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Thread: on the subject of nano init

  1. #1

    on the subject of nano init

    I am sure that somewhere, somehow it was deemed a good idea to arrange things so that nano init had NO effect upon recharge of nano's...

    what I do not understand, is the why?

    was this done in beta?

    I ask because, the best you can hope for is "instacast" of heals (MA comes to mind) followed by a brutally slow recharge (which init *could* help, but doesnt) and it makes MA heals more of a tool of last resort than it need be...

    Every profession who uses nano's in battle would benefit from nano init affecting recharge...considering how high the recharges are, you could never achieve 1/1 on most spells (although some Nukes come to mind) and asking funcom to fix recharges on some but not all professions is single minded and greedy at best...

    vision enhancers reduce nano init even further (this affects attack, more nano init needed) but does not affect recharge (as if it could be worse)...

    This decision was made so long ago i have yet to find any information on the board about it, and i wasnt here for the beta, which is when it must have occured....it leaves nano init a broken skill (and any person who pvp's ...ick, hate pvp... and does NOT cast will scream bloody murder, every class who uses combat nano's however would cheer)....there are too many nanos to individually edit all but the nukes to 1 recharge, not that i expect something like that would happen...but come on...7.0 or greater recharge on a heal? that no IP spent can help? wtf? that cant be right....
    ..Krok

  2. #2
    Imagine, what would happen if the doc's heals are not only insta-cast, but with <1.0 recharge as well. Can you say 'overpowered' ?

  3. #3

    i cant see it

    mainly because other classes (advents and MA's heals) would also benefit..and mob's dont appear to even use nano init, and cast non stop..but instead on a "time table" where they cast every so often or under certain circumstances..

    doc mobs would remain the pain in the butt they are, and after the ranged init nerf/buff (really depends on who's shoes youre standing in) the doc init debuffs are going to be outrageously overpowered...

    for those who don't know, scopes/implants/buffs/debuffs do not currently affect recharge on melee/psysical/ranged inits (and who knows about nano? i dont believe theyre effected)...after this is "fixed" (i personally hate that word, it nearly always involves a nerf) doc init debuffs will utterly shut you down, instead of slowing you to the point of unplayability...

    thus before you could keep banging away, albeit very slowly, with recharge uneffected...it sucked, and if the situation was anything like dangerous, fleeing was in order upon the debuff..

    now (after the "fix" is implimented) doc init debuff will shut you down, cant be broken, cant be shot off, fleeing is the only resort, unless you can just stand there and take damage for the full duration of the debuff....no word as of yet if they will...ug..."fix" this problem and the few others brought up by the init "fix"

  4. #4
    No word on doc debuff fix, true.

    But the melee/phys/ranged init fix is very different from nano inits not affecting recharge.

    N. Init has NEVER affected recharge. If this is a bug, I'd be very surprised.

    On the other hand, weapon recharge is currently only affected by IP spent. This is a bug, according to Cz, and is due for fix in 14.6.

    N. Init modifying recharge would require changing the recharge times on ALL nanos to rebalance them.

    Chain-rooting is evil enough right now; imagine if I could get it down to 0/0 so only nanopool is a limit?

    How about an NT who can insta-cast VE at 0/0, and just chains it until you die?

    There are good reasons that nano recharges work as they do; remember, weapons cap, nano attack doesn't.

    MA heals are SUPPOSED to be worse than doc/adv heals. The recharge bit enforces this.
    Gunned down the young. Now old, crotchety, and back.

  5. #5
    MA heals are supposed to be third-rate. That's the tradeoff you have to make for being the damage and evasion kings.

    Boo freaking hoo, said the doctor while shooting with his rifle (20.0 skill) and getting pounded on by the RM enf (12/16/12 evades).

    The best damage for Docs is, you guessed it, MA. And it's a light blue skill for us, with all the supporting skills (Parry, Brawl, Dimach) being dark blue. So cry somewhere else, baby.

    P.S. I don't think ANYONE wants NSD to be a 1/1 nano, except for maybe MPs.

  6. #6
    You cant instant cast nanos.
    My OMHH has now with my 550 NI 0/1.2 (2.7/1.2 with 0 NI)
    Now you think I could cast OMHH each 1.2 sec? NO
    Every time when I see the recharge line disappearing and I try to cast it again, the button isnt ungrey, the anomation not finished and I always get the message:
    Wait for current nanoprogram execution to finish..

    Its annoying that you cant even execute the nano when the former execution is actually finished.

    I increased my NI with a Recompiler to 914, but the result is the same.

    I guess the actual speed is at 0/3.0 - 10 healings in 30 seconds, I cant get more - no chance. I tried it. At least for soldiers you cant execute nanos faster than 0/3.0 (maybe 0/2.8 with a better computer and better reaction )
    No need to PHEAR ME! anymore - Im gone

  7. #7
    Id like it to affect recharge say to a max of 50% of the origonal recharge time?
    Jeremiah 'Ramat' Carmichael. Luckiest NT alive because hes married to 'Meraise'
    Master Nano Programmer on call. Writter of 'Jeremiahs Comprehensive Nano-Technician Guide'
    Damon 'Screwz' Gabriel. Master QFT and CL specialist on call. 1250+ in QFT/CL , other tradeskills also.
    Member of Illuminati
    Originally posted by Cz
    WT*?! I take Friday off to play AO from Thursday to Monday morning, and Atlantean is down! Gaaaaah! FRUSTRATION CAPS! *bangs head on keyboard* {Edited by moderator: Watch it Cz!!} *bangs keyboard on monitor*

  8. #8

    Arrow

    Nano Init affecting recharge? Without rebalancing every nano in the game, its not going to happen.

    The 'casting animation' blocking casting has been acknowledged as unintended though I'm not aware of any fix timescale.
    "Do not try and catch the hamster... that's impossible. Instead only try to realize the truth... There is no hamster, only a deadbeat rollerat..."

    [Social] Means: I don't think we removed any bosses because of bad pathing...there wouldnt be any left if we did :P

    AO Character Skill Emulator and Character Parser and AO Implant Layout Helper

  9. #9

    Talking

    My trader would love to be able to cast a drain every second though, heheh

  10. #10
    Slight reduce would be ok, like 0.2 secs per 200 Nano Init. Any further then that and it would become overpowering.

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