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Report from an adrenaline junkie  XML
Forum Index -> Druids RPG Go to Page: Previous  1, 2, 3
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Dr.Stimpack

Killing Spree

Joined: 08/06/2005 14:19:45
Messages: 43
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So far I'm 45 levels in as an artifacts player, and it's really fun once you get everything up and running. I started at level 1 and went straight for the damage skills, maxed out weapons speed, and then got 50 damage bonus. The first move I made towards being a junkie was getting 3 levels in energy leech. I had no regen or vamp, but at this point I could booster 1-2 times every wave and could spare enough for the occasional mwm and summoning charm. Some junkies I talked with went for adrenal drip first, but after doing some number comparison I figured out it just was not worth it.

Level 1 drip gets you 1 per 5 seconds. That's 12 per minute you stay alive. The average match is 25-30 minutes, and 5 of those minutes take into account your boosters, artifacts, and outs where drip doesnt work. All things considered, you get somewhere between 240-300 adrenaline per game.

Level 1 leech, taking into account attack speed and damage bonus, gets you over 500 adrenaline per game easily, more if you count deemers, minis, and flak smacking titans in the foot.

There is one exception, and that's when there are a lot of players on and you don't find much to kill. Drip 3 sounds good if you are arriving on a late wave and managed to survive long enough to find a good hiding spot, but I would not plan on getting drip early on at all. Around my 20s I went for adrenal surge, and this skill rules when you find a lot to kill.

At my 30s I had energy leech 3, drip 1, artifacts 2, and surge 2. Taking down a titan by myself would skyrocket my adrenaline (killing three on my own would max it at 150), and at this point wave 6, 8, and 14 became my best friends when it came to gaining adrenaline. The titan waves in particular were the most entertaining, because one of my favorite tactics was maxing out adrenaline on wave 5, switching to the invulnerabilty globe or triple damage on 6. I used distance weapons and the triple damage on lone titans, but the big payoff comes late in the wave where they really begin to gang up on you. At that point, you can turn on the globe, rush a bunch of titans head on, and have 6 or 7 of them beating on you from every angle while you shoot a redeemer at the ground, hitting all those titans at point blank range and end up flying away three screens with full adrenaline and no damage taken, smelling like roses. Doing kill shots on queens paired with surge gives me more adrenaline than I need, and this is the wave where I usually do my second weapons handout for everyone or max someone's infinite.

While those are the high points to being a junkie, there's a few low points as well. On maps that have few weapons and little ammo, I get beat up horribly and spend time looking for ammo, and since I didn't raise my health at all the armor piercing rockets from monsters in the later wave end up killing me off very fast. I'm probably not going to raise health any time soon, but I did get denial, which helps a lot. I can usually finish with over 800 points if I get an infinite or vorpal; there's a great feeling of relief when you die a cheap death because you know you can respawn the next wave without being crippled the first few seconds looking for weapons and ammo. My low health is also an issue, but I find most of the time I die due to lack of ammo for my good guns rather than a nali spawning behind me with a fully charged shield gun. Right now I'm in my 40s and close to getting resupply (us young junkies are too reliant on infinites); after that I'm getting drip 2 and finally some health (maybe around 100 bonus).

The other payoff to being a junkie is all the weapons making. I gain around 300+ adrenaline during the first two waves, and after some good weapons are handed out I fill in the gaps and mwm a gun the rest of the team finds lacking. Also, nothing beats maxing out a negative infinity weapon and making it your final weapon for the rest of the game. I like how all my artifacts drop when I die, making suicides during early waves beneficial to the rest of my team whenver I get 3 or more minus weapons. There's just something morbidly funny about a group of people waiting for you to die and take your triple damage / mwm / charm; if you fail at being a weapon maker, the least you can do is hand out some artifacts. I plan on getting ultima later so I can clear the monsters around my corpse when I die and allow other team members time to loot my artifacts.

With all that adrenaline flying around, I find myself using the slow drain artifacts more often, and in some maps they are really useful. I can live through falls and hazards most loaded weapons players cannot by using boots of flight at the last second to regain air control on many maps (lavagiant especially), and put translocators in goofy places like the top of the giant tower on helmzdeep. While being a junkie is definitely more challenging, it's really fun as well. Adrenaline permitting, you can do the impossible

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MedMonster: lvl 45 junkie and counting
cplmac

Wicked Sick!
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Joined: 12/19/2004 21:10:38
Messages: 1464
Location: chicago burbs
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WOW!!!! Are you looking for a publisher? Good stuff, I'm sure there are a lot of people who would actually love to crunch those numbers so on behalf of a grateful DC nation thank you.

good, bad, I'm the guy with the gun.
Dr.Stimpack

Killing Spree

Joined: 08/06/2005 14:19:45
Messages: 43
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Ever scramble for weapons and hope for an infinite or vorpal? Here are your odds for getting them. Knowing the odds will not help you get the weapons any faster, and through pure probability, every weapon you pick up could be cursed or very powerful. Nonetheless, it's interesting to know your odds, even if you have no chance of controlling them.

