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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 02/28/2007 23:29:30
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monsto
Joined: 02/02/2007 14:08:06
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I originally had this idea for a skill for adrenalin masters, similar to WMs Adv DB and medics Adv DR. Advanced Adrenalin Use (i'm sure there's a better name) where somehow the amout of adrenalin used for an artifact would be reduced. To keep super-high level players from globe/triple/rod all the time, there'd have to be changes to thos artifacts.
Globe:
rather than flatly denying everything that hits the player, the globe will absorb a percentage (say 95%) of the damage the player takes with the remaining (5%) coming from the players adrenalin. Then . . . an advanced adrenalin skill (ala advanced DR and DB) reduces the effect of this remaining percent.
so . . . for example.
player with 100 adren starts the globe. During the first second they take a 100pt hit. 5 points come off of their adren. 12 come off from the second use of the globe. 1 second, 17 pts of adren.
with advanced adren 5, player reduces the cost of the hit by 50%. Globe use = 12 adren/sec. the same 100pt hit adds up like 2.5 adren + 12 adren = 14.5
Max advanced adren (10 i guess), 100% hit-cost reduction, but you still have the per-second adren cost which will never go away.
Triple:
Cost = 5% of damage dealt per hit (like lrod) + 10 per second. advanced adren reduces the same way.
Rod:
Only Bob, Dot and Enzo know how the cost per hit is figured for using the rod, but that would also be reduced 10% at a time until it's down to no per-hit cost and only the per second cost remains. in all fairness it's per second should be bumped up from the current 1 per second.
Double Mod:
leave as is.
This reduces the overall effectiveness of dropped artifacts for everyone (without outright killing em) and makes being an AM more desirable. Currently, a WM with all the damage bonus mods and an E+3 weap can globe almost as effectively as good AM.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/01/2007 01:04:19
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
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monsto wrote:
I originally had this idea for a skill for adrenalin masters, similar to WMs Adv DB and medics Adv DR. Advanced Adrenalin Use (i'm sure there's a better name) where somehow the amout of adrenalin used for an artifact would be reduced. To keep super-high level players from globe/triple/rod all the time, there'd have to be changes to thos artifacts.
In summary, an AM with this ability maxed behaves as now, whilst lower level AMs and the other classes get less benefit from artifacts. Personally, I am not sure. It adds extra complications, and I do not think nerfing other types will help the AM.
monsto wrote:
Globe:
rather than flatly denying everything that hits the player, the globe will absorb a percentage (say 95%) of the damage the player takes with the remaining (5%) coming from the players adrenalin. Then . . . an advanced adrenalin skill (ala advanced DR and DB) reduces the effect of this remaining percent.
This may be difficult to implement. At the moment, the globe sets a flag which stops all damage. The check for the flag is buried in lots of places, some of which will be difficult to override. In particular, I believe when a superweapon like a redeemer is used, the target's abilities are not checked for damage reduction etc. So if the invulnerable flag is not set, you die. If it is set, you get no damage. Your ability never gets called.
monsto wrote:
Currently, a WM with all the damage bonus mods and an E+3 weap can globe almost as effectively as good AM.
The big difference is adrenal surge. AMs get double the adrenaline from a kill, which makes running artifacts for a long time a lot more achievable. Plus AMs tend to have higher maximums of adrenaline, which drip and leech feed during the "quiet" times. I think these more than make up for the extra 10% damage WMs get.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/01/2007 08:56:52
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Spacey
Wicked Sick!
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I will have to say that the globe of invulnerability does not deny everything, which IMO is a defect. With the new monsters, I am routinely getting poisoned, frozen, etc. with the globe running. Not what I would call invulnerable by any means.
If we were to talk about advanced AM skills, I would personally say that the skill should do things like reduce the adren usage on artifacts, so that things like the globe/triple combo last 15 seconds instead of 10 (just rough times, using a memory of usage/time from when they were last adjusted), or perhaps re-enabling some of the things like drip while using them.
And while speaking of advanced AM skills, how about these for possibilities.
- An artifact/ability like the medics have for healing weapons, to create an energy weapon (say 250 adren to create one energy +4 or...pretty please... +5 weapon).
- Perhaps the ability to exchange magical attributes between weapons. I cannot count the number of times I have made an energy shock and been stuck making crappy flaks like sturdy +1.
- Maybe a way to do MWM/max like abilities, using a lesser amount of our own adren, and the required amount of adren for another player to affect their weapon. So, for say 25 of my adren and 100 of UntamedSub's, I could get rid of that negative weapon she has, without breaking my MWM. Or for say 50 adren and 150 of hers, I could max that draining weapon and make it an energy weapon. Player selection could either be similar to the bolt/rod, where it is the player standing in your crosshairs, or perhaps an AoE like the medic's healing blast.
Of course, there is the descrepancy of medics getting XP for healing or killing bugs while AMs are still stuck having to kill bugs and no XP for doing things like maxing weapons, which is the team-work related equivilent of healing. I have mentioned these in the past, but will say that with this last one in particular, it might be an easy way to grant XP based on an AM's teamwork.
And if we can manage higher DB/DR for a given class, perhaps we might do the same for AMs, where the adren cap moves up to say 300.
Just some ideas.
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*BEL*_e (spacey), BEL Clan General -- You Frag em, I'll Slag em!
