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Official Gaunt Petition

Posted: Tue Oct 02, 2007 1:25 pm
by Halios00
Plus Valor has Cho. That's a BIG reason to stay

Archived topic from AOV, old topic ID:1359, old post ID:8472

Official Gaunt Petition

Posted: Tue Oct 02, 2007 1:42 pm
by sliptongue69
I think that's really why she stays here. She loves being the only female for all the guys to drool over. :P

Archived topic from AOV, old topic ID:1359, old post ID:8475

Official Gaunt Petition

Posted: Thu Oct 04, 2007 1:43 am
by Nexus Graveheart
As for the Doom arties. I see absolutely no problems with the system. As has been stated, you will be guaranteed an item within a period of time. (As opposed to Demise where you can play in there for days with no luck).

Regardless, the loot packs from Gauntlet bosses are very nice. Reco and I did a some runs a couple months back and we left with only one arty between the two of us because we had accumulated enough bad-ass gear to built an intense suit.

As I say anytime someone brings up arties/chances at an arty......enhancing FTW.

Archived topic from AOV, old topic ID:1359, old post ID:8556

Official Gaunt Petition

Posted: Thu Oct 04, 2007 2:22 am
by Cho
sliptongue69 wrote:I think that's really why she stays here. She loves being the only female for all the guys to drool over. :P

the reason y i stay here is b/c i realy like this shard. i think ryan has done an amazing job with it. :D

Archived topic from AOV, old topic ID:1359, old post ID:8557

Official Gaunt Petition

Posted: Thu Oct 04, 2007 7:40 am
by sliptongue69
Nexus Graveheart wrote:As for the Doom arties. I see absolutely no problems with the system. As has been stated, you will be guaranteed an item within a period of time. (As opposed to Demise where you can play in there for days with no luck).

Regardless, the loot packs from Gauntlet bosses are very nice. Reco and I did a some runs a couple months back and we left with only one arty between the two of us because we had accumulated enough bad-ass gear to built an intense suit.

As I say anytime someone brings up arties/chances at an arty......enhancing FTW.
With how much has changed in the past couple months, anything you say has NO meaning.

Archived topic from AOV, old topic ID:1359, old post ID:8560

Official Gaunt Petition

Posted: Thu Oct 04, 2007 3:28 pm
by Nosferatu
Also a side note, there was no vote to keep it how it was :< lol. Which im assuming is where the posted opinion vote comes it thou.

Archived topic from AOV, old topic ID:1359, old post ID:8581

Official Gaunt Petition

Posted: Thu Oct 04, 2007 5:04 pm
by Tugex
where is the option to vote closing down gaunt? :D the place is boring as hell, so i dont go at all. i can tamer kill much more exiting stuff.


and on a side note, oh wow, what a thread :D there isnt really much forums or suchlike with more aggressive people than here. the ammount of "NO U" posts is really amazing. thats the valor i love <3

Archived topic from AOV, old topic ID:1359, old post ID:8583

Official Gaunt Petition

Posted: Fri Oct 05, 2007 2:07 pm
by sliptongue69
Did a couple tests on TC, where can I upload the RPVs?

Basically at 20 kills 1500 luck had a 4.3% chance and 95 luck had a 4.02% chance. 1500 luck should have a drastic increase over zero to little luck. ESPECIALLY in gaunt and Demitel bosses, where it's hard to survive with a pure luck suit. (no resists and/or little to no LRC/LMC/Fc/FCR)

Archived topic from AOV, old topic ID:1359, old post ID:8606

Official Gaunt Petition

Posted: Fri Oct 05, 2007 2:25 pm
by Nosferatu
thats the thing.. luck has NEVER in history had a dramatic affect.. the only thing its ever really affected was paragons. im suprised it helped that much to be honest.

Archived topic from AOV, old topic ID:1359, old post ID:8607

Official Gaunt Petition

Posted: Fri Oct 05, 2007 5:36 pm
by Death
Luck's effect is not always apparent if you think about it on a single kill basis. If you think of killing 20 or so creatures where you're getting say, a 1% extra chance bonus over somebody with no luck, it does impact. In some instances, luck even gives you 3% extra chance at getting something. 1% or 3% may seem like a small increase at first glance, but keep thinking about it on overall kill basis. Although it's not apparent at first, in the long run it is. When I go out and kill stuff using honor, I find more resources and get more marties from creatures than if I didn't use honor (For those who don't know, honoring an opponent increases your luck for every step of perfection).

