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TheDruidXpawX

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Joined: 12/19/2004 18:32:13
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Here are the changes for DruidsRPG190

Triple Damage balance adjust.

Moved drain from from 7/sec to 10/sec

Double mod and Triple cant stack.
Only one can be activated at a time.

Recompile with latest RPG
Done.

Monster points HUD bugs
Should be fixed.

Pet healing balance tweaks
No exp for healing pets anymore. Too easy to exploit

Medic weapon wont show a + anymore
Done

Freezing will stop acting so jerky
Done

Adrenaline Masters wont spew artifacts
Should be fixed

Lightning rod balance adjust
The LR will ignore damage reduction, so it will _actually_ do damage to monsters.

The amount of adrenaline is 1/sec until you hit something and then for each target it sucks 3 points of adrenaline to do 5 damage. (It triggers twice a second)

Update ghost to use latest Mysterial code.
Done.

Update slow-motion weapons to actually function
Done

Protection weapons are too powerful
The massive damage death protection will trigger only once in a time frame. Currently (6/modifier) seconds.

Weapon Modifier adjusts.
Almost a uniform adjustment to all weapons to increase the total damage per + except for the regular damage; I have changed the range down a notch to -4 to +4

Don't get too used to these weapon adjustments. They are only temporary values while we tune them further.

With any luck you'll see this up tomorrow.


Please refrain from posting suggestions or in other ways hijacking this thread.

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BotFodder

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TheDruidXpawX wrote:
Here are the changes for DruidsRPG190

Pet healing balance tweaks
No exp for healing pets anymore. Too easy to exploit
 

Aww. I used the XP change to ensure that my monster was healthy. I wish it were a wise thing for you to expound on this, because I'm curious, but if there's an actual exploit there, never mind. In my experience you didn't get XP for healing damage you did to your own monster and other players couldn't do it ... so it seemed to work exactly like it should. I guess I missed something.

TheDruidXpawX wrote:
Freezing will stop acting so jerky
Done

Lightning rod balance adjust
The LR will ignore damage reduction, so it will _actually_ do damage to monsters.

The amount of adrenaline is 1/sec until you hit something and then for each target it sucks 3 points of adrenaline to do 5 damage. (It triggers twice a second)

Update ghost to use latest Mysterial code.
Done. 

Yay! Yay! Yay!

TheDruidXpawX wrote:
Update slow-motion weapons to actually function
Done 

Does this mean no more slowmo -5 art? Boo!

TheDruidXpawX wrote:
Protection weapons are too powerful
The massive damage death protection will trigger only once in a time frame. Currently (6/modifier) seconds. 

As much as I enjoy life, I will admit that it seemed like there were times I survived multiple rock hits - which is contrary to the description.

TheDruidXpawX wrote:
Weapon Modifier adjusts.
Almost a uniform adjustment to all weapons to increase the total damage per + except for the regular damage which has I changed the range down a notch to -4 to +4

Don't get too used to these weapon adjustments. They are only temporary values while we tune them further.

With any luck you'll see this up tomorrow.
 

Very, very fair I'd say. Things that some would say were too powerful have been appropriately adjusted, and the other weapons have been (IMHO) appropriately bumped up. The only bad thing I see is what people are going to say when they get one of those -4 weapons. Just don't hold down your voice chat key when you figure out the math on those puppies.

Don't be dyin' near me with them either ... I don't want them stuck in my inventory!

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320

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Sounds awesome! Can't wait.
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Among the many things we've discovered in the short time it has been in, the one thing I think everyone should probably be aware of is for those with the Loaded Artifacts skill:

If you toss your previously tossable artifacts, they will not spawn, but simply be removed from your inventory. This is not really considered a bug ... I consider it "an unfortunate development". IE, you can no longer hand out your Triple or MWM (or LR, Globe, or EM).

Dru: I'll leave it to you to post any unfixed bugs when you are up to it.

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320

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Druid, can you please clarify the "Slow motion weapons to actually function" part?

I have played with a slo-mo -5, and at point blank (i.e. like a shield gun), they always functioned as I saw.
TheDruidXpawX

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320 wrote:
I have played with a slo-mo -5, and at point blank (i.e. like a shield gun), they always functioned as I saw.  


Somtimes they actually shot backwards. The math was incorrect. They still should be Exceedingly slow, or even stand still, but they shouldn't go backwards.

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The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
Spacey

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I would suspect that the code is not properly differentiating between a artifact which has been willing tossed as opposed to some LA player going POP! I will admit, I was the one who thought that a LA player should not go POP and pinata for more than one artifact, just as a LW player without denial would not drop more than a single weapon. But this is far beyond what I had intended.

