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		<title><![CDATA[Latest posts for the topic "Idea for a skill for high levels"]]></title>
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				<title>Idea for a skill for high levels</title>
				<description><![CDATA[ I already threw this one out there in the main forum but after a while I thought maybe this would be the better place for it.

The high level players have a problem. When they get stuck with being the last one alive, the monsters tend to match their level, making them nearly impossible to kill.

My current thought on how to deal with it is to add a skill to increase the damage for higher level people.

It would go something like this:
flat rate cost of points - 35 points per level purchased
2 percent damage bonus per level
max level of 30
first level req. level 150
second req. level 175
third req. level 200
fourth req. level 225
fifth req. level 250
open gain after 250

This would allow people to gain an extra 60 percent damage bonus over 150 levels. It would also give DD something to do.

To keep it fair it could be nullified when the triple damage is in use.

Any thoughts on it?]]></description>
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				<pubDate><![CDATA[Sat, 4 Mar 2006 11:43:54]]> GMT</pubDate>
				<author><![CDATA[ Cazius]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ Cazius, the trick for high level players is to get a piercing wep.  The reason the monsters are so hard is super high DR and DB.  

That high DR is why a few (or even a lot) of extra dmg percent won't make much difference.  It would just give high level players an advantage during the other 15 waves.

It's either piercing or play keep away.  A deemer is also a little useful if you can group them.  A lot of people think the deemer turns it all around.  It really doesn't.  A good deemer shot might get 3 on wave 16.  But people have it in their heads that it will kill 10 high level monsters.  

Flak 5 and triple won't even come close to getting the job done.  I burn all my adren on one monster.

Personally, I think piercing dmg percent should be 5% per plus.  That would give me a reason to take my peircing +1 to a LA and have him/her max it.  Or give LA a charm to make a piercing wep.  

Or if there ever is a "LW 6" that it be to gaurantee one and only one piercing wep in the inventory of a LW player.  Maybe you'll get a piercing flak, maybe you'll get a piercing bio.  

Given the number of LW players vs LA, I think a piercing charm would be a better overall solution.  With a LW 6 piercing solution, there would be so many piercing weps that someone will have a piercing flak and then the disadvantage of the randomness is negated.  A charm would encourage teamwork.]]></description>
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				<pubDate><![CDATA[Sat, 4 Mar 2006 13:17:10]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ In the case that we weren't to listen to what 320 said, I would suggest an automatic bonus to damage based on level (instead of making an ability out of it), but 320 already explained that they need piercing weapons, so forget it.]]></description>
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				<pubDate><![CDATA[Sat, 4 Mar 2006 13:44:12]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ Ya know, 

most of the suggestions I see are are good, both of these are cool. But when Im on the server, I see people of the level you are mentioning laying waste to the monsters until they are the last one left, and sometimes then! 

To point, I saw Mystic charge 4 warlords last night, on open ground, he wasent dodging, he was just firing away and walking into their rockets, his total damage with the weapon he was using was enough that his vamparism allowed him to ignore the damage. 

so I ask, do higher level characters need more dammage?

I am all for effects that make the game cooler, or allow more versitile play.
I am all for effects that offer coordination between classes and players, but do we truely need to give the most powerful people that play the ability to kill more quickly?]]></description>
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				<pubDate><![CDATA[Sat, 4 Mar 2006 14:23:27]]> GMT</pubDate>
				<author><![CDATA[ Grizzled_Imposter]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ Hear, hear!]]></description>
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				<pubDate><![CDATA[Sat, 4 Mar 2006 14:27:46]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ <p></p>

		<cite>Grizzled_Imposter wrote:</cite><br>
		<blockquote>Ya know, 

most of the suggestions I see are are good, both of these are cool. But when Im on the server, I see people of the level you are mentioning laying waste to the monsters until they are the last one left, and sometimes then! 

To point, I saw Mystic charge 4 warlords last night, on open ground, he wasent dodging, he was just firing away and walking into their rockets, his total damage with the weapon he was using was enough that his vamparism allowed him to ignore the damage. 

so I ask, do higher level characters need more dammage?

