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Zulghinlour | Sat 05-Jan-13 01:24 PM |
Member since 04th Mar 2003
9792 posts
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#2722, "Overhauling resistance/vulnerability + updated XP penalties"
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Summary Type 'score damage' Mental vulnerability removed from Fire, Cloud & Frost Giants Light resistance removed from Felar Water immunity replaced with 90% resistance for Storm Giants Lightning resistance increased to 50% for Storm Giants Holy & Negative vulnerability reduced to 15% from 33% for Cloud Giants Orcs given 15% resistance to acid Some race EXP penalties changed (Elf/Dark-Elf down to 400, Arial up to 300, Half-Elf, Half-Drow down to 0) Arial intelligence reduced to 22 from 23 Class EXP penalties removed
Vulnerability, Resistance, Immunity Changes These changes stemmed from a Santa Zulg post from Stunna asking about Cloud Giants vulns, and a discussion the coders have had for years about how poor our vulnerable/resist/immunity code is (Vuln + Resist = Resist). Since I wasn't getting a lot of interesting ideas in Santa Zulg I decided to tackle this monstrosity. In the end the code diff was 17,000+ lines. So what is this change really? We now have a sliding scale for vulnerability to immunity that allows us much more granularity than vuln = 33% more damage, resistance = 33% less damage. This also allows us to set varying degress of vulnerability (like cloud giants having only 15% vulnerability to holy & negative). You will be able to see your current resistances and vulnerabilities via the 'score damage' command.
score damage Bash : Resistant 33% Pierce : Resistant 33% Slash : Resistant 33% Fire : Resistant 33% Cold : Vulnerable -33% Lightning : Normal Acid : Normal Poison : Normal Negative : Normal Holy : Normal Energy : Normal Mental : Normal Disease : Normal Drowning : Normal Light : Normal
This also allows us to create skills/spells and equipment that can grant varying degrees of damage resistance. For example we can make skills like forgiving cruor scale with your level giving you more resistance the higher your level. This also means that you can wear more than one piece of gear that gives resistance to a damage type (a ring that gives some resistance to cold along with a dragon hide that gives resistance to cold).
For example:
the hide of the ancient blue dragon can be referred to as 'hide ancient blue'. It is worth 10755 copper, and is of the 48th level of power. It is armor worn on the body. It is made of dragonscale and weighs 11 pounds 3 ounces. When worn, it protects you against piercing for 16, bashing for 11, slashing for 16, magic for 3, and the elements for 0 points each. When worn, it affects your lightning resistance by 50 points, your save vs breath by -5 points, your hit roll by 1 point, your damage roll by 1 point and your hp by 20 points.
As you can see the hide provides 50 points of lightning resistance. That doesn't mean 50% since there are diminishing returns on the amount of damage resistance you have via spells/skills/gear. For example 20 points = 20% resistance, 50 points = 40% resistance, and 70 points = 50% resistance. This is the first major step, and we have other plans that build off of this code. More changes will be coming in stages as it gets completed.
Experience Penalty Changes With the resistance changes we had a discussion about experience penalties for both classes and races. Somewhere along the way we concluded that we really didn't want to use XP penalties to balance out classes, so we want to try this out. If it doesn't work we will revisit it, but I think we'd rather fix it by moving skills up/down, adding new skills, or tweaking existing skills to balance it out.
For elves we decided to drop the penalties a little. Automatic sneak is great, but it's not resistance to bash/slash/pierce great. We also made half-elves and half-drow like their human half with regard to exp penalty. Arials were the one race that had the most advantages with very little drawback so we bumped up the the penalty a little and also dropped their intelligence by one (existing arials get to keep their 23, but any new arials rolled get 22).
If you are affected by any experience changes the next time you log in your experience will be adjusted one of two ways: you'll end up at 1xp TNL because you had more XP than your current level, or you will reset to the base of your current level. Either way your exp will be in your current levels range.So long, and thanks for all the fish!
