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Knocked Over Mobs

Archive of ideas that have been implemented or refused.

Posts: 319

Joined: Mon Jun 09, 2014 3:47 pm

Post Sat Oct 03, 2015 1:31 am

Knocked Over Mobs

I think that mobs that are on the ground (trip/bash/etc) should have a somewhat sizable AC reduction, possibly around 25%. It provides an addition thing for someone to do to change the damage output of a group, and with the AC changes, some mobs are very challenging to hit. This could also provide a boon to people leveling.
Yeah? Well, you know, that's just like, your OPINION, man.

Posts: 248

Joined: Wed Jun 11, 2014 1:54 am

Post Sat Oct 03, 2015 6:56 am

Re: Knocked Over Mobs

Knocked down enemies seem take increased damage. Same for blinded ones.

But then that's based on observations, there's a chance it's only RNG.

I wouldn't mind if they suffered penalties to dodge because mobility is heavily impaired in that state.

Posts: 319

Joined: Mon Jun 09, 2014 3:47 pm

Post Sat Oct 03, 2015 11:52 am

Re: Knocked Over Mobs

Yeah, I've noticed there's *some* sort of bonus, but I'm not sure how it works entirely. I think it would end up being better to make it a known, very useful thing.
Yeah? Well, you know, that's just like, your OPINION, man.

Posts: 10

Joined: Wed Mar 25, 2015 5:01 am

Post Mon Oct 05, 2015 4:46 pm

Re: Knocked Over Mobs

I am not opposed to this idea.

Maybe also some kind of penalty when the mob is blind also.

Posts: 248

Joined: Wed Jun 11, 2014 1:54 am

Post Mon Oct 05, 2015 5:17 pm

Re: Knocked Over Mobs

Blind is already too attractive. Won't even comment about the PvP part, but it disables a couple of MProgs on PvE.

In the same fashion, knock downs can disable a lot of dangerous monster abilities.
Ever tried killing the master ghoul without lockdowns? It is gas breath 24/7.

I also forgot asking an important question: how much hitroll were you running?

Because with the AC changes, caster classes with 'traditional caster equipment' will naturally have a harder time landing their attacks but then...casters have their attack spells, don't they? Let fighters take care of melee and casters...cast their spells and occasionally get their vorpal hits. Missing too much? Frenzy, bless and faerie fire are all good ways outside of having to rethink your gearing.

Posts: 319

Joined: Mon Jun 09, 2014 3:47 pm

Post Mon Oct 05, 2015 7:22 pm

Re: Knocked Over Mobs

I was running ~60-65, in a mismash of leveling and level 50 gear on a melee character. I was noticing miss rates of up to I'd say 60-70% against some mobs.
Yeah? Well, you know, that's just like, your OPINION, man.

Posts: 71

Joined: Tue Dec 16, 2014 11:59 pm

Post Mon Oct 05, 2015 11:26 pm

Re: Knocked Over Mobs

(Side note: If you see blind disabling an mprog, note to builder. Older mprogs have that problem, but newer ones have ways around it. However, some mprogs are meant to 'fail' when a mob is blind, so if you see something that just seems 'off', please send a note.)

When it comes to boss mobs, they can be running over -1000 ac, to give you an idea of what you're going up against.

I agree with Envenom when it comes to blind. Being knocked down is going to last a couple rounds and that's it. Being blind can be a much longer duration and already hits you hard enough as a player. If the blind affect was only to mobs, I'd be feel less icky about it.

Posts: 248

Joined: Wed Jun 11, 2014 1:54 am

Post Tue Oct 06, 2015 10:18 am

Re: Knocked Over Mobs

I believe it's all a matter of tweaking a few numbers on the AC vs HR part.

-1000 AC is way too high, players would need 200 HR to have a 50% chance of hitting that.
These high end mobs need their AC severily tunned down otherwise only casters (and rangers) will be able to beat them.
An alternative would be giving these mobs different values for each AC (say -1000 magic, -300 slash, -400 pierce...), which would create an incentive for occasionally switching weapons instead of wielding vorpal 24/7.

Posts: 319

Joined: Mon Jun 09, 2014 3:47 pm

Post Tue Oct 06, 2015 11:07 am

Re: Knocked Over Mobs

Which is true, but it's also why I was thinking something like a knocked over -25% AC debuff could be in order. It would vastly raise your damage output potential as your to hit will spike...for 1.5-2 rounds of melee. Yes, some mobs require you to do it because you'll get drubbed by casts otherwise, but not all, and it gives multiple melee in combat something more to do than have everyone spam kick (meaninglessly).
Yeah? Well, you know, that's just like, your OPINION, man.

Posts: 71

Joined: Tue Dec 16, 2014 11:59 pm

Post Wed Oct 07, 2015 12:33 am

Re: Knocked Over Mobs

Envenom wrote:I believe it's all a matter of tweaking a few numbers on the AC vs HR part.
These high end mobs need their AC severily tunned down otherwise only casters (and rangers) will be able to beat them.


That's around 80 mobs, and 4 values per mob. So 320 numbers to tweak. I'm always open to new builders, by the way...
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