Shattered Kingdoms

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PostPosted: Thu Sep 28, 2006 6:23 pm 
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a long time ago. If you think i am going to go searching for it you shouldnt hold your breath. My memory is good, trust it or not, it is up to you.


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PostPosted: Thu Sep 28, 2006 6:33 pm 
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Well, your wording was not extremely clear. I took it to mean that hp trains give you more at low levels than at higher levels. Which is not the case. They give you the same ammount of points. Sure it is more % of your total hp. Also hp trains give more hp than a con train, true. This helps in low levels as well since you have straight up higher hp and a lot of newb monsters will reflect off of lowbie armor. And Con, while giving less hp than a hp train, also helps you take less damage, which will be more useful at a higher level than a lower one.


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PostPosted: Thu Sep 28, 2006 7:08 pm 
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my wording is not clear because it is a little confusing to even myself...

All understanding asside though, the main point as i took it from D's post is that if you train hp early and con late (versus the other way around) you will end up with a large hp pool... however that works. :drunk:


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PostPosted: Thu Sep 28, 2006 7:24 pm 
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The hp pool will be the same whether hp is trained first then con later or con first then hp later. Dulrik even said this. Hp is just more useful earlier because it gives a set number and compared to a newbies hp pool and the damage newb monsters do, it is a large number. In higher levels, it takes more hp trains to get as much use since the monsters/players hit more and hit harder.


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PostPosted: Thu Sep 28, 2006 10:17 pm 
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i dont think so, and considering you say that hp gives a set amount--suggesting that con gives a percentage if not a set number--then if youre hp pool is bigger (from hp trains) *before* you add a percentage it would be bigger than if you added a percentage, then a set amount.

IF this is how it works:

starting hp 100 + 60(6 hp trains)= 160 x 105% (+5 con @ 1%) = 168
'' '' 100 x 105% = 105 + 60 = 165

fake numbers, wrong percentages, but you get the drift?

again... IF, and I think it is correct.


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PostPosted: Fri Sep 29, 2006 12:11 am 
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meztiso wrote:
Alot of priest for necro's?


Tumrall's just touting for business :wink:

Drewbag's point about living as long as your animates will is sound, as is his point about having as many hit points as you can get. Besides, he's clearly a Collegium fan, so damned if I'm going to argue with him :lol:

I'd still opt for Art. Being able to hit any NPC you like with almost certain blindness makes life a whole lot more fun in my book. On the other hand, 10 trains (ie. 20 level's worth) of Art is as close to max as makes no odds, I would guess. I wouldn't argue the detail.

The other key attribute for a necromancer is Charisma. It has a direct relationship to the amount of lag caused by the Order command. And obviously, you're going to use the Order command quite a bit, so the less lag the better. That said, just like hit points, there are plenty of Charisma buffing objects available in the game so I wouldn't waste stat points on it.


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PostPosted: Fri Sep 29, 2006 7:21 am 
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Drew both hp and con trains give a set ammount of hp, it does not matter when you train them. You need to learn to read, I said the % is bigger when you are a lower level.

If you have 200 hp and an hp train gives you 50, you just gained 25% of your current total hp.

Let's say you are higher level and have 500 hp, now you only gained 10% of your total hp.

Since higher NPCs hit harder and more often, 50 hp is more useful at a lower level, and it is also a larger percentage of your current total hp.

Con works the same, just use a smaller number than 50, maybe con gives 30 hp a train. 30 out of 200 is roughly 17%, where 30 out of say 600 is 5%.

I should add that while Con gives less hp than an hp train, it's other use is to help you take less damage.


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PostPosted: Fri Sep 29, 2006 7:49 am 
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josephusmaximus3 wrote:
Hp is just more useful earlier because it gives a set number and compared to a newbies hp pool and the damage newb monsters do, it is a large number.


I can read rather well, you were not very clear.

Either way, I still think you are wrong according to what I remember from D's post.


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PostPosted: Fri Sep 29, 2006 8:42 am 
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Well I'm glad I sparked a discussion :D Not to sure about the conflicting advice, hehe. I think I'll do 6 hp, 10 art and rest in con. Not in that order though, probably in a hp, art, hp, art sort of order; till I feel one is lacking more then the other.

As for being damed to many deaths, I've already learnt a trick. ATM I'm level 5 with animate dead (poor) :D, and I'll be training it for a while still before I go to novice. It only costs a litle over half a level to train it. If I keep up with this style of training, I'll be a awfully slow leveler, with awfully powerful spells. Sides, I was a skip and a hope from joining a different mud, but what keeped me here was the necro with a pet and 8 summons. I can't think of a game where any class could have more then one pet... Ohh wait... There are the RTS games :roll: :drunk:

Anyways thanks for the tips, glad my newbness sparked some chatter, and I hope to see yous in game, and then run away from yous, screaming blue murder! :wink:


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PostPosted: Fri Sep 29, 2006 8:55 am 
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deadram wrote:
I can't think of a game where any class could have more then one pet...


FYI: Hellions can have a store bought pet and use dominate to control a PC/NPC. Sorcerers can have a store bought pet and use charm person to control up to two PCs/NPCs. Necros? Sheesh, you can have a store bought pet, and I think the most I've seen in a wight army was what... 40? That also is not taking into account control dead either.

When you see that rolling by, an order all bash really really can ruin your day.

Also anyone with use of magical devices such as scrolls/wands can also employ charm person and other spells.


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