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Postby 13 » Wed Jan 10, 2007 10:45 am

where's that music library hades
The perfect blend of poetry and meanness..
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Here's a suggestion - fix grace

Postby 13 » Wed Jan 10, 2007 11:53 am

edit** suffice to say it sucks that you have to be good align to use a regular tard spell.
Last edited by 13 on Wed Jan 10, 2007 1:29 pm, edited 1 time in total.
The perfect blend of poetry and meanness..
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Postby Krok » Wed Jan 10, 2007 1:15 pm

Charles, don't worry, all DoWs are dorks in one way or another :)

Reb, you are still in my heart!
From Russia with love.
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Postby firebrand » Wed Jan 10, 2007 2:16 pm

woot! she loves me! *does the snoopy dance*

rebs
Yeah bringing you another disturbing creation from the mind of one sick animal who can't tell the difference and gets stupified.
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AC changes*

Postby Vixn » Wed Jan 10, 2007 2:57 pm

[quote="KJ":1ev18t09]The new AC scheme, like the old one, changes at -10. Previously AC -11 removed about 30% of the hits you would have gotten at AC -10, except that due to a bug, it only did it occasionally and randomly for some mobs in some circumstances - most of the time it was the same as -10.[/quote:1ev18t09]

Huh, I knew it!

Actually I have to say I'm discouraged with it but... well...
Thanks Kj and other immorts for making Sloth more interesting.


I'm gonna check my eq. Seems extra +hit will be much more valuable.
And.. did you mean you add new eq with better ac?
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Postby Corinn » Wed Jan 10, 2007 3:04 pm

[quote="13":3r9r2wl1]where's that music library hades[/quote:3r9r2wl1]

yeah!
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Re: AC changes*

Postby kjartan » Wed Jan 10, 2007 3:28 pm

[quote="Vixn":1zfm6liy]I'm gonna check my eq. Seems extra +hit will be much more valuable.
And.. did you mean you add new eq with better ac?[/quote:1zfm6liy]

I think so. I personally am not going to be doing that - equipment balancing is far too complex for my tiny brain - and we are going to be very careful about it.

I can certainly frolic through the fields randomly lowering ACs on mobs, though.
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AC changes

Postby Avatar » Wed Jan 10, 2007 3:29 pm

[quote:1uqhlok2]The new AC scheme, like the old one, changes at -10. Previously AC -11 removed about 30% of the hits you would have gotten at AC -10, except that due to a bug, it only did it occasionally and randomly for some mobs in some circumstances - most of the time it was the same as -10.[/quote:1uqhlok2]

Interesting change. I'm excited to see how this plays out in the game. At first glance, it seems that AC becomes a LOT more effective past -10. It's time for a race to -13!

I wonder about the overall strategy. We seem to be adding caps for some things (weapon dam, healbonus, etc) and ignoring caps or removing them for others (standard +dam, ac, +hit).[/quote]
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Re: AC changes

Postby kjartan » Wed Jan 10, 2007 3:43 pm

[quote="Avatar":2w2k1974]Interesting change. I'm excited to see how this plays out in the game. At first glance, it seems that AC becomes a LOT more effective past -10.[/quote:2w2k1974]

I think the way AC interacts with hitroll changes after -10. If you are fighting something that almost never hits you, going from -9 to -10 might drop the number of hits by 50% while -10 to -11 will only drop it by 15%; but if you are fighting something that almost always hits you, -9 to -10 will drop it by 5% but -10 to -11 will still drop it by 15%. I am hoping that the new way is a lot less randomly dependent on the exact mob hitroll.

[quote:2w2k1974]I wonder about the overall strategy. We seem to be adding caps for some things (weapon dam, healbonus, etc) and ignoring caps or removing them for others (standard +dam, ac, +hit).[/quote:2w2k1974]

We are deciding these on a case-by-case basis. The +hit cap just had the effect of making +hit eq worthless, so that one needed to go. We were originally just going to raise the AC cap to -12, but I think under the new system if your AC is -13 instead of -12 it won't make vast differences in power, unlike going from -9 to -10. And we want to be able to make mobs that are hard to hit even for avatars, so we just decided to remove the cap entirely and use the same math for mobs and players there.
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Postby Weasel » Wed Jan 10, 2007 4:26 pm

Is -13ac even possible atm? Not a complaint btw, just wondering.
Can you give some indication as to what amount the +hit has been capping at, up to now?
Thanks.
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Postby Zukt » Wed Jan 10, 2007 4:31 pm

Hah! was someone listening to my channel rants about useless hitroll eq and spells? Well probably coincidence.

I stopped casting demonic aura entirely for a while.

There are some considerations though; stab and similar skills. If you miss the mobs ac, you miss the stab, so study your mob thieves to make sure the defenses aren't too high to bother without lots of +hit. This is an indirect weakening of necros because the pets now can miss even more; On large mobs, you will need groups of avatars just to hit them, but never fear those once useless spells corrosive surge, flames at midnight, and faerie fire can make it easier going, and swordsmanship isnt just pointless now.


King Dork Zukt.
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Postby Zukt » Wed Jan 10, 2007 4:33 pm

On caps: just let eq set the cap most of the time.

I dont know how anyone would get to -13. Maybe as a piasa with a bunch of shift eq, or with a lucky fortune. -12 Is still a huge amount of work, and you pay a huge amount in hp.
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AC

Postby Avatar » Wed Jan 10, 2007 7:29 pm

It's been a long time since I looked at AC eq. Since I got Plato to Av his EQ has been pretty stable. It'll be fun to look at the lists again and see what's possible. The shift in the way AC works past -10 seems interesting. It does seem like a more consistent method.

Regarding the +hit, I wonder how the Sloth multiclass system works with THAC0. I don't remember the old THAC0 progressions, but it seems like characters without Warrior in the classo might be lucky to hit 10% if mobs are adjusted to be "hard to hit even for avatars".

Interesting changes, I'm eager to login. Unfortunately I have dinner plans after work, so it will be a late and short night on Sloth.
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Postby kjartan » Wed Jan 10, 2007 7:35 pm

I don't think we have adjusted any mob ACs yet anyway.
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Postby 12345 » Wed Jan 10, 2007 7:51 pm

Working the math in my head on that one, I think Charles has a fabulous point. Under the old system, warriors reached a THAC0 of 1 by level 20 and +hit became useless after +11. While the new system will certainly impact that, the other classes weren't nearly as lucky.

Thief didn't reach a THAC0 of 4 until level 40. While the standard 40 prime will only need +3 additional hit, sub-40s will have much more of a challenge on adjusted mobs. Mages will be basically reliant upon spells entirely, even at level 40.

Which basically makes me wonder, how many mobs will this really affect, and where?
Kein Mehrheit Fur Die Mitleid -KMFDM
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