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Didn't arials have a resist to cold? nt,
incognito,
29-Apr-13 04:18 PM, #56
felar. nt,
Dallevian,
29-Apr-13 06:26 PM, #58
Nope, never did (n/t),
Daevryn,
29-Apr-13 06:10 PM, #59
You ROCK!,
Asthiss,
11-Jan-13 09:21 AM, #53
Good stuff.,
Calion,
08-Jan-13 08:48 PM, #48
RE: Good stuff.,
Zulghinlour,
08-Jan-13 08:49 PM, #50
Dropping the half penalty was a good idea.,
DurNominator,
09-Jan-13 12:13 PM, #51
RE: Dropping the half penalty was a good idea.,
orangepowered,
09-Jan-13 03:10 PM, #52
Thanks a lot!,
xrus,
06-Jan-13 08:27 PM, #42
I love these changes!,
Illanthos,
06-Jan-13 11:38 AM, #39
Class XP Penalties,
Daevryn,
06-Jan-13 10:28 AM, #38
RE: Class XP Penalties,
Rade,
06-Jan-13 08:39 PM, #45
RE: Class XP Penalties,
crsweeney,
25-Apr-13 12:52 PM, #54
RE: Class XP Penalties,
Newp2,
29-Apr-13 04:18 PM, #55
RE: Class XP Penalties,
Scarabaeus,
29-Apr-13 04:21 PM, #57
Dude, you rock.,
Zephon,
06-Jan-13 11:38 AM, #37
Awesome. nt,
Marcus_,
06-Jan-13 11:38 AM, #36
Thank you so very much for the huge efforts you guys pu...,
Amberion,
06-Jan-13 03:24 AM, #33
Hit a home run there.,
Bendak (Anonymous),
06-Jan-13 03:24 AM, #32
You are killing me!!,
Dragomir,
05-Jan-13 07:59 PM, #29
Someone was busy.,
TMNS,
05-Jan-13 06:36 PM, #27
RE: Overhauling resistance/vulnerability + updated XP p...,
Graatch,
05-Jan-13 06:09 PM, #22
RE: Overhauling resistance/vulnerability + updated XP p...,
Zulghinlour,
05-Jan-13 06:13 PM, #25
RE: Overhauling resistance/vulnerability + updated XP p...,
Rade,
05-Jan-13 10:44 PM, #30
RE: Overhauling resistance/vulnerability + updated XP p...,
Zulghinlour,
05-Jan-13 10:44 PM, #31
Idea?,
xrus,
06-Jan-13 08:27 PM, #41
One thing with 90% resistance,
Marcus_,
06-Jan-13 08:27 PM, #35
RE: One thing with 90% resistance,
Zulghinlour,
06-Jan-13 08:27 PM, #44
Could you just add a negative % benefit?,
TMNS,
07-Jan-13 01:31 PM, #46
How do material vulns/resist factor into this?,
Kalageadon,
05-Jan-13 04:55 PM, #17
RE: How do material vulns/resist factor into this?,
Zulghinlour,
05-Jan-13 04:57 PM, #19
RE: How do material vulns/resist factor into this?,
DurNominator,
05-Jan-13 06:36 PM, #26
RE: How do material vulns/resist factor into this?,
Zulghinlour,
05-Jan-13 06:37 PM, #28
Vanguard?,
xrus,
06-Jan-13 08:27 PM, #43
Do you mean a vuln to fire? nt,
incognito,
08-Jan-13 08:48 PM, #49
RE: How do material vulns/resist factor into this?,
Graatch,
05-Jan-13 05:00 PM, #21
very cool changes,
Tac,
05-Jan-13 04:44 PM, #13
RE: very cool changes,
Zulghinlour,
05-Jan-13 04:49 PM, #16
RE: Mechanics,
vargal,
06-Jan-13 11:38 AM, #34
RE: Mechanics,
Zulghinlour,
06-Jan-13 11:39 AM, #40
I was thinking more for dam redux that is equal vs. eve...,
Tac,
07-Jan-13 01:31 PM, #47
Rock on, Big Z. Thanks! (nt),
Borkahd,
05-Jan-13 04:39 PM, #11
you're a hoss nt,
Dallevian,
05-Jan-13 04:15 PM, #6
Thank you, thankyou, thank you.,
Aereglen,
05-Jan-13 03:13 PM, #4
RE: Overhauling resistance/vulnerability + updated XP p...,
Isildur,
05-Jan-13 03:07 PM, #2
RE: Overhauling resistance/vulnerability + updated XP p...,
Zulghinlour,
05-Jan-13 03:09 PM, #3
RE: Overhauling resistance/vulnerability + updated XP p...,
Isildur,
05-Jan-13 04:15 PM, #5
RE: Overhauling resistance/vulnerability + updated XP p...,
Zulghinlour,
05-Jan-13 04:20 PM, #9
RE: Overhauling resistance/vulnerability + updated XP p...,
Graatch,
05-Jan-13 04:39 PM, #10
RE: Overhauling resistance/vulnerability + updated XP p...,
Zulghinlour,
05-Jan-13 04:39 PM, #12
So in terms of Goblins/Dwarves and the like.,
Batman (Anonymous),
05-Jan-13 06:09 PM, #23
RE: So in terms of Goblins/Dwarves and the like.,
Zulghinlour,
05-Jan-13 06:11 PM, #24
RE: Overhauling resistance/vulnerability + updated XP p...,
DurNominator,
05-Jan-13 04:15 PM, #7
RE: Overhauling resistance/vulnerability + updated XP p...,
