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Nurrog vs. Viruthx 1.0

10 minutes ago, Anonymous said:

casters also do not get to have 100% damage output, 200% on a murder round, while ALSO being able to blind, attempt lag, use any other skill, re apply spells while the caster is lagged from dispel.  etc etc.

This is getting pretty hilarious.

Murder is an opening command that executes a combat round. Not two. After the murder round you can execute a spell too, before the actual combat starts. Sometimes the murder round get's blended into the next round, same thing happens with spells. This is also a bug. I don't mind the IMMs fixing it. I am not biased like you. I just want balance and fairness.

Edited

and if you didn't get the batman vs. suparman shit, it just means that casters with their super opener spells get to kill batman

after 500 spells of their to get that kill. 1 hp each massive kill spell to get that damage till batman flees. Rest goes to trash.

 

Perhaps I did fooking overragete here.

The feel is there.

Anonymous poster hash: 202b3...92d

Murder hits for two rounds all in one.

What game are you playing?

open with a spell, you get one to two full rounds before you can enter any commands again. 

and i am not biased.  you like to reflect your own stances onto others Foxx.  Try debating someone without calling the names or labeling their opinions. 

Anonymous poster hash: 1a77c...4b6

You're not getting it, bro. 

We are saying that when you cast that spell, your target takes the FULL damage of it. Regardless of their wimpy set up. So, if I have my wimpy set to 10% or 50%, I am still taking all of your spell's damage. When you are murdered, you don't take the full damage of a murder. You take a fraction of it because wimpy stepped in and forced you to flee.

Warriors, for instance, don't get a big damage spell. A warriors big damage is that murder round and wimpy is SCREWING that. 

Possible fixes that can accommodate both sides:

  1. Let wimpy kick in after the first round of murder and not the "double-round". Not sure how easy this is to do, or if at all.

  2. Make it a skill. 

Quote

Help Fight-or-Flight

Syntax: 'wimpy 1-50%'

Throughout the course of a guild-member's life they begin to fully understand what situations are safe and which are certain death. Because of this, their body has begun to react on pure instinct and will often force them out of undesirable situations. As they become in tune with their own body and their own abilities, many guilds have even learned the ability to make a conscious effort to set their body's limits. Despite this, combat is a dangerous and not all things are a guarantee. Not even your own instincts.

Now, everyone gets this skill auto-practiced at 25% and as you use it, it will increase. Proficiency will increase when you flee, not if you set the desired percentage. The skill will have a fail/success rate, regardless of your proficiency in it. So, you have it set to 50%. Maybe 1 out of every 10 murders, you will fail to flee automatically, assuming its mastered. Higher fail rate for a lower proficiency percentage, of course.

Edited

2 minutes ago, Anonymous said:

Murder hits for two rounds all in one.

That's simply not true.

Everyone here is forgetting that you can't wimpy-flee if lagged and that CHARGE is a meele opener that lags your opponent.

So what wimpy makes them flee after a single hit when unlaged, murder rounds allow you to deal double damage on the first burst. Spell can't spike on opener like murder.

Just now, mya said:

Everyone here is forgetting that you can't wimpy-flee if lagged and that CHARGE is a meele opener that lags your opponent.

So what wimpy makes them flee after a single hit when unlaged, murder rounds allow you to deal double damage on the first burst. Spell can't spike on opener like murder.

that's because they want to be able to just type flee-murder-flee-murder over and over and win Mya.  Using another command, awwww that's hard.  

 

without wimpy a caster would be punished every-time they did anything, all the melee would have to do was just sit...wait till they casted...flee, scan then murder before lag drops. 

Anonymous poster hash: 1a77c...4b6

Charge lags for one round ... where as charger is lagged for two and has a cooldown for next charge for x hours. Up yours. Only OPTION

for a melee to lag a caster. Hoo fucking Raah.

Anonymous poster hash: 202b3...92d

3 minutes ago, Anonymous said:

Charge lags for one round ... where as charger is lagged for two and has a cooldown for next charge for x hours. Up yours. Only OPTION

for a melee to lag a caster. Hoo fucking Raah.

Anonymous poster hash: 202b3...92d

There is no need for insults, specially under the cover of anonymity.

You seem to forget that charge does not check defenses and thus cannot be parried.

Edited

Just now, mya said:

Everyone here is forgetting that you can't wimpy-flee if lagged and that CHARGE is a meele opener that lags your opponent.

