Malarious2011-07-17 07:32:04
QUOTE (Xenthos @ Jul 17 2011, 03:28 AM) <{POST_SNAPBACK}>
So, uh.
Every Astral mob has a moderate weakness to divinus damage? From a balanced hunting perspective that seems a bit awkward as far as organizations go (pointing it out for consideration as things move forward).
Every Astral mob has a moderate weakness to divinus damage? From a balanced hunting perspective that seems a bit awkward as far as organizations go (pointing it out for consideration as things move forward).
Either all of astral is partly "tainted" or they totally didnt realize it... dont alot of them resist the damage that is supposed to have a bonus against living?
Xenthos2011-07-17 07:32:56
QUOTE (Malarious @ Jul 17 2011, 03:32 AM) <{POST_SNAPBACK}>
Either all of astral is partly "tainted" or they totally didnt realize it... dont alot of them resist the damage that is supposed to have a bonus against living?
Well, everything up there is warped by close contact with Kethuru, so it makes sense... just... not balanced sense as things currently stand.
Rika2011-07-17 07:39:13
Acrobatics is just physical damage, so I'm a lot less tanky than what my bodyscan says I am.
Unknown2011-07-17 07:47:05
Having tried kephera, I don't think the blunt/cut resistance is all that bad. Then again, that might be the lightning runes make the difference.
vorld2011-07-17 07:49:32
So uh which mobs have resistances and weakness?
Xenthos2011-07-17 07:53:50
QUOTE (vorld @ Jul 17 2011, 03:49 AM) <{POST_SNAPBACK}>
So uh which mobs have resistances and weakness?
http://forums.lusternia.com/index.php?s=&a...st&p=833193
Sylphas2011-07-17 07:55:35
QUOTE (Talan @ Jul 17 2011, 03:09 AM) <{POST_SNAPBACK}>
It's also weird how the Amber Malt numbers are different among the various brewmeisters... is that a skill rank thing, or a dwarf thing, or a tolerance thing? I get 5 DMP from it.
It looks like the same scaling as something like Resilience, i.e. completely linear, with the different levels of drunkenness on STAT simply a way to gauge it. I stopped when it ticked over to suicidal, some of the others kept drinking after, I assume. Jarael is getting a full 50 more DMP from his dwarf racial and 10 on Amber compared to me, and we were both suicidal.
vorld2011-07-17 08:03:26
So does this make buying damage change runes useful?
Edt: does this also mean there are going to be new damage change runes?
Edt: does this also mean there are going to be new damage change runes?
Rakor2011-07-17 08:07:54
QUOTE (Sylphas @ Jul 17 2011, 02:55 AM) <{POST_SNAPBACK}>
It looks like the same scaling as something like Resilience, i.e. completely linear, with the different levels of drunkenness on STAT simply a way to gauge it. I stopped when it ticked over to suicidal, some of the others kept drinking after, I assume. Jarael is getting a full 50 more DMP from his dwarf racial and 10 on Amber compared to me, and we were both suicidal.
Right, there are sub-levels with the stat levels, try taking a drink, bodyscanning, taking a drink, bodyscanning, etc
Xiel2011-07-17 08:12:07
QUOTE (vorld @ Jul 17 2011, 12:49 AM) <{POST_SNAPBACK}>
So uh which mobs have resistances and weakness?
They're still adding them to everything. I'm assuming they're covering the normally seen first, before the less common things like npc guards.
Malarious2011-07-17 08:51:20
I appreciate the admin effort to get the levels of things in, however I almost feel required to note (after seeing some mobs) that you need not feel required to address every damage time in every mob. There is nothing wrong with a mob having 1 weakness and 1 resist, (most astral mobs have like 9 notes on weakness/resist).
Lilia2011-07-17 08:52:48
QUOTE (Xiel @ Jul 17 2011, 03:12 AM) <{POST_SNAPBACK}>
They're still adding them to everything. I'm assuming they're covering the normally seen first, before the less common things like npc guards.
Actually, half of our guards have them already. They seem to have given racial resistances and weaknesses to npcs of that race. All trill and lucidian npcs in Hallifax have resistances and weaknesses very similar to player stats.
Jack2011-07-17 09:02:30
QUOTE (Lilia @ Jul 17 2011, 09:52 AM) <{POST_SNAPBACK}>
Actually, half of our guards have them already. They seem to have given racial resistances and weaknesses to npcs of that race. All trill and lucidian npcs in Hallifax have resistances and weaknesses very similar to player stats.
I think he means NPC guards as in the new guards that get summoned when you attack NPCs that enemy you.
