Punch Reversal Catch Slam

53 posts · 2008-06-13 19:23:18 to 2008-06-18 04:46:01

#36300467380 06/13/2008 19:23:18 Punch Reversal Catch Slam

10 Re-Use Timer : Interlock Accuracy Boost 20 : 40 IS Cost : D.P.S. 21 : 100% chance of powerless.

The only other move that has a 100% chance to powerless (without states) that I know of is Zone of Powerless/Vector which is in hacker.

Also, the only other move in operative tree that has a 100% powerless chance is Freedom to Joints which is a sneak attack.

This move can be used technically every 3 rounds, and from what I've experienced has a high chance of going through. One move that can be compared slightly to this is Pistol Barrage from the Duelist tree, which has very similar stats except for one thing.

10 Re-Use Timer : Interlock Accuracy Boost 15 : 30 IS Cost : D.P.S. 18 : 40% chance of powerless.

60% chance is a big difference, so why exactly was PRCS made to be so much more powerful than the other move? There's no other ability that I can think of that can be used in interlock so often that has a 100% chance of powerless without a state, probably because there isn't one, not to mention spammed to hell which is annoying because when it does go through, often in interlock you have a move queued, and thus you become powerless'd and even though your move didn't even get a chance to roll you just lose IS regardless.

I mean, everything else is fine about it. But I honestly don't see the problem with lowering the powerless chance to 40% or 50%.

#36300467381 06/13/2008 19:24:30 Re:Punch Reversal Catch Slam
THREAD HIJACK

Reminds me that Full Auto Redux shouldn't be an out-of-interlock move.

In before rabble rabble.
#36300467382 06/13/2008 19:29:35 Re:Punch Reversal Catch Slam
Zudrag wrote:
THREAD HIJACK

Reminds me that Full Auto Redux shouldn't be an out-of-interlock move.

In before rabble rabble.

I agree. Considering you're using SMGs which attack faster than any other weapon in the game, with speed/Clamors, not to mention the move having the highest D.P.S. in the entire Ballistics branch. It's a spam-fest with that move as well.
#36300467399 06/13/2008 20:25:25 Re:Punch Reversal Catch Slam
ITT: Zudrag and Ballak are serious.
#36300467406 06/13/2008 21:24:59 Punch Reversal Catch Slam
Ballak wrote:
60% chance is a big difference, so why exactly was PRCS made to be so much more powerful than the other move?
Because it's a higher level move, and higher level moves, by design, are better.

Though I do agree that if you have a move cued up and are made powerless you shouldn't lose the IS. But that bug shouldn't really justify nerfing PRCS.
#36300467410 06/13/2008 21:44:11 Punch Reversal Catch Slam
Pylat wrote:
Ballak wrote:
60% chance is a big difference, so why exactly was PRCS made to be so much more powerful than the other move?
Because it's a higher level move, and higher level moves, by design, are better.

Though I do agree that if you have a move cued up and are made powerless you shouldn't lose the IS. But that bug shouldn't really justify nerfing PRCS.

Freedom to Joints is a very high level move, but how many people do you see use that? Honestly, the level of abilities don't mean that much. Wrist Throw is a high level move and is outdamaged by Sidekick Combo let alone plenty of other ability, and the IS cost behind the move is so costly for average damage that no one ever uses it. Making a move that has a high chance to hit, along with a GUARANTEED powerless WITHOUT a state, is ridiculous even if it is a high level move.

Also, I understand that you're like a career Hacker, so like with Logic Bomb/Barrage etc., yes in a way, what you say is true, but in the operative tree a lot of moves are used simultaneously (Hell I use Iron Guard and Overhand Smash occasionally) and thus while some may do more damage/effects than others, I believe that they should be balanced and not simply just, "SINCE IT IS LEVEL 48 ABILITY, YOU SHOULD BE GIVEN GOD MODE AND ROCKET LAUNCHERS THAT NOT ONLY SHOOT ROCKETS, BUT LAZORS."

#36300467413 06/13/2008 21:47:51 Re:Punch Reversal Catch Slam
Let's all use Ghost strike, it's a much better move than Leg Sweep.

Right?
#36300467416 06/13/2008 21:56:20 Re:Punch Reversal Catch Slam
I see no problem with FAR due to the fact that it takes so long to complete and it requires a state to use.

Powerless, however, is almost too powerful an effect as it is, and a move that causes it 100% of the time is crazy.  Then again, that's partially coming from someone who uses Karate a good portion of the time and would love to have more useful moves in the Karate tree... heh
#36300467418 06/13/2008 22:03:12 Re:Punch Reversal Catch Slam
Shinryu wrote:
I see no problem with FAR due to the fact that it takes so long to complete and it requires a state to use.

Probably because you're not as active in PVP. A person gets an attack on you every 2.5 seconds, as opposed to a standard round of roughly 5 seconds. Every time they hit you, they have a 30% chance to get a state on you, such as dazed. Ontop of that, people that use SMGs always use the Clamor, so there's that 15% chance to stun with each hit. That, coupled with a move that has the strength of a sniper shot is pretty deadly. It does not take THAT long to pull of a Full Auto Redux out of interlock, it's about the same as a hack with a slightly longer firing animation than average.
#36300467421 06/13/2008 22:07:55 Re:Punch Reversal Catch Slam
Zudrag wrote:
Let's all use Ghost strike, it's a much better move than Leg Sweep.

Right?
Ghost strike allows you to stay invisible after using it, that's the big advantage of it and that's why it costs more IS. But for a more simple example, lets compare Drop Kick and Punt.

Drop Kick: 20 IS, 52 DPS, no acc bonus. 2.6 DPS per 1 IS.
Punt: 40 IS, 170 DPS, +80 CT Bonus. 4.25 DPS per 1 IS.

Now if you ask me Punt, The higher level ability, is a heck of a lot better than Drop kick.

I see people use Freedom to Joints rather often when fighting hackers actually. PRCS is not a god mode attack, if it was so God like (As you imply) every MA would be spamming it all over the place, yet they aren't.
#36300467426 06/13/2008 22:17:25 Re:Punch Reversal Catch Slam
Pylat wrote:
Zudrag wrote:
Let's all use Ghost strike, it's a much better move than Leg Sweep.

Right?
Ghost strike allows you to stay invisible after using it, that's the big advantage of it and that's why it costs more IS. But for a more simple example, lets compare Drop Kick and Punt.