I am all for effects that make the game cooler, or allow more versitile play.
I am all for effects that offer coordination between classes and players, but do we truely need to give the most powerful people that play the ability to kill more quickly?&nbsp;
		</blockquote>



Grizzled, when a high LW player does that, it's because there are low levels still alive.  That keeps the level of the monsters down.  

It's not possible to do that if I'm the only one left, I'll get killed in seconds.  If we are both on at the same time, I will demonstrate.  I'll shoot like crazy at point blank in a crowd of monsters and I'll die almost instantly.

The health you get back from vamp is based on dmg you do, so when those monsters get obscenely high DR, you don't get much back with vamp because you aren't doing much dmg.  To put it in perspective, it's like you're running around with vamp 1 or 2 under these conditions.  Meanwhile, the monsters are hitting you for 100+ per shot because of their insanely high Damage bonus.  It's in this situation that booster and regen 5 make a big difference in terms of getting health back.  Piercing makes a giant difference.

If you don't believe me, watch any high level player when they're alone on 16 and look at what they do.  They run like crazy.  They only stop running when they only have a few monsters to deal with.

Another thing, the monsters "expire" after a little while.  They die off automatically.  This is because if they didn't, and I find a really good safe spot, you'd be sitting there watching me play for 20 minutes.  That's no fun (for you).  But as a result of this expiration, a lot of people see 20 monsters chasing the last guy but he wins.  He must have killed all those monsters, right?  No, most died off on their own.

One time I was playing and I was the last one on 16 with a ton of bad guys left.  I had a globe so I tried to round up all the monsters.  I activated the globe and ran right into the middle of them and tried to fire my deemer at the floor.  It got denied and I stood there for awhile pondering my stupidity.  But because of the globe it looked like I was taking all that damage and still living.  Someone spectating said, "I can't wait to get to 320s level where I can just wade through warlords like that."  

I have bad news for everybody that thinks via stats you can obtain some sort of godmode.  You can't.  When you are alone on 16, anybody without a plan will die really ugly.  A high level LW player has high survivability through all the waves except this scenario.  But truthfully, you can get to this point of survivability with LW by around level 70 and some decent strategy/skill.  

]]></description>
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				<pubDate><![CDATA[Sat, 4 Mar 2006 15:49:21]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ So your saying give them more DB then others through the whole game so they can run around and one shot kills umm i say no...]]></description>
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				<pubDate><![CDATA[Sat, 4 Mar 2006 16:40:47]]> GMT</pubDate>
				<author><![CDATA[ Shadow-X]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ High level players need something. I ran out of things to spend my stats on. Dru wrote he never thought players would get as high as me and Dirty, but here we are :D  I will probably   change characters when I get the Bingo. Bingo's pretty hard with a lot of people blowing away the nalis before I can head shot them.
<p></p>

		<cite>Spacey wrote:</cite><br>
		<blockquote>I can headshot a nali at the keg from the top of a tower in face w/o zooming in about 2/3 the time.&nbsp;
		</blockquote>
Wish I could do that.

With all the talk about how hard LA players are having, I just can't get up the courage to play it. Besides, I just cant shake my LW habits and I end up in the middle of things and die.

]]></description>
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				<pubDate><![CDATA[Sat, 4 Mar 2006 16:50:16]]> GMT</pubDate>
				<author><![CDATA[ FodderFigure]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ <p></p>

		<cite>Shadow-X wrote:</cite><br>
		<blockquote>So your saying give them more DB then others through the whole game so they can run around and one shot kills umm i say no...&nbsp;
		</blockquote>

