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Author Topic:  ATNR_CHANNELLING  (Read 66 times)

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Dolfo

« on: 05, April 2024, 17:38:46 »
We have this "one hit killing black mages" in mv. They are insane hard for melee.

Black mages derive from arch seether and are defined there with 90% pierce 10% channeling.
I checked spawnpool definitions at running time, where they have still this 10% channeling.
When checking the spawned mob, this value has changed to 5% somehow.  ???

The big surprise at the end was, when i looked in attack.c HitPlayerAttacktype().  :o

Code: [Select]
case ATNR_CHANNELLING:
...
 dam = hitter->stats.sp; // use mana to directly damage

So the damage for channeling attacks comes not from damage value and the %channeling, it comes from npc mana. I think "not all" mapmaper know this, to say this more diplomatic.

We want keep this damage calculation for channeling?  ::)
« Last Edit: 05, April 2024, 17:40:43 by Dolfo »
Don't believe the shit, you hear in mainstream. Believe your own body. Your body is speaking always the true to you. But you need to understand your body. Hear to your body, not to your ego. And when body is calling to you: "Hey something is wrong!" find the reason(s) for that. Man in White don't go for that, they don't want to heal you. They want earn money and sell you medicine, you should take rest of your life. You are not the patient, you are their customer. Never forget this!

_people_

« Reply #1 on: 06, April 2024, 15:53:59 »
I am of the opinion that we have too many damage types which have no effects other than dealing damage. A handful have special effects (like acid being more likely to damage gear) but most serve only to bypass more common resistances.

I think in this particular case it would be preferable to embrace its oddness. Monsters do need to be carefully balanced around this, but I think giving players the ability to play with mana in an interesting way would be a lot of fun, provided we can make the gear necessary (probably higher regen gear than what's available is needed).
-- _people_ :)

Dolfo

« Reply #2 on: 06, April 2024, 16:53:01 »
If the mages channel their mana to this one strike, we should add at least add a logic, where these mages go down in manapool. If not they hit again and again this hard? Could also be interesting to give players the chance, that they lure the mages first, to drain some mana, before going close?

Edit: Ok could be interesting for players too, building channeling ma builds.

Edit: At some point we should also add more effects then, like fire damage adding damage over time, where cold slowing down ...
« Last Edit: 06, April 2024, 17:51:26 by Dolfo »
Don't believe the shit, you hear in mainstream. Believe your own body. Your body is speaking always the true to you. But you need to understand your body. Hear to your body, not to your ego. And when body is calling to you: "Hey something is wrong!" find the reason(s) for that. Man in White don't go for that, they don't want to heal you. They want earn money and sell you medicine, you should take rest of your life. You are not the patient, you are their customer. Never forget this!

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