Drop Kick: 20 IS, 52 DPS, no acc bonus. 2.6 DPS per 1 IS.
Punt: 40 IS, 170 DPS, +80 CT Bonus. 4.25 DPS per 1 IS.

Now if you ask me Punt, The higher level ability, is a heck of a lot better than Drop kick.

I see people use Freedom to Joints rather often when fighting hackers actually. PRCS is not a god mode attack, if it was so God like (As you imply) every MA would be spamming it all over the place, yet they aren't.

Who the *CENSORED* even loads Freedom To Joints? Like I said, like Hacker, the Stealth attack abilities are tiered just like the hacker abilities. MA is a complete different story. A lot of abilities are on different timers, thus using them in different times regardless of their level is very common.

MKTs being the highest base accuracy class in the game, and hackers having dozens of interlock penalties, the only thing you'd have to worry is about DoTs and that Viral Accuracy Boost that lasts like 2-3 rounds in interlock.

I'm not sure where you've been, Pylat, but I see PRCS happen all the time. Anyone who doesn't use it in a full MA load out is seriously missing out. 

#36300467427 06/13/2008 22:22:10 Re:Punch Reversal Catch Slam
FAR is friggin' impossible to pull off. Crappy accuracy with dual SMGs piled on short range piled on long-arse "cast" time piled on again more crappy accuracy means I'm lucky if I pull off more than one in every three shots, or my target has crappy ballistic defense. In that case, I better hope they have suckish ballistic resistance as well or I'm never doing more than 800 damage, 600 if they see me coming and load up on resistance (if they just don't move out of range like everyone else). On my good days, around 1.2k+ damage with frequent states and hits.

But I'm not here for FAR. For PRCS (lulz perks), I would support a drop in DPS to 11 to balance out its strengths. If I absolutely hated the move (which I don't - I don't see MAs use that on me all that much) I would also demand it require the Staggered state.
#36300467428 06/13/2008 22:28:33 Re:Punch Reversal Catch Slam
I'm well aware of how timers work for the different classes. The simple fact remains that PRCS is a high level ability. It's Damage is very low for the IS you pay, the big advantage of it is the powerless, which is only 1 round of IL. Granted the bug which means you lose your IS anyway does make it annoying, but that bug is not justification to nerf the ability.

The devs even say that they use an equation to calculate abilities based on various aspects of it compared to the abilities level. Wrist throw has a very high IS cost cause the chance to stun is very good. I'm not saying that the equation is perfect, but it's what the devs work with.

If you find you're completely ruined in IL cause someone can powerless you then you should probably work on your loadout and try find ways to counter PRCS.
#36300467433 06/13/2008 22:37:13 Re:Punch Reversal Catch Slam
Pylat wrote:
I'm well aware of how timers work for the different classes. The simple fact remains that PRCS is a high level ability. It's Damage is very low for the IS you pay, the big advantage of it is the powerless, which is only 1 round of IL. Granted the bug which means you lose your IS anyway does make it annoying, but that bug is not justification to nerf the ability.

The devs even say that they use an equation to calculate abilities based on various aspects of it compared to the abilities level. Wrist throw has a very high IS cost cause the chance to stun is very good. I'm not saying that the equation is perfect, but it's what the devs work with.

If you find you're completely ruined in IL cause someone can powerless you then you should probably work on your loadout and try find ways to counter PRCS.

Please tell me an efficient way to counter someone while you're getting powerless'd spammed?
#36300467434 06/13/2008 22:50:43 Re:Punch Reversal Catch Slam
ZippyTheSquirrel wrote:
FAR is friggin' impossible to pull off. Crappy accuracy with dual SMGs piled on short range piled on long-arse "cast" time piled on again more crappy accuracy means I'm lucky if I pull off more than one in every three shots, or my target has crappy ballistic defense. In that case, I better hope they have suckish ballistic resistance as well or I'm never doing more than 800 damage, 600 if they see me coming and load up on resistance (if they just don't move out of range like everyone else). On my good days, around 1.2k+ damage with frequent states and hits.

But I'm not here for FAR. For PRCS (lulz perks), I would support a drop in DPS to 11 to balance out its strengths. If I absolutely hated the move (which I don't - I don't see MAs use that on me all that much) I would also demand it require the Staggered state.

Since you're not here for FAR, I kind of have to reject your suggestion for PRCS, because no one would ever use a Stated Move just for 100% powerless if you only get 11 DPS... lol. WDD can do well over 1000 damage, and it's a 100% for powerless. Stated with high damage is fine, but PRCS is not stated, and it does 100% powerless.
#36300467438 06/13/2008 23:04:53 Re:Punch Reversal Catch Slam
Ballak wrote:
Pylat wrote:
I'm well aware of how timers work for the different classes. The simple fact remains that PRCS is a high level ability. It's Damage is very low for the IS you pay, the big advantage of it is the powerless, which is only 1 round of IL. Granted the bug which means you lose your IS anyway does make it annoying, but that bug is not justification to nerf the ability.

The devs even say that they use an equation to calculate abilities based on various aspects of it compared to the abilities level. Wrist throw has a very high IS cost cause the chance to stun is very good. I'm not saying that the equation is perfect, but it's what the devs work with.

If you find you're completely ruined in IL cause someone can powerless you then you should probably work on your loadout and try find ways to counter PRCS.

Please tell me an efficient way to counter someone while you're getting powerless'd spammed?
Sit on grab/block and wait for them to *CENSORED* all their IS away cause they can't do much damage with it. Failing that change to grab/block every 4th round after you learn the timing to their PRCS.
#36300467440 06/13/2008 23:11:12 Re:Punch Reversal Catch Slam
Pylat wrote:
Ballak wrote:
Pylat wrote:
I'm well aware of how timers work for the different classes. The simple fact remains that PRCS is a high level ability. It's Damage is very low for the IS you pay, the big advantage of it is the powerless, which is only 1 round of IL. Granted the bug which means you lose your IS anyway does make it annoying, but that bug is not justification to nerf the ability.

The devs even say that they use an equation to calculate abilities based on various aspects of it compared to the abilities level. Wrist throw has a very high IS cost cause the chance to stun is very good. I'm not saying that the equation is perfect, but it's what the devs work with.

If you find you're completely ruined in IL cause someone can powerless you then you should probably work on your loadout and try find ways to counter PRCS.