Where did I say that?]]></description>
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				<pubDate><![CDATA[Sat, 4 Mar 2006 17:28:04]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ Not you 320 the person that started this topic look lower paragraph ]]></description>
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				<pubDate><![CDATA[Sat, 4 Mar 2006 17:29:32]]> GMT</pubDate>
				<author><![CDATA[ Shadow-X]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ Not you 320 the person that started this topic the whole topic seems we should give higher players a more db bonus ]]></description>
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				<pubDate><![CDATA[Sat, 4 Mar 2006 17:30:32]]> GMT</pubDate>
				<author><![CDATA[ Shadow-X]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ Yes ,i took on a brigade of brutes.. with a vamp flak 7... which added to my vamp 6..  im a very agressive player..the more the odds are against me the more i wanna risk it..<only reason i won was i wasnt the last player.>.

but,when the last person is left and the monster become his/her lvl.. its all about skill...and thats what its meant to do ...upping the dmg for high lvld players  would end up bad..very bad.. 

back in the day ,thier were lots of maps we just couldnt win ..but now .we destroy them ..    in time you develope your own strategy to stay alive,and thats what makes this game what it is ..

Its not the weapons or the dmg output.. its the player.. and the imagination as to what he/she is capable of doing..


  ]]></description>
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				<pubDate><![CDATA[Sat, 4 Mar 2006 17:55:00]]> GMT</pubDate>
				<author><![CDATA[ Mystic]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ Ah well. It was an idea. I guess the best idea out there still is to cap the monster level to around 100. 

I just hope Druid can make it happen someday.]]></description>
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				<pubDate><![CDATA[Sat, 4 Mar 2006 19:41:50]]> GMT</pubDate>
				<author><![CDATA[ Cazius]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ I never knew that about piercing, it is often the first weapon jettisoned when I spawn. Good to know, I expect it to have an impact on my score!]]></description>
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				<pubDate><![CDATA[Sat, 4 Mar 2006 20:20:54]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
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			<item>
				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ <p></p>

		<cite>cplmac wrote:</cite><br>
		<blockquote>I never knew that about piercing, it is often the first weapon jettisoned when I spawn. Good to know, I expect it to have an impact on my score!&nbsp;
		</blockquote>

Piercing ignores the monster's DR stat and it ignores your own DB stat.  So it's only effective in special scenarios.  If you use a regular peircing wep on most waves, more or less, you are dealing roughly 40% less dmg.  

What most do is save a piercing in the inventory.  Say you have a piercing flak but someone is handing out a flak 5.  I toss the peircing and get the 5.  Then on wave 16, I'll toss the 5 and walk over the flak again to get the piercing back.]]></description>
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				<pubDate><![CDATA[Sat, 4 Mar 2006 21:22:54]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ So if you have a maxed DB then you are essentially netting less damage because the DB is higher than the DR. Guess I'm gonna stick with the non-piercing agenda.]]></description>
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				<pubDate><![CDATA[Sat, 4 Mar 2006 23:24:10]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ I think most people don't realise how good piercing weapons can be, especially if there aren't any low level players on.

I am typing this in a hurry, so may make a mistake but....
a vanilla +5 weapon does +50% damage.
a maxed out piercing +6 does (I think) +12% damage.

If the algorithm for damage is
Damage done = Damage * (1 + ('player damage bonus'- 'monster damage reduction')/200))
then a piercing is as good as a vanilla when 1.12=1.5*(1+((db-dr)/200))
or when -50.7 = (db - dr)
So, when the monsters dr is 50 greater than your db, switch to the piercing.

Now, the monsters level is min player level + 2*wave no, I believe, and monsters get +3.5 dr per level. (I am not sure if the first wave is wave zero or one - let's assume 1, it doesn't make much difference)
<i>EDIT: monster level actually (min player level/4)+(2*wave no) - see post later.</i>