Zulghinlour,
05-Jan-13 04:17 PM, #8
RE: Overhauling resistance/vulnerability + updated XP p...,
Isildur,
05-Jan-13 04:44 PM, #14
RE: Overhauling resistance/vulnerability + updated XP p...,
Zulghinlour,
05-Jan-13 04:47 PM, #15
RE: Overhauling resistance/vulnerability + updated XP p...,
Isildur,
05-Jan-13 04:57 PM, #18
RE: Overhauling resistance/vulnerability + updated XP p...,
Zulghinlour,
05-Jan-13 04:58 PM, #20
Very nice changes,
Cenatar_,
05-Jan-13 02:32 PM, #1
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incognito | Sat 27-Apr-13 06:18 AM |
Member since 04th Mar 2003
4495 posts
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#2804, "Didn't arials have a resist to cold? nt"
In response to Reply #0
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Dallevian | Mon 29-Apr-13 04:48 PM |
Member since 04th Mar 2003
1618 posts
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#2806, "felar. nt"
In response to Reply #56
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Daevryn | Mon 29-Apr-13 06:10 PM |
Member since 13th Feb 2007
11117 posts
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#2807, "Nope, never did (n/t)"
In response to Reply #56
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Asthiss | Fri 11-Jan-13 02:57 AM |
Member since 26th Oct 2004
191 posts
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#2776, "You ROCK!"
In response to Reply #0
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I haven't played for 6 months (work load) but I try to keep up with the changes and live of CF.
And I'm so happy that this game exist and that you the code time put so much effort into it.
Thank you and I hope you have a great 2013!
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Calion | Mon 07-Jan-13 05:12 PM |
Member since 04th Mar 2003
367 posts
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#2771, "Good stuff."
In response to Reply #0
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A question or two:
Might I ask for your reasoning for dropping halfies exp penalty to 0? It kinda feels they should have a bit more (like the old 100) than humans...
If I understood correctly, you can now have two (or more) same protections cumulatively, e.g. while wearing a 'resist fire' item you could now quaff a potion of 'resist fire' and have them stack? Or do the additional effects have to be of a different type (like prot from heat)?
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Zulghinlour | Tue 08-Jan-13 08:49 PM |
Member since 04th Mar 2003
9792 posts
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#2773, "RE: Good stuff."
In response to Reply #48
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>Might I ask for your reasoning for dropping halfies exp >penalty to 0? It kinda feels they should have a bit more (like >the old 100) than humans...
Because.
>If I understood correctly, you can now have two (or more) same >protections cumulatively, e.g. while wearing a 'resist fire' >item you could now quaff a potion of 'resist fire' and have >them stack? Or do the additional effects have to be of a >different type (like prot from heat)?
They have to be different affects, but they can stack. You can't just keep quaffing resist fire potions and build up your resistance. So long, and thanks for all the fish!
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DurNominator | Wed 09-Jan-13 03:47 AM |
Member since 08th Nov 2004
2018 posts
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#2774, "Dropping the half penalty was a good idea."
In response to Reply #48
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>A question or two: > >Might I ask for your reasoning for dropping halfies exp >penalty to 0? It kinda feels they should have a bit more (like >the old 100) than humans...
