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New Cabal idea.

Wimpy: Not 100% guaranteed to work. Did not bother to grab the quote, but this is clearly incorrect. If it were accurate, you would always flee EVERY time you get hit and are <= wimpy threshold.

 

I like the idea of a new cabal, but if we were to ever create a new cabal, I would say it should be for goodies instead. My reasoning being is that a Evil character has Nexus and Syndicate as the non-open options available to them. Goodies have Knights, that's it. So you already get more options with Evil, which is probably the way it should be, because good is dumb ;)

3 minutes ago, Cephirus said:

If it were accurate, you would always flee EVERY time you get hit and are <= wimpy threshold.

That's exactly how it works actually. Every time you go bellow wimpy threshold, the game inputs "flee" instead of you. And that happens every single time you take damage. So if the enemy hits you five times per round, the game will attempt to flee five times in one round.

Edited

Good have Knight, Herald, Tribunal, Merchant, Warmaster, and Savant. Neutral have Watcher, Herald, Merchant, Tribunal, Warmaster, Savant, and Syndicate. Evil have Nexus, Warmaster, Merchant, Herald, Syndicate, and Tribunal. Seems fair to me.

58 minutes ago, f0xx said:

That's exactly how it works actually. Every time you go bellow wimpy threshold, the game inputs "flee" instead of you. And that happens every single time you take damage. So if the enemy hits you five times per round, the game will attempt to flee five times in one round.

True, but his point was that it isn't a guaranteed flee anymore than the command is - it can fail to flee all five times (though probably won't).

1 hour ago, f0xx said:

That's exactly how it works actually. Every time you go bellow wimpy threshold, the game inputs "flee" instead of you. And that happens every single time you take damage. So if the enemy hits you five times per round, the game will attempt to flee five times in one round.

All I know is you eat the full damage of high damage spells regardless of whether you wimpy flee. And you wimpy flee in the middle of any combat round with any number of attacks I'm pretty sure, regardless if 1 hits or 6 hit.

I dont think merchants can be good align.

5 hours ago, FatMike said:

All I know is you eat the full damage of high damage spells regardless of whether you wimpy flee. And you wimpy flee in the middle of any combat round with any number of attacks I'm pretty sure, regardless if 1 hits or 6 hit.

Not exactly as I understand things - you wimpy flee when you take damage.  So if you get hit once, wimpy tries to flee once.  If you get hit six times, wimpy will try to flee six times, once immediately after each attack.  If a combat round goes by and you take no damage, wimpy will not kick in at all.

Edited

I think the success of wimpy is less than flee though. I keep my wimpy as high as I can get it, and the results I see tell a different story versus actually entering the flee command.

I quit putting my wimpy up high because it got me killed more than it got me a kill, imho I think either I'm using wimpy wrong, or it just hates me.  As much as everyone bitches about it I thought it was like a win button for a long time, but like I said I think it hates me.