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Postby 13 » Fri Jan 26, 2007 4:22 pm

I know those gargoyles in the ET are some dogshit now.

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PEEK INSIDE

Postby 13 » Fri Jan 26, 2007 5:24 pm

I thought it was especially cool to hit 2/25 stabs in there at +12 to hit. One set of gargs totally drained 2 level 30 avatars. That's just not right. Please look into this, or play a mortal and suffer like the rest of us.

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Postby *juggleblood* » Fri Jan 26, 2007 6:07 pm

Yeah, gargs suck now. Please fix.
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Postby 13 » Fri Jan 26, 2007 6:27 pm

I was just talking about this to Adam. Pretty much in one swoop, the imms have changed the game pretty hugely. I mean affecting the whole thief class inadvertantly trying to give warriors some love. Is this intentional? Because it means we have to gear ourselves differently entirely, which is pretty lame imo. I would like some discussion between the imms and the mortals on this please if possible. I just want to see where everyone stands.
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Re: PEEK INSIDE

Postby Medios » Fri Jan 26, 2007 8:27 pm

[quote="13":3af6l5no]I thought it was especially cool to hit 2/25 stabs in there at +12 to hit. One set of gargs totally drained 2 level 30 avatars. That's just not right. Please look into this, or play a mortal and suffer like the rest of us.

Thanks

Aaron[/quote:3af6l5no]

Its about time thieves were penalized for running around in -10. I have always played a max dmg thief and always paid the price. I could never solo as much as the -10 thieves, tried running with alot of +hit but that never worked back in the day. I have always thought that it was total bullshit that every class tries to get -10 or -11. In the whole role playing scenario it makes no sense. Magis and thieves can only wear leather armor anyways. How in the hell is a thief wearing plate armor and a cuirass gonna sneak up on anything, including et guards.

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Postby 12345 » Fri Jan 26, 2007 10:58 pm

Mike has a fantastic point of course, however, in every version of D&D I've ever played, thieves get a bonus of around +4 to hit a backstab. I'm not sure what the sloth equivilent would be, but I always thought it was odd that there didn't seem to be one.

Such a thing would also only help with stabs... you're on your own if you miss.
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Postby 13 » Sat Jan 27, 2007 12:28 am

[img:qhmr5kf8]http://66.49.151.193/morton_salt%20girl.jpg[/img:qhmr5kf8]
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Stabs vs AC

Postby Avatar » Sat Jan 27, 2007 1:54 am

I don't know how drastically this has changed for most creatures, but the gargoyles were adjusted specifically to show us how mobs with high AC will feel like.

I don't know how hard +hit eq is to pop for some testing, but if you're missing stabs you may notice during some rounds of the hack & slash combat that your strikes are bouncing off the creature's armor. If you can add +hit, a little at a time, it would be interesting to see when those "bounce" messages stop appearing. At that point, you should be at 95% chance of hitting.
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Postby *juggleblood* » Sat Jan 27, 2007 8:17 am

Hrm...

Medios -I can't argue against you if we're talking about realism. You're right that I shouldn't be able to sneak up on someone wearing a complete set of heavy armor. But then I couldn't shadowwalk, sneak, tail, steal, purloin, etc... either.

Sloth is a four class mud, which is inherently unrealistic. It'd be hard to imagine an armored knight laying haying hands on the wounded, or raising the dead, or casting complicated magic spells.

The only way to really fix that issue would be to go to a single class system. But then this wouldn't really be sloth anymore.

Avatar - How do you know that the gargoyles are a taste of things to come? Are thieves really about to get nerfed that hard? If you know something, please elaborate.

***And why have walls of jericho been removed from drach shop? Thats what I was saving up for :(
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AC changes

Postby Avatar » Sat Jan 27, 2007 10:56 am

[quote:3k0zpfvq]Avatar - How do you know that the gargoyles are a taste of things to come? Are thieves really about to get nerfed that hard? If you know something, please elaborate.[/quote:3k0zpfvq]
I hope this link works. The short answer is that KJ told us so:
http://www.slothmud.org/index.php?name= ... =gargoyles
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REPENT THE END IS NEAR!!!

Postby *juggleblood* » Sat Jan 27, 2007 11:15 am

bleah, thanks

I'm getting rather attached to Rub's stab. If they lowered the ac of all the ET mobs or DoT to match the gargs, I guess I'd have to abandon ship and play a blaster.
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Postby 13 » Sat Jan 27, 2007 11:17 am

The eq in the weaver shop will be back in a crash or two. There just isn't always the same shit all the time. Still no word from an imm I guess.
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Postby *Splork* » Sat Jan 27, 2007 2:35 pm

We have no intentions on changing the ac's of all stab mobs or all mobs in general(Although I am sure we do change a bunch). This was just a test run for KJ since gargs are one of the most hit mobs in our mud. Im pretty sure he didnt even know they were stab:-)

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Postby 13 » Sat Jan 27, 2007 3:10 pm

Thanks Rick.

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Postby osric » Sun Jan 28, 2007 10:37 pm

What have their ACs been changed to? I just ran gargs and with 40 levels of thief and warrior and a +13 to hit I was still missing sometimes as many as three hits per round. I still managed to get through to themwith the other two but it just seemed that perhaps they had a better ac than even -12. I'm not trying to whine here, just wondering. :o
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