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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/05/2006 01:57:58
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ck
Killing Spree
Joined: 01/20/2006 17:28:27
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The flak and rocket 5 (1-4 as well) will be out of the game soon. they will, especially the flak 5, definitely cause some gaps. I was thinking maybe giving the "magics" a little boost might be helpful during this transition. nothing too serious so we have some "new" flak 5 but enough so people will be satisfied.
i'm talking about if you adjusted poison to do a little more damage(25%, 50% more maybe? not sure about numbers), heal to heal better etc. of course, for those weapons like sturdy(or infinity) where the magic part can't really be boosted at another level, make the max 5 instead of 4. vorpal and rage would have max levels 12 for example. could be other ways to do this i'm sure and it could be fine-tuned, the general idea is what matters.
i just wanna see what ppl think. I know the goal is not to repalce flak 5 or anything, but honestty, they helped survival on a lot of maps, a lot times. so some partial weapon (mostly just magic) boost like this might close that gap a little, making the absence of + weps affect the gameplay less. does this make sense to anyone, what do you all think?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/05/2006 10:25:10
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cplmac
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I think the Flak Force +4 will bridge the gap just fine. So will the Vamp Flak +7, so will the Freezing Flak+6 etc. etc. etc. . Those weapons do less damage than the straight Flak+5 yes, but not a ton less.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/05/2006 14:33:28
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Grizzled_Imposter
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At my current level, I would perfer a protection +4 to amy except the vamp. It keeps me alive, Freezing mini isent that bad either, it has a fire rate high enough to actually stop a monster. as for force, I think that it rocks on a link gun. just my oppeninon. but i know what keeps me alive.
I dont splatter monsters left and right with these weapons, I cant do that with any weapon short of a rage avril invasion. I had a lot of fun with one of those last night on a titan wave. I have never killed that many titans on a map, much less a single wave! and their rocks kill me with a single shot at 80 health or 200 so, it works!
so point is, I will stay alive over dealing more damage, if I stay alive, I eventualy do more firing, acuire more adrennelane and make or double more weapons bonuses.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/05/2006 20:59:37
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Chyster
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cplmac wrote:
I think the Flak Force +4 will bridge the gap just fine. So will the Vamp Flak +7, so will the Freezing Flak+6 etc. etc. etc. . Those weapons do less damage than the straight Flak+5 yes, but not a ton less.
They do exactly the same damage that a plain vanilla flack does from what I understand. The +'s in those categories are only for the magical ablility (ie. +7 Vampirism no DB included). Please correct me if I am wrong.
Using that as a gap filler is similar to using spitwads to plug the hole that sank the titanic.
No matter, I'd welcome a change that brings these magical abilities back into play.
Chys
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/05/2006 21:41:58
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ck
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Chyster wrote:
They do exactly the same damage that a plain vanilla flack does from what I understand. The +'s in those categories are only for the magical ablility (ie. +7 Vampirism no DB included). Please correct me if I am wrong.
they do extra damage, this from the rpg faq page (i assume these are true)
Force (1-5): 2%
Energy (1-3): 3%
Freezing (3-6): 2%
Infinity: (-2-4): 3%
Knockback (2-6): 2%
Luck (2-7): 1%
Null Entropy (1-6): 2%
Penetrating (-2-4): 2%
Piercing (-2-6): 2%
Protection (1-4): 1%
Quickfoot (1-5): 2%
Rage (6-10): 10%
Reflection (1-7): 2%
slowfoot (-5,-1): 2%
Sturdy (-1-4): 2%
Vorpal (6-10): 10%
Poison, Vampiric and Healing do not do extra damage
as you can see most of the weapons when maxed do an avergae of 10% more damage, equal to +1. so i still feel like the gap is big enough to at least think about this.
I still feel like adding 1 to the max levels could be a good idea.
that way most of the weapons would only have magical abilities bosoted and the 2% damage you get, probably wouldn't radically change anything.
this is all theory, doesn't make much sense without playing 190, so i'm more than ready to wait and see what happens first. on paper, it looked good to me.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/06/2006 03:55:58
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BotFodder
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ck wrote:
Poison, Vampiric and Healing do not do extra damage
Incorrect on Vamp, as per the FAQ. Vampiric has a table that indicates 2% per plus for damage, 2.5% health boost per plus. (+3 through +7).
