PK Changes


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    You don't need to put them in the quiver for it to get the half bonus. I had 50 arrows in my inventory and all fired just by wearing the quiver and nothing in it.

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    It would be handy if the shoot command defaulted to the mob/player you're are currently fighting if used in combat, like bash, kick, etc. Good going on fixing the "mobs don't attack when you shoot them" bug too.

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    ~~@Inimical:~~ > It would be handy if the shoot command defaulted to the mob/player you're are currently fighting if used in combat, like bash, kick, etc. Good going on fixing the "mobs don't attack when you shoot them" bug too. OK, seems like you guys have pointed out a few good bugs to fix with shoot (i.e. if you quiver is empty and you wear it, it still gives you the bonus if it finds arrows in your inv). Also yeah I have made it so if you shoot mobs they get pissed and come after you :> They don't come after you instantly, and can lose track and go back to where they are if you get far enough away and get to a safe room… should make things more things more interesting 8) Also it makes the hide command useful (if you hide for a sec successfully, then mobs will stop chasing you)

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    Arkain has a few scratches. * <7500mv>3800/3800hp 3574/3574mp 3838/3838mv 10301004tnl 175/640lb 087 You block Arkain's attack with your shield. Arkain's slash devastates you. Arkain's slash devastates you. Arkain's slash maims you! Arkain's slash maims you! You nimbly backflip away from Arkain's attack. Arkain parries your attack. Arkain nimbly backflips away from your attack. Arkain nimbly backflips away from your attack. Arkain begins attacking Rochester! Arkain dodges Rochester's attack. Rochester's pound injures Arkain. Rochester's pound injures Arkain. Arkain nimbly backflips out of Rochester's attack. Rochester[100%] Arkain has a few scratches. * <7500mv>2805/3800hp 3574/3574mp 3835/3838mv Four successful hits and 1k damage thru sanc and -800ac? That is averaging 250 a hit. Excessive even with an ataraxia, and this wasnt an ataraxia if it was slash. This coupled with only 2 of my defenses triggering and 5 of his is BS in my opinion. This was only one round but the whole fight went this way. My defense choices are as many as his (at least) and all mastered. Only 12 levels different should not make that big a difference in defenses triggering. FYI, not a pick on Arkain post, just happened to be who I was fighting, would be upset whomever it was.

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    ~~@RedRaven:~~ > Arkain has a few scratches. > > * <7500mv>3800/3800hp 3574/3574mp 3838/3838mv > > 10301004tnl 175/640lb 087 > > > > You block Arkain's attack with your shield. > > Arkain's slash devastates you. > > Arkain's slash devastates you. > > Arkain's slash maims you! > > Arkain's slash maims you! > > You nimbly backflip away from Arkain's attack. > > Arkain parries your attack. > > Arkain nimbly backflips away from your attack. > > Arkain nimbly backflips away from your attack. > > Arkain begins attacking Rochester! > > Arkain dodges Rochester's attack. > > Rochester's pound injures Arkain. > > Rochester's pound injures Arkain. > > Arkain nimbly backflips out of Rochester's attack. > > Rochester[100%] > > Arkain has a few scratches. > * <7500mv>2805/3800hp 3574/3574mp 3835/3838mv > > > > Four successful hits and 1k damage thru sanc and -800ac? That is averaging 250 a hit. Excessive even with an ataraxia, and this wasnt an ataraxia if it was slash. This coupled with only 2 of my defenses triggering and 5 of his is BS in my opinion. > > This was only one round but the whole fight went this way. My defense choices are as many as his (at least) and all mastered. Only 12 levels different should not make that big a difference in defenses triggering. > > > > FYI, not a pick on Arkain post, just happened to be who I was fighting, would be upset whomever it was. > > ataraxia were changed, and it was on xtrasp not redraven…... and i have 130hitroll and 100 damrolll and you were mounted so u only get a couple defenses.. and u were faerie fired so u had lke -600 armor

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    ~~@Inimical:~~ > It would be handy if the shoot command defaulted to the mob/player you're are currently fighting if used in combat, like bash, kick, etc. Good going on fixing the "mobs don't attack when you shoot them" bug too. I would love it if smite did this as well.

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    With Draconians, I think their breathe skills need a drastic uppage in damage that is directly linked to their level. (Around the damage bows and arrows give) The higher in level the Dracons get, the more damage their breathe does and the more mv it saps. Of course, there should be some downtime before you're able to use it again :P

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    There's also something else I wanna add that could really be a great help to pk and basically fighting in general. Timers. Commence the groaning :P I know Materia Magica used timers, but I didn't feel they used in the best way possible. I believe that if spells had a downtime, according to how powerful/effective it is, it would help alot in balancing. What I don't think timers should be used for is physical commands. I think the lag works fine. Think about it, after you bash into someone, you're gonna need a few seconds to regain your balance before you're able to attack again. You'll need even more time if you miss the bash. That's all I have for now.

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    Yes it was on Xtrasp. Yes I was mounted all I lose is dodge, that still leaves me acro, shield block and parry. No I was not faerie fired that was the very first round. Plus you never in the whole fight cast faerie fire. And ataraxia's were dropped, not upped. But like I said that wasnt an ataraxia cuz it was slash not holy fire. Ataraxia's are still the highest one handed in the game. And the only twohanded I know that are more are not slash damage either (my guess is a tainted sword). Anyways 1K damage thru sanc and all protective spells on 4 hits is outrageous. Especially when that is only half (roughly) of what it is possible to hit. Anyways, I guess it could have been "lucky" rolls but it seemed to go thru out the fight.

