Change Mystical Amplification to apply %FCT from all sources

Imported from legacy Flarum.
Original author: Choco (Flarum #391)

Hi,

The current patch changed Mystical Amplification to be not affected by any FCT reduction.
For many people this will feel very weird because we are used to “no casttime”-gameplay and could even lead to some issues in harder content(depth?).

Right now, the only thing to reduce the casting time is the Arch Bishop Skill Sacrament which reduces the fixed casting time by 50%.
My suggestion would be to let any %FCT reduction (limited power booster, fenrir, etc) apply to Mystical Amplification, so we have:
a) a chance to make the gameplay a bit less interruptive again
b) give some meaning to %FCT reduction
c) add consistency to %FCT-Mystical Amp interaction

Let me hear your thoughts on that.

Imported from legacy Flarum.
Original author: jinbou (Flarum #618)

I think it should just work the way it works in the official. If %FCT/Sacrament reduces it in kRO, it should do it here too. Otherwise it shouldn’t.

Since kRO actively makes changes to the balance of skills already, I think it’s unnecessary for MuhRO to make custom changes on top of it, Just following the meta of the officials works fine for now. Custom skill balance changes to pvm could get controversial (and starting with a buff to AM, no matter how small it is, would be controversial for sure, and might be followed by other classes asking for similar small buffs).

Imported from legacy Flarum.
Original author: Choco (Flarum #391)

@jinbou Issue is, we don’t exact data on how the interaction with %FCT is on kro. That’s why i made this suggestion have some consistent behaviour, also compared to overall (all classes) gameplay.

Imported from legacy Flarum.
Original author: Pipo (Flarum #133)

We’re sticking with the offical kRo, obviously your suggestion is just crap. Any change to custom skills will result in having to do the balancing of all the other classes.

https://www.divine-pride.net/database/item/2000/staff-of-destruction-1

Here is one of several gear that, reduces the cast of Mystical Amplification. Enjoy

Imported from legacy Flarum.
Original author: lakadema (Flarum #470)

I wouldnt say choco’s suggestion is crap, but definitely not seeing any future here. If we decide to custom this skill then that would definitely open the gate for every other ‘‘balance’’ suggestion from classes that are way behind AM in terms of dps.

And if there’s doubt about how muh implemented it due to kro mechanics, try finding some source or proof so it can be changed accordingly.

PD: I myself would love they buff ninja’s dmg or make hyper novice shield chain rush much much stronger than the planned balance patch (cuz dmg is really really really bad) but that aint happening.

Imported from legacy Flarum.
Original author: Choco (Flarum #391)

@Pipo Nice tone here. There is no definite data on the %FCT interaction from kro, so the “sticking to official kro” on that part is more of a guess than anything else afaik. Also this change does neither lower AM damage 'nor change the major gameplay. All it does is add a watchtime of ~1s every 60s which just feels like a negative qol-change.

And your proposed item shows that all you didn’t even read the topic throughoutly because I am talking about %FCT here. Meanwhile “Staff of Destruction” reduces VCT of Mystical Amplification.

I didn’t suggest this change to “make AM stronger”, because this “fix” didn’t change anything in dmg/mechanics. All it did was making a class less enjoyable because the general gameflow gets interrupted regularly.

Also I’m not suggesting to revert the change. I am proposing a solution that lowers the disruptive behaviour of this change, while minding the fact that there’s information about the interaction missing and utilizing a stats that’s normally not even used.

Imported from legacy Flarum.
Original author: Sagii (Flarum #369)

I know AM doesnt get much love most of the time. And people team up when it got a nerf or fix, lol. I also know for a longest time that why tf ampli doesnt have casting when I started playing muh, but then I thought its muh not kro. Anyway, I believe %fct should work reducing the casting time of ampli. I play mage class since idk a decade now? I clearly remember that other than Sacra, items or buffs that provides %fct reduces its casting time, but sasly I dont have a proof now. I even remember someone said that if ampli got fix Fenrir card price will be more in demand. I dont think that player speaks none sense but speaks from his exp playing the class. I agree with Choco that this fix is a struggle to AM but remember guys %fct doesnt stack, and the highest out there is 70% and is a mvp card. So mostly its 50% which is idk less than a second reduction on ampli casting. I dont think that is something that is some game breaking tweak. We still have ampli casting time at the end of the day. I agree we want kro official behaviour, but also do not forget we are not kro at all.

