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Divine Intervention

Then there is escape' date=' try casting an unmastered teleport at a 15% casting chance. Right.[/quote']

Some of us try this other method of escaping from a PK... it's called "running".

That's all well and good in a feral CLERIC vs mage matchup - but what happens what that feral cleric meets a warrior? Fury = useless. Fire weapons you don't know = pain time for you. Dispel will be the furtherest thing from your mind as those LACERATE/DISMEMBERS/MACCARCES thorugh your sanc/protection start stacking up.

Ferals Bad things:

Fire Vulnerability.

150 XP cost

Feral Bonus:

Extra meele attack.

103% Parry,Dual parry, Dodge

19, 18, 21, 24, 20 STATS

Fury

Fury is only one of the Feral bonus.

And being a cleric you know that you can keep that Sant/Protection up all the time.

Dispel will not be the furtherest thing on your mind, because its automatic and vs what is probably a mentally vulnerable race. And it will land, because guess what you are doing more attacks than a regular cleric.

Weapons you know nothing about ? Are you playing a Cleric or are you playing a Blademaster ?

A smart cleric player WILL NOT be affected by opponent weapon type selection.

You will still be hit for x1.?? from fire damage. But that is the price of you pay for your bonus. As will a Duergar, any giant, a Illithiad, or an Undead.

You can substitute 75% teleport by 75% Word of recall.

As with many things, teleport also has secrets.

I enjoy a 1/10 fail ratio with it.

Being naturally lucky also helps (not LUCK Stat).

And keeping your armor is always a plus.

I'm not trying to get on you or anything, but where do you get all of these "facts" that you vehemently insist are true. Around 85% of the statistics or declarative statements you make I am fairly sure are completely misinformed. I'm not sure whether you are just gauging these numbers from your personal experience or what, but I am worried that a lot of people who read your posts are getting misleading or completely unfounded information.

"How does this prevent you from eating a pill or quaffing a potion?"

It does not. But how many mages that can cast L50 Teleport carry a low level teleport pill ?

I do carry a recall potion, but ... creatures of habit in stress make the sames mistakes.

"As with many things, teleport also has secrets.

I enjoy a 1/10 fail ratio with it."

This is my personal statistic, based on my mage. It can or cannot be the same for you. Because i as a person am lucky.

But most of my other statistics, i get them because i am a Turtle. And i go to extremes to ensure my characters have the most protection.

For example i can tell you from memory the % chance to defend a meele attack against another character. Or your spells saving %.

In fact, we can do a test. Just post me two characters Scores, and tell me their weapons of choise, and i can tell you it. But i wont teach you how to do it. (please no blademaster or Monks)

Also feral sense is quite nice for keeping thieves and ninjas at arms length... I consider that quite a bonus to all the others mentioned.

It does not. But how many mages that can cast L50 Teleport carry a low level teleport pill ?

I do carry a recall potion, but ... creatures of habit in stress make the sames mistakes.

Smart ones once they realize that there are skills out there that will lower spell proficiency. And making mistakes is part of the game... any mage/communer should never die (if you can't be lagged from prot shield/flight combo, in theory you should be impossible to pin down for a kill), and yet they do.

"As with many things, teleport also has secrets.

I enjoy a 1/10 fail ratio with it."

This is my personal statistic, based on my mage. It can or cannot be the same for you. Because i as a person am lucky.

The problem with arguments from anecdote is that they are a) unpresentable evidence (all we can do is take your word for it and assume your memory's perfect, as opposed to actually having numbers to look at) and even if your memory is right, they may be flukes anyways.

But most of my other statistics, i get them because i am a Turtle. And i go to extremes to ensure my characters have the most protection.

For example i can tell you from memory the % chance to defend a meele attack against another character. Or your spells saving %.

Really? I doubt that, as different defenses take different things into account, but hey... for the fun, let's do it. Let's say I've got an elf paladin with, oh, -250 ac, a polearm, and a 40/30 hit dam with str/dex at 18/24. Want to tell me the chances a warrior with a dagger and equal hit/dam/stats has of hitting me?

A smart cleric player WILL NOT be affected by opponent weapon type selection.

Wrong.

