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			| Dolalin | 11-29-2019 11:51 AM |  
 
	Quote: 
	
		| My comments on Goatnanos' latest bard song analysis (v2.0).
 
 http://www.harpers.net/bard/songanalysis.htm
 
 Level 1: Chant of Battle
 Effects: PARTY: +DEX & +STR
 
 someone has claimed +19 STR and DEX, and +5 AC at
 30th level while playing with a drum. In the same message,
 
 I'm getting +19 str and dex at L24 with a drum, +4 AC. Without the
 drum it's +11 str and dex, +2 AC.
 
 Level 2: Chords of Dissonance
 Effects: NON-PARTY: Damage to all non PC's in 30' radius
 
 song. As you level, this song will grow stronger. Someone
 reported doing 16 damage per pulse with an instrument at
 level 30. As with all other Bard DoT songs, it has a duration
 of 4 ticks (a tick is 2.5 seconds) after you stop playing it.
 
 I'm not sure I agree with this, although I know that's what
 J.M. said. When I play the song, I can see the target's
 health bars drop in 6 second ticks just like all our other
 songs, and their health drops three times (once with the
 wince message, twice without). I suppose it's possible that
 my client is being updated in 6 second increments, although
 I'm on a cable modem so bandwidth is not an issue...
 
 Level 3: Jaxan's Jig o' Vigor
 Effects: PARTY: Stamina Return + Mana Regen
 
 If you drop below 33% stamina, you will start to lose dex,
 agi, and str. Watch your stamina and check your stats while
 riding the boat to learn the deletrious effects of not having
 a bard in the party to sing the jig during an extended fight.
 
 Off topic, but I found out if you run laps while the boat is
 moving, you will *gain* stamina! Apparently when you are
 running fore to aft on the boat, it cancels the forward motion
 of the boat, and the game considers you to be standing still
 (or walking), and thus replenishes your stamina.
 
 Level 5: Selo's Accelerando
 Effects: PARTY: Increases Movement and Stamina
 level), you run faster than someone with the popular Spirit
 of the Wolf spell. As you get higher in level, you will
 gradually run faster. By the time you reach the mid 40's in
 
 Might want to include my timings. To recap, running speed
 (how much faster am I running?) and time to run between two
 points (how much faster will I get to where I am going?) are:
 
 <pre>
 
 Effect speed time
 Normal 1.00 1.00 (baseline)
 SoW 1.39 0.72 (L20 druid)
 Selo's 1.38 0.73 (L21, no drum)
 Selo's 1.64 0.61 (L21, with drum)
 
 </pre>
 
 I would assume the ratios for walking are identical, though I
 need to time how walking compares to running.
 
 game. If you get attacked, just keep running and ignore
 them. If you are under 50% HP or more, you will run
 slower, so if you have 1% hp left, do not expect to 'run like
 
 I believe this effect doesn't kick in until under 33% hp,
 which is the same time the agi penalty kicks in. Also, there
 seems to be a minimum walking speed at which you will walk
 with even 1 hp. At about L20+, walking with Accelerando and a
 drum is faster than most mobs can run. I pulled a party
 member in Unrest from inside the house all the way to the zone
 while he only had 1/3rd of a bubble of health left. He walked
 the entire way and easily outdistanced the mobs.
 
 of a possible 1 to 5. An undocumented feature of this song
 is that it will break 'root' based spells. If you get rooted by a
 monster, just sing this song and even though the root
 icon will still be on your screen, you will now be able to
 move normally. This is supposedly NOT a bug, but a design
 
 You should mention it doesn't break root underground.
 
 Druids in wolf form naturally run at SoW, but cannot cast SoC
 on themselves. I'm curious what happens if you're grouped
 with a druid in wolf form and you play Accelerando.
 
 Level 6: Hymn of Restoration
 Effects: PARTY: Healing
 faster and for more points per pulse. The rate of healing goes up
 about 2 points per pulse every 6 levels, hence level 12 heals at 8
 points/pulse, level 18 heals 10 points/pulse, level 24 heals 12
 points/pulse, level 30 heals 16 points/pulse, etc...
 
 I only get 11 points/pulse at 24 standing, 1 of which is my
 natural regeneration rate. So the song is only adding 10
 points/pulse. You do get 12 points/pulse overall if you are
 sitting. The regen rates are half if you are not using a
 lute/mandolin (5 points/pulse + 1 point/pules natural regen =
 6 points/pulse standing, 7 points/pulse sitting).
 
