Shattered Kingdoms

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PostPosted: Mon Jul 07, 2008 4:55 pm 
I think it's getting changed to be like melee, MP is still gonna work, just the order of damage reduction with MP/Sanc/Protection is getting switched around.

Delicate flowers and those branches, everybody uses them, and if you aren't PKing with at least protection up(as ANY class, unless you know you're fighting gray/same aura), you aren't putting much effort into your prep.


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PostPosted: Mon Jul 07, 2008 4:57 pm 
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Demon wrote:
Gilgon wrote:
Demon wrote:
Dulrik wrote:
Awhile back I implemented a change that made sanctuary and other damage reducing spells and affects take affect before the saving throw instead of after the saving throw. This made it much harder for someone to negate all melee damage through enchanting.

While reading this thread, something jogged my memory so I went back to check. It turns out that MP was not affected by the aforementioned change, so it is still really easy to negate spell damage to null with MP. I am probably going to make the change to it, so that it works the same as all of the other protections. I might be dissuaded by well-reasoned responses here, but you'd have to convince me.

I'm not saying that this one change is going to fix all or even most of the problems that this thread is about, but it IS one piece of the puzzle.


So MP has been nerfing spell damage this entire time and it wasn't supposed to be? I'm gonna vomit.


All that changes, with Dulrik's proposed changes, is that sanctuary and protection are getting weaker when in conjunction with full sets of eq. AKA a shaman/priest/paladin wimp.


What I got from it Algon was that it means MP will not longer nerf spell damage from spells like flamestrike, acid blast, and other spells that shouldn't have their damage touched by MP but rather reflex.


The change Dulrik made years ago was applying the "cut damage by a percentage" spells such as sanctuary, protection, etc. AFTER MP was used as opposed to before it was used. This is what he is proposing to do with spells as well. It will slightly boost damage spells against players with good enchantments who have up sanc/prot/etc. This change won't do much else.


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PostPosted: Mon Jul 07, 2008 5:08 pm 
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Clarfication: This MP change only applies to damage dealing spells, because MP only affects damage. It would not help versus affects that cause save or die like petrification (except for finger of death, which causes enough damage to kill you on a failed save). This change also would only change the damage for spells where the opponent made the saving throw. If they failed the save, it would be the same damage as before.

Example: Acid Blast damage = 100. MP = 30. No other affects involved.
(currently) Damage with save: (100 / 2) - 30 = 20.
(proposed) Damage with save: (100 - 30) / 2 = 35.
(both versions) Damage failed save: 100 - 30 = 70.


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PostPosted: Mon Jul 07, 2008 5:17 pm 
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OMG Big D used numbers


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PostPosted: Mon Jul 07, 2008 5:30 pm 
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Gilgon wrote:
Lakir wrote:
Yeah, those triple scrolls are as common, easy to get, and in as mass quanity, as an enchanted weapon. C'mon people. Seriously.


They are extremely easy to get when they aren't being held by someone with them. They are in unlimited quantity - they reappear as soon as you use them. And they can rape groups and individuals with almost no effort besides one command, whereas melee can be stopped by being in the third row, these can't be.


I'm fairly certain your disproving your own point by saying they re-pop as soon as you use them, and yet people hold onto them for weeks.

If I'm not the one that is currently holding it, that means I'm SOL? Got it. Meanwhile Every Tom, Dick, and yes even Harry can specialize in Battlespear,Khopesh,Kama,Flamberge or any other weapon and at least have access to a tanso version of that weapon at any time.

In closing, this is the one thread in the history of life that I agree with DA. I don't agree with WHY he thinks theres an issue, but I agree with what he claims there is an issue with.


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PostPosted: Mon Jul 07, 2008 6:24 pm 
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I can't believe anyone would try to argue that melee damage comes close to as strong as using magical items. Items like animate dead wands, and overpowered stave's absolutely [REDACTED] on melee any day of the week and there's more than enough to go around.


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PostPosted: Mon Jul 07, 2008 6:27 pm 
The problem is people like D-A and Lolth(people that fight something that isn't a NPC, like once a month, tops) grab all of that stuff, never use it, and don't let anyone else have it. So it might as well not even be in the game.


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PostPosted: Mon Jul 07, 2008 6:32 pm 
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DA's been pking pretty active lately.


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PostPosted: Mon Jul 07, 2008 6:40 pm 
I guess sitting around in the Moot does get boring! :P

I notice those logs stopped showing up around the time locate got changed. :lol:


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PostPosted: Mon Jul 07, 2008 6:42 pm 
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SK Character: Pilnor, Surrit, Berr, Rall
Rial wrote:
I can't believe anyone would try to argue that melee damage comes close to as strong as using magical items. Items like animate dead wands, and overpowered stave's absolutely [REDACTED] on melee any day of the week and there's more than enough to go around.


I can't believe that you just said that magical items beat melee damage, then quoted a magical item that gives melee damage.


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