Enable Toggling of Crit Hits.

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Re: Enable Toggling of Crit Hits.

Postby Gorka » Tue Jul 20, 2021 5:46 pm

I don't know where Belrath found it, but I brought it on auction... It would appear to be one of the new potions.

Ok.
You feel informed:
Object 'elixir shadow pain', Item type: POTION
Item is: MAGIC
Weight: 1, Value: 20000gold, Worn in: TAKE
Apply broken magic to the drinker...
The item has 1 additional magical ability.

Puts player hp to 1, subtracts 12 to damage. Last for about 2 mins.

Looks like another item for my vault floor. :roll:

Next time I get my hands on one, gonna see if I can get a mob to quaff it... :twisted:

EDIT: Hey guys, might have found a good use for the potions afterall... :lol: :roll:

give potion skeleton
Ok.

<390hp 131ma 655mv -15.0ac The Castle of the Family Degrance 28804975689xp -%>
of rep
A skeleton of an elite guardsman reports 100/100 hp. Need: 0. 0/0 ma. 63/80 mv.

<425hp 143ma 655mv -15.0ac The Castle of the Family Degrance 28804975689xp -%>
of quaff swirling
A skeleton of an elite guardsman is dead! R.I.P.
You gain 0 bonus experience!
You gain 1 extra bonus experience!
You received 0 experience points.
Your blood freezes as you hear a skeleton of an elite guardsman's death cry.
A skeleton of an elite guardsman stops following you.

Will it work on a mob though...? Finding out...
Gimme a G! Gimme a ORKA!
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Re: Enable Toggling of Crit Hits.

Postby Gorka » Wed Jul 21, 2021 1:07 am

After some testing with Idjit, it appears that if mobs quaffed the new potions, the effects were being transferred to the mob... the -6 damage, and the hp reduction (Around 300 on the swirling). So it was potentially possible that a mob quaffing the elixir would have gone to 1hp - but not completely confirmed.

Mobs quaffing potions in inv has a pretty low chance when I checked my logs, so you would need a fair bit of luck to see it happen. But all the same, a pretty disappointing implementation - even when it's fixed, which it will be quickly I suspect. I doubt the -6 dam is useful, if the regular crits are still going to happen... and the hp penalty on the elixir just makes me laugh out loud. I doubt I will use them. Having to heal 1900hp for a -12 dam 2 min weakness potion, when I can still reg crit a mob, probably isn't worth it. It's going to take 25% of the two minutes to heal myself back up... and waste like 360 mana. Thanks, but no thanks.

The "give but take approach" (MAX_DEX), the "not giving players the ability to manipulate aspects of there character because of automation," (Non Toggle Skills) The preference to let RNG decide outcomes as opposed to player work and decisions... The lack of consistency where powerful procs are given out almost for "free" compared to the work needed to harvest the benefits of rebirth shop... This level of thinking doesn't enrich the game, it's just sad.
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