First let's look at the scenario where we have a level 5 player in, all the way through to the end of the game. The monsters will go from level 7 in wave 1 to level 37 in wave 16, so their dr will be 24 in wave 1 and 129 in wave 16. So, if you have maxed your db to 80, and there is a level 5 player still around, on wave 16 the vanilla+5 and the piercing+6 do the same damage. If you do not have 80 db, or there isn't a level 5 player still alive (on wave 16?), then the piercing is better. 
So, assuming we have a weapon that does 100 damage, the piercing will always do 112. The +5 will do 192 in wave 1 and 113 in wave 16 for a player with db 80.
<i>EDIT: figures wrong. monsters go from level 3 to level 33, dr goes from 10 to 115.
+5 does 202 wave 1, 124 in wave 16
piercing+6 does 151 in wave 1, 112 in wave 16
So +5 always better than piercing.</i>

If instead the lowest player currently alive is level 20, the monsters will have db starting at 77 going to 182. By wave 9 everyone gets more benefit from a piercing. 
Using the weapon above, the piercing will do 112 damage. The +5 will do 150*(1+(80-77)/200) =152 wave 1, and 74 damage in wave 16.
And if you only have 50 db, the comparison is 112 against 130 wave 1 to 51 wave 16.
And if you have zero db, the comparison is 112 against 92 wave 1 to 14 wave 16.
<i>EDIT: figures wrong. monsters go from level 7 to level 37, dr goes from 24 to 129.
+5 does 192 wave 1, 113 in wave 16
piercing+6 does 143 in wave 1, 112 in wave 16
So +5 is always better than piercing if you have db 80 and a level 20 player is on.

If you have less than 80db, or the lowest player is greater than level 20, it is time to start thinking about the piercing.</i>

So, the lower your db, the quicker piercing makes sense.
Is there now going to be a run on piercing?  :? ]]></description>
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				<pubDate><![CDATA[Sun, 5 Mar 2006 15:51:02]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ Wow, superb breakdown.  Great info!

Vortex, can you confirm the math here?]]></description>
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				<pubDate><![CDATA[Sun, 5 Mar 2006 16:29:58]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ Thanks for the info
It looks like, the best thing for the high level people to do is keep the lowest level player in the game alive!  :P 

Tactics wise to survive the wave, I don't know if you can get more exp for killing higher level monsters, but with some grouping and coordination it could make getting that bonus exp from winning the map more likely for everyone.
you just have to decide if thats more than you would get for going out with a bang!

as for piercing, I love it, i have been putting most of my points into addrenal and weapon speed, so piercing is esseential on later levels, that or another ability like protection, cause I have no dr :-o 
]]></description>
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				<pubDate><![CDATA[Sun, 5 Mar 2006 17:16:21]]> GMT</pubDate>
				<author><![CDATA[ Grizzled_Imposter]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ <p></p>

		<cite>Grizzled_Imposter wrote:</cite><br>
		<blockquote>Thanks for the info
It looks like, the best thing for the high level people to do is keep the lowest level player in the game alive!  :P 

&nbsp;
		</blockquote>

Absolutely.  The other day I was playing with a high level player with my LA char (low level).  It came down to just the two of us on wave 16, so I ran like heck and just tried to stay alive so that the high level player could get the job done.]]></description>
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				<pubDate><![CDATA[Sun, 5 Mar 2006 17:24:54]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ <p></p>

		<cite>Shadow-X wrote:</cite><br>
		<blockquote>give higher players a more db bonus &nbsp;
		</blockquote>
Woohoo!  Redundancy.  You said Damage Bonus bonus.  Like the people who say ATM machine.

On the subject of damage and crap, I'll throw in my two cents.

First of all, the Piercing RPGWeapon.  It does not remove Damage Bonus.  It gets the original (no DB or DR) and the modified (with DB and DR), and just chooses the higher, and then multiplies by 1+(0.02*BonusLevel).  So this simply means that if Damage Reduction outweighs Damage Bonus, default to normal damage.