Please tell me an efficient way to counter someone while you're getting powerless'd spammed?
Sit on grab/block and wait for them to *CENSORED* all their IS away cause they can't do much damage with it. Failing that change to grab/block every 4th round after you learn the timing to their PRCS.
So while you sit on block or grab, your opponent has a higher chance to hit you. This is because all Martial Arts special moves have a bonus to their accuracy when used in interlock. So while you're sitting on grab, doing little damage, or block, doing a whopping Zero damage, they have a pretty good chance of hitting you with a few special attacks that do quite a bit of damage (As the majority of people tactic switch). Your IS would probably be full or become full very quickly from such tactics, and thus you would be wasting time sitting on block for the most part.

So both your damage and overall ability to hit is seemingly crippled by concentrating on beating just one move. Does that seem reasonable to you?
#36300467443 06/13/2008 23:23:14 Re:Punch Reversal Catch Slam
Did I say you sit on grab or block the whole time? No. So stop putting words in my mouth and then arguing against a point I never made.

Actually on grab or block you get a whopping 30%-50% bonus to defense, which is far better than the CT bonus from special moves. Meanwhile your opponent is doing a massive 200-300 damage with PRCS and losing mounds of IS. If they are spamming it they will use it every 4th round. So just change to block every fourth round.

You seem to work under the assumption that it will hit EVERY time they use it, which is untrue. With hacker stats on block I manage to stop about half the PRCS's that come my way.
#36300467446 06/13/2008 23:31:06 Re:Punch Reversal Catch Slam
Pylat wrote:
Did I say you sit on grab or block the whole time? No. So stop putting words in my mouth and then arguing against a point I never made.

Actually on grab or block you get a whopping 30%-50% bonus to defense, which is far better than the CT bonus from special moves. Meanwhile your opponent is doing a massive 200-300 damage with PRCS and losing mounds of IS. If they are spamming it they will use it every 4th round. So just change to block every fourth round.

You seem to work under the assumption that it will hit EVERY time they use it, which is untrue. With hacker stats on block I manage to stop about half the PRCS's that come my way.

Did I say you said to sit on grab or block the whole time?

Oh, no. I didn't. Fancy that.

And while a "Whopping" defense bonus as that is, your damage output is again lowered seemingly significantly over that move. You have less of a chance to hit, your opponent would catch on very quickly to your tactic and would just mix up their moves a little bit. So you trade Damage significantly and Accuracy slightly less significantly for a Decent lump of Defense % bonus. Overall, that doesn't seem efficient. Defense theory defeated.
#36300467451 06/13/2008 23:39:57 Re:Punch Reversal Catch Slam
All you asked if for a way to counter it, I gave you one. If you change to block and they miss their PRCS, Tahdah! You aren't powerless and can resume spamming attacks at one another, not only that but you gained 10 IS and they lost 40. I'm pretty sure you came out better off out of that exchange. What you are demanding now is something completely different, in which you want me to tell you to not only stop it from hitting but also do more damage than it. You cannot have both, the most reliable way to stop it from hitting is to use block, if you spam a move back you are more likely to be hit by it. Even if you are hit while blocking you gain IS and won't lose it from having a move cued up and losing the IS from that. Overall using block is the most effective way to counter PRCS. I never said it was perfect, if you want a perfect counter attack that always works against this move I advise you to stop asking, there is no way to perfectly counter an attack in this game.

Secondly, if the player learns your tactics and starts mixing up their moves it means that they are no longer, by definition, spamming PRCS at you cause they are no longer using it at every available opportunity.

PRCS is overpowered theory has been defeated.
#36300467489 06/14/2008 05:41:36 Re:Punch Reversal Catch Slam
Since aikido has generally buffs and effects and low damage I think just lower PRCS as Zippy said. It's a countermeasure for those who use aikido. Maybe increase the reuse timer to 14 seconds so it can't be spammed. Similar ability in the kung fu section is butterfly which also rarely misses and has a chance to confuse (worse than powerless in IL) and in karate wrist throw (which is yet to be balanced), which has a chance to stun. 40 IS for low dps and 100% powerless seems all fair to me (I haven't used that move in over a half year).
#36300467508 06/14/2008 07:46:33 Re:Punch Reversal Catch Slam
If the move does little to no damage and the powerless state only lasts for the round you used it in, it becomes essentially an annoyance tactic OR a defense tactic should YOU be put on a state as it would prevent the opponent from using a more powerful move that they've been waiting for on you. Just keep the DPS low.

Edit: That being said, how low is low enough, I'm not sure. Preferably around Cheap Shot damage, I might say. And forget what I said about requiring Staggered state. Truthfully I was thinking more about FAR when I wrote that little ditty in. ;O
#36300467517 06/14/2008 08:56:32 Re:Punch Reversal Catch Slam
PRCS does little more damage than a normal attack, the only reason it seems to do respectable damage is people tactic switch with it.
#36300467521 06/14/2008 09:32:11 Re:Punch Reversal Catch Slam
The Leo wrote:
Since aikido has generally buffs and effects and low damage I think just lower PRCS as Zippy said. It's a countermeasure for those who use aikido. Maybe increase the reuse timer to 14 seconds so it can't be spammed. Similar ability in the kung fu section is butterfly which also rarely misses and has a chance to confuse (worse than powerless in IL) and in karate wrist throw (which is yet to be balanced), which has a chance to stun. 40 IS for low dps and 100% powerless seems all fair to me (I haven't used that move in over a half year).
They are all rather below average DPS moves, that have a "chance" to do a certain effect. Confuse for Kung Fu, Stun for Karate, but it's a 100% chance with Aikido. You can buff the damage or lower the IS cost or w/e to balance out the fact that I honestly think the chance to powerless is way too high. A 100% guarantee is just silly for a non-state move.
#36300467592 06/14/2008 16:01:07 Re:Punch Reversal Catch Slam
Ive never had a problem with prcs being spammed, since its damage is only around that of iron guard, so a damage reduction would actually make it pretty pointless, especially since aikido only has 1 other non state ability.
#36300467594 06/14/2008 16:29:24 Re:Punch Reversal Catch Slam
Ballak wrote:
Pylat wrote:
I'm well aware of how timers work for the different classes. The simple fact remains that PRCS is a high level ability. It's Damage is very low for the IS you pay, the big advantage of it is the powerless, which is only 1 round of IL. Granted the bug which means you lose your IS anyway does make it annoying, but that bug is not justification to nerf the ability.

The devs even say that they use an equation to calculate abilities based on various aspects of it compared to the abilities level. Wrist throw has a very high IS cost cause the chance to stun is very good. I'm not saying that the equation is perfect, but it's what the devs work with.

