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    Results 1 to 10 of 28
    1. #1
      MeganFrostFlame's Avatar
        MeganFrostFlame is offline Journeyman Wizard

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      Updated Insane Bolt Spell

      The new Insane Bolt change released with last nights patch:
      Name:  Picture 2021-04-27 17-31-57.jpg
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      Cosmic Pyromancer | Ravenwood Alumnus | Arcanum Liason | PvP Veteran
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    2. #2
      JaredSpellFrost's Avatar
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      Thumbs down Re: Updated Insane Bolt Spell

      Hmm, I'm not sure how I feel about this. On one hand, Insane Bolt truly encapsulated the essence of Storm being a high risk, high reward spell. But on the other hand, it could be incredibly strong in PvP if it landed.

      But this updated version is clearly worse. 80% of the time you'll be removing THREE of your opponents shields at once. I get that Diviners need utility to take care of shields, but this is simply too much. The potential backlash in no way fair compensation for this insanely OP utility. Unlike DoTs which give opponents ample time to react, this spell takes out three or more shields in a single round, which is blatantly imbalanced.


      It's weird that this spell change wasn't in the Spring Update with everything else, it would have been nice for KingsIsle to give the community time to review the spell instead of randomly springing it on us..


      "Yet like a bad case of athlete's foot you just kept coming back." -Cosmos
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    3. #3
      Dylan Windwalker's Avatar
        Dylan Windwalker is online now Legendary Wizard

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      Re: Updated Insane Bolt Spell

      Awww I liked the original spell (I probably would have made a storm just for that original insane bolt just for trolling purposes). Honestly this spell isn't insane enough... it should be renamed "Less-than-Insane Bolt"

      But in all seriousness, Kingsisle really could have just increased the pips of the Original Insane Bolt by one (ideally more but 3 would make it less spammable) or lowered the damage or increased the likelihood of getting self-damage but Noooooooooooooooooo let's make an entirely new spell right out of the blue and make more problems for ourselves. Like seriously? We already know Kingsisle doesn't actually test out their spells in PvP Matches with players but like not introducing this during Test Realm? That's a whole new level of blatant (hilarious) failure...
      Last edited by Dylan Windwalker; 4-27-21 at 7:18:01 PM.

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    4. #4
      Torpzun26's Avatar
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      Re: Updated Insane Bolt Spell

      Quote Originally Posted by JaredSpellFrost View Post
      Hmm, I'm not sure how I feel about this. On one hand, Insane Bolt truly encapsulated the essence of Storm being a high risk, high reward spell. But on the other hand, it could be incredibly strong in PvP if it landed.

      But this updated version is clearly worse. 80% of the time you'll be removing THREE of your opponents shields at once. I get that Diviners need utility to take care of shields, but this is simply too much. The potential backlash in no way fair compensation for this insanely OP utility. Unlike DoTs which give opponents ample time to react, this spell takes out three or more shields in a single round, which is blatantly imbalanced.


      It's weird that this spell change wasn't in the Spring Update with everything else, it would have been nice for KingsIsle to give the community time to review the spell instead of randomly springing it on us..

      It's a 20% chance to backfire with each strike, actually. It's been a hot minute since I did any sort of binomial probability, but there should actually be a 48.8% chance that at least one of the bolts hits the caster, and a 10.4% chance that they get hit with multiple bolts.

    5. #5
      Patrick FairyStalker's Avatar
        Patrick FairyStalker is offline Master Wizard
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      Re: Updated Insane Bolt Spell

      @Torpzun26 is correct.

      I forgot how to do binomial probability as well but we love online calculators lol. Here are the chances:

      Hits on Opponent Hits on Self Chance
      3 0 51.2%
      2 1 38.4%
      1 2 9.6%
      0 3 0.8%
      Last edited by Patrick FairyStalker; 4-27-21 at 7:31:43 PM.