Archived topic from AOV, old topic ID:1359, old post ID:8612

Official Gaunt Petition

Posted: Fri Oct 05, 2007 6:26 pm
by sliptongue69
I'm guessing you're killing mostly peerless stuff, Bartok. Wish you guys would make it overall. :-/

Archived topic from AOV, old topic ID:1359, old post ID:8618

Official Gaunt Petition

Posted: Fri Oct 05, 2007 6:33 pm
by Red Squirrel
loot is overall but peerless, demitel and gaunt lootpacks have the biggest haul. Peerless also have rare peerless only stuff such as ingrediants for craftables. Unlike gaunt, you may only kill one peerless at a time, while gaunt, you may kill 50 in a single run. The ease has to be accounted for when coming up with chance formulas. 5% cap is even too much imo but I will leave it there as its not really a huge issue at the moment.

Archived topic from AOV, old topic ID:1359, old post ID:8621

Official Gaunt Petition

Posted: Fri Oct 05, 2007 7:30 pm
by sliptongue69
Then why can I find some decent stuff on Minataurs when everything else I loot sucks hard core?

Archived topic from AOV, old topic ID:1359, old post ID:8623

Official Gaunt Petition

Posted: Fri Oct 05, 2007 8:15 pm
by Death
sliptongue69 wrote:Then why can I find some decent stuff on Minataurs when everything else I loot sucks hard core?
Possibly the lootpack types that are set on minotaurs.

Archived topic from AOV, old topic ID:1359, old post ID:8624

Official Gaunt Petition

Posted: Fri Oct 05, 2007 9:09 pm
by sliptongue69
Seer Death wrote:
sliptongue69 wrote:Then why can I find some decent stuff on Minataurs when everything else I loot sucks hard core?
Possibly the lootpack types that are set on minotaurs.
:roll:
Red Squirrel wrote:loot is overall but peerless, demitel and gaunt lootpacks have the biggest haul.[...]
Archived topic from AOV, old topic ID:1359, old post ID:8626

Official Gaunt Petition

Posted: Fri Oct 05, 2007 10:10 pm
by Red Squirrel

Code: Select all

		[Constructable]
		public Minotaur() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.20, 0.24 )
		{
			Name = "a Minotaur";
			Body = 263;
			BaseSoundID = 1017;

			SetStr( 301, 322 );
			SetDex( 94, 108 );
			SetInt( 35, 49 );
			
			SetHits( 302, 350 );
			SetDamage( 26, 50 );

			SetDamageType( ResistanceType.Physical, 100 );
	
			//default resists
			SetResistance( ResistanceType.Physical, 55, 65 );
			SetResistance( ResistanceType.Fire, 25, 33 );
			SetResistance( ResistanceType.Cold, 32, 40 );
			SetResistance( ResistanceType.Poison, 31, 39 );
			SetResistance( ResistanceType.Energy, 30, 40 );
			
			//default skills			
			SetSkill( SkillName.MagicResist, 55.2, 65.0 );
			SetSkill( SkillName.Tactics, 80.2, 95.2 );
			SetSkill( SkillName.Wrestling, 83.2, 110.2 );
			SetSkill( SkillName.DetectHidden, 140.0, 160.0 );

			Fame = 9000;
			Karma = -9000;

			VirtualArmor = 18;
		
		}

		public override void GenerateLoot()
		{
			AddLoot( LootPack.Rich,4 );
		}



Code: Select all

		[Constructable]
		public DreadHorn() : base( AIType.AI_Super, FightMode.Closest, 18, 1, 0.2, 0.4 )
		{	
			Name = "Dread Horn";
			Body = 257;
			BaseSoundID = 0xA8;

			SetStr( 1281, 1305 );
			SetDex( 591, 815 );
			SetInt( 1226, 1250 );

			SetHits( 50000, 50000 );
			SetStam( 636, 945 );

			SetDamage( 15, 15 );

			SetDamageType( ResistanceType.Physical, 40 );
			SetDamageType( ResistanceType.Poison, 60 );