If you find you're completely ruined in IL cause someone can powerless you then you should probably work on your loadout and try find ways to counter PRCS.

Please tell me an efficient way to counter someone while you're getting powerless'd spammed?
Just my two cents: FAR is perfectly fine the way that it is, because the timer for it to activate/low accuracy make it a coin toss in 1v1 fighting. Most of the time it's going to miss, but the person can backpeddle away from it as well.

I've also not experienced any problem getting powerless spammed in MA fights. Most of the time the powerless lasts long enough to just get you out of your rhythm momentarily - and not do any real damage. You're not going to be able to have a person in interlock, powerlessed, perpetually. It also requires a mandatory major in Aikido, which most people don't prefer anyway.
#36300467621 06/14/2008 17:48:33 Re:Punch Reversal Catch Slam
This move is an awfully big IS eater for me,spamming it even if successful burns your is quickly .The only times i've seen it used successfully is someone using a mix of it and sitting on grab waiting for off balance to Tomo.
#36300467640 06/14/2008 19:17:07 Re:Punch Reversal Catch Slam
Marias wrote:
Ballak wrote:
Pylat wrote:
I'm well aware of how timers work for the different classes. The simple fact remains that PRCS is a high level ability. It's Damage is very low for the IS you pay, the big advantage of it is the powerless, which is only 1 round of IL. Granted the bug which means you lose your IS anyway does make it annoying, but that bug is not justification to nerf the ability.

The devs even say that they use an equation to calculate abilities based on various aspects of it compared to the abilities level. Wrist throw has a very high IS cost cause the chance to stun is very good. I'm not saying that the equation is perfect, but it's what the devs work with.

If you find you're completely ruined in IL cause someone can powerless you then you should probably work on your loadout and try find ways to counter PRCS.

Please tell me an efficient way to counter someone while you're getting powerless'd spammed?
Just my two cents: FAR is perfectly fine the way that it is, because the timer for it to activate/low accuracy make it a coin toss in 1v1 fighting. Most of the time it's going to miss, but the person can backpeddle away from it as well.

I've also not experienced any problem getting powerless spammed in MA fights. Most of the time the powerless lasts long enough to just get you out of your rhythm momentarily - and not do any real damage. You're not going to be able to have a person in interlock, powerlessed, perpetually. It also requires a mandatory major in Aikido, which most people don't prefer anyway.

#1 I'm sure you've heard of Mikecool3.

#2 Also, why is it that the other moves that are in the same position on the other branches that have similar effects of powerless/confuse/stun do not hit 100% of the time? Their damage is I believe only minimally better but that's because of the low damage of Aikido, yet high defense.

#36300467660 06/14/2008 21:20:59 Re:Punch Reversal Catch Slam
Suicidal Butterfly makes you confused, which is worse than powerless and does a significantly higher amount of damage. Same with EFK, that stuns, which is again a worse effect than being powerless and does a huge amount of damage. Wrist throw stuns, and stuns quite often in my experience, though nearly everyone agrees it needs to be tweaked.
#36300467665 06/14/2008 21:37:56 Re:Punch Reversal Catch Slam
Pylat wrote:
Suicidal Butterfly makes you confused, which is worse than powerless and does a significantly higher amount of damage. Same with EFK, that stuns, which is again a worse effect than being powerless and does a huge amount of damage. Wrist throw stuns, and stuns quite often in my experience, though nearly everyone agrees it needs to be tweaked.

How? I thought they all just disabled you from using a special ability the round in which you're basically pacified with one of these states. I think their intentions were different for each state in CR1, but I honestly don't see the big difference between these three states now.
#36300467667 06/14/2008 21:43:15 Re:Punch Reversal Catch Slam
Confuse stops you from even changing tactics (Speed, power, grab, block) and give you a CT downgrade. Stun stops you from using special moves and also give you a CT downgrade.
#36300467677 06/14/2008 22:34:04 Re:Punch Reversal Catch Slam
Pylat wrote:
Confuse stops you from even changing tactics (Speed, power, grab, block) and give you a CT downgrade. Stun stops you from using special moves and also give you a CT downgrade.


After a quick test-run. You're right, you get a -20 CT bonus from Stun (which in IL only affects your normal interlock rounds), but I couldn't find anything regarding Confuse besides the switch tactics. It's in essence, from what I could tell, a powerless that doesn't allow you to switch tactics, which honestly from the intentions of the game's combat system really shouldn't let you switch tactics anyways because "technically" that's an exploit that somehow is accepted because it's used so often.

Even so, that doesn't change the fact that these happen less than half the time (30% on Suicidal, and unknown for the Wrist Throw, but still not 100% as we know it), as opposed to the 100% PRCS. Wrist Throw has 31 DPS with a 65 IS cost, Suicidal with a 35 IS cost and 25 DPS, and PRCS totalling in at 21 DPS and a 40 IS cost. The only thing that seems a little off is the huge jump of IS cost with Wrist Throw, with Kung Fu having Average, Karate having Above Average, and Aikido having Below Average damage which is normal in the differences for the trees. PRCS also has the highest Interlock Accuracy boost of all three of them, at 20 compared to WT 18, and SBF 7 (lol). It just amazes me how this move has a 100% chance to powerless as opposed to the lower percentages (SBF being 30% which is very low compared the 70% increase of PRCS) of the others.

It just doesn't seem like to me the huge increase in percentage is compensating for one round in which you can't tactic switch or you might possibly lose due to a negative CT debuff (not like you'd be doing any abilities to tactic switch anyways, unless you're just sitting on block which wouldn't matter or grab, which again wouldn't matter. I actually don't see why you'd want to change especially for MA when it's just grabpowergrabpower with the ability spam. It's rare for people to go for states once they've gone past the initial going into interlock round.).

#36300467717 06/15/2008 04:57:34 Re:Punch Reversal Catch Slam
Ballak wrote:
Pylat wrote:
Confuse stops you from even changing tactics (Speed, power, grab, block) and give you a CT downgrade. Stun stops you from using special moves and also give you a CT downgrade.


After a quick test-run. You're right, you get a -20 CT bonus from Stun (which in IL only affects your normal interlock rounds), but I couldn't find anything regarding Confuse besides the switch tactics. It's in essence, from what I could tell, a powerless that doesn't allow you to switch tactics, which honestly from the intentions of the game's combat system really shouldn't let you switch tactics anyways because "technically" that's an exploit that somehow is accepted because it's used so often.