 Level 7: Jonthan's Whistling Warsong
 Effects: SELF: +STR, +AC, +Attack Speed
 
 +17 str, +4 AC at L24.
 
 lieu of Hymm of Restoration or Chant of Battle. Also, while this
 song is stackable with Anthem de Arms, the attack speed increases
 will only partially stack. I believe the current thought is that
 with both stacked, attack speed will increase 25%.
 
 I think I may have an explanation for why people were getting
 different timing results stacking this and anthem. We all
 know that movement speed modifiers (root, Accelerando, SoW) do
 not stack. It could be that attack accelerators also do not
 stack. That would mean your current combat speed boost is the
 last one you were influenced by. Depending on your weapon
 speed and how you twisted the songs, you could get results
 anywhere from as slow as Anthem to as fast as Warsong.
 
 I'll have to test this more carefully some time in the future.
 Many of the enchanters I run across can cast Quickness, which
 also speeds up your attack speed.
 
 Level 9: Elemental Rhythms
 Effects: PARTY: + Protections - Fire, Cold, and Magic
 
 Analysis: This is the first of the protection songs. On a 13th
 level Bard, resistances are +9 singing, or +19 with an
 instrument. While not very useful at lower levels, when you
 start to encounter spell casting monsters, this song will be
 greatly appreciated. At level 20, when using a drum, I can
 twist this song with Purifying or Guardian Rhythms and
 increase Magic Resistances for my party by over 50.
 
 I've never been able to twist it with Purifying Rhythms. +17
 to resists, +2 to AC without drum at L24. +30 to resists, +4
 to AC with a drum. All in all I would say the Rhythm songs
 are much more effective than the Endure Magic/Fire/Cold line
 of spells casters get early on (+25 to resist) since the song
 raises multiple resists and affects the entire party at once.
 The songs stack with the spells though, so if you want you can
 stack them all to get some pretty outrageous resists.
 
 Level 10: Anthem de Arms
 Effects: PARTY: +Attack Speed, +STR
 
 +17 to str, same as Warsong.
 
 Level 11: Cinda's Charismatic Carillon
 Effects: SELF: Add NPC faction, up 1 /con level
 
 indifferent or worse, this song will increase the /con level by
 1 in most cases. There are 2 uses for this song. First: you
 
 I've had it take merchants from apprehensive to amiable, which
 is 2 /con levels.
 
 Level 12: Brusco's Boastful Bellow
 Effects: SINGLE: 1-7 points damage
 
 The damage range should be corrected in lieu of the formula
 (level/2 + 1). This song is nice early on, but IMHO bards get
 too dependent on it and keep using it well after it pretty
 much becomes ineffective. At my level, 13 damage every 5
 seconds (15 seconds if you're twisting) is pretty much
 negligible in a party where each member is hitting for an
 average of 10-70 points every 2-4 seconds. I've been fooling
 around with substituting Discord in place of it.
 
 Speaking of which, we need to figure out exactly how long a
 "tick" or "pulse" is.
 
 is the monster magnet of all time. It has been known to
 draw monsters from totally separate rooms, through locked
 doors. Be very careful with this song in delicate dungeon
 settings. The formula to calculate damage for this song is (
 level / 2 ) + 1.
 
 I don't think this is a problem with the song, but rather just
 the way the monster AI works in general. If a mob decides to
 attack you, it "tells" any social mobs nearby and they will
 attack you too. Some dungeons are well designed so the walls
 are thick enough to prevent this crosstalk. Others are not so
 well designed and activating one mob will bring others which
 are out of sight behind walls and doors. Bellow is usually a
 bard's first ranged attack (since few seem to use throwing
 knives), and so is the first time they really notice this.
 
 Level 13: Purifying Rhythms
 Effects: PARTY: +Protection: Poison, Disease, and Magic
 Skill: Percussion Instruments
 
 provided. The level of protection is either +9 or +19,
 depending on whether or not an instrument is used. In
 
 I get +17/+30 to resist and +2/+4 to AC at L24. This is the
 same as with Elemental Rhythms. The song stacks with Guardian
 Rhythms, but not Elemental.
 
 particular, it appears that this song is tailored to combat the
 specific resistances needed to battle undead creatures. This
 song is a must for combat with, mummies, zombies, and evil
 mages.
 