Dunno if Zulg has any deeper reasoning than this, but half-races were among the least popular race choise in CF in nearly every class. Human population is nearly twice as much or more in every class than that of a half-race.
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orangepowered | Wed 09-Jan-13 01:55 PM |
Member since 29th Jun 2011
347 posts
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#2775, "RE: Dropping the half penalty was a good idea."
In response to Reply #51
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I also had the same thought on the reasoning.
At a glance half-races now seems the more default choice than human, but having played one some what recently I really feel the amount of gear you can't use balances them out.
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xrus | Sun 06-Jan-13 02:57 PM |
Member since 13th May 2011
318 posts
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#2765, "Thanks a lot!"
In response to Reply #0
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These changes might have good or bad effects on CF (I think they all are positive) but it's not THAT important. The most important point is.. You (All the implementors) are still coding and do huge changes which is VERY appreciated.
Thanks again.
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Illanthos | Sun 06-Jan-13 10:48 AM |
Member since 14th Oct 2011
274 posts
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#2762, "I love these changes!"
In response to Reply #0
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Keep up the awesome work.
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Daevryn | Sun 06-Jan-13 10:28 AM |
Member since 13th Feb 2007
11117 posts
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#2761, "Class XP Penalties"
In response to Reply #0
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Somewhat counterbalancing low level former-0-penalty classes no longer having a level advantage to lord over the higher penalty characters, the following changes have been made (coming next crash/reboot):
- Spellcraft is a little more front-loaded. That is to say, it gives more of its bonus earlier but is similar around hero. - Weave of Elements, Nether Protection, and Arcane Absorbtion are now available at level 20 and have a duration that's more front-loaded than previous. - Most of the former 0-penalty classes get parry (and where applicable, shield block) earlier than before. - A-P lightning bolt is very slightly weaker at low levels. Invoker lightning bolt is unchanged. - Wrath is slightly weaker at lower levels. At higher levels it is as current. - Ambush deals less damage at lower levels. At higher levels it is as current. - Shield jab and shield mastery effectiveness scale slightly with level now, being somewhat less effective at lower levels.
There's still more tweaking to do but this is the start.
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Rade | Sun 06-Jan-13 08:38 PM |
Member since 04th Mar 2003
157 posts
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#2768, "RE: Class XP Penalties"
In response to Reply #38
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crsweeney | Wed 24-Apr-13 10:11 AM |
Member since 17th Apr 2013
202 posts
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#2802, "RE: Class XP Penalties"
In response to Reply #38
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Curious if the wrath and shield changes are being evaluated or considered to be good as is?
As a level 25 paladin I can't see wrath being a viable option for damage as compared to weapon skills given it's reduced damage...small sample size so far but getting a decimates level of damage with wrath at this level seems a bit off to me.
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Newp2 | Fri 26-Apr-13 07:29 PM |
Member since 25th Feb 2013
9 posts
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#2803, "RE: Class XP Penalties"
In response to Reply #38
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Web page still needs updating with the new class & race penalties.
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Zephon | Sun 06-Jan-13 09:58 AM |
Member since 21st Mar 2007
488 posts
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#2760, "Dude, you rock."
In response to Reply #0
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You made me want to roll up something eventhough I dont have time. Thanks Zulg!
Zephon
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Marcus_ | Sun 06-Jan-13 08:15 AM |
Member since 04th Mar 2003
681 posts
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#2758, "Awesome. nt"
In response to Reply #0
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#2754, "Hit a home run there."
In response to Reply #0
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Dig the changes, and the fact that you made them. The fact that in 2013 a text based game is still being actively developed by highly competent developers. If I continue to see this level of commitment to the game I will probably start actively recruiting new players. Have you thought about sending out another newsletter?
Arials are still annoyingly good, but not ridiculously overpowered (relatively speaking). I think a good way to bring them in line would be to make more lightning and water weapons available. Particularly since resist lightning is SO easy to get.
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Dragomir | Sat 05-Jan-13 07:57 PM |
Member since 09th Mar 2006
220 posts
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#2751, "You are killing me!!"