Even so, that doesn't change the fact that these happen less than half the time (30% on Suicidal, and unknown for the Wrist Throw, but still not 100% as we know it), as opposed to the 100% PRCS. Wrist Throw has 31 DPS with a 65 IS cost, Suicidal with a 35 IS cost and 25 DPS, and PRCS totalling in at 21 DPS and a 40 IS cost. The only thing that seems a little off is the huge jump of IS cost with Wrist Throw, with Kung Fu having Average, Karate having Above Average, and Aikido having Below Average damage which is normal in the differences for the trees. PRCS also has the highest Interlock Accuracy boost of all three of them, at 20 compared to WT 18, and SBF 7 (lol). It just amazes me how this move has a 100% chance to powerless as opposed to the lower percentages (SBF being 30% which is very low compared the 70% increase of PRCS) of the others.

It just doesn't seem like to me the huge increase in percentage is compensating for one round in which you can't tactic switch or you might possibly lose due to a negative CT debuff (not like you'd be doing any abilities to tactic switch anyways, unless you're just sitting on block which wouldn't matter or grab, which again wouldn't matter. I actually don't see why you'd want to change especially for MA when it's just grabpowergrabpower with the ability spam. It's rare for people to go for states once they've gone past the initial going into interlock round.).

Comparing it yeah it seems Wrist throw and PRCS should be rebalanced. However that last comment is completely inaccurate for good MAs, which is why syntax has the worst MAs.
#36300467752 06/15/2008 09:35:52 Re:Punch Reversal Catch Slam
The Leo wrote:
Ballak wrote:
Pylat wrote:
Confuse stops you from even changing tactics (Speed, power, grab, block) and give you a CT downgrade. Stun stops you from using special moves and also give you a CT downgrade.


After a quick test-run. You're right, you get a -20 CT bonus from Stun (which in IL only affects your normal interlock rounds), but I couldn't find anything regarding Confuse besides the switch tactics. It's in essence, from what I could tell, a powerless that doesn't allow you to switch tactics, which honestly from the intentions of the game's combat system really shouldn't let you switch tactics anyways because "technically" that's an exploit that somehow is accepted because it's used so often.

Even so, that doesn't change the fact that these happen less than half the time (30% on Suicidal, and unknown for the Wrist Throw, but still not 100% as we know it), as opposed to the 100% PRCS. Wrist Throw has 31 DPS with a 65 IS cost, Suicidal with a 35 IS cost and 25 DPS, and PRCS totalling in at 21 DPS and a 40 IS cost. The only thing that seems a little off is the huge jump of IS cost with Wrist Throw, with Kung Fu having Average, Karate having Above Average, and Aikido having Below Average damage which is normal in the differences for the trees. PRCS also has the highest Interlock Accuracy boost of all three of them, at 20 compared to WT 18, and SBF 7 (lol). It just amazes me how this move has a 100% chance to powerless as opposed to the lower percentages (SBF being 30% which is very low compared the 70% increase of PRCS) of the others.

It just doesn't seem like to me the huge increase in percentage is compensating for one round in which you can't tactic switch or you might possibly lose due to a negative CT debuff (not like you'd be doing any abilities to tactic switch anyways, unless you're just sitting on block which wouldn't matter or grab, which again wouldn't matter. I actually don't see why you'd want to change especially for MA when it's just grabpowergrabpower with the ability spam. It's rare for people to go for states once they've gone past the initial going into interlock round.).

Comparing it yeah it seems Wrist throw and PRCS should be rebalanced. However that last comment is completely inaccurate for good MAs, which is why syntax has the worst MAs.
Syntax has the worst MAs, yet really there is no way to compare the difference between Recursion or Vector to Syntax, so technically although you may find that true to yourself, that's just your personal opinion from a tournament rarely anybody shows up to anymore probably because they don't care about being the best MA ever, imo (no offense). At least on Syntax.
#36300467766 06/15/2008 10:01:07 Re:Punch Reversal Catch Slam
Ballak wrote:
The Leo wrote:
Ballak wrote:
Pylat wrote:
Confuse stops you from even changing tactics (Speed, power, grab, block) and give you a CT downgrade. Stun stops you from using special moves and also give you a CT downgrade.


After a quick test-run. You're right, you get a -20 CT bonus from Stun (which in IL only affects your normal interlock rounds), but I couldn't find anything regarding Confuse besides the switch tactics. It's in essence, from what I could tell, a powerless that doesn't allow you to switch tactics, which honestly from the intentions of the game's combat system really shouldn't let you switch tactics anyways because "technically" that's an exploit that somehow is accepted because it's used so often.

Even so, that doesn't change the fact that these happen less than half the time (30% on Suicidal, and unknown for the Wrist Throw, but still not 100% as we know it), as opposed to the 100% PRCS. Wrist Throw has 31 DPS with a 65 IS cost, Suicidal with a 35 IS cost and 25 DPS, and PRCS totalling in at 21 DPS and a 40 IS cost. The only thing that seems a little off is the huge jump of IS cost with Wrist Throw, with Kung Fu having Average, Karate having Above Average, and Aikido having Below Average damage which is normal in the differences for the trees. PRCS also has the highest Interlock Accuracy boost of all three of them, at 20 compared to WT 18, and SBF 7 (lol). It just amazes me how this move has a 100% chance to powerless as opposed to the lower percentages (SBF being 30% which is very low compared the 70% increase of PRCS) of the others.

It just doesn't seem like to me the huge increase in percentage is compensating for one round in which you can't tactic switch or you might possibly lose due to a negative CT debuff (not like you'd be doing any abilities to tactic switch anyways, unless you're just sitting on block which wouldn't matter or grab, which again wouldn't matter. I actually don't see why you'd want to change especially for MA when it's just grabpowergrabpower with the ability spam. It's rare for people to go for states once they've gone past the initial going into interlock round.).

Comparing it yeah it seems Wrist throw and PRCS should be rebalanced. However that last comment is completely inaccurate for good MAs, which is why syntax has the worst MAs.
Syntax has the worst MAs, yet really there is no way to compare the difference between Recursion or Vector to Syntax, so technically although you may find that true to yourself, that's just your personal opinion from a tournament rarely anybody shows up to anymore probably because they don't care about being the best MA ever, imo (no offense). At least on Syntax.
That's an oppinion of 10 people I know, and the purpose of the tourneys was to see which server had best players.