			SetResistance( ResistanceType.Physical, 40, 53 );
			SetResistance( ResistanceType.Fire, 50, 63 );
			SetResistance( ResistanceType.Cold, 50, 62 );
			SetResistance( ResistanceType.Poison, 67, 73 );
			SetResistance( ResistanceType.Energy, 60, 73 );

			SetSkill( SkillName.EvalInt, 100.0, 110.0 );
			SetSkill( SkillName.Poisoning, 115.0, 120.0);
			SetSkill( SkillName.Magery, 80.0, 98.0 );
			SetSkill( SkillName.Spellweaving, 115.0, 120.0 );
			SetSkill( SkillName.MagicResist, 110.0, 120.0 );
			SetSkill( SkillName.Tactics, 90.0, 110.0 );
			SetSkill( SkillName.Wrestling, 90.0, 115.5 );

			Fame = 13000;
			Karma = -13000;

			VirtualArmor = 75;
					

			m_Timer = new TeleportTimer( this );
			m_Timer.Start();
		}
		
		
		
		public override bool OnBeforeDeath()
		{
			for ( int j = 0; j < 6; j++ )
			{
				PackItem(RandomMResources.Generate());	
			}
			
			for (int i = 0; i < Utility.RandomMinMax(1, 2); i++)
			{
				PackItem( new PetParrotStatue (Utility.RandomList(41, 495, 567, 48, 131, 75, 1001, 1169, 1155, 1164, 1160, 1162, 2210, 1324, 1157, 1364, 1156, 2101))); //Common hues/reward
			}
			
			if (0.2 >= Utility.RandomDouble())
				PackItem( new PetParrotStatue (Utility.RandomList(1281, 1158, 1266, 1150, 1167, 1109, 33, 1420, 1644, 1359))); //Uncommon 
			else if (0.05 >= Utility.RandomDouble())
				PackItem( new PetParrotStatue (Utility.RandomList(1166, 1165, 1172, 1168, 1175, 1152, 1161, 1151, 1154, 1153, 0)));//Rare reward hues

			switch ( Utility.Random( 75 ))
            {                                   
            	case 0: PackItem( new CrimsonCinture() ); break;   
            	case 12: PackItem( new DreadsFlute() ); break;     
			}
			
			switch ( Utility.Random( 5 ))
            {                                   
            	case 0: PackItem( new DreadMushroom() ); break;
            	case 1: PackItem( new DreadMushroom2() ); break;    	
			}
			
			switch ( Utility.Random( 8 ))
            {                                   
            	case 2: PackItem( new DreadMushroom3 () ); break;
            	case 3: PackItem( new DreadMushroom4 () ); break; 	
			}
			
			switch ( Utility.Random( 40 ))
            {                                   
				case 0: PackItem( new MangledDreadHorn() ); break;
				case 1: PackItem( new MangledDreadHorn() ); break;
				case 2: PackItem( new MangledDreadHorn() ); break;
				case 3: PackItem( new MangledDreadHorn() ); break;
				case 4: PackItem( new MangledDreadHorn() ); break;
				case 5: PackItem( new MangledDreadHorn() ); break;
				case 6: PackItem( new MangledDreadHorn() ); break;
				case 7: PackItem( new MangledDreadHorn() ); break;
				case 8: PackItem( new MangledDreadHorn() ); break;
				case 9: PackItem( new MangledDreadHorn() ); break;
				case 10: PackItem( new MangledDreadHorn() ); break;
				case 11: PackItem( new MangledDreadHorn() ); break;
				case 12: PackItem( new MangledDreadHorn() ); break;
				case 13: PackItem( new MangledDreadHorn() ); break;
				case 14: PackItem( new MangledDreadHorn() ); break;
				case 15: PackItem( new MangledDreadHorn() ); break;
				case 16: PackItem( new HornOfDreadhorn () ); break;
				case 17: PackItem( new HornOfDreadhorn () ); break;
				case 18: PackItem( new HornOfDreadhorn () ); break;
				case 19: PackItem( new HornOfDreadhorn () ); break;
				case 20: PackItem( new HornOfDreadhorn () ); break;
				case 21: PackItem( new HornOfDreadhorn () ); break;
				case 22: PackItem( new HornOfDreadhorn () ); break;
            	case 23: PackItem( new HornOfDreadhorn2 () ); break; 
            	case 24: PackItem( new HornOfDreadhorn2 () ); break; 
            	case 25: PackItem( new HornOfDreadhorn2 () ); break; 
            	case 26: PackItem( new HornOfDreadhorn2 () ); break; 
				case 27: PackItem( new HornOfDreadhorn2 () ); break; 
				case 28: PackItem( new HornOfDreadhorn2 () ); break; 
				case 29: PackItem( new HornOfDreadhorn2 () ); break; 
				case 30: PackItem( new PristineDreadHorn() ); break;
				case 31: PackItem( new PristineDreadHorn() ); break;
				case 32: PackItem( new PristineDreadHorn() ); break;
			}
			
