After looking into it a bit, I found that all 4 skills consist of 3 hit-combos, so generate the same amount of spirit per combo, although Fists of Thunder has the fastest attack speed, so generates the most spirit of the four without any runes.
There's not an easy answer to this question once you start to consider runes. The biggest question is "What's your crit rate?" as 3 out of the 4 spirit generators have a Rune that increases the amount of spirit gained on a crit.
The second question is, "How many enemies are you fighting?" Some of the spirit generators can strike multiple targets, and each additional target is another possible critical strike (though the bonus spirit can't trigger more than once, I believe). More targets = more chance to crit = higher average spirit.
But that's besides the point. Aside from Fists of Thunder, all of the spirit generators share the same relative speed. Fists of Thunder may be the fastest, but it's not that much faster, and the difference you get from moving from a Daibo (1.1 attacks / second) to a Fist Weapon (1.4 attacks / second) is much more of a difference than switching from Deadly Reach to Fists of Thunder.
Because when they got rid of mana potions they needed to find smother way of replenishing resource. In D3 everyone figured out other ways to do it without generators so most builds basically ignored resources altogether.
Tell me a single build where you make constant situational decisions and every encounter does not rely around spamming left and right click (and occasionally piano keying the rest of the skills to either engage a pull or cycle for a boss as things come off CD.)
The concept of resources is dumb especially when you do not need to really manage that resource and it is always at your disposal. I was able to do this in Beta at 25 not really even trying where I could permanently dump my Core skills pretty much. On the other hand, having to wait and watch your character just spam a singular builder before you can do anything is conversely very lame. It slows the flow of combat to feel less than fun.
You can basically just eliminate the concept of resources altogether or rework it to be more engaging and dynamic. While not perfect, I can think of at least a handful of classes and builds in Lost Ark that were Mana free and had more engaging combat. My Shock Scrapper for example had a similar concept of Builders and Spenders and while you had some cycling of skills, you also would change things up situationally and positioning was important.
Like, you can make a build to spam fire ball. Fire ball has zero burn damage. Fire Bolt costs nothing, has a long burn, and pierces burning enemies while adding all sorts of benefits from burns like increased crit damage, mana regen, and healing.
On the other hand, if you just want things to burn, Fire Bolt has a passive that increases all burn damage taken by enemies when it crits. Cycle Fire Hydra, Fire Wall, and Meteor while fishing for crits with Fire Bolt.
I recently discovered that thanks to the discovery of various debug symbol files accidentally left lying around, several fans took it upon themselves to reverse-engineer the source code and clean it up into a good guess at what the original game is like. Thus began a week long deep dive into how exactly did lead developer, David Brevik, actually craft these levels. It may have taken away some of the magic of the game, but I learnt lots of techniques I think are applicable to anyone developing a similar game, which I share with you below.
This must have been tremendously convenient as a designer. You can tinker with the floor plan completely independently from choice of tile and stylistic choice. But in many cases the two are somewhat interlinked to give a more coherent feel.
Set pieces are pre-authored chunks of level that are simply pasted verbatim into an otherwise randomly generated level. They are used for the majority of the quests in the game. There can only be one set-piece per level, and the choice of positioning is custom to each stage.
Theme rooms are small spaces enclosed by a wall and a door. They typically have some preset objects randomly in them. For example, libraries always have a book case bracketed by two candles, and some random book stands and monsters. Monster pits have a ton of monsters and a random item, and so on.
In cathedral levels, the generator already makes appropriate rooms, so they are detected via floodfill and re-purposed. In other stages, open spaces are found and then a rectangle of walls and a door is drawn for the purpose.
Several of the maps have special customization of tiles, but they all share in common that some tiles can be swapped out for equivalent variations. More common tiles (like floors and flat walls) tend to have more variants to break up the monotony. Tile substitutions are set to never be used twice too near each other.