Using Druid's Weapon FAQ Table, there's 91 possible magic weapon types including bad and good (+0 damage bonus isn't magic, so I took that out).

Magic weapon chance is 33%, and when you put the two together, your odds of getting a certain magic weapon are 1/273.

1/273 (0.366%) Chance of getting the exact weapon you want during a pickup
(weapon types, any bonus)
1/273 (0.366%) chance of getting a Misfortune weapon
2/273 (0.732%) Draining
3/273 (1.098%) Healing
4/273 (1.464%) Energy, Protection, Freezing
5/273 (1.83%) Force, Slowfoot, Quickfoot, Null Entropy, Knockback, Lucky, Poison, Vampire
6/273 (2.196%) Sturdy, Piercing
7/273 (2.562%) Penetrating, Infinity
8/273 (2.928%) Damage Bonus (zero omitted since its not magic)

For Vorpal function weapons (lightning guns, sniper rifles, avrils, shield guns, and shock rifles), you add 5 to the total list of possible types, and multiply by 3.

1/288 (0.347%) Chance of getting the exact weapon you want during a pickup
(weapon types, any bonus)
1/278 (0.346%) chance of getting a Misfortune weapon
2/278 (1.694%) Draining
3/278 (1.041%) Healing
4/278 (1.388%) Energy, Protection, Freezing
5/278 (1.735%) Force, Slowfoot, Quickfoot, Null Entropy, Knockback, Lucky, Poison, Vampire, Vorpal
6/278 (2.082%) Sturdy, Piercing
7/278 (2.429%) Penetrating, Infinity
8/278 (2.776%) Damage Bonus (zero omitted since its not magic)

For Super Weapons, you get no vorpal or infinite, and subtract 7 from the total list and multiply by 3.

1/252 (0.397%) Chance of getting the exact weapon you want during a pickup
(weapon types, any bonus)
1/252 (0.397%) chance of getting a Misfortune weapon
2/273 (0.794%) Draining
3/273 (1.191%) Healing
4/273 (1.588%) Energy, Protection, Freezing
5/273 (1.985%) Force, Slowfoot, Quickfoot, Null Entropy, Knockback, Lucky, Poison, Vampire
6/273 (2.382%) Sturdy, Piercing
7/273 (2.779%) Penetrating
8/273 (3.176%) Damage Bonus (zero omitted since its not magic)

[The numbers on this table should be accurate to 0.05%]


Magic Weapon Maker Odds Table

Using the same table in Druid's Weapons FAQ there are 74 possible weapon types, mwm makes nothing but good weapons.

1/74 (1.35%) Chance of getting the magic weapon with exact damage bonus you want
(weapon types, any bonus)
5/74 (6.75%) Chance of getting a Quickfoot, Positive Damage, Force, Lucky, Penetrating, Piercing, Sturdy, Null Entropy, Knockback, Vampire, Infinity
4/74 (5.41%) Chance of getting a Energy, Protection, Freezing
3/74 (4.05%) Chance of getting a Healing


1/79 (1.27%) Chance of getting the weapon with exact damage bonus you want in the set of vorpal ready weapons (lightning guns, sniper rifles, avrils, shield guns, and shock rifles)
(weapon types, any bonus)
5/79 (6.33%) Vorpal, Quickfoot, Positive Damage, Force, Lucky, Penetrating, Piercing, Null Entropy, Knockback, Sturdy, Vampire, Infinity
4/79 (5.06%) Energy, Protection, Freezing
3/79 (3.8%) Healing


1/69 (1.45%) Chance of getting the super weapon with the exact damage bonus you want
(weapon types, any bonus)
5/69 (7.25%) Quickfoot, Positive Damage, Force, Lucky, Penetrating, Piercing, Sturdy, Knockback, Null Entropy, Vampire
4/69 (5.8%) Energy, Protection, Freezing
3/69 (4.35%) Healing

[The numbers on this table should be accurate to 0.2%]

---
MedMonster: lvl 45 junkie and counting
cplmac

Wicked Sick!
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Joined: 12/19/2004 21:10:38
Messages: 1464
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good, bad, I'm the guy with the gun.
TheDruidXpawX

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Joined: 12/19/2004 18:32:13
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Dr.Stimpack wrote:

Level 1 drip gets you 1 per 5 seconds. That's 12 per minute you stay alive. The average match is 25-30 minutes, and 5 of those minutes take into account your boosters, artifacts, and outs where drip doesnt work. All things considered, you get somewhere between 240-300 adrenaline per game.
 


You bring up some really good points that this skill needs some love. It also might help facilitate some better scoring for us junkies, but I'm concerned about the balance of getting more adrenaline for free.