Anyhow since after 5 threads about rebalancing wrist throw and yet no effect I doubt this will happen either (too tired of talking to the wall, so don't really care anymore).
#36300467771 06/15/2008 10:08:43 Re:Punch Reversal Catch Slam
The Leo wrote:
Ballak wrote:
The Leo wrote:
Ballak wrote:
Pylat wrote:
Confuse stops you from even changing tactics (Speed, power, grab, block) and give you a CT downgrade. Stun stops you from using special moves and also give you a CT downgrade.


After a quick test-run. You're right, you get a -20 CT bonus from Stun (which in IL only affects your normal interlock rounds), but I couldn't find anything regarding Confuse besides the switch tactics. It's in essence, from what I could tell, a powerless that doesn't allow you to switch tactics, which honestly from the intentions of the game's combat system really shouldn't let you switch tactics anyways because "technically" that's an exploit that somehow is accepted because it's used so often.

Even so, that doesn't change the fact that these happen less than half the time (30% on Suicidal, and unknown for the Wrist Throw, but still not 100% as we know it), as opposed to the 100% PRCS. Wrist Throw has 31 DPS with a 65 IS cost, Suicidal with a 35 IS cost and 25 DPS, and PRCS totalling in at 21 DPS and a 40 IS cost. The only thing that seems a little off is the huge jump of IS cost with Wrist Throw, with Kung Fu having Average, Karate having Above Average, and Aikido having Below Average damage which is normal in the differences for the trees. PRCS also has the highest Interlock Accuracy boost of all three of them, at 20 compared to WT 18, and SBF 7 (lol). It just amazes me how this move has a 100% chance to powerless as opposed to the lower percentages (SBF being 30% which is very low compared the 70% increase of PRCS) of the others.

It just doesn't seem like to me the huge increase in percentage is compensating for one round in which you can't tactic switch or you might possibly lose due to a negative CT debuff (not like you'd be doing any abilities to tactic switch anyways, unless you're just sitting on block which wouldn't matter or grab, which again wouldn't matter. I actually don't see why you'd want to change especially for MA when it's just grabpowergrabpower with the ability spam. It's rare for people to go for states once they've gone past the initial going into interlock round.).

Comparing it yeah it seems Wrist throw and PRCS should be rebalanced. However that last comment is completely inaccurate for good MAs, which is why syntax has the worst MAs.
Syntax has the worst MAs, yet really there is no way to compare the difference between Recursion or Vector to Syntax, so technically although you may find that true to yourself, that's just your personal opinion from a tournament rarely anybody shows up to anymore probably because they don't care about being the best MA ever, imo (no offense). At least on Syntax.
That's an oppinion of 10 people I know, and the purpose of the tourneys was to see which server had best players.

Anyhow since after 5 threads about rebalancing wrist throw and yet no effect I doubt this will happen either (too tired of talking to the wall, so don't really care anymore).
I could go in a long rant about how those tournaments do exactly opposite of that, but since this thread isn't about Hidden or his tournament, we'll just leave it at that, 'k?
#36300467920 06/15/2008 23:25:48 Re:Punch Reversal Catch Slam
Pylat wrote:
I see people use Freedom to Joints rather often when fighting hackers actually. PRCS is not a god mode attack, if it was so God like (As you imply) every MA would be spamming it all over the place, yet they aren't.
As a hacker with a fair amount of PvP time under her belt I have to say I've seen the exact opposite of what Pylat says here.  No one ever uses FtJ against me but certain MAs like to constantly shut me down with PRCS.  It's not insurmountable, but 100% does seem somewhat too much.  I wouldn't advise dropping it to 40 or 50 as Ballak suggested but 70% should be about right. 
#36300467955 06/16/2008 03:19:49 Re:Punch Reversal Catch Slam
I can see what you are getting at Ballak, but the reason I see for the 100% powerless is because of the defensive nature of the aikido tree. The damage is low, comparatively,  and the powerless is short, as a user of aikido I would support a slightly longer re-use timer for it, but apart from that I see no other problem, as it has been said, aikido is made up predominantly of state requiring moves, so when in IL the 2 helpful moves until you state your opponent are maki-otoshi (only if you are against another MA) and PRCS, then you rely mostly on the other MA tree or just regular IL rounds depending on your LO. However if you check the trees, most of the good, non-state MA specials are on the same side as PRCS, eg; EFK, therefore if you spam EFK you aren't getting off any really decent MA specials, and, again, given the defensive nature of aikido I don't think it's a very useful tactic.

To answer your comment/slightly rhetorical q about Freedom to Joints, it's never used by any decent mkt/assassin in IL because the animation is SO *CENSORED* LONG, by the time you have pulled it off you have had 3 DoT's, a knife, and a crippling shot on you, otherwise I think it would be used more.

FAR is a different story, but it really needs to be restricted to IL only, people are talking from the perspective of out of IL, if you are in IL and have someone shooting you with power tactic waiting for the staggered, they are more likely to state you and their aint nothin' you can do about it while IL'd, then FAR comes along and unless you have been keeping a careful eye on your surroundings (maybe I'm slow but I find it difficult to concentrate on all out of IL stuff while IL'ing someone) then you aren't gunna switch your hypers and tank up on ball def/res, so boom! you get hit with FAR and your health is non-existant, and that, quite un-simply, is why FAR needs to be IL only.
#36300467963 06/16/2008 04:00:37 Re:Punch Reversal Catch Slam
AlphaCoder wrote:
FAR is a different story, but it really needs to be restricted to IL only, people are talking from the perspective of out of IL, if you are in IL and have someone shooting you with power tactic waiting for the staggered, they are more likely to state you and their aint nothin' you can do about it while IL'd, then FAR comes along and unless you have been keeping a careful eye on your surroundings (maybe I'm slow but I find it difficult to concentrate on all out of IL stuff while IL'ing someone) then you aren't gunna switch your hypers and tank up on ball def/res, so boom! you get hit with FAR and your health is non-existant, and that, quite un-simply, is why FAR needs to be IL only.

To be honest, I can't see why most of the gunmen moves (from a realism standpoint) can't be done OoIL. Those that require the user to be IL'd are those that make physical contact with the opponant.

To me it seems crazy to restrict a probably the only high powered, non-physical IL and OoIL move to IL only in a class which, for the most part, is supposed to be a both in and out of IL class, especially when it's long casting timer and poor accuracy plays a large factor even with high accuracy set of clothing. As for being in IL, if you're in IL with, for example, a MA and you have HyperBlock activated, you're just as screwed if a hacker comes along with logic cannon as you are with a gunner and FAR.