Second, Monsters.  The monster DB and DR is equal to 7*Wave+LowestPlayerLevel/4.  So assuming 320 is level 150 (no idea, really) and alone on wave 16, monster damage reduction is 149, absolutely creaming his maximum of 80.  This means all of 320's attacks will do 66.5% of their normal damage.  If he had a +5 weapon, this would increase to 85.5%, and if he had a piercing +6, he would do 112%.  Say he had a piercing weapon +0 against some random monster with 10 DR though, he would still do 135% damage, 151.2% is +6.]]></description>
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				<pubDate><![CDATA[Sun, 5 Mar 2006 18:36:38]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote><p></p>

		<cite>Shadow-X wrote:</cite><br>
		<blockquote>give higher players a more db bonus &nbsp;
		</blockquote>
Woohoo!  Redundancy.  You said Damage Bonus bonus.  Like the people who say ATM machine.

On the subject of damage and crap, I'll throw in my two cents.

First of all, the Piercing RPGWeapon.  It does not remove Damage Bonus.  It gets the original (no DB or DR) and the modified (with DB and DR), and just chooses the higher, and then multiplies by 1+(0.02*BonusLevel).  So this simply means that if Damage Reduction outweighs Damage Bonus, default to normal damage.

Second, Monsters.  The monster DB and DR is equal to 7*Wave+LowestPlayerLevel/4.  So assuming 320 is level 150 (no idea, really) and alone on wave 16, monster damage reduction is 149, absolutely creaming his maximum of 80.  This means all of 320's attacks will do 66.5% of their normal damage.  If he had a +5 weapon, this would increase to 85.5%, and if he had a piercing +6, he would do 112%.  Say he had a piercing weapon +0 against some random monster with 10 DR though, he would still do 135% damage, 151.2% is +6.&nbsp;
		</blockquote>

Just so I understand you, you're saying the piercing wep will not ignore my DB as long as my DB exceeds that of the monster's DR?  

My experience has been otherwise, but obviously I didn't have this info.  Can someone (vortex?) confirm this?]]></description>
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				<pubDate><![CDATA[Sun, 5 Mar 2006 20:35:23]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>First of all, the Piercing RPGWeapon.  It does not remove Damage Bonus.  It gets the original (no DB or DR) and the modified (with DB and DR), and just chooses the higher, and then multiplies by 1+(0.02*BonusLevel).  So this simply means that if Damage Reduction outweighs Damage Bonus, default to normal damage.&nbsp;
		</blockquote>
KohanX is correct. I had forgotten Druid changed it to work this way in version 183. So using a +6 Piercing weapon that does a base 100 damage will always do a minimum of 112 damage, but if your db is higher than the monsters dr, you will get the benefit. e.g. your db 80, monsters dr 20, you do 145 damage.
I will edit my above post to show the corrections.

<p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>Second, Monsters.  The monster DB and DR is equal to 7*Wave+LowestPlayerLevel/4.  So assuming 320 is level 150 (no idea, really) and alone on wave 16, monster damage reduction is 149, absolutely creaming his maximum of 80.  This means all of 320's attacks will do 66.5% of their normal damage.  If he had a +5 weapon, this would increase to 85.5%, and if he had a piercing +6, he would do 112%.  Say he had a piercing weapon +0 against some random monster with 10 DR though, he would still do 135% damage, 151.2% is +6.&nbsp;
		</blockquote>
I got the algorithm wrong I agree (I said I was doing it in a hurry - I should know better :oops: ). The monster level is (wave*2)+(lowestplayerlevel/4).
However, your maths looks wrong. Experience (and someone high level like 320 needs to confirm) says that once a level 150 player is on by himself, he does not do 66.5% damage. It is a lot less.
In your example, if 320 is level 150, the monster dr would be 3.5*((2*16)+(150/4)) = 3.5*(32+37.5) = 243 dr. This would mean 320s attacks would do 18% of their normal damage.
Again, I will edit my above post to show the corrections.
]]></description>
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				<pubDate><![CDATA[Mon, 6 Mar 2006 01:08:59]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>

However, your maths looks wrong. Experience (and someone high level like 320 needs to confirm) says that once a level 150 player is on by himself, he does not do 66.5% damage. It is a lot less.
In your example, if 320 is level 150, the monster dr would be 3.5*((2*16)+(150/4)) = 3.5*(32+37.5) = 243 dr. This would mean 320s attacks would do 18% of their normal damage.
Again, I will edit my above post to show the corrections.
&nbsp;
		</blockquote>

On all weps, save for piercing, 18% sounds about right.   :cry: ]]></description>
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				<pubDate><![CDATA[Mon, 6 Mar 2006 04:54:39]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ It does seem a bit of a shame though. With all the different weapon types that there are, on wave 16 which is the most difficult battle, the player is stuck with using just two types of weapon - the piercing and vorpal. It sort of detracts from the richness of the game.

