as per the&amp;lt;br&amp;gt;  usual Tsu skill-roll logic (i.e. based on the level&amp;lt;br&amp;gt;  of the Herbalist's &amp;quot;apply&amp;quot; skill).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;- Since darts are now auto-poisoned when fired from&amp;lt;br&amp;gt;  the blowgun, the dart indicator in the Herbalist's&amp;lt;br&amp;gt;  HP line has been simplified to only show the count&amp;lt;br&amp;gt;  of darts.&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;- The maximum duration for utmahi poison has been&amp;lt;br&amp;gt;  reduced from 10 rounds to 6.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;  ** This may be tweaked depending on what we&amp;lt;br&amp;gt;     observe as players try it out **&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;- Utmahi dose may now be stacked, deending on the&amp;lt;br&amp;gt;  character level of the Herbalist.  The formula for&amp;lt;br&amp;gt;  maximum doses on a single target is:&amp;lt;br&amp;gt;  2 + (Herbalist_total_level / 10)&amp;lt;br&amp;gt;  Stacking doses increases the damage-per-round but&amp;lt;br&amp;gt;  also reduces the total duration by one round per &amp;lt;br&amp;gt;  stack.  Adding another dose to a target resets the&amp;lt;br&amp;gt;  &amp;quot;rounds elapsed&amp;quot; counter to one, thus refreshing &amp;lt;br&amp;gt;  the countdown even though the max duration is &amp;lt;br&amp;gt;  lowered.  The idea is that this stacking method can&amp;lt;br&amp;gt;  be used to &amp;quot;front-load&amp;quot; the poison damage instead &amp;lt;br&amp;gt;  of waiting for a longer period of time for all the&amp;lt;br&amp;gt;  damage of individual doses to run their course.&amp;lt;br&amp;gt;  Each stack beyond the first is added at 1/2 its &amp;lt;br&amp;gt;  actual strength.  i.e. if the first dose was 300 &amp;lt;br&amp;gt;  and you added another dose of 300, the total poison &amp;lt;br&amp;gt;  level on the target would then be 450.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;  ** These formulas may be tweaked depending on what &amp;lt;br&amp;gt;     we observe as players try it out **&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;- Firing a dart from the blowgun nowimmobilizes the&amp;lt;br&amp;gt;  Herbalist for one round while he recovers his breath.&amp;lt;br&amp;gt;  Firing two unpoisoned darts in one round will only&amp;lt;br&amp;gt;  immobilize for one round, not two, however.&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;- Two bugs were fixed in the process of working on&amp;lt;br&amp;gt;  this:&amp;lt;br&amp;gt;  &amp;lt;br&amp;gt;  1. Using the blowgun no longer gives the target&amp;lt;br&amp;gt;     a free round of combat hits (this was happening&amp;lt;br&amp;gt;     even when the Herbalist was already in combat&amp;lt;br&amp;gt;     with the target).  Like all other hitback, the&amp;lt;br&amp;gt;     target will get one and only one strike *if*&amp;lt;br&amp;gt;     the blowgun is used on the target outside of&amp;lt;br&amp;gt;     combat.&amp;lt;br&amp;gt;     &amp;lt;br&amp;gt;  2. Using the blowgun no longer checks intimidate&amp;lt;br&amp;gt;     against targets that the Herbalist is already&amp;lt;br&amp;gt;     fighting.  Previously it *always* had to &amp;lt;br&amp;gt;     overcome intimidate, thus sometimes preventing &amp;lt;br&amp;gt;     the Herbalist from shooting a target that was &amp;lt;br&amp;gt;     already attacking him in combat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; ```&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Category:Changes_Board]]&lt;/div&gt;</summary>
		<author><name>Krule</name></author>	</entry>

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