I thought poison was actually 2% though, and Health was 1%. But as you indicate, there is no statement to that effect in the FAQ.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/06/2006 12:01:29
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ck
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BotFodder wrote:
ck wrote:
Poison, Vampiric and Healing do not do extra damage
Incorrect on Vamp, as per the FAQ. Vampiric has a table that indicates 2% per plus for damage, 2.5% health boost per plus. (+3 through +7).
I thought poison was actually 2% though, and Health was 1%. But as you indicate, there is no statement to that effect in the FAQ.
yeah sorry i missed that. vamp does 2% per level.
poison has its own damage, so i assume it's not necessary. and 1% on healing would be 3% when maxed so not that significant. the faq is nearly 2 months old so i wouldn't be surprised if some things are different.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/06/2006 21:23:00
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KohanX
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Okay, Poison does no extra damage, but the formula for the poison damage itself is equal to floor( Health * 1.3^(Modifier-1)*0.05 ), so that's 5%, 6.5%, 8.45%, and 10.985% of the poisoned dude's health, once a second (I assume), for four seconds.
Vampire gives a +2%*Modifier Damage Bonus, and heals (Modifier/2*0.05)*Damage damage on hit (one level of Ability Vampirism per two levels of Weapon Vampirism). So a +7 Vampire doing 20 damage on contact (normally) would instead do 22 damage, and heal you for 3. Woohoo.
Healing has +1% per level of damage, and does 5% per level (not +5%, just 5%) healing to team members (including team monsters).
Anything else need clarification? And stop asking Vortex to make sure I'm right . You never ask for my verification whenever he says anything xD.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/07/2006 01:30:01
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Szlat
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KohanX wrote:
Okay, Poison does no extra damage, but the formula for the poison damage itself is equal to floor( Health * 1.3^(Modifier-1)*0.05 ), so that's 5%, 6.5%, 8.45%, and 10.985% of the poisoned dude's health, once a second (I assume), for four seconds.
When you say 5%, 6.5%, 8,45% and 10.985% you are listing the values taken per second for each of the possible modifiers from 1 to 4. It is not 5% the first second, 6.5% the second,....
Just clarifying so people understand. So a +4 poison will do 4*10.985% of monsters health damage. Could be useful against monsters with very high health. Note that you will get xp for the damage, but will not get any adrenaline.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/07/2006 04:12:37
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320
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KohanX wrote:
Anything else need clarification? And stop asking Vortex to make sure I'm right . You never ask for my verification whenever he says anything xD.
Vortex has a cool anime dude for an avatar. And you?
I rest my case.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/07/2006 08:10:40
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KohanX
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That's Vash the Stampede -.- Smokes has the hottest 3D semi-anime chick I've ever seen, and you don't ask him/her for code verification xD
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/07/2006 10:55:30
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Smokes
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KohanX wrote:
That's Vash the Stampede -.- Smokes has the hottest 3D semi-anime chick I've ever seen, and you don't ask him/her for code verification xD
<--------------- you mean this Avatar? I have had that since early 05 on this forum.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/07/2006 11:54:00
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320
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Szlat wrote:
KohanX wrote:
Okay, Poison does no extra damage, but the formula for the poison damage itself is equal to floor( Health * 1.3^(Modifier-1)*0.05 ), so that's 5%, 6.5%, 8.45%, and 10.985% of the poisoned dude's health, once a second (I assume), for four seconds.
When you say 5%, 6.5%, 8,45% and 10.985% you are listing the values taken per second for each of the possible modifiers from 1 to 4. It is not 5% the first second, 6.5% the second,....
Just clarifying so people understand. So a +4 poison will do 4*10.985% of monsters health damage. Could be useful against monsters with very high health. Note that you will get xp for the damage, but will not get any adrenaline.
Interesting stuff. I knew the poison 4 was packing a nice hit but it's good to see the numbers.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/07/2006 16:25:18
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cplmac
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Magic weapons do additional damage, some more than others. Pretty much what I said from the beginning.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/07/2006 17:25:46
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KohanX
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Szlat: thanks for clarification
Smokes: So what if it's a year old? *drool*
320: Of course it is.
cplmac: Yeah, but personally I think they shouldn't. Just make it normal=50%, vanilla=25%, anything else=25%. I like that...
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