In response to Reply #0
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All this last week I was going back and forth about making a character and about 6/8 months away... I finally decidde no. And then you do something to totally make me say F it! I'm in!!
Thanks man, you guys are all awesome in my book.
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TMNS | Sat 05-Jan-13 06:30 PM |
Member since 10th Jun 2009
2670 posts
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#2749, "Someone was busy."
In response to Reply #0
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This seemed like it was a lot of work.
It's awesome now that you've created a system whereby you can create gear and such that actually fits into the new system. This IMHO is the best part of this change (especially when mentioning skills/spells/edges like forgiving curor). I always wanted to wear to resist heat items as a felar, glad I finally can and the second piece of gear will actually do something.
About the class exp penalties, not sure how I feel about it. In one way, I think it's awesome that my fire ap doesn't have people 7-9 ranks above him at all time...but I kinda think the fire ap needed that (in a way, so to speak) because fire is generally the best choice for an AP.
Willing to definitely give this a shot. Thanks again Zulg.
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Graatch | Sat 05-Jan-13 05:15 PM |
Member since 14th Apr 2010
167 posts
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#2744, "RE: Overhauling resistance/vulnerability + updated XP p..."
In response to Reply #0
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Curious about the change from immunity to 90% resist for storms and water. What's the thinking behind that?
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Zulghinlour | Sat 05-Jan-13 06:13 PM |
Member since 04th Mar 2003
9792 posts
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#2747, "RE: Overhauling resistance/vulnerability + updated XP p..."
In response to Reply #22
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>Curious about the change from immunity to 90% resist for >storms and water. What's the thinking behind that?
Immunity to anything tends to break things balancewise (you can now go kill random high level mob because you can't take any damage from it). You won't be able to gear up to immunity, diminishing returns will cap out at 90% resistance.
You'll probably see more changes along these lines in the future. So long, and thanks for all the fish!
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Rade | Sat 05-Jan-13 08:50 PM |
Member since 04th Mar 2003
157 posts
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#2752, "RE: Overhauling resistance/vulnerability + updated XP p..."
In response to Reply #25
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Does this affect absorb_fire? Ever since I saw one of them running round smacking some of the big mobs in the High Lord's Keep and healing up on the firedrake I felt that was broken.
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Zulghinlour | Sat 05-Jan-13 10:44 PM |
Member since 04th Mar 2003
9792 posts
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#2753, "RE: Overhauling resistance/vulnerability + updated XP p..."
In response to Reply #30
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>Does this affect absorb_fire?
Currently no, but that doesn't mean it won't change in the future. So long, and thanks for all the fish!
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xrus | Sun 06-Jan-13 02:54 PM |
Member since 13th May 2011
318 posts
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#2764, "Idea?"
In response to Reply #31
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Just a suggestion:
Healing through fire+mantle could go in some ticks (Five battle ticks for example). So a high-level mob can do enough damage to ruin you in 3 ticks, but same level mob/pc can't do much probably.
The idea behind: Mantle get's the fire and changes it into healing but it takes sometime (Based on the phoenix itself) to take it fully under control.
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Zulghinlour | Sun 06-Jan-13 08:27 PM |
Member since 04th Mar 2003
9792 posts
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#2767, "RE: One thing with 90% resistance"
In response to Reply #35
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>Is that it will make skill practicing for storm giants quite >easy, since your skills will improve with 90% resist, but not >with immunity.
Yup, this is something we've talked about a few different ways to fix. I'll have to see which makes the most sense to implement. So long, and thanks for all the fish!
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TMNS | Sun 06-Jan-13 09:25 PM |
Member since 10th Jun 2009
2670 posts
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#2769, "Could you just add a negative % benefit?"
In response to Reply #44
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Like, you have the 100% skill learn bonus that you give as a gift.
Would there be a way to code something like: if resistance = 90, (-)50% skill learn?
Just thinking if that's not difficult, that would be the way I do it.
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Kalageadon | Sat 05-Jan-13 04:51 PM |
Member since 23rd Oct 2003
1040 posts
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#2739, "How do material vulns/resist factor into this?"
In response to Reply #0
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Like vuln mithril, vuln iron, resist metals?
