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disabling medic weapon damage?  XML
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v0rTeX

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BotFodder wrote:
I'd have to dig through Mysterial's code (and I've only been brave enough to peer at Dru's so far) to see what the XP rate is for damage 


The formula for gaining experience by damaging a monster is this:

EXP = Monster's score value * (Damage dealt / Monsters starting health)

then the +1 for the actual kill shot. With the exception that Nali Fighters grant no experience except for the kill shot bonus. (Something to do with the way they get normal player weapons to use.)
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BotFodder wrote:
... I'd have to dig through Mysterial's code (and I've only been brave enough to peer at Dru's so far) to see what the XP rate is for damage, but right now I'm supposed to be getting 10% of what I heal back as XP... 

EDIT:Vortex beat me to it, (did it really take me 20mins to type?) but I'll leave my post in anyway!
The XP for monsters in invasion is allocated pro-rata according to the damage done. Each monster has a score value e.g.

  • Titan - 900 health 16 xp
  • Queen - 800 health 14 xp
  • Warlord - 500 health 10 xp
  • Skaarj - 150 health 6 xp

    So, if you do 100 damage to a warlord, you will get 10*100/500 = 2 xp.
    However, the killing shot normally gets one extra xp as well.

    If you do a '100-damage' shot at a team member to heal them, I think a Medic SuperHealer will heal 30% of the "damage", and you get 10% xp on what you healed (assuming it wasn't self-inflicted damage), so that will be 3 xp.

    So, yes, you will get more xp from healing than killing. And it is usually a lot safer.
  • BotFodder

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    v0rTeX wrote:
    The formula for gaining experience by damaging a monster is this:

    EXP = Monster's score value * (Damage dealt / Monsters starting health) 

    Meaning it's different for every monster ... and the bigger the monster, the more a given point of damage is worth. Take for an example (because I think I know the values) a titan:

    16 * (80/900) = 1.422, probably becomes 1.

    So a newbie with a flak cannon gets 1 XP, assuming all shards hit.

    Is this calculated over time (say, the monster's lifetime)? Or is the XP value at least temporarly stored as a Float/Decimal value and added up? I assume so or else some weapons on some monsters would result in no XP.

    As for the whole healing players thing - I must say I love AMs when they have high HB but get down to like 50 HP - that's 40 XP for me right there, assuming maxed HB and no self damage. Medics can heal themselves (when I play BD I've died trying to go out of my way *not* to heal myself so another medic can get the XP) and WM's usually have a point in Regen and some in Vamp, so I rarely see them that low ...

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    Grizzled, I was not meaning that I did not believe you or that you were full of that fecal material (in this case, bovine in nature) in that one area. What I was meaning is that on average, it just ain't gonna happen, regardless of what it seems like at the time. Those three were playing the statistical flukes among statistical flukes. Either that, or since you have 2 AMs involved, one unbelievable amount of adren being dumped into trying to make vorpals. Of course, one must also consider the fact that we are talking about multiple people here, so that too increases the number of times amonst them that a magical weapon which can be vorpal is getting made. As for the don't nerf the medic, I agreed and expanded it.

    BTW...for folks who have studied statstics, they will agree with me that given enough repetitions (either through parallelism or time), just about anything is possible. Indeed, it is statistically possible that an ice cube may suddenly appear to go through your glass as you place the cube in it, thanks to quantum mechanics. However, the length of time to try to get this to happen if every human who has ever lived were to start at Big Bang T0 and do one ice cube per second is probably several times that of the age of the universe. I cannot remember the figures off the top of my head!

    BTW...remind me if you need an energy weapon next time we are in together. I am almost to the point where I skip past em on shock, lg or sniper, and I have shifted more away from makes on the rl/flak with the looming potential nerf of the damage rl/flak. But I am curious, what are your stats at right now?? You can take a look at *BEL*_e, and I have been wondering if I should have maxed out leach before now so that I could crank the triple instead of relying on DB to crank up the damage.

    Grizzled_Imposter wrote:
    Spacey!

    I was tired when I said
    Lets look at this the other way, what more should medics have besides infinate ammo? lets see, at level 55 a adr master could be using a +21 vorpal
    its possible, maybe 1 in 10 maps although I have seen higher level ones pull one out 10 maps in a row. 


    It actualy wasent one character doing this, it was 2 adrennal masters and a weapon master working togather. the weapon master would drop out at the end of each round...to get a new group of weapons, between them they had a vorpal or two every map for 10.

    Ask them if you don't believe me, It was Zender, Big Daddy and Ooo.

    Reality check here...yes, theoretically a AM could at some much lower level than I did it manage to get the adren for MAX+1 and then run around for some period with a vorpal +22 (remember 2x 11 is 22, not 21 ). 
    A smarter way to do it, I was doing x2, +1=21 some times Im pretty bone headed...

    As for generating adrenaline, half the maps that I play some one is willing to dupe of part with an energy weapon, with drip and surge and an energy weapon my lvl 30 generates unlikely amounts of adreneline, but you are right about one thing....He dies, tissue paper character

    I just bought vamp 3 for my weapon master...He survives better than my medic now. 

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    Continuum

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    Leach and Surge seem to keep my low lvl going pretty well against titans, I still havnt bought any health so I usually run from warlords though.

    vorpal +10 & double magic mod dont hurt either




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    Grizzled_Imposter

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    One of the handy things about this site is that the player stats are all availabe
    by player level, I have been reviewing how the higher scoring players of each level and class had placed their statistics.

    http://www.disastrousconsequences.com/dc/rpg.jsp

    The characters that I am playing right now are Grizzled_LW and Grizzled_EMT

    I also have the character Grizzled_Imposter but I havent played it very much from the time the server crashed, I do not think I even placed my points in the same stats...Hard to remember.....