Imported from legacy Flarum.
Original author: Kishika (Flarum #378)

I rarely comment about skill change in here, just sometimes additions to smooth the game. I love this server but as a main AM user, this change really impacts me. I know its official behavior, but we’re in a private server and all i want is fun. That’s the main reason i play. Now i have to buff 0.7 sec for every minute and that’s not fun at all.
Imo, if u really want to make like official, do it to all jobs to make it fair. No matter if it effects the damage, gameplay or whatsoever. For example, biolo has double output when crafting or SA tree replace the old tree (idk if its official). When change 1 by 1 like this doesn’t make ppl feel happy. Some may argue that instant MA is unfair, but 0.7 sec EVERY MINUTE is too long.
I don’t recommend to have %fct enabled because it will effect new player that cant afford to buy mvp card but maybe reducing the FCT to 0.3 sec would be fair?

Imported from legacy Flarum.
Original author: Miyu (Flarum #558)

If it already gets reduced by any type of %fct i don’t see a bad reason to have a quality of life to have other %fct to affect this skill as well.

If not possible though, atleast get the staff fixed. (and time to get sacrament on your ab’s again)

Imported from legacy Flarum.
Original author: boembchen (Flarum #264)

@Kishika

It’s like doing random things now.
This is stupid, I don’t like it the way it’s at official servers - we change it ->see production skills

This is fine, even if it’s got a huge qol impact → we just implent it like it’s official and don’t care (for ma)

Imported from legacy Flarum.
Original author: Muh (Flarum #1)

@Kishika SA tree replace the old tree (idk if its official).

just so you know - that one is official.

We’re happy for everyone who posts their opinion, you don’t have to argue or attack each other. Stay on topic

Imported from legacy Flarum.
Original author: jinbou (Flarum #618)

What I dislike the most in this event is how people point at the creator pharmacy skill, which is an old skill biolos don’t even care about, as the reasoning for wanting custom changes to their classes.

The bulk pharmacy feature was only implemented as a solution to an incident where 1 person was hoarding the paramarket and abusing the system. It only worked as a solution for like 1 week anyway, afterwards the hoarder stopped and everyone went back to buying their alcohol from the paramarket. I bet 99% of biolos never used bulk pharmacy and wouldn’t even notice it if it was removed from the game today. We only use bionic pharmacy which has no custom changes (and was fixed/nerfed recently just like MA). And besides, an out-of-combat activity like pharmacy is in a completely different category and shouldn’t be treated the same as MA, which is always used during combat as it’s one of the best buff skills in the game.

The pharmacy bulk option seemed like a harmless change to promote the usage of an obsolete skill at first, but we now see how even such a miniscule change can cause a chain reaction by making the other classes point at it and demand custom skill balance for themselves. Which is exactly why going custom on an actual combat skill like mystical amp would make things worse in my opinion.

I think the best solution would be to clarify that craft skills are an exception and no custom changes to other skills. Or if it comes down to that, I wouldn’t even mind it if the bulk pharmacy QoL change was reverted, better than everyone wanting a custom change to their favorite skills.

Also funny how the argument was “we don’t know the interaction in the officials anyway so it’s fine” at first, but changed to “biolo has custom changes too so it’s fine” when proofs indicating that the current implementation is correct showed up.

Imported from legacy Flarum.
Original author: Muh (Flarum #1)

@jinbou Just to clarify we always had planned to implement bulk creation and many are still missing and will be added.
But we pushed that a bit because of the issues regarding paramarket - crafting skills have been on the “needs QoL”-List from the beginning of the server.

Imported from legacy Flarum.
Original author: Muh (Flarum #1)

We don’t plan to add any further change than the one applied today, which enabled %FCT from all buffs, but not equip.