So what wimpy makes them flee after a single hit when unlaged, murder rounds allow you to deal double damage on the first burst. Spell can't spike on opener like murder.

Excluding mino's since they are a special case, charge lags the mage for one round and the warrior for 2 rounds. After that the mage is completely safe from being charged for 1 or two ticks. If the mage has a high wimpy good luck with achieving ANYTHING with charge. Charge is so useless on anything other than minos that I don't even bother training it.

Once again, murder does not do double damage, nor double round. Do you guys even plat melees? Sometimes, just sometimes, when you execute murder near the end of the round, it gets blended into the next round. That's not a double round. It's a normal murder round + the next round.

 

2 minutes ago, Anonymous said:

that's because they want to be able to just type flee-murder-flee-murder over and over and win Mya.  Using another command, awwww that's hard.  

without wimpy a caster would be punished every-time they did anything, all the melee would have to do was just sit...wait till they casted...flee, scan then murder before lag drops.

Whoever posted this obviously doesn't play many melees. Murder gives one round of lag. After the murder round, you can cast spells. Then when the normal round goes through, you can also cast spells. If the melee flees and attempts to murder you again, you can intercept them with a spell. Invokers even have a spell that does that for them (firestorm).

Just now, mya said:

No need to insult me, specially under cover of anonymity.

You seem to forget that charge does not check defenses and thus cannot be parried.

facepalm

Here's something else that you can't parry - dirt.

Just now, f0xx said:

facepalm

Here's something else that you can't parry - dirt.

so with your near guaranteed one tic blind, and a double round of murder every-time you open, against classes who have little to no melee defense in most cases, you need them to be unable to have any counter to the full brunt of the damage? Which exceeds any but the most powerful spells in the game, and im not talking hellstreams....

while races can stop casting, classes can counter casting, counter specific spells, items can paralyze (which are super abundant), lag despite lag protection (thrown shields, charge), do damage when they flee backcutter/rogue throws....all of that..and you STILL want to remove a purely evasive skill that is sometimes as dangerous as it is effective? 

please. 

Rename it Aabaharan the Forsaken Melee's and go for it. 

Anonymous poster hash: 1a77c...4b6

Thrown shields don't go through protective shield, nor will any other thrown object. FYI. Any thoughts on the change I proposed or nahh?

2 minutes ago, Anonymous said:

Rename it Aabaharan the Forsaken Melee's and go for it.

I am sorry but it is currently pretty well balanced. The only unbalance comes in the face of wimpy. Once again, nothing reduces your acid blasts to 1/9 of the damage. Why should an opening skill (murder) be reduced to 1/9 of its damage. Yes, melees can do a lot. Mages can do even more. I don't get what's your point.... just explaining all the things melees can do is not an argument.

WIMPY
Syntax: wimpy
Syntax: wimpy 

WIMPY sets your wimpy value. When your character takes damage that reduces
your hit points below your wimpy value, you will automatically attempt to
flee. You will only flee if your character is not in a wait state -- i.e.
has not been using combat commands like cast, trip and bash, and has not been
tripped or bash by an enemy.

WIMPY with no argument sets your wimpy value to 20% of your maximum hit
points.

Some monsters are wimpy.

Look at the second sentence, "you will automatically attempt to flee". In the third sentence it says "You will only flee if your character is not in a wait state"

This sounds exactly like the manual flee. Basically you try to flee unless lagged.

The description of wimpy is not the same as what it actually does.

I don't think interrupting rounds is fair, and to my knowledge only wimpy can do this.

Edited

2 hours ago, Manual Labour said:

Look at the second sentence, "you will automatically attempt to flee". In the third sentence it says "You will only flee if your character is not in a wait state"

This sounds exactly like the manual flee. Basically you try to flee unless lagged.

The description of wimpy is not the same as what it actually does.

Uh...  yes it is.  The helpfile's description is perfectly accurate regarding how wimpy works: it fires when damage is taken while hp<wimpy if you are not lagged.  Being mid-round doesn't mean you're being lagged.  That manual commands can't be entered mid-round is a fact of game design that is relevant to whether wimpy use is a problem or not, but it isn't relevant to the accuracy of the helpfile.  Nowhere does the helpfile say that it functions like a manual command, but rather it says exactly the opposite: that it fires automatically.

 

Could the helpfile be clearer, and have another sentence that says "This means that wimpy can fire off in the middle of a combat round"?  Sure.  But it's absolutely correct as it stands.

Lame