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Critical Hits
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HR-Trevor
Boss Type Guy


Joined: 04 Oct 2002
Posts: 6683
Location: Louisville, KY

 Post Posted: Mon Jun 23, 2003 3:52 pm    Post subject: Critical Hits
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I've modified how critical hits work. This should help you avoid those super speedy and sudden deaths. It will also, however, slow down your ability to wipe out critters quite as quickly since you also don't score amazingly powerful crits just by rolling a good number.
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Downtweak



Joined: 14 Mar 2003
Posts: 389
Location: West of October

 Post Posted: Mon Jun 23, 2003 3:54 pm    Post subject:
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::ascii-heart::

-Downtweak
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They hate me because I am the accumulation of the knowledge of Death.  That knowledge is a curse to them instead of a useful burden.

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Brokyn
LLAMA SECHS


Joined: 19 Oct 2002
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Location: Northern Georgia

 Post Posted: Mon Jun 23, 2003 4:11 pm    Post subject:
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The chiths are rejoicing, then. I won't be visiting them anytime soon anymore.

--William
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HR-Trevor
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Location: Louisville, KY

 Post Posted: Mon Jun 23, 2003 8:52 pm    Post subject:
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Feedback? Has this change helped overall?
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Downtweak



Joined: 14 Mar 2003
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Location: West of October

 Post Posted: Mon Jun 23, 2003 9:00 pm    Post subject:
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It's very much helped.

I can now hunt without have to worry about randomly dying (which tends to make combat kinda suck).

** Zoha is down. Medic! [12:14 pm]

-Downtweak
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They hate me because I am the accumulation of the knowledge of Death.  That knowledge is a curse to them instead of a useful burden.

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HR-Trevor
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Location: Louisville, KY

 Post Posted: Mon Jun 23, 2003 9:40 pm    Post subject:
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<g> Good.
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Brokyn
LLAMA SECHS


Joined: 19 Oct 2002
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Location: Northern Georgia

 Post Posted: Mon Jun 23, 2003 11:45 pm    Post subject:
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It takes a lot longer to kill things -- those twig folk, especially -- now, but that's better than dying every five minutes. <sage nod> Not complaining.. just reinforcing your previous assertion(sp? blar). Yeah.

--William
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Downtweak



Joined: 14 Mar 2003
Posts: 389
Location: West of October

 Post Posted: Tue Jun 24, 2003 1:14 am    Post subject:
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Actually, come to think of it...

Maybe since you dropped the severity of crits, you could look at making them occur more often. I'm noticing a lot more stuns/knockdowns then fun, bleeder causing crits.

Getting superficial hits only remains entertaining for about 5 minutes, then you start to wish you'd killed at least one creature by now.

But still, it's the best change you guys have made yet.

-Downtweak
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HR-Trevor
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Joined: 04 Oct 2002
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Location: Louisville, KY

 Post Posted: Tue Jun 24, 2003 3:40 am    Post subject:
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The whole damage calc thing needs some work I think. Wink
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HR-Trevor
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Joined: 04 Oct 2002
Posts: 6683
Location: Louisville, KY

 Post Posted: Tue Jun 24, 2003 1:59 pm    Post subject:
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Okay, there were a couple of really bad bugs here that I was not aware of. Fixed the following in the damage calculations:

- Non blunt weapons (including firearms/bows/pulse) all had an attack power of 0. Gotta love typos. Wink

- Fired weapons were actually using the melee skill for that weapon when fired.

- The weight of skill was too high and the amount of random factor too low.

Feedback is welcome and appreciated.
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Brokyn
LLAMA SECHS


Joined: 19 Oct 2002
Posts: 3648
Location: Northern Georgia

 Post Posted: Tue Jun 24, 2003 2:04 pm    Post subject:
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<huzzah> Now my Fists of Fury are actually worth something. Very Happy And it's good to know there's damage better than 'slight' and 'superficial'.

--William

PS: Fatigue is better now, too, since it doesn't take five minutes of constant attacks for one critter.
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