new player - mystic - unconscious mechanic
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I did some more investigation into this. Spoilers ahead!
Monsters with some small chance of a KO on a single successful attack: (such a hit must clear the 95 percent of maximum damage threshhold, and (a) do over 33 damage, or (b) do over 25 damage with one supercharge, or (c) do over 18 damage with two supercharges; a perfect damage roll adds a supercharge; in addition, HIT attacks have an additional one in two roll for cutting versus stunning)
- Master mystic+/Grand master mystic+: 1 in 100
- Night mare, Osyluth*, Thuringwethil*, Bone golem*, Dreadlord*: 1 in 13330
- Harowen*+: 1 in 17361
- Gabriel, Gorlim*, Black reaver*, The Mouth of Sauron*, Nightwing*, Saruman*: 1 in 18724
- The Witch-King of Angmar*: 1 in 45752
- Master thief: 1 in 62499
- Barbazu: 1 in 102400
- Uvatha*, Tselakus*: 1 in 120000
- Nightwalker*: 1 in 203360
- Vecna**: 1 in 217162
- Gelugon: 1 in 284090
- Azriel*: 1 in 295928
- Lesser titan**: 1 in 1083693
- Sauron*: 1 in 1737299
- Morgoth:1 in 15463877
- Greater titan**, Kronos**:1 in 353897771
- Atlas*: 1 in 2976805804
*: has two attacks at this probability
**: has four attacks at this probability
+: attack is POISON
It turns out that poison resistance doesn't currently mitigate damage against POISON attacks. I will be committing a change to make poison resistance behave like base4 resistances in this regard. To avoid nerfing mystics, I'll also change their POISON attacks to PARALYZE.Comment
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This doesn't sound right. I have never ever been KO:t by any of these if I have been as fast as they are. Even if there is very low chance / round to get killed, I have killed several thousand of most of the list non-uniques and most fights last more than one round. Definitely I should have suffered few deaths by M & GM mystics by now if chance is just 1 in 100.
Monsters with some small chance of a KO on a single successful attack: (such a hit must clear the 95 percent of maximum damage threshhold, and (a) do over 45 damage, or (b) do over 33 damage with one supercharge, or (c) do over 25 damage with two supercharges, or (d) do over 18 damage with three supercharges; a perfect damage roll adds a supercharge; in addition, HIT attacks have an additional one in two roll for cutting versus stunning)
- Master mystic+/Grand master mystic+: 1 in 5000
- Gabriel, Gorlim*, Black reaver*, The Mouth of Sauron*, Nightwing*, Saruman*: 1 in 18724
- The Witch-King of Angmar*: 1 in 45752
- Night mare, Osyluth*, Thuringwethil*, Bone golem*, Dreadlord*: 1 in 83314
- Nightwalker*: 1 in 203360
- Vecna**: 1 in 217162
- Azriel*, Harowen: 1 in 295928
- Lesser titan**: 1 in 1083693
- Sauron*: 1 in 1737299
- Master thief: 1 in 3124999
- Barbazu: 1 in 5120000
- Uvatha*, Tselakus*: 1 in 6000000
- Gelugon: 1 in 14204545
- Morgoth:1 in 15463877
- Greater titan**, Kronos**:1 in 353897771
- Atlas*: 1 in 2976805804
*: has two attacks at this probability
**: has four attacks at this probability
+: attack is POISONComment
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I guess my play stile is not like most others here on the forum; my last winner, Human Mage in 3.2 V killed:
10 Mystic
5 Master mystic
2 Grand master Mystic
And probably most if not all of them in melee, since that is what my mages usually do :-)
And I would certainly not want to see the GMM turn into a unique, Angband needs more hard non-uniques, not less...Comment
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I remember getting knocked out once by I think a Greater Titan in 2.x and have been leery of them ever since. Weird that the table seems to indicate Lesser Titans are more of a problem than Greater Titans in this respect...
I also think there should be *NO* chance of a 1-punch KO rather than as high as 1/5000 as long as you have say 100 AC.Comment
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Argh, that was still wrong. I will try to compile a one-round KO table instead. (Grand) master mystics still are the most likely, but their best chance is for both the 15d1 and the 20d1 attacks to hit. More data to come.Comment
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I would like to see either:
1) An *increased chance** of two- or three- punch KOs but **0** chance of 1-punch KO. This may not be "realistic" in that any time one gets into a fight in reality one can be KOed from a single hit, but from a gameplay standpoint very suboptimal since some will simply not know and be insta-killed, and others, knowing, will simply avoid fighting them altogether.
2) Leave 1-punch insta-kill a possibility but balance this with a big reward, like a guaranteed artifact drop or something from the two monsters most likely to do a 1-punch KO--then nobody could complain. There is risk-reward decision to make. I like that, leads to better gaming.
[Incidentally current character just killed a Master Mystic and was rewarded with Sting. Of course I already had Aule, Durin, Aglarang, Anduril and a few other good ones, but still it seemed just].Last edited by SSK; May 21, 2011, 22:55.Comment
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While I think general healthcare that US finally got was step away from stone age for you, that page count shows that someone is making money with it. Probably lawyers.Comment
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Back on-topic:
Simple *more transparent* algorithms and mechanics are better :-) Along these lines one thing that could help with newbie insta-death (a very little bit) is to make all xd1 monster melee attacks (where X is greater than a certain amount, say 12) of any flavor RED in colour in the monster memory screen, so that players will be alerted--if they are paying attention--to the danger these attacks pose (they are not an "attack to stun" per se and don't have to be labeled as such, but clearly that is the deadly dangerous side effect of the d1 attack).
On a side note, if monsters can do this, why can't 18d1 attacks from Aule have similar ability to KO a monster? Wouldn't that be neat to hit Morgy with Aule and have him KOed??!! Sort of like the criticality with which Isildur hit Sauron with the shards of Narsil to lop off the finger and ring...Last edited by SSK; May 21, 2011, 23:04.Comment
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It's the oddest thing but I don't recall ever getting stunned by a mystic in 3.2 and it's certainly not for lack of opportunity. I go right into melee with mystics of all grades all the time, knowing that they can stun me, but have never had it happen. Lots of cuts but never stuns.Comment
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1) An *increased chance** of two- or three- punch KOs but **0** chance of 1-punch KO. This may not be "realistic" in that any time one gets into a fight in reality one can be KOed from a single hit, but from a gameplay standpoint very suboptimal since some will simply not know and be insta-killed, and others, knowing, will simply avoid fighting them altogether.
2) Leave 1-punch insta-kill a possibility but balance this with a big reward, like a guaranteed artifact drop or something from the two monsters most likely to do a 1-punch KO--then nobody could complain. There is risk-reward decision to make. I like that, leads to better gaming.
[Incidentally current character just killed a Master Mystic and was rewarded with Sting. Of course I already had Aule, Durin, Aglarang, Anduril and a few other good ones, but still it seemed just].Comment
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It's OK they aren't changing it anyway LOL. The flavor of the year is "Make it harder". At some point 20 years down the road a maintainer will want to make it easier again. You know sort of like hem lines and tie width...Comment
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