As for PRCS, I'd agree on a slightly longer reuse time and have the chance very high. Besides, technically it shouldn't say "100% chance of powerless (duration)". 100% means everytime, so it should say "causes powerless (duration). SMILEY

#36300468087 06/16/2008 13:07:42 Re:Punch Reversal Catch Slam
Vinia wrote:
AlphaCoder wrote:
FAR is a different story, but it really needs to be restricted to IL only, people are talking from the perspective of out of IL, if you are in IL and have someone shooting you with power tactic waiting for the staggered, they are more likely to state you and their aint nothin' you can do about it while IL'd, then FAR comes along and unless you have been keeping a careful eye on your surroundings (maybe I'm slow but I find it difficult to concentrate on all out of IL stuff while IL'ing someone) then you aren't gunna switch your hypers and tank up on ball def/res, so boom! you get hit with FAR and your health is non-existant, and that, quite un-simply, is why FAR needs to be IL only.

To be honest, I can't see why most of the gunmen moves (from a realism standpoint) can't be done OoIL. Those that require the user to be IL'd are those that make physical contact with the opponant.

To me it seems crazy to restrict a probably the only high powered, non-physical IL and OoIL move to IL only in a class which, for the most part, is supposed to be a both in and out of IL class, especially when it's long casting timer and poor accuracy plays a large factor even with high accuracy set of clothing. As for being in IL, if you're in IL with, for example, a MA and you have HyperBlock activated, you're just as screwed if a hacker comes along with logic cannon as you are with a gunner and FAR.

As for PRCS, I'd agree on a slightly longer reuse time and have the chance very high. Besides, technically it shouldn't say "100% chance of powerless (duration)". 100% means everytime, so it should say "causes powerless (duration). SMILEY" width="15" height="15" />

I'd like to see you dual pistol execution somebody 19 meters away, from a realism standpoint.
#36300468170 06/16/2008 18:27:32 Re:Punch Reversal Catch Slam
No, you're right. DPE should be an IL only move, the animation for it OoIL uses only one pistol and the nature of the execution is meant to be close up. Whilst not physically touching the opponant I'd still say that it's more physical than some moves.
#36300468178 06/16/2008 18:58:25 Re:Punch Reversal Catch Slam

So, I was PvPing, and it seems like pretty much every MA I fight that has some of Aikido loaded like LittleLeeLoo likes to PRCS on the first turn of interlock. And then if they don't die instantly, like to Maki-Okatashi and then PRCS as soon as possible afterwards.

but guise accordin to dis thred tat dusn't happan.

So my point still stands, and I guess Pylat isn't ever going to respond again so why exactly does (if we compare the other high level moves that are in the same place as PRCS, which concordantly have similar effects) PRCS get a 100% chance as opposed to the 30% of Suicidal and the just random as we know it percentage that the Wrist Throw (although as we've established, insane IS cost) has to stun? PRCS has the highest interlock accuracy of all three. Like normal, the Aikido tree has relatively low damage, self-buffs, and high defense rolls with their abilities. PRCS is a low damage, high rolling attack, that apparently gets a 100% effect chance rather than the other two in the other MA trees. Why is that? Yes, Powerless isn't as good as maybe stun, and Confusion is basically just another powerless, but I definitely do not think that the ability deserves a guaranteed 100% chance to cause it's powerless effect. If anything, the re-use timer should be boosted to 12 seconds, making it in theory unable to be used until 3 rounds later, but I don't want to nerf Aikido, I don't want people to never use Aikido because they can't use a *CENSORED* ability do the nerf'd interlock re-use timers. I just want a non-state ability that can be used in interlock as a regular move to be balanced like all the other effect interlock moves out there that DO NOT CAUSE THEIR POSSIBLE EFFECT 100% OF THE TIME. Is that so much to ask?

#36300468224 06/16/2008 23:28:44 Re:Punch Reversal Catch Slam

MA needs a nerf

#36300468237 06/17/2008 00:35:44 Re:Punch Reversal Catch Slam
Ballak wrote:

So, I was PvPing, and it seems like pretty much every MA I fight that has some of Aikido loaded like LittleLeeLoo likes to PRCS on the first turn of interlock. And then if they don't die instantly, like to Maki-Okatashi and then PRCS as soon as possible afterwards.

But, guys, according to this thread that doesn't happen.

So my point still stands, and I guess Pylat isn't ever going to respond again so why exactly does (if we compare the other high level moves that are in the same place as PRCS, which concordantly have similar effects) PRCS get a 100% chance as opposed to the 30% of Suicidal and the just random as we know it percentage that the Wrist Throw (although as we've established, insane IS cost) has to stun? PRCS has the highest interlock accuracy of all three. Like normal, the Aikido tree has relatively low damage, self-buffs, and high defense rolls with their abilities. PRCS is a low damage, high rolling attack, that apparently gets a 100% effect chance rather than the other two in the other MA trees. Why is that? Yes, Powerless isn't as good as maybe stun, and Confusion is basically just another powerless, but I definitely do not think that the ability deserves a guaranteed 100% chance to cause it's powerless effect. If anything, the re-use timer should be boosted to 12 seconds, making it in theory unable to be used until 3 rounds later, but I don't want to nerf Aikido, I don't want people to never use Aikido because they can't use a *CENSORED* ability due to the nerf'd interlock re-use timers. I just want a non-state ability that can be used in interlock as a regular move to be balanced like all the other effect interlock moves out there that do not cause their possible effect 100% of the time. Is that so much to ask?


Fixed.

jl10899 wrote:

MA needs a nerf


You're joking, right?

#36300468265 06/17/2008 02:54:16 Re:Punch Reversal Catch Slam
sbf does around 100 more damage and costs 5 less IS than prcs, so if you really want the 100% powerless reduced you'd have to stick up its damage. Also, even though prcs has a higher IL accuracy bonus, kung fu style has about 15 more points of accuracy than aikido style, so it balances out. And I thought sbf had 40% to confuse, and that efk was in the same position as prcs, not sbf.

