Re: And he's wearing... what, TWO shields??
Posted: 22 Oct 2011 15:35
editing all my posts - I'm done
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I have to echo Targun's observations here. I've been running some tests without armour and the differences are pronounced. This is probably not surprising but the degree to which it impacts things was to me. To be fair, Cel doesn't have great combat skills but he's not that small and when not wearing armour gets banged up badly and pretty quickly. The same fights with armour, especially good armour, are very different.Tarax the Terrible wrote:If you take away monks armours...
Have their strikes break equipment same as plexus.
So they could destroy armours all over the place.
But with a toggle option they can control it.
You can always wear the webcloth body-stocking from Sybarus, no ?:))) Not heavy at all and very RPishCelephias wrote:I'm not sure high DPS alone is the solution here at all. If an MU has burst DPS, its very costly in mana (and components). This means its not sustainable simply because you're going to be out of mana in a few minutes.
I can tell you that my tests in unarmored grinding show quite poorly and to DPS-blast as a means of grinding doesn't scale unless they become much cheaper (which overcompensates in the other direction).
In Gen as it stands now, every guild needs a way to 'defend themselves' for the game to be playable. I don't think its enough to say to that high DPS is a solution. This is also just a grinding scenario. Imagine in PVP where two small teams face off, say 3 on 3. If all three players attack the MU without any means of defense, he'll be driven from the room quickly.
Its a real challenge for sure and will require a lot of creativity and tuning to get right I think.
Laurel wrote:editing all my posts - I'm done
Tive wrote:You can always wear the webcloth body-stocking from Sybarus, no ?:))) Not heavy at all and very RPish
This could be solved (at least partially) by giving each caster guild some defensive spells, which would reduce incoming damage (magic shield, blur etc.). This could possibly make them less armour-reliant and would require preparation and component/mana investment too, balancing the lack of need for armours.Celephias wrote:I'm not sure high DPS alone is the solution here at all. If an MU has burst DPS, its very costly in mana (and components). This means its not sustainable simply because you're going to be out of mana in a few minutes.
I can tell you that my tests in unarmored grinding show quite poorly and to DPS-blast as a means of grinding doesn't scale unless they become much cheaper (which overcompensates in the other direction).
In Gen as it stands now, every guild needs a way to 'defend themselves' for the game to be playable. I don't think its enough to say to that high DPS is a solution. This is also just a grinding scenario. Imagine in PVP where two small teams face off, say 3 on 3. If all three players attack the MU without any means of defense, he'll be driven from the room quickly.
Its a real challenge for sure and will require a lot of creativity and tuning to get right I think.
Zhar wrote:This could be solved (at least partially) by giving each caster guild some defensive spells, which would reduce incoming damage (magic shield, blur etc.). This could possibly make them less armour-reliant and would require preparation and component/mana investment too, balancing the lack of need for armours.Celephias wrote:I'm not sure high DPS alone is the solution here at all. If an MU has burst DPS, its very costly in mana (and components). This means its not sustainable simply because you're going to be out of mana in a few minutes.
I can tell you that my tests in unarmored grinding show quite poorly and to DPS-blast as a means of grinding doesn't scale unless they become much cheaper (which overcompensates in the other direction).
In Gen as it stands now, every guild needs a way to 'defend themselves' for the game to be playable. I don't think its enough to say to that high DPS is a solution. This is also just a grinding scenario. Imagine in PVP where two small teams face off, say 3 on 3. If all three players attack the MU without any means of defense, he'll be driven from the room quickly.
Its a real challenge for sure and will require a lot of creativity and tuning to get right I think.
Monks... Well, I can't say for sure but I think they can do pretty well even without armours, at least 1v1, handling groups of enemies is a completely different matter altogether (I'm not really sure how much monks changed after recode so please give me some leniency here). Way back when the enemy had an average of 3 seconds to act between plexuses, not leaving him much time to do damage. The group thingie can always be solved by some form of defensive-evasive abilities, very much like Thornlin Militia and Pirates offer, perhaps draining mana while active or feeding off of focus power or something.
All this aside, I also think that AC in general plays a bit too much of a role in fights, which leads to all sorts of problems (like two-handed weapons and two handed combat being made almost obsolete because of the AC bonus you get from shields).
Actually, the part about plea gradually becoming worse when used on the same opponent couldn't be farther from the truth. For more accurate information, one should reach out to a monk who has seen some of Sonnie's recent tests with plexus.Draugor wrote:One on one tho... yea monks ROCK one on one nothing else I can say there, even tho plex gradually becomes shittier and shittier every time you use it on the same oponent.