 I'm not sure I agree. All the diseases I've thus far run
 across are very slow acting, and rabies does nothing except
 stop your natural hp regeneration (which is almost meaningless
 with a bard around). Some of the poisons can be nasty if left
 uncured, but they are also slow acting DoTs which we usually
 cure after a fight. I would rather twist Elemental rhythms to
 better resist the magical fire and ice attacks which can do
 several hundred points damage at once, than Purifying to save
 my party from disease/poison effects which are so slow I can
 pretty much nullify them by playing Restoration.
 
 There was some discussion on the Bard mailing lists
 that this song is Stringed Instruments, but that appears to
 have been a bug. It twists well with Elemental Rhythms
 since it is also percussion based.
 
 Correct, appears to have been fixed now so that it uses a
 drum. And as I mentioned above, it does not twist with
 Elemental Rhythms.
 
 Level 15: Kelin's Lucid Lullaby
 Effects: NON-PARTY: Enthrall & Nix S. List
 
 this song next to a guard, or he will start attacking you. Each
 monster affected has two chances to break out of the
 Lullaby every pulse. The first is a standard resist, which
 nullifies the song outright, and the second is the chance
 (which varies based on Bard CHA, instrument used, level
 spread, etc) to just plain ignore the song. Also, Kelin's Lucid
 
 You should mention that hitting the mob wakes it up (attacking
 it does not, as I've watched with amusement out of mana
 casters trying to melee to finish off mobs I've put to sleep
 for them :-). So it's important that your party concentrate
 on just one target while you put the rest to sleep. I've been
 trying to experiment to see if the Dissonance/Discord line of
 songs also wakes them up (I'm pretty sure the "wince" does,
 but don't know about the two message-less pulses that come
 afterwards).
 
 Lullaby now has a maximum of four targets. You won't be
 
 I have used it to simultaneously sleep many more than 4
 targets. Just this weekend I used it on 7 gnolls in
 Blackburrow (scrolled back and counted 7 simultaneous "nods"
 messages).
 
 volume of fire to the party, and the nod effect is great for
 making casters flub a spell. Also, the nod effect will interfere
 
 Makes it *very* valuable when fighting multiple spellcasters,
 especially if your party is following the everyone-attack-the-
 same-target rule.
 
 Level 17: Guardian Rythms
 Effects: PARTY: +AC & +Magic Resistance
 
 Analysis: Contrary to rumors floating around, an instrument
 is not required to play this song. It gives +13 magic
 resistance and +4 AC when singing. You get a lot more
 
 Despite being touted as a magic-resist-only song, it does not
 raise your magic resist any more than Elemental or Purifying
 rhythms. It does raise AC more than the other rhythm songs
 (twice as much), but even at L24 with a drum, the difference
 is nothing to get excited about. +17 to MR, +4 AC without a
 drum. +30 to MR, +8 to AC with a drum.
 
 when played with an instrument. Using a drum, twisting this
 song with the level 13 Purifying Rhythms, you can easily
 beef up a party's magic resistance 50+ points. This is good
 for fighting Evil Eyes and other spell casting monsters.
 
 It's main advantage is that it stacks with Elemental or
 Purifying rhythms, which is basically the only time I use it.
 Otherwise I use Elemental - I only lose a couple AC and gain
 two more resists.
 
 Level 18: Denon's Disruptive Discord
 Effects: NON-PARTY: Damage & -AC
 
 or he will start attacking you. When you first get this song,
 and play it with an instrument, expect to 19 points damage
 and drop AC by 19 (with a 50 brass skill). When fighting
 multiple monsters, you will actually do more damage with
 this song than using your melee weapon. The hard part is
 
 I think that's an important point most bards are overlooking.
 This song is awesome. I played around with twisting it,
 Dissonance, and either Chain or Restoration, and the fights
 went about as easily as when I'm using weapons.
 
 The graphical effects will kill your framerate though once you
 reach L24 and get the extra lights. I've started turning my
 particle density (under display options) off when I'm using
 this or Dissonance, and tell the rest of my party to do the
 same.
 
 Level 19: Shauri's Sonorous Clouding
 Effects: PARTY: Invisibility
 
 were not there. This is a pulse based song. Every pulse, a
 skill check is made. If you fail a skill check, you become
 visible until the next tick (about 2.5 seconds). This is both a
 
 I don't think that's how it works. I've become visible and
 had to wait a full tick before being shrouded again. And I've
 become visible and almost instantly been shrouded again. The
 invisibility spells have a "random" duration because there's a
 chance they can just blink off without warning before their
 full duration is up. I think the song works the same way, and
 we just have the fringe benefit of becoming invisible again
 the next tick instead of having to recast invisibility.
 
