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#2099 - 07/14/08 07:40 AM Re: New Combat Testing [Re: ]
Cerberus Administrator Offline
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Registered: 11/28/07
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Combat changed over yesterday.

1) Severing crits give xp in the range somewhere between all and none of the damage actually dealt in order to sever that limb.

2) I'll not be rewriting the crit handler for this, though I agree with the sentiment and would recommend (if anyone does rewrite crit handling) that they also make it such that a hit to the unprotected feet does not cause the severing of a highly protected other limb in most cases.
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#2100 - 07/15/08 12:50 PM Re: New Combat Testing [Re: Cerberus]
Cerberus Administrator Offline
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I've heard through the grape vine that experience gain in general is too high, and hasted xp gain is still vastly greater than non-hasted. Anyone care to contribute to those thoughts? I'd be happy to modify xp gain, both hasted and non.
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#2101 - 07/17/08 07:59 AM Re: New Combat Testing [Re: Cerberus]
Rancid Offline
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Registered: 12/12/07
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I tried to give input on test about the changes to combat. In its current inception, basically doing combat that takes a long time to kill is out and basically a waste of time. For instance, if I try to fight gatekeepers in vo with MA I loose all fps after 1 1/2 gatekeepers. This should be similar to doing combat with a non-IK exp weapon. I have to rest on a healing rune and regenerate all fps 4 times in order to clear out saak. For MA it is virtually impossible to cycle combat anymore. I give up on this character. I hope this offers some insight to anyone wanting to make a weapon that does not do IKs. If you do not kill very fast you will loose your fps insanely fast and its virtually impossible to cycle combat. I was told "there is a potential fix to this problem for MA users; but, it will not be coded by the powers that be."


Good luck.


Rancid.

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#2102 - 07/17/08 08:15 AM Re: New Combat Testing [Re: Rancid]
Ganelon
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Just to add to Rancid's post we found that MA damage is reduced so it is completely ineffective against TAed laen. While I can understand pure melee being uneffective against armored opponents MA is supposed to be must more advanced skill.

Actually, it is not only TAed laen... I had to remove everything (forted robe, cloak, etc) before I started getting hurt (I was spelled up though). It appears as if MA simply does not kick in, just regular melee is in effect.


Edited by Ganelon (07/17/08 08:48 AM)
Edit Reason: More data

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#2103 - 07/17/08 09:45 AM Re: New Combat Testing [Re: ]
Cerberus Administrator Offline
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There are bugs with martial arts and hasted experience gain.

The way that martial arts will work following the bug fix:
Every weapon class (damage type) of every hit of every round of combat gives a chance for that weapon class (and all subsequent weapon classes for that round) to equal or exceed the armor class of an opponent who is more heavily armored than the martial arts user's weapon class for that damage type. To be more clear, right now you may see messages saying things like "Like the crashing wave your blow flows through sword-demon." - these are the pseudo-critical effects that will effectively cause whatever the martial arts user's weapon class to meet or exceed the armor of their foe. Currently it is only having an effect for one damage type per round, which is not the intent and is the bug causing poor performance against armored opponents. The intent is that a martial arts user will be able to adequately fight and wound a foe in any amount of armor.

The way hasted experience will work following the bug fix:
Experience gained will be the BEST out of all hits in that round of combat, rather than the TOTAL of all hits in that round of combat. This should cause haste users to see a drastic drop in their experience gain. The intent is that users of haste will gain only slightly more experience than users without haste by being given the most possible experience a non-hasted user could have gained from that round. This could potentially harm hasted experience gain by reducing the amount of hit points available to give experience from a single mob, causing them to need to kill more mobs in the same amount of time.
This is open to suggestion and discussion. Current options:
  • Additional attacks in a single round give a small percentage bonus to final experience gain for the round.
  • Tally all experience for the round and divide by the number of attacks (averaging rather than best of)


Edited by Cerberus (07/18/08 11:11 AM)
Edit Reason: Clairifying intent.
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#2105 - 07/18/08 09:42 AM Re: New Combat Testing [Re: Cerberus]
Kim Offline
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Registered: 10/11/07
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"For MA it is virtually impossible to cycle combat anymore."

The FP thing is because the reduced FP cost for fighters have been removed, essentially making fighters able to fight half as much as before. Fairly heavy nerfing, oy. Nothing to do with MA in itself. A quick test shows the same for me with regards to FPs.

"The intent is that a martial arts user of comparable skill will be able to adequately fight and wound a foe in any amount of armor."

What is "comparable skill"? Comparable to what?

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#2106 - 07/18/08 11:13 AM Re: New Combat Testing [Re: Kim]
Cerberus Administrator Offline
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 Originally Posted By: Kim
"For MA it is virtually impossible to cycle combat anymore."

The FP thing is because the reduced FP cost for fighters have been removed, essentially making fighters able to fight half as much as before. Fairly heavy nerfing, oy. Nothing to do with MA in itself. A quick test shows the same for me with regards to FPs.
Fighters (had/have/will have) a skill that reduces the FP cost of attacks. Currently everyone pays the same amount of FP for a single swing.
 Originally Posted By: Kim
"The intent is that a martial arts user of comparable skill will be able to adequately fight and wound a foe in any amount of armor."

What is "comparable skill"? Comparable to what?
I removed the "comparable skill" part. My meaning was that a martial arts user whose attack isn't defended against and rolls well for that attack should be able to cause some level of injury to the opponent regardless of how well armored that opponent is.
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#2107 - 07/19/08 08:37 AM Re: New Combat Testing [Re: Cerberus]
Muod Offline
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Registered: 10/04/07
Posts: 148
Loc: MA/CA
I noticed the same thing with my fighter, I went from a slow loss of FP to insanely fast, maybe got in 5 minutes of fighting before having to rest. and getting a skill to reduce fp cost would be great if the skill wasn't overly expensive because fighters already have a ton of skills to train. Also fighters should have the option to limit the number of attacks they get a round so they don't run out of fp quick.
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#2108 - 07/19/08 07:30 PM Re: New Combat Testing [Re: Muod]
Kim Offline
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"Fighters (had/have/will have) a skill that reduces the FP cost of attacks. Currently everyone pays the same amount of FP for a single swing."

Fighters have one. It doesn't work, and it is too expensive. Not made a final judgement yet, but with some experience (Getting 40+ C as a Paladin, Tinker, Nightblade and Fighter), this is quite detrimental to fighters. Let's not forget what metabolism spells do (more attack than fighters, and increased FP gain).

Of course, fighters have target limb and disarm, so always wins anyway.

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