Posted by Ma on 03/04
This was mentioned a while back but hasn't been brought up since.
If anything but a con fighter, it's like you recieve up to double
damage from spells. Spell damage needs to be based on a % of
the targets max hps in such a way:
If maxhps < 250 then 50% of the spells normal damage is applied,
otherwise use a sliding scale up to 500 hps, anything over 500
'max' hps and full spell damage is applied.
Of course this isn't enough to make snipers competitive "in duels"
but it's a start. 80 perc really needs to be the minimum rather
than 95+ to hit most the time with bows & guns. Anyways, one
topic at a time.
Wednesday, March 03, 11:55PM
If you did that to spells, then you'd have to apply it to
kick, elbow and all other damage? Hmmm, defeats the purpose
entirely of going con: you can take more damage (from spells yes)
and last, however you hit like a girly-man warrior.
As to your second point --> yup bows and guns miss way way way
too much. They surely shouldnt stun or knock to the ground any
more often than they already do, but they should at least hit
for some damage if you have 80 perc.
Thursday, March 04, 12:06AM
Well, we could put that nifty no-weapon-shoot thing back in :p
But seriously, guns and bows miss waaaay too much, and when they hit,
they do roughly half the damage a kick might have done. Granted shot
s can do more than just damage, but i'd like it more if the chance of
them going off would be reduced and have them hit/damage more.
(or have that as a feature in a gun, a gun that does less damage but
likely to stun more, a gun that does more damage but won't stun, a
gun that will bash more, etc :P)
As far as spell damage goes, it's quite silly imho that skills and spells
easily surpass the "decimate" damage in pk, and even the weakest damaging
skills can "obliterate" (barring guns, for the most part).
It sorta defeats the purpose of going str and having damroll if ppl can
hit you with as much damage kicking (i've received a 58pt kick once) or
backstabbing or simply immolating. This would probably also help the
problem of lowbie lvlling being way to easy with 40ish dex and kick/flee.
Thursday, March 04, 08:23AM
I see your point but do you see mine? Perhaps it's impossible to
balance but a sniper for example is meant to get hit less, which
is the case to some degree with weapons but not spells. They
also hit like a girl :)
If it were me, I'd start from scratch.. If a classless MUD is
really what's wanted, you should do just as well at 50/50/50
as 100/25/25. It'd be a whole lot easier to balance than what
we have now, more interesting, more flexible and o'course I
wouldn't need to perma so often.
Oh and yes, that would involve using just ONE kind of arms training.
Thursday, March 04, 10:02AM
I kinda like the 1 kind of arms training concept.... and I could live with
across the board toning down of high damage specials, ie elbow, kick,
immolate + others, backstab. However, in the current fight system I feel
this would just over-power bash and headbutt and stun. Maybe, maybe not,
its hard to guess. I guess its something that cant just be coded in, it
would have to be pre-balanced and well thought out. I really do like
the one arms training idea -- just have the fight code check you weapon
type (ie a staff in my current case), then check my con, then check which
of the 3 generic arms training skills I have.
One huge bonus, as Ma said, is you can change from a STR fighter to a DEX
one without the need to save tons or pracs (save backstab, etc) as
long as you can manage the stats. It would give players a chance to
use a large variety of weapons (assuming one exists hehe =P).
Thursday, March 04, 10:36AM
Actually, I didn't mean 1 prac/fight type but basic/advanced/expert
general arms training which allowed you to use any weapon.
Same kinda thing but this way would still see you improve with levels.
Thursday, March 04, 12:20PM
I meant that too, if I wasnt clear: 3 total proficiencies.
Basic, advanced and expert fighting.