It should be noted that these skills were meant to compliment each other; slow a group of people with IronFist and then disarm/deal damage to them in the process if they left click you while your Seikuken is on for 3 seconds. That said, should something like this really cost 775 stamina and 20% of my mana? Too high, in my opinion.
For the record, IronFist and Seikuken were never meant to compliment each other. They are stand alone skills. IronFist was merely reverted to something akin to the original IronFist, and Seikuken was created as it's own skill. I had no intentions of having these "work together".
Agility's affect on tumble should be 0.1 blocks per point of agility. Seems pretty straightforward to me...
The base at zero is 3 blocks. The formula should be:
Number of blocks without fall damage = (3 + (A * 0.1))
This is correct. It's also worth noting that the base is 3 because that is
vanilla. Some classes, such as Dragoon, Ninja, and Disciple, have varying levels of increases to this base. You are also correct with the below.
Just checked on test:
Dragoon has a base of 5
Ninja has a base of 6
Ranger has a base of 4
Disciple has a base of 4
Runeblade has a base of 4
Everyone else has a base of 3
To all of those that say "everyone has tumble now so fall damage is not a big deal", you are
wrong. Fall damage is just as prevelent this map as it was last. The only thing changing that is if a player pushes for an agility build, which most people do not do. A Wizard with 0 to 9 agility is
no different than on bastion. You
must have 10 agility for a full block of fall damage negation. The decimals can help a bit when dealing with skill-based fall damage (if say, IronFist knocked you up 3.5 blocks, 6 agility would negate the damage). I am also aware that many people do very balanced based builds, some of which consist of putting 10ish points in agility, but despite this, I still do not wish to see fall damage integrated into skills.
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Getting more on topic, perhaps Disciple is a bit weak right now. With this last rework, it started off as the most powerful class on Herocraft. Nothing would beat it, and it had everything it could possibly ask for. Damage, heals, tankyness, sustain, and kitability. I dealt regular nerfs to the class almost every day while developing attributes until eventually arriving at where we are today.
Maybe Ironfist / Seikuken got hit too hard, maybe it didn't. If the Balance team wishes to push some changes, so be it. However, I do
not wish to bring fall damage back into the equation, and I do
not wish to see the slowness factor on Seikuken lowered beyond Slowness 4. The slowness is within the design of the skill. It's possible that adding physical skills to "invuln" is possible, but I can't say whether or not that is a good idea.