So right now, ignoring the time you're running an artifact or a combo, during a match of 30 minutes you get


Lev 1: 1800 (seconds per game) / 5 (seconds per activation) * 1 (levels of skill) = 360 (adrenaline per match)
Lev 2: 1800 (seconds per game) / 5 (seconds per activation) * 2 (levels of skill) = 720 (adrenaline per match)
Lev 3: 1800 (seconds per game) / 5 (seconds per activation) * 3 (levels of skill) = 1080 (adrenaline per match)

So, if we changed it to 1 adr per second you'd get:

Lev 1: 1800 (seconds per game) / 1 (seconds per activation) * 1 (levels of skill) = 1800 (adrenaline per match)
Lev 2: 1800 (seconds per game) / 1 (seconds per activation) * 2 (levels of skill) = 3600(adrenaline per match)
Lev 3: 1800 (seconds per game) / 1 (seconds per activation) * 3 (levels of skill) = 5400 (adrenaline per match)

so at level 3 that's like a booster almost twice a minute... which by itself isn't too much but with leech and surge I think you'd be running boosters continuously without breaking a sweat.

What about the same formula at 2 seconds per activation:

Lev 1: 1800 (seconds per game) / 2 (seconds per activation) * 1 (levels of skill) = 900 (adrenaline per match)
Lev 2: 1800 (seconds per game) / 2 (seconds per activation) * 2 (levels of skill) = 1800 (adrenaline per match)
Lev 3: 1800 (seconds per game) / 2 (seconds per activation) * 3 (levels of skill) = 2700 (adrenaline per match)

Still seems like a lot.

How about level 1 is 1 in 3, level 2 is one in 2 and level 3 is 1 in 1

Lev 1: 1800 (seconds per game) / 3 (seconds per activation) = 600 (adrenaline per match)
Lev 2: 1800 (seconds per game) / 2 (seconds per activation) = 900 (adrenaline per match)
Lev 3: 1800 (seconds per game) / 1 (seconds per activation) = 1800 (adrenaline per match)

That might be a bit more reasonable, but may still be too much combined with the other skills... I'll think on it some more

Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

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

Dominating

Joined: 01/08/2005 14:09:13
Messages: 209
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Shantara wrote:Realistically, get an energy weapon or two and you're pretty much set for the map. Just point out how useful you are to the other players by making their vorpal 6 into a vorpal 10, and watch people line up to give you energy guns. Of course, recently I've had the problem of having 6 different pretties (like vamp 7s and such) that I can't give away to save my life. Ah well. Their loss.  


Not like you have to help others on this server. Some of us just give and don't get much back.
Dr.Stimpack

Killing Spree

Joined: 08/06/2005 14:19:45
Messages: 43
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After some thought, it would be best if it had minimal tweaks. It's a welfare skill to give you risk free adrenaline, and energy leech works as hard as you do. This forces you to be aggressive in order to score points and penalizes camping; the only drawback to being a junkie really is fighting at low health to gain enough adrenaline for a booster. It takes around 1 minute to regain most of your hp with regen 3, and under 3 minutes to do a 100 point booster with drip 3.

Having skills that require drip 3 to unlock would add value to the skill without changing it at all. I was thinking of a fast combo skill that unlocks at drip 3 and lowers the max adrenaline needed to pull off a combo (which is really the only problem with being a nearly dead junkie). I'm thinking of lvl 1 costing 10 points and lowering the combo limit to 85, lvl 2 would cost 15 points and lower it to 70. That would lower the wait time to under 2 minutes for a booster camping with drip, and the amount of damage needed to pull one off. A 70 adrenaline booster would not give much; it's your job to run out there once you are out of the critical health stage and keep it going with leech

Having drip 3 unlock Combo Denial would be sweet too. That would basically save all your leftover adrenaline during a combo when you are killed using one.

---
MedMonster: lvl 45 junkie and counting
TheDruidXpawX

Wicked Sick!
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Joined: 12/19/2004 18:32:13
Messages: 1945
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acydreign wrote:
Not like you have to help others on this server. Some of us just give and don't get much back. 


As you sow, so shall you reap.

Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

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

Dominating

Joined: 05/22/2005 16:57:45
Messages: 247
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Dr.Stimpack wrote:
Having skills that require drip 3 to unlock would add value to the skill without changing it at all.

Having drip 3 unlock Combo Denial would be sweet too.  


the problem with requiring skills to unlock other skills is that it doesnt leave room for customization. it puts you on a set path and part of the fun is being able to get skills that totally don't match with other people.

My character skin -
http://skincity.beyondunreal.com/?section=skins&action=show_infos&id=1513
or
http://www.utzone.de/include.php? path=content/download.php&contentid=4280
http://friends.GameFly.com/r/5c9eec123614102a919d
 
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