Change 6546

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```Originally Posted : Fri Nov 03 12:29:04 2023
Posted by : Marisil
Title : Herbalist Refactor
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Greetings,

Herbalist utmahi poison and blowgun functionality has
been reworked in an effort to prevent out-of-room DoT
cheese, while also removing the hard cap that had been
introduced at first for addressing said cheese.

- The hard cap on utmahi poison level has been removed
and a diminishing returns curve is now used instead.
In the interest of full transparency, the curve can
be seen here:

https://www.wolframalpha.com/input?i=log%28x%5E%28x%5E0.48%29%29+from+1+to
+1000
Each elapsed round of poison damage wil lower the
curve slightly. Out-of-room poison damage is still
reduced by 33%, just like it used to be.

** This formula may be tweaked depending on what we
observe as players try it out **

- The "apply" skill is no longer actively used to
poison darts. When the Herbalist uses the
"shoot poison at target" syntax, the dart will be
automatically poisoned with the chosen herb. The
level of the poisoning will be randomized as per the
usual Tsu skill-roll logic (i.e. based on the level
of the Herbalist's "apply" skill).

- Since darts are now auto-poisoned when fired from
the blowgun, the dart indicator in the Herbalist's
HP line has been simplified to only show the count
of darts.

- The maximum duration for utmahi poison has been
reduced from 10 rounds to 6.

** This may be tweaked depending on what we
observe as players try it out **

- Utmahi dose may now be stacked, deending on the
character level of the Herbalist. The formula for
maximum doses on a single target is:
2 + (Herbalist_total_level / 10)
Stacking doses increases the damage-per-round but
also reduces the total duration by one round per
stack. Adding another dose to a target resets the
"rounds elapsed" counter to one, thus refreshing
the countdown even though the max duration is
lowered. The idea is that this stacking method can
be used to "front-load" the poison damage instead
of waiting for a longer period of time for all the
damage of individual doses to run their course.
Each stack beyond the first is added at 1/2 its
actual strength. i.e. if the first dose was 300
and you added another dose of 300, the total poison
level on the target would then be 450.

** These formulas may be tweaked depending on what
we observe as players try it out **

- Firing a dart from the blowgun nowimmobilizes the
Herbalist for one round while he recovers his breath.
Firing two unpoisoned darts in one round will only
immobilize for one round, not two, however.

- Two bugs were fixed in the process of working on
this:

1. Using the blowgun no longer gives the target
a free round of combat hits (this was happening
even when the Herbalist was already in combat
with the target). Like all other hitback, the
target will get one and only one strike *if*
the blowgun is used on the target outside of
combat.

2. Using the blowgun no longer checks intimidate
against targets that the Herbalist is already
fighting. Previously it *always* had to
overcome intimidate, thus sometimes preventing
the Herbalist from shooting a target that was
already attacking him in combat.

```