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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/29/2007 13:18:42
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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At the moment, for a last player level 200+ on wave 16, all non-superweapons do 1 damage per hit. This is because the monsters have a really high Damage Reduction.
I have changed it for RPGWeapons (e.g. Energy, Force, Vampire) so the minimum is 15% of OriginalDamage (i.e. the normal unadjusted damage of the weapon). So, a bit like piercing, but only 15% of it. So, instead of 1 damage, they will do a bit more. Not a lot more, but a bit.
For weapons that fire lots of small hits, like the minigun, this makes no difference. Each hit is still 1 damage. This also applies to the flak primary, as this is originally 9 chunks of 13 damage each. Bigger hitting weapons do better. See list below:
minigun primary does 1 damage per shot (original damage 7) (not affected)
minigun secondary does 2 damage per shot (od 14)
link primary does 4 damage per shot (od 30)
shock primary does 6 (od 45)
flak primary does 1 per chunk, 9 chunks (od 13 each) (not affected)
flak secondary (shell) does 13 (upto 90 od)
Rocket does 13 damage (od 90)
shock combo does upto 20 ( upto 138 )
avril does 30 (od 200)
Highest damage per second, +50 weapon speed, is link primary with 33, bio with 30, rocket with 24, and mini also with 24.
Note that damage bonus gets added after, so vorpal+10 avril would do 60 per shot.
Personally, I still find it impossible, but there are a lot better players than me around. A vorpal avril (60) is not as powerful as a piercing one (260), but it gives high level players a bit more of a chance than the current 1 damage.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/29/2007 13:39:10
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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No change to artifact damage e.g. rod/bolt/blast, or to sentinel damage, at the moment.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/29/2007 14:14:07
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Grizzled_Imposter
Wicked Sick!
Joined: 02/20/2006 15:59:35
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Awhile back there was a post about high level players and monster difficulty. this seems like a nice compromise between the different points of view on this subject.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/29/2007 17:04:49
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(DC)DEMONSLAYER
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Joined: 03/18/2006 12:10:27
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Eh, I still cannot survive wave 16 by myself--tried yesterday with both a p6 flak and a vorp 9 avril. It was like bouncing rubber balls off a wall.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 10/30/2007 08:03:02
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Dracos
Rampage
Joined: 09/27/2007 13:36:52
Messages: 176
Location: South Carolina
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Ya I had gotten caught up in the Monster DB/DR one time myself when I started having my own lan server. Origionally I had it where it was 2 points per level but the levels were shorter on mine. Well I had a couple of guys get into the 1000's for level and needless to say everything was hitting for 1.
I know it was for 1 cause I also use (i think its) Satore's Damage Popup and Monster Managers Health Values (took out awareness) to have players see how much damage they were doing and how much life monsters had.
I also had limits on DB and DR for players as well. I finally had to rework my entire system and chop the levels by a factor of 10 to lower the monsters bonus's down. And you really cant uncheck Monster Levels or all mobs just die wayyy to fast for high level players.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/01/2007 18:50:27
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{AW}Violator
Killing Spree
Joined: 05/09/2007 21:20:25
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Grizzled_Imposter wrote:
Awhile back there was a post about high level players and monster difficulty. this seems like a nice compromise between the different points of view on this subject.
I agree. Nice compromise.
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