Druid added the piercing weapon to help the high level players on later waves. And I think it has made a big difference. At least the players know they can do a reasonable amount of damage. But it does put a bit of a restriction on the gameplay - use this weapon type or die.

The initial suggestion in this thread was to allow high level players to get extra db. As has already been commented, because this would just allow more kills on monsters with low dr, I am not in favour.

What I would prefer to see would be a cap on monsters dr. If players have a cap at 80db and 50dr, if monsters were capped at 200db and 130dr, it would still make the last wave a challenge, but not such a distorted one. These figures could obviously be adjusted to get the balance right. Also, if the waves become too easy, the monster difficulty could be upped, or different more difficult monsters added.

I don't think anyone enjoys taking one minute just to kill a single 900 health monster with a mini. It sort of gets tedious. I say cap the monster dr and let the fraggin begin.]]></description>
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				<pubDate><![CDATA[Mon, 6 Mar 2006 06:10:06]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ It sounds like you guys have got it figured out now. 

I was unaware that Piercing had been changed to a 
Max(Base Damage + Modifier, Player DB - Monster DR)
format. This is a welcome change as the piercing weapons as they stand in version 180 are lame when you aren't seriously outgunned and therefore I tend to discard them for new magic most of the time.

You have also discovered the facet of this server that I find to be very handicapping. The low DB and DR caps are not my favorite way of increasing challenge. The strategy of keeping low levels alive at DC is paramount and moreso than any other server I've played. It always helps to keep them alive but here you are totally screwed if you are above the caps and they die.

 :D 

Capping the monster's to any stat caps would require a re-compile of the core RPG so it seems a shade unlikely Druid will bother. As hard as it may be at times, it's better to have them able to pass you. And with a Monster Adjust of .25 it will take a decent interval before they do. 

My philosophy is that any given server will keep you coming back for more if you rarely ever win a map compared to one that every map is a winner and it just becomes something to trudge through once every hour.

Just my thoughts anyway.]]></description>
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				<pubDate><![CDATA[Mon, 6 Mar 2006 08:40:23]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ V0rTex, i made a little trip on your server, and i can admit, ive never seen something so much fast paced.

Its very fun, but i can assure you i would have liked to get a Piercing. Your mobs have so much DR that its close to impossible to pass wave 4 as a level 15 :P (let alone trying wave 5 LOL)]]></description>
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				<pubDate><![CDATA[Mon, 6 Mar 2006 08:45:21]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ <p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]V0rTex, i made a little trip on your server, and i can admit, ive never seen something so much fast paced.

Its very fun, but i can assure you i would have liked to get a Piercing. Your mobs have so much DR that its close to impossible to pass wave 4 as a level 15 :P (let alone trying wave 5 LOL)&nbsp;
		</blockquote>

Yes we run something very "different". We show no mercy at all to low level players and until you are above 50 (which can be done in a couple of days if you persist) you won't live long past wave 4.

We use Monster Adjust of .35 so it requires more points into the stats.]]></description>
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				<pubDate><![CDATA[Mon, 6 Mar 2006 08:47:14]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ <p></p>

		<cite>v0rTeX wrote:</cite><br>
		<blockquote>Capping the monster's to any stat caps would require a re-compile of the core RPG so it seems a shade unlikely Druid will bother. As hard as it may be at times, it's better to have them able to pass you. And with a Monster Adjust of .25 it will take a decent interval before they do. &nbsp;
		</blockquote>
I suppose if Druid was worried about it, he would have reduced the monster adjust from 0.25 to 0.1 or something.