Lilia2011-07-17 10:08:31
QUOTE (Jack @ Jul 17 2011, 04:02 AM) <{POST_SNAPBACK}>
I think he means NPC guards as in the new guards that get summoned when you attack NPCs that enemy you.
Oh, right, I never see those, because I don't bash sentients.
Daraius2011-07-17 10:52:02
Where are the mobs that are weak against sticks to the face?
Unknown2011-07-17 11:02:10
CODE
************************************************
Source                                Type            DMP            Resistance
-------------------------------------------------------------------------------
                                      All            0                      -
                                                                             Â
Elementalism      ElementShield      Elemental      15
                                      Elemental      15                      -
                                                                             Â
Elementalism      Stoneskin          Cutting        24
Resilience                            Cutting        12
                                      Cutting        36 (36)              28%
                                                                             Â
Elementalism      Stoneskin          Blunt          24
Resilience                            Blunt          12
                                      Blunt          36 (36)              28%
                                                                             Â
                                      Asphyxiation    0 (0)                  0%
                                                                             Â
Resilience                            Poison          6
                  Tattoo            Poison          10
                                      Poison          16 (16)              16%
                                                                             Â
Construct          EphemeralSpire    Psychic        24
Phantasms          PhantomArmour      Psychic        5
                                      Psychic        29 (29)              24%
                                                                             Â
Enchantment        Magicproof        Magical        10
Magic                                Magical        9
                                      Magical        19 (19)              19%
                                                                             Â
Consumable        Fire              Cold            15
Enchantment        Coldproof          Cold            10
                                      Cold            25 (40)              30%
                                                                             Â
Aeromancy          Nimbus            Electricity    20
Enchantment        Electricproof      Electricity    10
Potion            Galvanism          Electricity    15
                                      Electricity    45 (60)              36%
                                                                             Â
Consumable        Frost              Fire            15
Enchantment        Fireproof          Fire            10
                                      Fire            25 (40)              30%
*******************************************************************************
Source                                Type            DMP            Resistance
-------------------------------------------------------------------------------
                                      All            0                      -
                                                                             Â
Elementalism      ElementShield      Elemental      15
                                      Elemental      15                      -
                                                                             Â
Elementalism      Stoneskin          Cutting        24
Resilience                            Cutting        12
                                      Cutting        36 (36)              28%
                                                                             Â
Elementalism      Stoneskin          Blunt          24
Resilience                            Blunt          12
                                      Blunt          36 (36)              28%
                                                                             Â
                                      Asphyxiation    0 (0)                  0%
                                                                             Â
Resilience                            Poison          6
                  Tattoo            Poison          10
                                      Poison          16 (16)              16%
                                                                             Â
Construct          EphemeralSpire    Psychic        24
Phantasms          PhantomArmour      Psychic        5
                                      Psychic        29 (29)              24%
                                                                             Â
Enchantment        Magicproof        Magical        10
Magic                                Magical        9
                                      Magical        19 (19)              19%
                                                                             Â
Consumable        Fire              Cold            15
Enchantment        Coldproof          Cold            10
                                      Cold            25 (40)              30%
                                                                             Â
Aeromancy          Nimbus            Electricity    20
Enchantment        Electricproof      Electricity    10
Potion            Galvanism          Electricity    15
                                      Electricity    45 (60)              36%
                                                                             Â
Consumable        Frost              Fire            15
Enchantment        Fireproof          Fire            10
                                      Fire            25 (40)              30%
*******************************************************************************
...wait, what?
CODE
Construct          EphemeralSpire    Psychic        24
???The Ephemeral Spire isn't built, and even if it was, that is not one of its effects.
I notice mindbar isn't showing up though, so maybe that is, for some reason, showing in its place..? I AM SO CONFUSE.
EDIT:
Oh also. Requesting asphyxiation damage for Aeromancer staves please. We're the only mages without it, apparently, even though it makes hells of sense for us to have it. And I'm pretty sure every mob that does aeromancy attacks has at least one asphyxiation attack as it is. I will give up cold for it, if you want. If that's what it will take.
Janalon2011-07-17 11:20:06
Just learned something new.
So says the AB.
So says ME.
So says BODYSCAN FULL.
SO... trans psymet, but without the full 30 DMP as indicated by the AB. Well, apparently 'skill variable' has as much to do with the immediate skillset at it does the parent skillset as indicated in the skillweb. See this:
Right now both Psymet Ironskin and Psionics Psiarmour are 3 DMP under their max value. Yeah, so I need to also trans discernment to max the skill variable for psionics/psymet (which I haven't invested that many skills into).
HELP SKILLWEBDIAGRAM might seem archaic, but is the sleeper help file to get the most out of skill-based DMP. Again, I cannot thank the entire ADMIN for BODYSCAN, especially those working throughout the night to resolve bugs. Thank you!