If you made dpe IL only, it would take away the only decent out of IL ability in the duelist tree, confining its users to IL only, so you would have to increase its damage over all the abilities. This is true for smgs and FAR.
#36300468279 06/17/2008 05:09:56 Re:Punch Reversal Catch Slam
jl10899 wrote:

MA needs a nerf

Martial arts need some attention from Rarebit,not a nerf...More clothes,IS hotfix for some specials,etc..
#36300468285 06/17/2008 05:32:05 Re:Punch Reversal Catch Slam
So LittleLeeLoo uses PRCS on the first round of IL? I have an AMAZING idea. Turn on Hyper Block and change to block tactics, that gives you a better than average chance of avoiding it. You know why it has 100% chance to powerless? Cause it's damage is shite. If it was toned down and damage increased you'd just have a glorified version of SB. The whole point of Aikido is it's very defensive in nature, I'd like to see someone actually kill you by spamming PRCS before they run out of IS. No, they use it as a leg up to give them the advantage and use moves from the other trees to finish you off.

Apparently you're the only person who struggles against this move, most other people find a way around it or change their tactics (ZOMG, ability spam might let you down!), like I have said, try changing your tactics and the way you fight before you demand a nerf.

This move has been out since the start of CR 2 and no change has been made to it since then, there's no reason now to ask for a nerf cause some people finally figured out how to capitalise on it.
#36300468301 06/17/2008 06:57:13 Re:Punch Reversal Catch Slam
PRCS does not need a nerf in what it does. I'm also not going to compare it to something like wrist throw, because THAT should IMO should have 100% stun.

Using the accuracy of the move is unfair when putting 2 abilities against each other in MA, because as its pointed out Aikido lacks the most in accuracy and ANY ability you use from each tree uses that particular trees stats (it's why you see the style change). It is for that reason that kungfu moves generally have the lowest number for IL acc boost, since kungfu style itself is a big + for that.

I remember the days of CR1 where ANYTHING with powerless was overpowered, I mean in a MA fight, whoever got powerless or stun on the other opponent first, 90% won that duel (because you could keep looping either of them after that), whereas in Cr2 powerless and stun are far from the be all and end all of a fight, with the right tactics it's easily negated also.

I still in 2 minds if this thread is another prank on the community....


#36300468497 06/17/2008 17:05:34 Re:Punch Reversal Catch Slam
pyro20 wrote:
sbf does around 100 more damage and costs 5 less IS than prcs, so if you really want the 100% powerless reduced you'd have to stick up its damage. Also, even though prcs has a higher IL accuracy bonus, kung fu style has about 15 more points of accuracy than aikido style, so it balances out. And I thought sbf had 40% to confuse, and that efk was in the same position as prcs, not sbf.

If you made dpe IL only, it would take away the only decent out of IL ability in the duelist tree, confining its users to IL only, so you would have to increase its damage over all the abilities. This is true for smgs and FAR.

You bring up a good point. I guess I should have reworded it, meaning that those three are basically near the same type of move, just different variants of each tree. Mostly because if we went on physical positions then there would be in no way SBF would be relevant to MGK. SBF does have a 30% chance to confuse, if you read the ability's description. 100-200 extra damage honestly in replacement of 100% powerless I'd be perfectly okay with.

TonyJaa wrote:

jl10899 wrote:

MA needs a nerf

Martial arts need some attention from Rarebit,not a nerf...More clothes,IS hotfix for some specials,etc..

Agreed.

Pylat wrote:

So LittleLeeLoo uses PRCS on the first round of IL? I have an AMAZING idea. Turn on Hyper Block and change to block tactics, that gives you a better than average chance of avoiding it. You know why it has 100% chance to powerless? Cause it's damage is shite. If it was toned down and damage increased you'd just have a glorified version of SB. The whole point of Aikido is it's very defensive in nature, I'd like to see someone actually kill you by spamming PRCS before they run out of IS. No, they use it as a leg up to give them the advantage and use moves from the other trees to finish you off.

Apparently you're the only person who struggles against this move, most other people find a way around it or change their tactics (ZOMG, ability spam might let you down!), like I have said, try changing your tactics and the way you fight before you demand a nerf.

This move has been out since the start of CR 2 and no change has been made to it since then, there's no reason now to ask for a nerf cause some people finally figured out how to capitalise on it.

A lot of abilities in Aikido have "shite" damage as you put it. As above, I wouldn't mind damage increase to balance out a non-100% chance to powerless. People generally never use Aikido solely, they load up to PRCS or possibly Tomo Nage to use the "all defensive nature of Aikido" as they spam their Kung Fu and Karate moves on you while you're powerless. Since grab-power spam is inevitable, you have a hard chance at beating said rolls unless you que up your own moves with high defense against MA's.

I have changed my tactics many times, and number one I'm not an Oracle, I cannot predict when certain abilities are about to occur. Number two, sometimes you just lose rolls, it happens. Number 3 plenty of other moves to my knowledge that don't seem that well balanced haven't been changed either. Particularly Wrist Throw unless it was changed during the earlier days of CR2.0 when I didn't play. "Just because people found out how to say PRCS is bad, doesn't mean they should change it, because it's always been like this and change is horrible." I seem to remeber all the "BAW's" that came from people when Defense was actually fixed, but the community went on. The same could be said for HJ-Beta and Mobius, etc.

Aquatium. wrote:

PRCS does not need a nerf in what it does. I'm also not going to compare it to something like wrist throw, because THAT should IMO should have 100% stun.

Using the accuracy of the move is unfair when putting 2 abilities against each other in MA, because as its pointed out Aikido lacks the most in accuracy and ANY ability you use from each tree uses that particular trees stats (it's why you see the style change). It is for that reason that kungfu moves generally have the lowest number for IL acc boost, since kungfu style itself is a big + for that.

I remember the days of CR1 where ANYTHING with powerless was overpowered, I mean in a MA fight, whoever got powerless or stun on the other opponent first, 90% won that duel (because you could keep looping either of them after that), whereas in Cr2 powerless and stun are far from the be all and end all of a fight, with the right tactics it's easily negated also.

I still in 2 minds if this thread is another prank on the community....

I don't think any ability needs a 100% anything unless the move specifically states that it does it, and for good reason, if it requires a state and/or it's a going into interlock move, or if it's an out of interlock hacker move.

Okay.

I didn't play in CR1, and if what you say is true than I am greatful it was changed. It's just I don't see why the other stuns and confusions are not 100% as well, not that they should be. You'd think that if all the others weren't 100%, that PRCS wouldn't be either. If you must balance it for damage or a lowest IS cost, then fine.

Also, it sort of saddens me that you haven't put the past behind you Aquatium. You can have your personal grudges or opinions for all I care, I just hope that said grudges/opinions do not cloud your judgement on irrelevant topics.