{"id":573,"date":"2005-08-08T15:06:43","date_gmt":"2005-08-08T15:06:43","guid":{"rendered":"http:\/\/random-average.com\/?p=573"},"modified":"2005-08-08T15:06:43","modified_gmt":"2005-08-08T15:06:43","slug":"fire-tank-i5-test-server-musing","status":"publish","type":"post","link":"http:\/\/randomaverage.com\/index.php\/2005\/08\/fire-tank-i5-test-server-musing\/","title":{"rendered":"Fire Tank: i5 Test Server musing"},"content":{"rendered":"<blockquote><p>\n* Increased the recharge time of Burn (about x4. Decreased its damage (about 25%). Also, current iteration of the AI has mobs fleeing Burn asap, and cannot be taunted back.<\/p><\/blockquote>\n<p>Messed around with this a bit on Test server.  This info will be most useful to folks who have such tankers, useless otherwise:<\/p>\n<p><!--more--><br \/>\n1. Burn actually takes (a bit? a few seconds?) *longer* to come back than Ice Patch which, untweaked, lasts 30 seconds and recharges in 40 (with a 10 second downtime, natch).  Therefore, what you&#8217;re looking at with Burn is a 10 second uptime followed by a 35-second downtime, whereas it&#8217;s pretty much perma now.<br \/>\n2. Damage-per-tick is reduced 25%.  I can still take out a pack of white-cons with one burn&#8230; but I&#8217;ve got flame burst (or whatever it&#8217;s called) running in there too, so YMMV.<br \/>\n3. The info in #1 and #2 = net reduction in damage output of 81.25% in perfect conditions.  Pretty nasty.  One recharge reduction in Burn gets it down to where it&#8217;s coming back as &#8220;fast&#8221; (air quotes) as Ice Patch, and in theory going 3 dam\/3 rch rdx would get you to the point where you could &#8220;open&#8221; and &#8220;close&#8221; a fight with Burn, at the cost of probably another 5-7% damage, net (ie.: the tics would each do about half what they do on Live right now, and you&#8217;d get the burn out about a third as often.<br \/>\n3a. At THIS point, the power shifts from a &#8216;must have&#8217; to a &#8216;if it suits my playstyle&#8217;.  I think, at this point, if they stopped here, it would be a GOOD move toward balancing the power. Seriously.  I dunno if I&#8217;d keep it or not &#8212; it&#8217;d be neither better nor worse than other powers available to me in my Primary and Secondary, and I think that ultimately, that&#8217;s sort of what you want your power sets to be.  I&#8217;ve played around on live with this change by simply firing off Burn only when Ice Patch comes up, and the effective change is that I can take the same baddies down &#8212; it just takes longer &#8212; about as long as any OTHER tank, especially with the proposed i5 changes.  Perfect, right?<br \/>\nBut of course, they didn&#8217;t stop there. \ud83d\ude42<br \/>\n4. Absent any compelling reason to stick around, any baddies on the Burn patch will take about one second (three ticks) of damage, then (when I&#8217;m ALONE) run back out to ranged attack distance and shoot at me from there.  I know they kind of do that in i4, but it&#8217;s NOTHING like it is now.  Triple-layered taunts (Taunt and two different attack punch-vokes) didn&#8217;t keep them ON the patch and couldn&#8217;t bring them back (best part: they back up JUST far enough to be out of range of your local punchvokes! \ud83d\ude42 )  I&#8217;ve heard that if you&#8217;re fighting with a team the baddies also change targets, but I haven&#8217;t had a chance to test that yet &#8212; hoping Amorpha (or whoever) will want to to pick up some non-debt with me in the near future and find out.<br \/>\nThis part really makes it a bit stupid for most tankers to take Burn: the mobs basically start acting like they do with Rain of Fire &#8212; scatter &#8212; last thing in the world a tank wants.  Now, I happen to have Ice Patch, which will keep them from running away so this fear-change is a &#8216;meh&#8217; for me, but other than that SPECIFIC build, there&#8217;s literally no other secondary power in any tanker set that makes Burn worth it &#8212; plan to perma-team with a controller with group-holds or immob, I guess.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>* Increased the recharge time of Burn (about x4. Decreased its damage (about 25%). Also, current iteration of the AI<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[4],"tags":[],"class_list":["post-573","post","type-post","status-publish","format-standard","hentry","category-mmos"],"_links":{"self":[{"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/573","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/comments?post=573"}],"version-history":[{"count":0,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/573\/revisions"}],"wp:attachment":[{"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/media?parent=573"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/categories?post=573"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/tags?post=573"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}