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Triple Damage too good?  XML
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Szlat

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Joined: 05/18/2005 18:32:41
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Ok, here's a question to throw in the pot.
LWs can fire a weapon causing about 100 damage every second.
Should LAs have an artifact (similar to the beam) that they can fire every second that does a similar amount of damage, and uses no adrenaline?
Moof

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Szlat, rather than asking if one specific thing is out of whack here, I think a more appropriate question would be to ask whether, as a whole, the classes are balanced as they now stand.

After Dru disabled the Triple on Vorpal and Rage weapons, and having a few of my own questions answered, I would say that they are.

Therefore, despite the fact that the Triple may seem overpowered when singled out, I don't think that it's overpowered when taken into a larger context.

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Grizzled_Imposter

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Every one gets weapons, maybe I don't understand your query Szlat....

I think that I agree with Moof on this one, look at the big picture, not the individual beans.

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FogRaider(_MM)

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Uh, even though it's fun to read everyone championing AMs, and even though
most of their arguments make sense in the AM context...WMs and MMs can pick up triples too, yet that seems to be mentioned very little. Maybe I'm just thick, but I think this topic should discuss ALL classes, since currently ALL classes can get a triple.
*prepares to be assaulted by a horde of angry level 100+'s*
Szlat

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Ok, so the summary up to yet seems to be:
  • Leave the triple alone
  • Remove leech from the beam and bolt. Make the beam cost 10 adrenaline for a miss.
  • Leave the triple working with the beam/bolt, so it does 3*damage for the same adrenaline.
  • Modify the poisonblast, megablast and freezebomb to be better value.

    I think the topic of spawning single-use artifacts etc is worth considering, but needs dealing with in a separate thread - much too big a topic for this one.

    If I have missed anything, sorry. The thread had got a bit big by this stage.

    Just need Dru's yah or nay now.
  • Moof

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    Er. Wha?

    I think the summary was just leave everything alone unless Dru says otherwise, and maybe make MegaBlast cheaper.

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    Szlat

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    Moof wrote:
    Er. Wha?

    I think the summary was just leave everything alone unless Dru says otherwise, and maybe make MegaBlast cheaper. 
    I apologise if I have incorrectly summarised what I thought had been said.

    This thread was created due to a request that the beam be nerfed, but because I knew the triple did significantly more damage per adrenaline than the beam, I wanted to test the general feeling.

    The main answer arising from this is to leave the triple alone, which you amongst others commented on.

    It still leaves the initial question about the beam. I still consider the beam as a work in progress, rather than assuming we have reached the final definition of it.

    At the moment, surge and leech will return over 50% of the cost of the beam, assuming the monster is at full health. If the monster is at half health, this rises to 75% approx, and 140% approx is returned if the monster is at 20% health. This is too high, and something has to be done. A lot of this is due to surge, which I do not want to change. The rest is leech. Leech in general does not work if you have an artifact running. So removing leech from bolt/beam fits in with other artifacts. And the comments of people who specifically mentioned leech in this thread support this.

    The Lightning Bolt is meant to be unaimed, and so only does 4 damage per adrenaline. The beam was meant to be aimed, and so scored higher damage per adrenaline. In case a person missed, due to lag etc, I left it such that a miss on the beam did not cost anything. However, if people are running around constantly firing the beam until it hits, they are not aiming it as intended. They are exploiting a concession. I think taking 10 adrenaline for a miss will stop people running around hitting the beam, and make them aim it. Bug fix.

    The triple change is also a bug fix. At the moment, the beam/bolt try to do triple damage, then try to reclaim triple adrenaline, which the player often hasn't got. It should not be possible to spend adrenaline you haven't got. As a side note, it will not be possible to fix this one unless leech is removed, as the leeched adrenaline would be too high.

    The megablast got multiple mentions for perhaps wanting a lower adrenaline cost. However, the same applies to the others (none are over-used), and the blasts have to be balanced with the most destructive one costing most.

    And of course nothing happens unless Dru says so. We all know that.
    ECHO

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    Szlat wrote:
    Ok, so the summary up to yet seems to be:
  • Leave the triple alone
  • Remove leech from the beam and bolt. Make the beam cost 10 adrenaline for a miss.
  • Leave the triple working with the beam/bolt, so it does 3*damage for the same adrenaline.
  • Modify the poisonblast, megablast and freezebomb to be better value. 


  • Those changes sound reasonable to me

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    Spacey

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    ECHO wrote:

    Szlat wrote:
    Ok, so the summary up to yet seems to be:
  • Leave the triple alone
  • Remove leech from the beam and bolt. Make the beam cost 10 adrenaline for a miss.
  • Leave the triple working with the beam/bolt, so it does 3*damage for the same adrenaline.
  • Modify the poisonblast, megablast and freezebomb to be better value. 


  • Those changes sound reasonable to me  


    Ready for my reply?? Guess what, I have a surprise for you... I would have to tentatively agree. I know the triple/rod do not appear to give any leach, and maybe not surge.... all I seem to get adren for is kill sprees. As for drip... that gets disabled when you activate any artifacts IIRC. This means I am not too adverse to removing leach and perhaps surge. And since we are leaving the triple alone, I can live with that, so long as it will continue to stack with at least the rod (want to use 250 adren really quickly... stand in the middle of a bunch of titans and fire off the triple/rod... it goes about 2 seconds, if that, and might not kill anything... I could hope for a bit more, but that is in part why I want to have a AM specific weapon).

    Do we need to summon some medics to do some healing??

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