BTW... if this was intentional, I see this as more of a harm to the non-LA3 players (be they LW, medic or lower level LA player). No longer will there be a way for a LA3 player to pass along the MWM they are no longer using (much) to help some player get rid of a cursed weapon. Nor can they pass along a globe or other artifact they may never use. I know some folks think we never did this, but I have done it on a number of occasions, even handing out my MWM at the risk of it breaking to someone with a cursed weapon which I know they used quite a bit, before I had even gotten my weapons taken care of.

More observations in my own followup.

BotFodder wrote:
Among the many things we've discovered in the short time it has been in, the one thing I think everyone should probably be aware of is for those with the Loaded Artifacts skill:

If you toss your previously tossable artifacts, they will not spawn, but simply be removed from your inventory. This is not really considered a bug ... I consider it "an unfortunate development". IE, you can no longer hand out your Triple or MWM (or LR, Globe, or EM).

Dru: I'll leave it to you to post any unfixed bugs when you are up to it. 

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BotFodder

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TheDruidXpawX wrote:
Somtimes they actually shot backwards. The math was incorrect. They still should be Exceedingly slow, or even stand still, but they shouldn't go backwards. 

Ah - I think this means no more doubling the slow mo fun.

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320

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Questions about Lightning Rod

1. Is it penetrating?

2. What is the max number of targets?

3. What is max range?

4. Does it take into account player's DB?


Szlat

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These answers are from a quick scan of the code. When I get chance to test it, I may need to refine some details.

320 wrote:
Questions about Lightning Rod
1. Is it penetrating?  

No, it needs a direct line of sight to the monster, so it will not go through another monster.

320 wrote:
2. What is the max number of targets?  

No limit. It will hit all line of sight monsters in range, doing 5 damage every half second. It uses 1 adrenaline each second if no monsters in range, otherwise 3 adrenaline per targetted monster every second. Note that it does not work if you stand still.

320 wrote:
3. What is max range?  

2000. Same as old lightning rod.

320 wrote:
4. Does it take into account player's DB?  

Shouldn't do. Druid has classed it as a superweapon to bypass DB/DR.
You should get xp for the damage.
v0rTeX

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TheDruidXpawX wrote:

320 wrote:
I have played with a slo-mo -5, and at point blank (i.e. like a shield gun), they always functioned as I saw.  


Somtimes they actually shot backwards. The math was incorrect. They still should be Exceedingly slow, or even stand still, but they shouldn't go backwards. 


I never saw a shot go backwards but I heard that it was possible because people were using the DMM make them lower values than -5 (i.e. -6 to -10). If that was the case then going backwards would be the correct action based on the formula of 20% movement per modifier.

However, if some shots were going backwards for anyone using anything from -1 to -5 then it would be wrong and the fix is good.
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320 wrote:
Questions about Lightning Rod

1. Is it penetrating?

2. What is the max number of targets?

3. What is max range?

4. Does it take into account player's DB?


 


I had posted similar questions in a second reply earlier today in this thread, where I noted some other observations. But I guess that post either got eaten, or somehow, I goofed up on posting it. I cannot even find it through a search. Oh well... 320 and I have been PMing, and have been wondering about things such as whether it takes on properties from the currently equipped weapon, stacking, and such. BTW... it should probably be noted that the true idle cost is 1 + that of what ever your adren drip is giving normally you.

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320

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Szlat wrote:
These answers are from a quick scan of the code. When I get chance to test it, I may need to refine some details.

320 wrote:
Questions about Lightning Rod
1. Is it penetrating?  

No, it needs a direct line of sight to the monster, so it will not go through another monster.

320 wrote:
2. What is the max number of targets?  

No limit. It will hit all line of sight monsters in range, doing 5 damage every half second. It uses 1 adrenaline each second if no monsters in range, otherwise 3 adrenaline per targetted monster every second. Note that it does not work if you stand still.

320 wrote:
3. What is max range?  

2000. Same as old lightning rod.

320 wrote:
4. Does it take into account player's DB?  

Shouldn't do. Druid has classed it as a superweapon to bypass DB/DR.
You should get xp for the damage. 


Oh, I thought it was piercing. ops:

So, it doesn't work if you stand still. Does it drain adren in that circumstance then?

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TheDruidXpawX wrote:
Here are the changes for DruidsRPG190

Monster points HUD bugs
Should be fixed. 

Well, not totally. There were a couple of times I had a pet and it was not reflected in the display (still said 0/. I couldn't summon another one though. Through a "summon, pet death, summon again" sequence, it remained 0/8 (though verified that it was working properly through another similar sequence). Suffering a death may fix this on respawn though.

Don't see other people's as far as I can tell, so that's something.

TheDruidXpawX wrote:
Pet healing balance tweaks
No exp for healing pets anymore. Too easy to exploit 

I'm 99% certain I still get XP for healing my pet. 320 says I should be banned for exploiting, but how can I prevent healing my pet when my constantly fired flak shells just "happen" to land near it?

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Grizzled_Imposter

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Druid

Thank you for keeping this a constanly evolving fun to play server.

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