LA -- *BEL*_e (level 283 - Extreme AM), LW -- *BEL*_o (level 26) MM - ?? ( *BEL*_Rolaids ?? *BEL*DrWho??, Engineer... *BEL*BS_E_E [BSEE '89, Ohio U] (level 22)
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/01/2007 10:11:19
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Szlat
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Joined: 05/18/2005 18:32:41
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Some good thoughts there Spacey.
Spacey wrote:
I will have to say that the globe of invulnerability does not deny everything, which IMO is a defect. With the new monsters, I am routinely getting poisoned, frozen, etc. with the globe running.
Freezing as such doesn't do damage, so should still affect you. As for poison, you may get the message that you are poisoned, but do you lose any health?
Spacey wrote:
If we were to talk about advanced AM skills, I would personally say that the skill should do things like reduce the adren usage on artifacts, so that things like the globe/triple combo last 15 seconds instead of 10 (just rough times, using a memory of usage/time from when they were last adjusted), or perhaps re-enabling some of the things like drip while using them.
I think it very unlikely Druid will allow artifacts like the triple and globe to use less adrenaline. They were deliberately toned down so people could not run them continuously.
Spacey wrote:
- Maybe a way to do MWM/max like abilities, using a lesser amount of our own adren, and the required amount of adren for another player to affect their weapon. So, for say 25 of my adren and 100 of UntamedSub's, I could get rid of that negative weapon she has, without breaking my MWM. Or for say 50 adren and 150 of hers, I could max that draining weapon and make it an energy weapon. Player selection could either be similar to the bolt/rod, where it is the player standing in your crosshairs, or perhaps an AoE like the medic's healing blast.
It would be possible to give AMs an artifact that created single-use artifacts that others could pick up. So the AM hits the "create remove negative modifier" artifact for 200 adrenaline, the other player picks it up and uses it with 50 adrenaline to remove the curse off the weapon. The single-use artifact is destroyed, and the AM gets 5 xp.
Spacey wrote:
Of course, there is the descrepancy of medics getting XP for healing or killing bugs while AMs are still stuck having to kill bugs and no XP for doing things like maxing weapons, which is the team-work related equivilent of healing. I have mentioned these in the past, but will say that with this last one in particular, it might be an easy way to grant XP based on an AM's teamwork.
You do get xp for running the damage or invulnerability spheres
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/01/2007 14:12:29
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Kyoushu
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Joined: 02/22/2007 20:01:22
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Szlat wrote:
You do get xp for running the damage or invulnerability spheres
Adrenaline masters get that?? . I always thought it was weapons master...
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Medic: Kyoushu-Lvl.26
Adrenaline: Kyoujun-Lvl.0
Weapons: Kyoukuu-Lvl.0
Engineer: Kyouora-Lvl.0
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/01/2007 14:59:31
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ECHO
Wicked Sick!
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Kyoushu wrote:
Adrenaline masters get that?? . I always thought it was weapons master...
Maybe you are confusing spheres with globes. Anyone can pick up a globe of invulnerability dropped by a monster, but Adrenaline masters (granted they have the appropriate level of loaded artifacts) spawn with a globe and invulnerability/double damage spheres. As far as I know, the spheres are disabled due to bugs. Most weapons masters, including myself, would not be able to sustain the drain of a sphere for very long anyways.
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You can never have too much precision in your soup.
"I don't think it's fair for me to be on the jury because I'm a hologram..." - Liz Lemon
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/01/2007 15:10:27
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Szlat
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I thought I had fixed the bugs? Are there any still outstanding?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/01/2007 18:22:38
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ECHO
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Szlat wrote:
I thought I had fixed the bugs? Are there any still outstanding?
No new bugs to report, I just haven't seen them around lately. They are included with loaded artifacts 2, right?
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You can never have too much precision in your soup.
"I don't think it's fair for me to be on the jury because I'm a hologram..." - Liz Lemon
turtle power!
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/01/2007 18:28:01
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kyraeu
Rampage
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Joined: 08/20/2005 18:13:53
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My LA (who has artifacts maxed) doesn't have the spheres back.
It would be interesting to see how two high/midlevel LAs would do, one running the damage sphere, the other the invuln. They'd probably both get flung out of the invuln sphere and die... lol.
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My Players: Junkie: Kyraeu 85 -- Medic: Excuses 68 -- Weapon: Fyruse 40
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/01/2007 23:06:45
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monsto
Joined: 02/02/2007 14:08:06
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Szlat wrote:
It would be possible to give AMs an artifact that created single-use artifacts that others could pick up. So the AM hits the "create remove negative modifier" artifact for 200 adrenaline, the other player picks it up and uses it with 50 adrenaline to remove the curse off the weapon. The single-use artifact is destroyed, and the AM gets 5 xp.
That's a great idea... here allow me to simplify it some... the "MWM Maker" is used by the AM and tosses a 1 use MWM (so you can aim at a guy and make one). the AMs own (super?) mwm is undroppable. Only other thing i'd say is to make it either more xp or less adren. a medic can either pwn or heal for solid xp and this would kinda be the AMs version of the same.
anyway, considering my original post, on the server i play on, i can solidly globe with triple under not-so-rare circumstances, and even tho that's to my advantage, i'm not the only one that believes that the globe can be unbalancing. an idea that works in theory to bring that down a notch... obviously the devel (hah typo) is in the details and makes it impractical pending something major.
thanks for your time.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/02/2007 00:49:30
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Szlat
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kyraeu wrote:
It would be interesting to see how two high/midlevel LAs would do, one running the damage sphere, the other the invuln. They'd probably both get flung out of the invuln sphere and die... lol.
The person running the sphere gets the benefits even if he steps out of the sphere.
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