    6. #6
      Dylan Windwalker's Avatar
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      Re: Updated Insane Bolt Spell

      Cool... MATH

      Honestly 10.4% is way too low, that's essentially nothing. Getting hit once is barely life threatening for a storm considering how much damage the spell does and even that is a fairly low percentage. Imo, the risk isn't high enough for that kind of spell, personally I'd put it that each bolt has a 50% of hitting self each time...
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    7. #7
      firemaniac221's Avatar
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      Re: Updated Insane Bolt Spell

      Quote Originally Posted by Dylan Windwalker View Post
      Awww I liked the original spell (I probably would have made a storm just for that original insane bolt just for trolling purposes). Honestly this spell isn't insane enough... it should be renamed "Less-than-Insane Bolt"

      But in all seriousness, Kingsisle really could have just increased the pips of the Original Insane Bolt by one (ideally more but 3 would make it less spammable) or lowered the damage or increased the likelihood of getting self-damage but Noooooooooooooooooo let's make an entirely new spell right out of the blue and make more problems for ourselves. Like seriously? We already know Kingsisle doesn't actually test out their spells in PvP Matches with players but like not introducing this during Test Realm? That's a whole new level of blatant (hilarious) failure...
      They could just call it "Sane Bolt"

      Ratbeard stated recently that he wanted to change I-Bolt, so we knew this was coming (I'll link the vid below). Basically he said he would like to simply make it No PvP and be done with it, but that would unfairly lost Storm a spell. He also comments on a discussion he had with @Eric Stormbringer, on how Storm's "random spells" (which I-Bolt was the pinnacle of) should be adjusted to become inefficient to highly efficient. New Insane Bolt seems to accomplish that.

      I'm uncertain how I feel about this. It's interesting, and I never used it before, so eh. I probably still won't use it.

      He starts talking about Insane Bolt at 5:05. (video belongs to Ayo Ciggars, who has several recordings of Ratbeard talking about the game audits)



      Interestingly, Ratbeard also comments on minion changes. Both to the minions themselves and their associated spells (blade, shield, etc).
      I'm a wizard.

    8. #8
      Fredwardo's Avatar
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      Re: Updated Insane Bolt Spell

      REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEE

      please why, the old one was like one of my fav spells, anyway they could revert it and just make a new spell and call it Crazy Bolt or something

      AMAMAZING SIGGY MADE BY THE BEAUTIFUL EMERALD GEM OF LIGHT

    9. #9
      Happy Fun Ball's Avatar
        Happy Fun Ball is offline Legendary Wizard
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      Re: Updated Insane Bolt Spell

      Instead of a last ditch hail mary type spell, now it's a shield breaker, similar to a DoT or hydra. But being storm, there's that degree of randomness in it where it could knock off a bunch of shields on that shield stacker or just one. Of course, the backfire isn't instant death anymore, so there isn't nearly the risk in using it. And being a storm damage spell now, it will take advantage of blades and bubbles and auras. The enchantment is like hydra in that it splits the damage into thirds.

    10. #10
      Robobot1747's Avatar
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      Re: Updated Insane Bolt Spell

      Quote Originally Posted by JaredSpellFrost View Post
      Hmm, I'm not sure how I feel about this. On one hand, Insane Bolt truly encapsulated the essence of Storm being a high risk, high reward spell. But on the other hand, it could be incredibly strong in PvP if it landed.

      But this updated version is clearly worse. 80% of the time you'll be removing THREE of your opponents shields at once. I get that Diviners need utility to take care of shields, but this is simply too much. The potential backlash in no way fair compensation for this insanely OP utility. Unlike DoTs which give opponents ample time to react, this spell takes out three or more shields in a single round, which is blatantly imbalanced.


      It's weird that this spell change wasn't in the Spring Update with everything else, it would have been nice for KingsIsle to give the community time to review the spell instead of randomly springing it on us..

      Honestly who even puts up three shields of the same type? Against any other school you'd get overtimed and lose them all. I did the math and the expected damage value to your opponent is around 264 on an open shot (so around Lightning Bats level but a chance to hit yourself) and through one 70% shield it's 196 vs bats' 79.5. Most DOT spells take out two of your shields before you have a chance to react anyway (initial hit + first tick) and this doesn't leave anything on you to break shields you cast later. I would rate this spell as "playable," not anywhere near "overpowered" though.
      "Fire can be quenched. Storms can dissipate. Myths can simply be forgotten. But Death... Death is constant. Death has existed long before you came to be and it will exist long after it takes you."

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