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    crispycritters



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    FodderFigure wrote:
    Why take the only thing going for the medic ? (inf)

    1. Are they scoring too many points?
    2. Are they taking too much exp away from the LWs and LAs?
    3. Are they living so long that they are they the only ones left alive at the end?
    4. Does the fact that they are healing you disturb your dieing?
     

    Where do you come up with this stuff? please don't put words in my mouth. Frankly I think you're way too competitive. I don't give hoot what other people score. And guess what, my main character right now is a medic, level 34 or so.

    Anyways, my assumption is that the reason Druid took away resupply from the medics is because we get a free infinite weapon. Although having a free infinite + 0 weapon at lower levels is an awesome deal, it becomes limiting. We can't make or spawn with good weapons, but because we don't have resupply, we can't even effectively use weapons we pick up, either. I picked up a vorpal 8 shock the other day. There's basically nothing I could do with it b/c with maxed weapon speed, the shock ammo doesn't last long.

    Admittedly, I've yet to utilize pets, and perhaps when I'm level 70 or so I'll be able to have summon a warlord to do my killing. But in the mean time, I don't think its unreasonable that lower level medics be able to effectively use weapons other than their +0 infinite.
    BotFodder

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    crispycritters wrote:
    We can't make or spawn with good weapons, but because we don't have resupply, we can't even effectively use weapons we pick up, either. I picked up a vorpal 8 shock the other day. There's basically nothing I could do with it b/c with maxed weapon speed, the shock ammo doesn't last long. 

    And what is a noob supposed to do? Sure they don't have maxed weapon speed, but I'm sure they also have the problem of running out of ammo too ...

    Personally, when I come across good weapons I offer them to others. Even my Vorpals. I find if I keep them I don't use them anyway, and it's not for a lack of ammo.

    crispycritters wrote:
    Admittedly, I've yet to utilize pets, and perhaps when I'm level 70 or so I'll be able to have summon a warlord to do my killing. But in the mean time, I don't think its unreasonable that lower level medics be able to effectively use weapons other than their +0 infinite. 

    Honestly not trying to pick a fight here, but might I suggest you not play a Medic then? Or wait until you've gotten to where you can summon something to do the killing for you?

    It's been mentioned in other threads that Medics are a support class. Our primary goal is to heal and summon - but until you can do both really well, you're like any other mid-level character: there's going to be some disadvantages ... if you choose the Healing route, your disadvantage is that you are stuck with one weapon and you make due by getting a ton of XP using a few key weapons and healing people. When you get summoning powers, you slowly get more from monsters attacking stuff, but then you also get a lot from healing the monsters.

    If you choose the Summoning route, it's a more difficult path, I think. You still should get LM 3 (to stay alive, and keep your pets alive), but perhaps not work on EH until you've gotten your MS and MP stuff up.

    I suspect this is a case of someone wanting to play a class in a way other than which it was designed.

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    v0rTeX

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    Very quickly:

    -I'm fairly certain that it isn't a +0 weapon. It says +6 and should give you a damage boost even when you aren't healing friendlies.
    -If you pick up each type of gun that spawns in a map, you will be granted ammo for them all at the start of a new wave, therefore you will have some supply of various ammunition to make your fights with
    -Surely there must be a few ammo pickups that other people aren't taking first, try to get those
    -Regarding maxing out your weapon speed, yes you would run out of ammo faster but if it takes 5 shots to kill something does the timeframe for those 5 shots really affect the main point you made about not having resupply? If you make your shots count then you wont use any more ammo than you would have with 0 weapon speed bonus so the main issue remains that you would like to have resupply.

    It would be a very simple matter for Druid to make Resupply available to medics and limit them to say the first level only. Personally I like things the way they are.
    Grizzled_Imposter

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    The weapon damages as a +0

    http://www.disastrousconsequences.com/dcforum/posts/list/1728.page

    Its pretty obvious if you play this class and another successivly as similar level.

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    Szlat

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    Grizzled_Imposter wrote:
    The weapon damages as a +0 

    I thought healing weapons did +1% damage per +, and the medic weapon was a +6, and so therefore should do +6% extra damage.
    Not a lot, but not zero either.

    Druid is talking about changing the label so it doesn't say +6, but that is in a future version, not yet available.
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    My quick Answer:
    No

    Resupply 4 is almost a 100% infinity anyway. I think Medic with inf is very good as it is.

    Well it looks good, i never played a Medic, but god only know how much i love them
    v0rTeX

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    Grizzled_Imposter wrote:
    The weapon damages as a +0

    http://www.disastrousconsequences.com/dcforum/posts/list/1728.page

    Its pretty obvious if you play this class and another successivly as similar level. 


    I just peeked at the code again. I was right. It damages exactly the same as a +6 healing weapon would if you could get a +6 healing weapon. The code for RW_SuperHealer, which is the Medic weapon class, extends the RW_healer code, which is the code for Healing weapons. The code does not reconfigure the damage bonus which means it pulls the damage bonus directly from healing weapons and applies it's +6 modifier. Healing weapons do +1% damage per level. So the Medic weapons do +6% damage.

    When Druid spoke of eliminating the number from the modifier he probably meant he would simply change the damage bonus to a fixed percentage instead of making it based on the modifier of the gun. It's a very simple matter to do. From a coding perspective, it is much cleaner to take the modifier out of a certain type of gun if the modifier can only be one value anyway.
    Grizzled_Imposter

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    I concede, I misread the original post.

    The 6% is not that noticable with the low level characters I have...

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