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    This will take a bit of damage work, or a new spell to compensate, but since people are complaining about sanctuary, change the affect of it. Instead of reducing damage, give it the opportunity to block combat vs a saving throw of some sort. If failed, then combat will not ensue. Uf successful, then both players sanctuaries are removed. The attackers for their aggressive nature, the defender for it being breached. This could block all attempts at combat: shoot, kill, blackjack, backstab, but offensive spells/music will always get through it to start combat. Naturally, if a high level player cast it, then it will be harder to get through than if you gained it via an item, most of the time. To compensate for damage reduction loss, give a spell or something called damage ward, that will drop damage done, like sanctuary did, just not as high. Also, I'd like to see wind of confusion changed. From what I have heard, it is supposed to be a hands of wind for the game, but I am not sure as I have never seen it do anything except give an echo when I cast it. Have it, when cast, change the room into a dizzy room, which would allow those with deception, or perhaps just the caster, to detect and move to the true exit(s) of the room without difficulty. Have the effect last a tick or two, at most.

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    Hrm, on the subject of entering chat… can homes and hall recall rooms be added to the list as being able to enter chat from? Would be nice, thanx for considering.

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    ~~@RedRaven:~~ > Hrm, on the subject of entering chat… can homes and hall recall rooms be added to the list as being able to enter chat from? Would be nice, thanx for considering. Agree with those. I was going to post something about that too.

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    * <7415mv>2787/3966hp 3750/3750mp 3765/3775mv 14183784tnl 190/641lb 034 Someone has completed his casting. Your slash DISEMBOWELS someone! Someone parries your attack. Someone nimbly backflips away from your attack. Your cleave misses someone. Someone's slash devastates you. Someone's slash MUTILATES you! Someone's slash MUTILATES you! Someone's slash MUTILATES you! Someone's slash MANGLES you! Someone dodges someone's attack. Someone's pierce injures someone. * <7415mv>1375/3966hp 3750/3750mp 3761/3775mv over 1400 damage from 5 hits, thru sanc with -900 ac? That is bs. This on my dwarf, no vuln to his weapons. The weapon he using does 312 avg damage, but yet he can avg enough to get that much thru sanc and -900ac.. (and this was again before he cast faerie fire). Something is wrong with pk damage either the weapon involved, the race, or maybe just the char. But get real. with that much damage per round. Noone can survive. Regardless of skill or mana.

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    on the subject of Dispel, if and when we change it to benejit the fun factor of PvP, we have to change Cancellation, possibly limit to removing one spell per cast during combat and lengthing spell cast time. Maybe even overall effectivness of potions if the person doesn't personally have the spell. just a thought

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    Change cancellation to removing JUST ill effects not covered by cure poison, cure disease, remove curse or cure blind. This will still get silence, slow, web and chill touch.

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    Or simply remove cancellation, since it's a redundant spell anyway.

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    well whatever you change i hope it's soon even with the latest changes im still gettin owned, with mishkal sword all that has to be done is dispel/circle on me and i die..takes me from 2500 hp to 0 in one round.. SpuNK! <2425hp 3490sp 3271mv 5 heal Arkain has completed his casting. A negating aura of magic surrounds you. Your grip on your weapon loosens. You feel less aware of your surroundings. You no longer see invisible objects. You slowly float to the ground. You feel yourself slow down. You feel solid again. The white aura around your body fades.rem all wear all You begin to speak the words of the spell… Arkain has some small wounds and bruises. SpuNK! <2425hp 3490sp 3271mv 5 You stop your casting. Your skin turns multicoloured then turns back to normal. Arkain has some small wounds and bruises. SpuNK! <2425hp 3490sp 3271mv 5 rem all;wear all Arkain circles around behind you. Arkain's circle does UNSPEAKABLE things to you! That really did HURT! You sure are BLEEDING! You remove your equipment. You throw on your equipment. You turn translucent. You are surrounded by a white aura. Your feet rise off the ground. Your grip tightens and locks into place. Your eyes tingle. You feel yourself moving more quickly. Your awareness improves. You don't have a spare hand. You nimbly backflip away from Arkain's attack. You nimbly backflip away from Arkain's attack. You parry Arkain's attack. Arkain's slash does UNSPEAKABLE things to you! You sure are BLEEDING! With a mighty slash, Arkain beheads you! You have been KILLED!! You feel solid again. The white aura around your body fades.rem all wear all You slowly float to the ground. Your grip on your weapon loosens. You no longer see invisible objects. You feel yourself slow down. You feel less aware of your surroundings. [Spunky has been KILLED at Heading into the Depths!!!] Your feet rise off the ground. Your eyes tingle. Your awareness improves. You can already see in the dark.

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    I think we should try dumping the 1.5x pvp damage, especially if the idea of lowering sanctuary's effectiveness gets imped.

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    ~~@Inimical:~~ > I think we should try dumping the 1.5x pvp damage, especially if the idea of lowering sanctuary's effectiveness gets imped. not sure i understand what you're talking about let me make clear the calculations for damage reduction for you guys part of this is from ROM, which is why it may be so crappy ;) in every patr of this analysis "dam" is the damage calculated in the previous step. say you have basic damage, it is reduced in this way: 1) if damage is over 35 new damage = (dam - 35) * 3/4 + 35 2) now, if damage is over 80 new damage = (dam - 80) * 3/4 + 80 3) new damage = dam + ( victim level - attacker level ) 4) now if they are the same class and no more than 20 levels apart new damage = dam * 6/5 5) now, if it's a backstab, new damage = dam * 3/2 This takes place BEFORE vulns, resistances, or any of that nature is computed.

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    There have been many mentions of a pvp damage modifier of 150% that I haven't seen any immortal correction of, that lead to my assumption I suppose. You know what they say about those who assume I guess :wink: .

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