Jump to content

Vulnerability


BobcatFan

Recommended Posts

As I stated in my post, while I completely agree that their vulnerability to a certain item or damage type doesn't increase against dual wielded weapons,

Thus, their vulnerability hasn't increased, but they are increasingly vulnerable.

cumulative - adjective - increasing in force or value by successive additions

Like you said, the vulnerability isn't increasing. Therefore, the vulnerability is not cumulative.

The damage is increasing due to more strikes, not the vuln. The damage is cumulative.

You are successively hitting the vuln for more damage, not to increase the vuln.

but I still say there is one way to create cumulative vulnerabilties...

Moreover, you are certainly not creating cumulative vulns when you dual wield.

ps. Don't mess with Celerity-BLMs when you play a Chayesh-Zerk! :cool:

Link to comment
Share on other sites

The giant lieutenant is here guarding the borders.

Your telekinesis maim Szorbin!

Szorbin's charge misses you.

Szorbin gets a wild look in his eyes.

Szorbin has a few scratches.

Not mental. Unless giants mobs are not vulnerability afected.

Link to comment
Share on other sites

The giant lieutenant is here guarding the borders.

Your telekinesis maim Szorbin!

Szorbin's charge misses you.

Szorbin gets a wild look in his eyes.

Szorbin has a few scratches.

Not mental. Unless giants mobs are not vulnerability afected.

sure that mob is a GIANT or a MOB....

Link to comment
Share on other sites

Joy for spoon feeding.

If you couldn't tell, that was sarcasm. No wonder killing everyone is easy now-a-days...

You will learn twice as much from experimenting on your own. This can be repeated in a few other threads, but I will not waste the forum space with repeat posts.

I care to argue. It used to be that a select few knew the little secrets, and only they were successful in PK, and successful in SURVIVING pk. Sharing tidbits of knowledge to help better the PK talent of the pbase as a whole creates an entire new challenging and competitive atmosphere for the PK of the mud. It's the big secrets like malform affects, mana charge, divine interventions, etc, that are better kept quiet, because it is those that a player has to get to 50 to truely experience.

Peace.

Link to comment
Share on other sites

there is merit to both points. while helping people improve is always good, there is a limit to "spoon-feeding" people. finding things out in game is part of the fun. don't you remember the first time you played? just finding your way back to where you hunted with your first party was an accomplishment. experience the game, the atmosphere, the fun.

Link to comment
Share on other sites

It takes a certain level of experience to even make it to the forum usually. It also takes a certain level of experience to understand half the tidbits that are given. Even if they are understood, it takes a greater level of understanding to link them together usefully, and then an even greater level to apply them in game to your characters.

It is my belief that if you learn something from these tidbits, it is probably data that is

a) below your level of knowledge

B) hard to deduce because of game mechanics (why materials strike dagger vulns, but damtypes strike weaponvulns-you can't just use logic to deduce that).

c) something easy to deduce but overlooked.

So if you understand what you read on the forum (in terms of hints) and can use it in game..your level of playing ability already is high enough to use that information, so why NOT make it publicly available?

Player skill has massively grown, not shrunk over time.

Finding things out in game is part of the learning procedure anyways. More power to you if you find out these tidbits in game--you've already drawn all the connections on what that tidbit is about. If you learn it in game, you still have the advantage over the person who simply reads about it on the forum.

I am strongly against game mechanic secrets. People SHOULD know what AC does. These things should be public so that everyone who has the will to learn can learn it. You can hide the simple mechanics in 'mist and shroud' to make the game take longer to learn..but this is far worse than simply having a game where the mechanics are exposed and yet give you little advantage (due to varience, complexity, etc).

We should worry about leaking strategy (applying the tidbits, eq locations, etc), not game-specific code issues (material vs damtype, AC).

Link to comment
Share on other sites

Yup, and I agree. That is why I made the distinction between strategy and game-specific knowledge. We shouldn't say that xx charmie is good to charm because of xxx. We SHOULD say things like charm person is a mental spell, works on these variables, etc. Up to the player to apply that knowledge.

Link to comment
Share on other sites

All eq and strategy can be learnt in a short time (2 lvl 50 characters) by anyone willing to learn.

All the 'hints' you ever needed to work the rest out would have been provided by the more skilled players during this time as well.

If you don't want to dedicate 2 chars to learning so you can become a strong PK'r, then perhaps you don't deserve to know? If you don't want to continue on after this learning all the time even when you are strong perhaps all you'll ever be is 'above average?'

The average 'survival' skill may be higher, but I would go as far to say the average 'PK skill' (actually killing someone) is the same or lower. The last time I was at lvl 50 I certainly survived situations that I should not have - and would not have in 1.0 and some of 2.0.

L-A

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...