P.S. I may sound a bit harsh in the above, but to be honest Mya, that's because there are a LOT of times where you'll post stuff to the forum, specifically stat-related bonuses and percentage chances, claiming it to be how the game works, when everything in my experience shows you to be flat out wrong. Now, if you were being more general, and not giving such detailed numbers, I'd not be saying anything... an "In my experience, teleport kills me around half the time" I would have no objection to. But instead you say something like "Teleport will kill you X percentage of the time". You're not an IMP, you don't have access to the modern code of the game, so you simply do not know enough to be making such statements.

well, all I have to say about this is that we have wandered 97.32% off the subject. And 63% of every word stated (except by Malch and Raarg) is Exactly 94% incorrect. So do a 180% turn and go lay on the couch!

A big nay on the Divine intervention subject, it already has a 24 hour cool down which is well enough I believe.

On the subject of Ferals, From my experience as Araeyil, I found fury to be very annoying so I always carried recall potions and pills for quick escape without worrying about failing word of recall.

Rukaal for example was always tough, I swear all he spammed was fury or dirt, But when he opened with fury and missed he got 2 rounds of lag which left me with a big opening which was a gamble on his part, So I would say it can backfire. (Least I believe you can open with it, If not I was in combat after a murder)

plus I have had countless times when I have been furied and never failed a spell, And on most occassions one to three spells failed, I believe the worse thing to fail would be Word of recall which can be easily countered as I stated.

Fury does NOT instantly drop your percentage by huge amounts. Spellcasting is still entirely possible, it's just like you haven't trained it at all yet; it fails often, but I wouldn't even say half the time.

"Teleport will kill you X percentage of the time"

Hey the only percentage i told you was the Fury landing rate (which a IMP said was not that) and concentration loss.

When i say:

"I enjoy a 1/10 fail ratio with it."

I mean my mage died 1 time out of 10 times he teleported.

Which is a argument against those of you who think Teleport is to dangerouse.

It is in no way a statistic regarding how many times your character will die to teleport.

"Really? I doubt that, as different defenses take different things into account, but hey... for the fun, let's do it. Let's say I've got an elf paladin with, oh, -250 ac, a polearm, and a 40/30 hit dam with str/dex at 18/24. Want to tell me the chances a warrior with a dagger and equal hit/dam/stats has of hitting me?"

That is not the only factors that affect it. Without a SCORE sheet i can only tell you an approximation.

There are so many factors that go into melee attacks that there is no way that you could figure out, numberwise, the chance for any sort of practical situation. Especially considering the fact that there are, gasp, random numbers included.

Are we talking about how weak it is or how strong it is?

Also you have to remember that fire is the easiest vuln to capatalize on. Period.

Even vs undead its easier, 100% of classes can wear fire, but evils cant even use holy weapons (expect Dayson and Nexus) against the undead vuln.

Fire vuln is very easily capatalized on. I also have to say having played a feral cleric and a feral ranger for a long long time that what LA said is 100% true. Fire hurts. Fury is average. Rely on that alone and you are as good as dead

I think it's a very decent skill that balances their weakness. It's not overpowered at all. I disagree that fury spamming or relying solely on it will always get you killed though - relying solely on fury and melee output as certain Feral combos is more effective against some classes than using other skills that they may have available to them. Not always, but sometimes. Not a bad thing as it's not overpowered, but still a very effective skill that WILL make things harder for you.

Don't underestimate it is all I'm saying.

Dey

"There are so many factors that go into melee attacks that there is no way that you could figure out, numberwise, the chance for any sort of practical situation. Especially considering the fact that there are, gasp, random numbers included."

The number of factor are finite, and the complexity of it, is not that huge. It's just a bunch of math calculations coupled with logic choices/statements.

Made by humans, and that are in fact very adapted to "milking" a % value.

Random number .

That is why you get a percentage. You cannot actualy predict if your character will defend or be hitted. What you can do is state that for a significative number of attacks your character will defend Y part of them.

This is called statistics.

Its similar with weapon in D&D, for example you have a 2d6 weapon, meaning that you can do 2 to 12 points of damage. But if you do a significant number of you will notice that the AVERAGE damage in those attacks will be 7.

Look at this piramid:

http://hyperphysics.phy-astr.gsu.edu/Hbase/math/dice.html

You can do 12 damage, but the fact is that you will only do it a few times.

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