CODE
Syntax:Â Â PSI IRONSKIN
Channels: Superstratus, Id
Damage Modifier: variable depending on skill level, max of 30
You can thicken your skin to the point where it becomes as hard as iron.
Channels: Superstratus, Id
Damage Modifier: variable depending on skill level, max of 30
You can thicken your skin to the point where it becomes as hard as iron.
So says the AB.
CODE
Guild Skills          Rank          Pool
-------------Â Â Â Â Â Â Â Â ------------Â Â ------------
Psionics              Transcendent  Intellect
    Psychometabolism
-------------Â Â Â Â Â Â Â Â ------------Â Â ------------
Psionics              Transcendent  Intellect
    Psychometabolism
So says ME.
CODE
Psionics          Ironskin          Blunt          27.
So says BODYSCAN FULL.
SO... trans psymet, but without the full 30 DMP as indicated by the AB. Well, apparently 'skill variable' has as much to do with the immediate skillset at it does the parent skillset as indicated in the skillweb. See this:
CODE
                        Phantasms      Glamours        Telekinesis
                                  \\  /                /
      INTELLECT - Discernment - Illusions - Psionics < - Telepathy
      /                                                \\
MINDÂ Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Psychometabolism
                                  \\  /                /
      INTELLECT - Discernment - Illusions - Psionics < - Telepathy
      /                                                \\
MINDÂ Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Psychometabolism
Right now both Psymet Ironskin and Psionics Psiarmour are 3 DMP under their max value. Yeah, so I need to also trans discernment to max the skill variable for psionics/psymet (which I haven't invested that many skills into).
CODE
Discernment          Expert        Intellect
HELP SKILLWEBDIAGRAM might seem archaic, but is the sleeper help file to get the most out of skill-based DMP. Again, I cannot thank the entire ADMIN for BODYSCAN, especially those working throughout the night to resolve bugs. Thank you!
Lerad2011-07-17 11:27:39
CODE
***********************************************
                    Type        Base DMP      Total DMP            Resistance
-------------------------------------------------------------------------------
                      All              30              -                    -
                Elemental              0              -                    -
                  Cutting              32              62                  37%
                    Blunt              47              77                  41%
            Asphyxiation              24              54                  34%
                  Poison              37              67                  39%
                  Psychic              0              30                  25%
                  Magical              40              70                  40%
                    Cold              15              45                  31%
              Electricity              35              65                  38%
                    Fire              35              65                  38%
*******************************************************************************
                    Type        Base DMP      Total DMP            Resistance
-------------------------------------------------------------------------------
                      All              30              -                    -
                Elemental              0              -                    -
                  Cutting              32              62                  37%
                    Blunt              47              77                  41%
            Asphyxiation              24              54                  34%
                  Poison              37              67                  39%
                  Psychic              0              30                  25%
                  Magical              40              70                  40%
                    Cold              15              45                  31%
              Electricity              35              65                  38%
                    Fire              35              65                  38%
*******************************************************************************
CODE
************************************************
Source Type DMP Resistance
-------------------------------------------------------------------------------
Acrobatics Elasticity All 20
Construct BlackNest All 5
Consumable Kirigami Charm All 5
All 30 -
Elemental 0 -
Resilience Cutting 12
Tattoo Cutting 20
Cutting 32 (62) 37%
Resilience Blunt 12
Stealth Bracing Blunt 15
Tattoo Blunt 20
Blunt 47 (77) 41%
Acrobatics Hyperventilate Asphyxiation 10
Lowmagic Blue Asphyxiation 10
Tattoo Asphyxiation 4
Asphyxiation 24 (54) 34%
Night Garb Poison 11
Resilience Poison 6
Tattoo Poison 20
Poison 37 (67) 39%
Psychic 0 (30) 25%
Magic Magical 9
Night Garb Magical 11
Tattoo Magical 20
Magical 40 (70) 40%
Consumable Fire Cold 15
Cold 15 (45) 31%
Potion Galvanism Electricity 15
Tattoo Electricity 20
Electricity 35 (65) 38%
Consumable Frost Fire 15
Tattoo Fire 20
Fire 35 (65) 38%
*******************************************************************************
I appear to have a random 30 dmp to psychic. Well, not random, but it's an empty line in the FULL list, and I can't recall off-hand what I have that might give me that. (Missing from undeffed list, so it's not racial boost.)
A quick digression about elasticity:
I was always under the (mis)conception that it was only for physical (cutting/blunt) dmp. According to this list, it's not, I guess. For monks specifically, I don't think elasticity needs to be all-damage types, especially with double-dmp from tattoos. Bards may well be another matter, however, specifically non-eco bards.
