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Knocked Over Mobs

Archive of ideas that have been implemented or refused.

Posts: 10

Joined: Wed Mar 25, 2015 5:01 am

Post Wed Oct 07, 2015 5:04 pm

Re: Knocked Over Mobs

Knock down idea is approved and will be on the code list. So stay tuned!

Posts: 319

Joined: Mon Jun 09, 2014 3:47 pm

Post Wed Oct 07, 2015 5:08 pm

Re: Knocked Over Mobs

Additionally, something to consider:

Does the -25% apply to the BASE ac or the MODIFIED ac?

Example:

A mob with -1000 base AC is fighting.

It has fairy fire which adds +100 to its AC (I honestly don't know how much FF adds actually, I'm just throwing numbers around).

It's then knocked over.

Does it lose 1 (BASE)) (-1000 * 25%) = 250 AC, which would mean it would be down to -650 counting fairy fire
or
Does it lose 2a (MODIFIED) (-900 * 25%) = 225 AC, which would mean it would be down to -675 counting fairy fire?

The example right now is not extreme, but if you add Fairy Fire (+100 just for my example), Vital Strike (+100 for the sake of the example) and Frenzy (+50)...

Case 2b (MODIFIED) becomes (-750 * 25%) = 188 AC (Rounded up), versus case #1's amount of 250.
Yeah? Well, you know, that's just like, your OPINION, man.

Posts: 248

Joined: Wed Jun 11, 2014 1:54 am

Post Wed Oct 07, 2015 6:51 pm

Re: Knocked Over Mobs

Faerie Fire is AC = 2 * caster_level, Vital Strike probably is the same

But it's a pretty good question and I will add other ones:
○ Will allied mobs be able to apply the debuff? Imagine a wolf, demon, corpse or ordinary charmed monsters...
○ Will enemy mobs be able to apply debuff on players?

Well...in the end the questions revolve around whether the debuff is restricted to players or not.

Posts: 319

Joined: Mon Jun 09, 2014 3:47 pm

Post Wed Oct 07, 2015 7:07 pm

Re: Knocked Over Mobs

IMO the debuff should not apply to players right now, only mobs. If this is something we want to play around with testing PK down the line, the codes there.

In terms of charmies etc, I would personally be fine with allied mobs doing it due to the lag associated with order. It will still restrict you to doing one thing, or applying one debuff etc.
Yeah? Well, you know, that's just like, your OPINION, man.

Posts: 10

Joined: Wed Mar 25, 2015 5:01 am

Post Thu Oct 08, 2015 5:08 pm

Re: Knocked Over Mobs

[566] Kesavaram: Posture and AC
Thu Oct 8 16:05:17 2015
To: all
Being on the ground (e.g. bashed, tripped) results in a 25% AC penalty.
I imagine we'll be tweaking the actual penalty as we get some playtesting
done. Have fun out there!

This change is in on game-port from the time of this posting. Thank you Kes!

Posts: 319

Joined: Mon Jun 09, 2014 3:47 pm

Post Thu Oct 08, 2015 5:10 pm

Re: Knocked Over Mobs

I talked to Kes after this went in - as of right now it is based on the MODIFIED AC (per above, so it's calculated after fairy fire, vital strike etc) and DOES effect players. This will need a good bit of testing on multiple fronts to see how it works out in practice.
Yeah? Well, you know, that's just like, your OPINION, man.
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