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gosugenji



Joined: 02/01/2009 00:36:27
Messages: 3
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Game Rules:
Monster Skill - Skilled

Mods:
UT2004RPG 2.2
Druids Rpg
Satore monster pack
Super Monster Preload V2
Monster Mover
Monster Manager
SwitchArsenal
Weapons of Power

UTRPG settings:
Auto Adjust Invasion Monster Level
Monster Adjustment Factor 0.50
Starting Level=99

Now onto the question, Can someone tell me why a 100 hp monster takes 50 flack shells to kill? (thats with 200 points in bonus damage)

When using the penetration weapon ability they die in two hits.



Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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Location: UK
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What value for PointsPerLevel?
gosugenji



Joined: 02/01/2009 00:36:27
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Currently its 30 points per level.
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Monsters spawn at a level based on the lowest current player level. With a starting player level of 99, and an adjustment factor of 0.5, monsters will start at a minimum level of 50.

Monsters split their points per level equally between Damage Reduction and Damage Bonus. With 30 points per level, this means the monsters will have a Damage Bonus of 50*(30/2) = 750, and the same for Damage Reduction.

With the monster having 550 extra damage reduction over your damage bonus, you essentially will do no damage, which gets rounded up to 1 damage per shot. So they will be very difficult to kill.

You haven't said what version of DruidsRPG you are running. In the latest version, all Druid magaical weapons do at least 15% damage. So using one of those - even a penetrating - you will be doing more than 1 damage, so will kill it faster.

I suggest you lower the adjustment level to somewhere between 0.1 and 0.2. Or reduce the number of points per level - 7 works well.
greg11

Wicked Sick!

Joined: 02/10/2008 20:00:40
Messages: 526
Location: Hood River, OR
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Try using poison weps.

I used to run one of those servers with high stat limits and 90 points per level.
When everyone is lvl 100+ the monster adj factor is very sensitive...I think i was using a factor of 0.25 and when people complained that the monsters were too easy i bumped it up to 0.3 and they said the monsters were impossible. 0.26 was enough to satisfy everyone.
gosugenji



Joined: 02/01/2009 00:36:27
Messages: 3
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Didn't realize creeps got stat points also. Will try the new adjustment levels and see what happens. Monster Manager is awesome btw, you can have random size monsters and their hp/speed/dps scales by % and you can tweak those as well.
Trooper

Godlike
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Joined: 05/17/2008 15:32:06
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oh god... lava scaarj with 1000 health that are titan sized... RUN!!!!!
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greg11

Wicked Sick!

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satore's lets you setup random attributes too.
I ran a wave that had mini warlords and mini titans. The mini warlords were a little faster too.
The problem I had with satores monster manager was that monster-player ratio was hard coded...I think it was set so that if more than 4 players are on, the number of monsters were multiplied by a factor per player up to 8 players.
This was really frustrating, because I had a boss wave, and less than 4 players was managable, more than 4, the boss count was doubled and was too much for most.
greg11

Wicked Sick!

Joined: 02/10/2008 20:00:40
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I also subclassed the exploding bunnies...they were called bonus bunnies. They only existed on the bonus wave after the boss wave.
Satores monster manager allows for some randomness...the wave is scattered with about 100 small bunnies. about 5 of them were bonus bunnies which give the killer 1000xp. all of the bunnies exploded, but the bonus bunnies had a more powerful explosion.
Dracos

Rampage
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Joined: 09/27/2007 13:36:52
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Location: South Carolina
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gosugenji wrote:
Didn't realize creeps got stat points also. Will try the new adjustment levels and see what happens. Monster Manager is awesome btw, you can have random size monsters and their hp/speed/dps scales by % and you can tweak those as well.  


Just a heads up about something with Monster Manager. Monster Manager doubles all the point rewards based on whatever you set them. What his effectly does is double all xp gains from monster kills and doubles all adrenaline gains from kills.

When I was running my server, I had titans set at 15 points, they instead gave 30 points, 30 xp, and ~30 Adrenaline (60 for AM's and was kinda breaking it a bit.

-------

Other then that i loved the attribute manager. I had a Golden Pupae in my final waves that was 4x the size of a normal pupae, did a ton of damage and had about as much life as a titan and was worth 25xp. Now those innocent pupae fight back . Also had a wave that created a lot of small pupaes that were extremely fast that acted like a swarm .

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greg11

Wicked Sick!

Joined: 02/10/2008 20:00:40
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Location: Hood River, OR
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Dracos wrote:


Just a heads up about something with Monster Manager. Monster Manager doubles all the point rewards based on whatever you set them. What his effectly does is double all xp gains from monster kills and doubles all adrenaline gains from kills.
 

I remember having that issue too. Was it not caused by running both monster manager and satore at the same time?
 
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