The net effect of this procedure is to start with a few rooms in a large amount of solid tiles, and then repeatedly glue extra rectangles to carve out more walkable space. At this stage, all "rooms" are open on one side, as each new room is placed directly adjacent to the previous room, with no gap for a wall.
Once the basic walls are placed, the generator also 4 free standing columns to each of the three central rooms, and a colonnade of arches for the central hallway. This helps the cathedral look more deliberately constructed than the other levels, and helps players orient themselves.
Then the generator randomly adds dividing walls. Dividing walls always run straight along an axis from one wall to another. They start at corners, which tends to make them neatly divide areas into boxes. 25% of the time the wall is a series of arches, 25% of the time a series of arches with bars covering the entry, and otherwise is a solid wall. For bars and solid walls, a door or arch is randomly added somewhere along the dividing wall to ensure the space is still walkable.
Then the hallways information is used. A line is drawn between each recorded pair of points. When it intersects a wall, a 'D' is written, and when it intersects a solid tile ',' is used. Hallways are randomly of width 1, 2 or 3. The corner tiles are used to assist navigation.
After all halls are written, the ascii is cleaned up. Corner tiles become wall tiles, and all ' ' tiles adjacent to a ',' also become walls. Finally, ',' is replaced with '.'. That leaves a dungeon plan like the following.
As you can see, this routine can leave quite a lot of empty space on the map. Hence the next thing the generator does is "fill voids". This looks for any contiguous stretch of wall that it can glue extra rectangles of floor to. The rectangles much be at least 55 and at most 1214.
The caves stages are filled with wide open spaces and rivers of lava. The walls of the area are rough and wobbly. The only rectilinear components are some wooden planking that is evidently a later addition than the caves themselves.
This stage is one of the most visually stunning in the game due to the animated lava and as it feels a marked departure from the room-like structures found earlier. I was quite surprised therefore to discover much of the generation is modeled after the cathedral stage, with some clever ideas to make it feel more "cave like".
The a pool of lava is added. This is done by looking for a contiguous section of wall by floodfill. If it can find a section of wall / solid tiles that is less than 40 tiles that is completely surrounded by floor tiles, it is replaced with lava. The dungeon is retried if a pool cannot be found.
Then some rivers of lava are added. The generator takes several attempts at drawing a river that starts at the pool of lava and terminates in a wall. The requirements are that the river never doubles back on itself, must be between 7 and 100 tiles long and there must be a valid spot to place a bridge tile. The bridge tile ensures that the whole map remains traversable. Up to 4 rivers can be added, if space is found.
Hell is the final stage of Diablo. The focus at this point is really on the monsters and the level design takes a back seat. It has one of the smallest tile sets in the game, and much of that is used for the oversized staircases and pentagrams. Hell levels tends to be a few square rooms and a symmetric layout.
The generation of Hell starts with a random room of size 5-6 each side (larger if there is a quest set piece), then applies the same recursive budding used in the cathedral. The generation is restricted to a 2020 area though.
SGT West (SGT), a URS Washington Division/AREVA NP joint venture company, provided services for replacing four steam generators at Unit 1 of the Diablo Canyon Nuclear Power Plant (DCPP) in California.
SGT West (SGT), a URS Washington Division/AREVA NP joint venture company, provided services for replacing four steam generators at Unit 1 of the Diablo Canyon Nuclear Power Plant (DCPP) in California. Replacement occurred during a planned refueling outage that began in January 2009.
The new replacement steam generators were transported, rigged, set and welded. Using photogrametry and computer modeling, SGT positioned the 70-foot long, 350-ton replacement steam generators to tolerances within 1/16 inch of the optimal location, an accomplishment recognized industry-wide.
The SGT Team had successfully replaced the steam generators in Unit 2 during a scheduled refueling outage in 2008. The installation of all eight generators was the largest project in the history of the Diablo Canyon Nuclear Power Plant since its construction completion in the mid-1980s.
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