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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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Vorpal doesn't check for if the victim has a globe or protection+10 weapon running, so it will give slightly different results to a 'super shock' doing massive damage.

However, having said that, if you are talking about 10000 damage, I think once you get above 1000 damage, it automatically classes the weapon as a superweapon and so does not check for protective weapons or artifacts.

So are you suggesting Druid may be better off just setting the Vorpal damage to 10000 instead of doing an instagib? I am not sure though if this will let abilities like Vampire work on the damage?
Chyster

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Joined: 02/08/2005 20:26:37
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Location: Victoria, TX
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[KitFox wrote:
].....and i feel like i steal. I hear that little voice in my head each time i hear the gib sound saying Hey! You gibbed a mob. It gives nothing and someone else would have made xp from that! But this is just me. Maybe i think too much
 


I look at it from a perspective you might not see Kit, that mob is killing low level players right and left. If I can thin the herd with a few gibs and save some team mates, woohooo!!

I always disliked the "face down in the mud" syndrome where all I could do is watch peeps play. If I can help others avoid that, again, woohooo!!

Szlat wrote:
hitting a titan knocks me up to 102 exp
hitting it again knocks me up to 104 exp
if the next hit is vorpal, then I go to 105 and the titan is dead.
Start on the next titan, vorpal first shot, exp now 106.  


From what I have seen v0rTeX, Szlat hit the nail on the head. This is pretty much what I witness with any vorpal, +22 or otherwise.

I usually run a triple damage if I manage to get a +11 instead of bumping it up to a +22 because of the fewer 'pops' and more damage/experience that I can do/earn. I just thought I'd make a screen shot of the +22 for the sake of envy. >

If at first you don't friccasee, fry, fry a hen.
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[KitFox]

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Joined: 11/25/2005 07:59:59
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I look at it from a perspective you might not see Kit, that mob is killing low level players right and left. If I can thin the herd with a few gibs and save some team mates, woohooo!!

I always disliked the "face down in the mud" syndrome where all I could do is watch peeps play. If I can help others avoid that, again, woohooo!!
 


Interesting point of view

It made me remember the days i was dying each waves ops:
v0rTeX

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Joined: 12/19/2004 20:59:52
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Szlat wrote:
So are you suggesting Druid may be better off just setting the Vorpal damage to 10000 instead of doing an instagib? I am not sure though if this will let abilities like Vampire work on the damage? 


I'm not suggesting anything. Merely trying to explain the theory. Druid asked if Vorpal does not give full exp for killing the monster. I personally think that if it does not grant you full exp that is the trade off for an instant pop. I like it that way.

As for vamp, I dont think vampirism grants you health based on how much damage you 'tried' to do to the monster. I think it calculates how much actual damage occured and then rewards health accordingly.

But again, I don't know for sure since I dont play with SSR in invasion much. It is yet another theory that wouldn't be hard to test.
Szlat

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Joined: 05/18/2005 18:32:41
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v0rTeX wrote:
As for vamp, I dont think vampirism grants you health based on how much damage you 'tried' to do to the monster. I think it calculates how much actual damage occured and then rewards health accordingly. 

Agreed. But I think superweapons bypass the code that lets abilities like Vampire work. So you get no vampire health back from superweapons. (From the Vampire ability this is, I am not talking about vampire weapons)

So if the Vorpal changed to do 10000 damage, it would get classified as a superweapon, and so would not give vampire health back to the user. Having said that, I don't think it gives vampire health back at the moment in it's current form either.

An alternative would be to implement it the same as piercing, bypassing DR etc, but set the damage to be equal to the victim's health. Simple enough, and would give xp, adrenaline, vampire etc.
v0rTeX

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Joined: 12/19/2004 20:59:52
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Well I have never looked at the code to see what constitues a superweapon so I have no idea what the ramifications are.

I have done my testing.
I confirmed that Vorpal DOES NOT grant you any experience, aside from the 1 exp bonus for the kill, when it 'pops'.

I have also confirmed that the Super Shock Rifle does indeed give you the full experience for it's one hit kills because of its high damage number thing.

As always, if you doubt me please speak up so I can post a demo of what I did proving me right.
(That was not aimed at anyone in particular, just a statement.)


As I said before, I like Vorpal just the way it is. Your penalty for getting an insta-pop on a monster is that you lose the experience it would have been worth. However, if you like vorpal but want to reduce the pop chance, just do what has already been suggested, max it and use the triple for super damage.
 
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