Also on a side note, I've always wondered about the felar help file which, to me, suggest that they should be able to take blows that would kill a normal human yet they have no damage resists other than fire? ie "It is said a Felar can withstand blows in battle (or from an angry master) that would kill a human outright."
I am a big fan of the monster effort that you and the staff put into trying to bring, we the players, a better gaming experience and applaud your dedication and hard work.
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Zulghinlour | Sat 05-Jan-13 04:57 PM |
Member since 04th Mar 2003
9792 posts
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#2741, "RE: How do material vulns/resist factor into this?"
In response to Reply #17
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>Like vuln mithril, vuln iron, resist metals?
They are completely separate in the damage formula, and not reflected at all in the score damage command (there isn't really a way to do it that way).
>Also on a side note, I've always wondered about the felar help >file which, to me, suggest that they should be able to take >blows that would kill a normal human yet they have no damage >resists other than fire? ie "It is said a Felar can withstand >blows in battle (or from an angry master) that would kill a human >outright."
That's history I don't know, but yes they only have resistance to fire.
>I am a big fan of the monster effort that you and the staff >put into trying to bring, we the players, a better gaming >experience and applaud your dedication and hard work.
Thanks! So long, and thanks for all the fish!
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DurNominator | Sat 05-Jan-13 06:15 PM |
Member since 08th Nov 2004
2018 posts
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#2748, "RE: How do material vulns/resist factor into this?"
In response to Reply #19
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>>Also on a side note, I've always wondered about the felar >help >>file which, to me, suggest that they should be able to take >>blows that would kill a normal human yet they have no damage >>resists other than fire? ie "It is said a Felar can >withstand >>blows in battle (or from an angry master) that would kill a >human >>outright." > >That's history I don't know, but yes they only have resistance >to fire.
I think felar are also resist light. It is documented in the help section of this website too. I think the text in the helpfile refers to 23 con of felar as opposed to 20 con of a human.
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Zulghinlour | Sat 05-Jan-13 06:37 PM |
Member since 04th Mar 2003
9792 posts
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#2750, "RE: How do material vulns/resist factor into this?"
In response to Reply #26
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>I think felar are also resist light. It is documented in the >help section of this website too.
Someone didn't read the summary
Light resistance removed from Felar
So long, and thanks for all the fish!
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xrus | Sun 06-Jan-13 03:01 PM |
Member since 13th May 2011
318 posts
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#2766, "Vanguard?"
In response to Reply #19
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I always thought same about felar. It seemed that they might have something like vanguard (which do some resistance against high damages).
1. Is it right? 2. If not, is it a good idea to add it?
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incognito | Tue 08-Jan-13 01:57 PM |
Member since 04th Mar 2003
4495 posts
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#2772, "Do you mean a vuln to fire? nt"
In response to Reply #19
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Graatch | Sat 05-Jan-13 04:59 PM |
Member since 14th Apr 2010
167 posts
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#2743, "RE: How do material vulns/resist factor into this?"
In response to Reply #17
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>Also on a side note, I've always wondered about the felar help >file which, to me, suggest that they should be able to take >blows that would kill a normal human yet they have no damage >resists other than fire? ie "It is said a Felar can withstand >blows in battle (or from an angry >master) that would kill a human outright." >
Years ago I was told that is the explanation for their high con. Blows that would kill a human because the felar has the health to sustain it, not because it can resist it. Just heartier than humans.
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Tac | Sat 05-Jan-13 04:43 PM |
Member since 15th Nov 2005
2050 posts
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#2735, "very cool changes"
In response to Reply #0
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And thanks for all the work.
Any thoughts to adding dam redux to the score damage?
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Zulghinlour | Sat 05-Jan-13 04:49 PM |
Member since 04th Mar 2003
9792 posts
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#2738, "RE: very cool changes"
In response to Reply #13
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>And thanks for all the work. > >Any thoughts to adding dam redux to the score damage?
Nope, because there are a zillion factors into what that number would actually be (are you getting hit with a mithril weapon that does freezing damage both exploiting your vulnerabilities with protection from evil up). So long, and thanks for all the fish!
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vargal | Sun 06-Jan-13 08:10 AM |
Member since 07th Apr 2004
384 posts
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#2756, "RE: Mechanics"
In response to Reply #16
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First, thanks for this great change AND its bug fixes! You rock.