 Level 20: Largo's Melodic Binding
 Effects: NON-PARTY: -Attack SPD & AC
 
 Analysis: Song effects are obvious, reducing attack speed
 and AC of monsters and NPCs. This song is one of the
 more dangerous a bard can sing. Monsters hate this song,
 but not as much as the level 18 Denon's Disruptive Discord.
 The attack speed of the monster will visibly slow down
 under the effects of this song. In most cases, however, the
 
 I timed this on a fire beetle and got a 23% slowdown in their
 attack speed at L24. I tried it on an orc warrior and got the
 exact same results (funny how both an orc warrior and fire
 beetle attack once every 3.0 seconds...).
 
 Level 21: Melanie's Mellifluous Motion
 Effects: PARTY: Short distance random teleport
 
 distance. Apparently does not teleport you through walls or
 locked doors. In a dungeon, this song can get you in a whole
 lot of trouble.
 
 Since it doesn't teleport you through walls or locked doors,
 I'd have to question just how much trouble it can get you in.
 
 Outdoors, however, with a flute in hand, it
 has an amazing range. From the front gate of Qeynos, one
 pulse can jump you to the zone line. Lots of fun, you do a
 
 The song seems to transport you to "ground level." If there
 is a lake or ocean nearby, "ground level" means the bottom.
 Be prepared to swim up quickly to avoid drowning if you use
 this song near any water. Especially if it's night and the
 water is murky enough that you're effectively blind.
 
 Level 22: Alenia's Disenchanting Melody
 Effects: PARTY: Cancel Magic
 
 Unconfirmed Analysis: This song now works, and turns out
 to be better than the Cancel Magic spell that spell casters
 get. This song supposedly will get rid of all DoT and
 de-buffs that have been cast upon a party, but will leave all
 of your buffs intact. Very useful, and what Cancel Magic
 should have been. Note: this song will not cure disease or
 get rid of charm.
 
 I had a chance to try it on another DoT. It did *nothing*.
 Does anyone have *any* idea what this song does? From the
 name I'm starting to think that maybe it only nullifies charm.
 The question also remains whether you play the song to remove
 the effect, or if you play it continuously to avoid being hit
 by the effect in the first place. The fact that it puts an
 icon on your screen for 3 pulses seems to suggest the latter.
 
 Level 23: Selo's Consonant Chain
 Effects: TARGET: Slow Down Target Movement & Attack Speed
 
 Unconfirmed Analysis: Apparently, one of the more useful
 songs in a Bards arsenal, as it will make monsters move
 slower, so you can run around them, casting direct damage
 songs without being hit. Also, if a monster is trying to run
 away, this song will supposedly root them. It is similar to
 spell snare.
 
 What happens is that snare slows down movement speed. If your
 natural movement speed is below a certain threshold (i.e.
 trying to walk away while wounded), it gets dropped to zero.
 It turns out to actually be *better* than root. With root,
 the mob knows it can't run, so it turns around to fight until
 it dies. With snare/chain, the mob keeps trying to run even
 though it can't move, so you get to kill it without it
 attacking you.
 
 Unlike other spell casters, a Bard can sing this
 song while running after a mob that is trying to get away,
 making it very useful in places like Guk and Befallen, where
 mobs run away, only to come back later with a quite a few
 of their friends for some payback. This is a great addition to
 a Bard's arsenal.
 
 The song also has a *huge* range (although it may have been
 decreased judging from the couple hours I played last night).
 I've started using this as my fetching song instead of bellow.
 It's a little annoying that the mob walks towards me instead
 of runs, but I still seem to come out ahead in the time and
 risk department. Use the time the mob is walking to tell your
 group "incoming." It's also a huge taunt which makes it
 harder for someone to steal your pull. :-)
 
 I also use it as my help-others-without-stealing-their-kill
 song. It slows down attack speed the same as Binding, and
 stops mobs from running. Just be careful you don't use it so
 much that the mob decides to attack you instead of them,
 unless that is your intent. After all those stupid orc
 oracles casting drowsy and walking sleep on me, it's nice to
 make the monsters attack slower for a change.
 
 --
 John H. Kim
 kim@...
 
 |  That's the full text. He's critiquing the song descriptions on a website.
 
The part I snipped out is him quoting the site.
 
There's agreement between both him and the site that bard invis can drop in between pulses. He's disagreeing about when within the 6 second window it can happen. |