The alternative would be to put the important bit of the piercing code into the OneDropWeapon class, so all weapons with a * are piercing when necessary. It would allow some variation in the weapons used on the final wave.]]></description>
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				<pubDate><![CDATA[Mon, 6 Mar 2006 13:51:09]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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			<item>
				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>In your example, if 320 is level 150, the monster dr would be 3.5*((2*16)+(150/4)) = 3.5*(32+37.5) = 243 dr.&nbsp;
		</blockquote>
Where'd the 3.5 come from?

Also, my vanilla +5 comparison may be incorrect (even if my general formula was), because I'm not sure if it adds 100 to Damage Bonus or if it compounds with the DB-DR result.  If it just adds to DB, then a +5 in the instance I noted would result in 116.5%, instead of 99.75%, which is different from my original thoughts anyway... weird...  but yes, where *did* the 3.5 come from?

Oh, and the 234 DR instance would result in a total of 13.61% damage with an unenhanced weapon.

<p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>But it does put a bit of a restriction on the gameplay - use this weapon type or die.&nbsp;
		</blockquote>
Not necessarily.  Different weapons are to be used in different situations.  Force weapons are good at long range, Vampire Spread weapons are good, especially in tight maps, et cetera.  This is just a way to make a given weapon enhancement shine.  Do you use Piercing at any other time?  And was it Piercing or Penetrating that people wanted to go through Queen shields?  And are the Queens poly-for-poly from the original Unreal model?

I urge you to reread this post as you reply, so as to make sure you didn't miss anything.]]></description>
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				<pubDate><![CDATA[Mon, 6 Mar 2006 20:35:02]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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			<item>
				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote><p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>In your example, if 320 is level 150, the monster dr would be 3.5*((2*16)+(150/4)) = 3.5*(32+37.5) = 243 dr.&nbsp;
		</blockquote>
Where'd the 3.5 come from?&nbsp;
		</blockquote>
The formula in the RPGRules.uc for db and dr for monsters is
      MonsterLevel / 2 * PointsPerLevel
PointsPerLevel on this server is 7. So the equation becomes MonsterLevel * 3.5

<p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote><p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>But it does put a bit of a restriction on the gameplay - use this weapon type or die.&nbsp;
		</blockquote>
Not necessarily.  Different weapons are to be used in different situations.  Force weapons are good at long range, Vampire Spread weapons are good, especially in tight maps, et cetera. &nbsp;
		</blockquote>
In this post we are talking about high level players alone on wave 16. The monsters have high db, and the majority of weapons do only 18% of their standard damage, instead of wave 1 for high level players where they do 135%ish. In these cases Force or Vampire weapons are not much use. 

For instance, a maxed out vampire flak+7, if a flak shot normally did 120 damage, would do 1.14*120= 137 damage due to the +7. Health returned is 2.5%*7 of the damage, = 24 health. If the weapon is reduced to 18% damage on wave 16, the damage becomes 25, and the health returned 4. That is not what I would call 'good'. 

I would much prefer to have a +6 piercing flak doing 120*1.12 = 134 damage instead of the 25 by the vampire.]]></description>
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				<pubDate><![CDATA[Tue, 7 Mar 2006 01:06:59]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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			<item>
				<title>Re:Idea for a skill for high levels</title>
				<description><![CDATA[ Forgot about PPL :P

It's .5% healing per level of Weapon Vampirism.

<p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>In this post we are talking about high level players alone on wave 16.&nbsp;
		</blockquote>
Exactly what I mean.  Piercing weapons were made for high-level players (or low-level, if they're alive) to use on the last few waves, when all other forms of attack don't suffice.

Oh, I see!  You just misunderstood my reply.  I wasn't arguing against your statement, just giving a reason for it, though it may have sounded that way.  :)]]></description>
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				<pubDate><![CDATA[Tue, 7 Mar 2006 07:59:25]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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