I assume vulns and resists are still checked for first, then other damage reduction/amplification(soften/sigil/pbrand) when calculating damage?
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Tac | Mon 07-Jan-13 09:43 AM |
Member since 15th Nov 2005
2050 posts
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#2770, "I was thinking more for dam redux that is equal vs. eve..."
In response to Reply #16
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Like sanc, ABS, etc. I can understand prot vs good and some other redux not showing up since they depend too much on what you are fighting, but some stuff is equal across the board, and I was thinking those might show up. Not a big deal either way, just for clarity.
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Borkahd | Sat 05-Jan-13 04:35 PM |
Member since 17th Mar 2009
187 posts
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#2733, "Rock on, Big Z. Thanks! (nt)"
In response to Reply #0
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n/t ----------------- "My view of Borkahd IC" If you anger him, he'll rape you to death, eat your flesh, and sew your skin into his clothing. And if you're very, very lucky, he'll do it in that order. ~Twist
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Dallevian | Sat 05-Jan-13 03:52 PM |
Member since 04th Mar 2003
1618 posts
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#2728, "you're a hoss nt"
In response to Reply #0
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Aereglen | Sat 05-Jan-13 03:13 PM |
Member since 23rd Apr 2011
476 posts
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#2726, "Thank you, thankyou, thank you."
In response to Reply #0
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Wow, that is a lot of work you did here Captain Z. These are all awesome changes, and I predict these changes will increase the fun factor by about 22%(give or take 2%, my calculations are not based on solid data *snicker*). Thank you, I freaking love you, and god bless.
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Zulghinlour | Sat 05-Jan-13 03:09 PM |
Member since 04th Mar 2003
9792 posts
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#2725, "RE: Overhauling resistance/vulnerability + updated XP p..."
In response to Reply #2
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>1. What is the interaction now between racial vulns and gear >that grants resistance? > >i.e. If you're a fire giant with a 33% vulnerability to cold >and you wear a piece of gear that would grant a human 33% >resistance to cold are you now at 0%?
Yes, you are now at 0%.
>2. Should "magic" be on this list since dwarves and certain >other races are supposed to resist "magic"?
Magic was never really done correctly or consistently (as I found throughout the project). Now it will work as I believe it was intended, but RES_MAGIC equates now to 20% resistance to cold, fire, lightning, acid and energy. So long, and thanks for all the fish!
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Zulghinlour | Sat 05-Jan-13 04:20 PM |
Member since 04th Mar 2003
9792 posts
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#2731, "RE: Overhauling resistance/vulnerability + updated XP p..."
In response to Reply #5
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>>Now it will work as I believe >>it was intended, but RES_MAGIC equates now to 20% resistance >>to cold, fire, lightning, acid and energy. > >Does a character with res_magic have an increased chance to >save against spells & communes? Or is it purely a melee >damage thing now.
They never did as far as I can tell, and it hasn't changed. So long, and thanks for all the fish!
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Graatch | Sat 05-Jan-13 04:33 PM |
Member since 14th Apr 2010
167 posts
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#2732, "RE: Overhauling resistance/vulnerability + updated XP p..."
In response to Reply #9
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>>>Now it will work as I believe >>>it was intended, but RES_MAGIC equates now to 20% >resistance >>>to cold, fire, lightning, acid and energy. >> >>Does a character with res_magic have an increased chance to >>save against spells & communes? Or is it purely a melee >>damage thing now. > >They never did as far as I can tell, and it hasn't changed.
What about things like the resist arcane edge?
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Zulghinlour | Sat 05-Jan-13 04:39 PM |
Member since 04th Mar 2003
9792 posts
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#2734, "RE: Overhauling resistance/vulnerability + updated XP p..."
In response to Reply #10
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>>>>Now it will work as I believe >>>>it was intended, but RES_MAGIC equates now to 20% >>resistance >>>>to cold, fire, lightning, acid and energy. >>> >>>Does a character with res_magic have an increased chance to >>>save against spells & communes? Or is it purely a melee >>>damage thing now. >> >>They never did as far as I can tell, and it hasn't changed. > >What about things like the resist arcane edge?
That affects the chance of the spell landing.