Regarding the comparisons between elasticity and nightkiss, if elasticity needs to be moved higher up the skill list for its effect, then move it up. There's no reason to nerf a skill because it sits low on the skill list, especially if it's required for balancing. "It's cheap and it's low on the skillset, so it should be weak!" isn't reasonable when the class(es) that have the ability requires the effects to remain strong in order to compete with other classes. (See my note about bards.) Of course, if the effect provided is unbalanced for the class (ie. elasticity for tattoo monks) then feel free to nerf it. That's what balance and changes for balance should be about: whether the class(es) with the ability needs (or is overpowered with) it, not where the ability is located in the skill.
As for what exactly should be done with elasticity (and the monk/bard need for it), I leave it up to the envoys or admins or all-powerful whoevers.
/end digression
Kudos to those who took the time to code this up. While I'm showing appreciation, I'd like to take this opportunity to thank whoever is in charge of rejecting envoy reports lately. Some of the reports actually have a reason stated for the rejection this time round instead of a generic "This is not neccesary." line, and as a person who reads reports, I appreciate that. Hopefully the practice continues.
Regarding mob resistances, I'm not sure what the point of adding weaknesses/resistances to mobs is. Perhaps to make mob combat more interesting. I do feel, however, that it could be done better. The IRE weakness/resistance was originally designed for PVP. I'm not sure what other changes are upcoming for Lusternia's addition of this system to mobs, but copy-pasting it wholesale without followup action and adjustments is going to throw the status quo for bashing into disarray. What used to be balanced will definitely become skewed, and the status quo was already skewed in some ways in the first place. I sincerely hope that there's gonna be sharp monitoring and quick adjustments made over the next few weeks or months, and that this overhaul is not a "THROW THIS TO THE MASSES AND LET THEM WOW OVER HOW SHINY IT IS" short-term thing.
This is particularly concerning especially since IRE volunteers are well known for the constant and very valid cries of lack of resources. Volunteers are just that, volunteers. When interest peaks and dies down, efficiency and productivity dies down too. A great deal of commitment is going to be needed to monitor this overhaul, and I'm concerned over whether Lust's volunteers are up for the task, especially since the original envoy report requesting this dmplist was rejected for the very "lack of resources" reason. Now that it's actually been implemented, and includes mobs as well, even more resources are going to be tied up.
Finally, as a note about bashing.
Monks are notorious over IREs for being the best bashers. In Lust, however, I find the bashing to be slightly different. Monk efficiency has been tied to crit-rates and multiple attacks. But in actuality, the true reason monks bash well is because of split attacks. When the whole attack is split, individual crits give less damage, and this means that less damage is wasted when overkilling a mob. There's an envoy report about it somewhere.
Lust monks are different because they use forms to bash. Forms change the split attack into a whole attack again. Attacks do not carry over when a mob dies. This effectively means that lust monks actually bash less efficiently - not only do their crits do less damage, the original advantage of split attacks (having the third punch hit the next mob in the room when the second punch kills the original target) is negated.
The only thing going for monks here is speed. Monks bash faster than most anyone, rivalling even the fastest bards. However, their speed is tied to momentum. Monks actually lose out in group bashing, due to the need to constantly change targets (when the original one dies) that slows the monk down.
Of course, the admin have information I am not privy to, so I am forced to believe Eventru's claim that monks really are head and shoulders above all the other classes in bashing.
Even then, however, leaving warriors and monks in the lurch with the bashing weakness/resistance changes is more than just a little frustrating. If this overhaul to bashing is meant to enliven the boring grind of bashing, then two classes are being effectively told "No, you guys won't get shiny things. You're doomed to grind the same way you have grinded for the past few years while your peers can now have fun during their grind!"
Furthermore, adding damage types to the other classes skew also the PVP aspect of the resistance/weakness system in Lust. Again, this ties back to my previous point, but I hope the admin are ready to catch the ball and make adjustments as needed when issues arise, as they almost certainly will. Dropping the ball at this point and citing "lack of resources" won't cut it, not when this huge, shiny change has been implemented.
Ssaliss2011-07-17 11:35:43
That empty line just means "You have no specific resistances to Psychic, but you get +30 from the resistance to all".
Lerad2011-07-17 12:07:15
QUOTE (Ssaliss @ Jul 17 2011, 07:35 PM) <{POST_SNAPBACK}>
That empty line just means "You have no specific resistances to Psychic, but you get +30 from the resistance to all".
That line doesn't show up for any other damage type, however. So does that mean the +30 from the resistance to all is not applied to the other damage types?
Edit: Oh, I see what you mean. Yes, the 30 is from the ALL section. Ahhhh. Thanks, Ssaliss.