So long, and thanks for all the fish!
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#2745, "So in terms of Goblins/Dwarves and the like."
In response to Reply #9
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I'll do the list styled questions since you respond to those more.
Goblins are vuln to acid/fire/lightning/cold/energy, including damage from, as an example, a fire weapon?
Is this how it was before as well for anything vuln_magic?
Dwarves resist all of the above weapon wise?
Not arguing against it, just trying to make sure I understand it all correctly.
Thanks, and I personally really really really really like this change - arial int-drop and the damage resistance revamp.
Best santa zulg present ever <3
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Zulghinlour | Sat 05-Jan-13 06:11 PM |
Member since 04th Mar 2003
9792 posts
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#2746, "RE: So in terms of Goblins/Dwarves and the like."
In response to Reply #23
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>Goblins are vuln to acid/fire/lightning/cold/energy, including >damage from, as an example, a fire weapon?
Correct.
>Is this how it was before as well for anything vuln_magic?
No, it wasn't. Res/vuln magic were broken/inconsistent previously, this change makes it much better.
>Dwarves resist all of the above weapon wise?
Correct.
>Thanks, and I personally really really really really like this >change - arial int-drop and the damage resistance revamp. > >Best santa zulg present ever <3
Merry Zulgmas! So long, and thanks for all the fish!
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DurNominator | Sat 05-Jan-13 03:53 PM |
Member since 08th Nov 2004
2018 posts
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#2729, "RE: Overhauling resistance/vulnerability + updated XP p..."
In response to Reply #3
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>>1. What is the interaction now between racial vulns and >gear >>that grants resistance? >> >>i.e. If you're a fire giant with a 33% vulnerability to cold >>and you wear a piece of gear that would grant a human 33% >>resistance to cold are you now at 0%? > >Yes, you are now at 0%.
What about two pieces of gear, each of which would give human 33%? Are you now at 33% or are diminishing returns already in effect due to covering the vuln with the other item and having points?
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Zulghinlour | Sat 05-Jan-13 04:17 PM |
Member since 04th Mar 2003
9792 posts
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#2730, "RE: Overhauling resistance/vulnerability + updated XP p..."
In response to Reply #7
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>What about two pieces of gear, each of which would give human >33%? Are you now at 33% or are diminishing returns already in >effect due to covering the vuln with the other item and having >points?
You are already in diminishing returns. So long, and thanks for all the fish!
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Zulghinlour | Sat 05-Jan-13 04:47 PM |
Member since 04th Mar 2003
9792 posts
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#2737, "RE: Overhauling resistance/vulnerability + updated XP p..."
In response to Reply #14
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>It seems as if the points are purely additive and then the >resistance is computed from the point total according to some >formula.
And there's the rub...it figures out what your percentage resistance would be (with diminishing returns), and then subtracts the vulnerability from it. So a vulnerability is always bad, and much harder to cover up.
>Based on the values you published (20 pt = 20%, 50 pt = 40%, >70 pt = 50%) a piece of gear granting 33% resistance should >have around 35 points.
Those numbers are accurate, 38 points = 33%.
>If that's the case, then two such pieces of gear would be >worth 70 points, which is 50% resistance.
50% resistance, and then you subtract 33% vulnerability from it and you get 17% resistance. So long, and thanks for all the fish!
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Zulghinlour | Sat 05-Jan-13 04:58 PM |
Member since 04th Mar 2003
9792 posts
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#2742, "RE: Overhauling resistance/vulnerability + updated XP p..."
In response to Reply #18
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>So the vuln is not like starting with a base of -38 >points. It's worse than that.
Correct.
>Do other forms of protection work on the points system now >too, e.g. sanc, barrier, stoneskin, etc.?
They haven't changed at all. All of this basically replaced the one section of the damage code that dealt with vulnerability/resistance/immunity to specific types of damage. Nothing else has changed. So long, and thanks for all the fish!
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Cenatar_ | Sat 05-Jan-13 02:01 PM |
Member since 08th Jan 2006
85 posts
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#2723, "Very nice changes"
In response to Reply #0
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I like all balancing and the resistance change will make the game really interesting and I like the possibility that some weaker gear can help your resistances a little, not just the very powerful way of going from vuln to resistant
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