			switch ( Utility.Random( 7 ))
            {                                   
            	case 3: PackItem( new DreadHornHeart () ); break;     	
			}
			
			switch ( Utility.Random( 40 ))
            {                               
				case 10: PackItem( new DreadRevenge () ); break;		      	
			}
			
			switch ( Utility.Random( 32 ))
            {                                   
            	case 0: PackItem( new PlateOfHonorArms() ); break;
            	case 1: PackItem( new PlateOfHonorChest() ); break;
				case 2: PackItem( new PlateOfHonorGloves () ); break;
            	case 3: PackItem( new PlateOfHonorGorget () ); break;       
				case 4: PackItem( new PlateOfHonorHelm () ); break;		
				case 5: PackItem( new PlateOfHonorLegs () ); break;		
				case 6: PackItem( new AcolyteArms() ); break;
            	case 7: PackItem( new AcolyteChest() ); break;
				case 8: PackItem( new AcolyteGloves () ); break;	
				case 9: PackItem( new AcolyteLegs () ); break;	
				case 10: PackItem( new EvocaricusSword() ); break;
            	case 11: PackItem( new MalekisHonor() ); break;
				case 12: PackItem( new GrizzleArms() ); break;
            	case 13: PackItem( new GrizzleChest() ); break;
				case 14: PackItem( new GrizzleGloves () ); break;       
				case 15: PackItem( new GrizzleHelm () ); break;		
				case 16: PackItem( new PlateOfHonorLegs () ); break;
				case 17: PackItem( new MageArmorArms() ); break;
            	case 18: PackItem( new MageArmorChest() ); break;
				case 19: PackItem( new MageArmorGloves () ); break;	
				case 20: PackItem( new MageArmorLegs () ); break;                    
				case 21: PackItem( new MyrmidonArms() ); break;
            	case 22: PackItem( new MyrmidonChest() ); break;
				case 23: PackItem( new MyrmidonGloves () ); break;
            	case 24: PackItem( new MyrmidonGorget () ); break;       
				case 25: PackItem( new MyrmidonHelm () ); break;		
				case 26: PackItem( new MyrmidonLegs () ); break;		
				case 27: PackItem( new DeathEssenceArms() ); break;
            	case 28: PackItem( new DeathEssenceChest() ); break;
				case 29: PackItem( new DeathEssenceGloves () ); break;      
				case 30: PackItem( new DeathEssenceHelm () ); break;		
				case 31: PackItem( new DeathEssenceLegs () ); break;		
			}
			
			for ( int k = 0; k < Utility.RandomMinMax( 1, 3 ); k++ )
			{
				PackItem(new RandomTalisman());
			}
			
				
			if (0.8 >= Utility.RandomDouble()) PackItem( new DreadHornMane(1) );	
			
			if (Map == Map.Felucca)
				amount = 12;
			else
				amount = 8;

			for (int n = 0; n < amount; n++)
			{
				switch (Utility.RandomMinMax(0, 5 ))
				{
					case 0: PackItem( new Taint(1));break;
					case 1: PackItem( new Muculent(1));break;
					case 2: PackItem( new Corruption(1));break;      		
					case 3: PackItem( new Blight (1));break;
					case 4: PackItem( new Scourge(1));break;
					case 5: PackItem( new Putrefaction(1));break;
				}
			}
			
			
			 for(int i=Utility.Random(4);i>0;i--) PackItem(RandomRecipe.Peerless());

		return base.OnBeforeDeath();
		}		
		

		public override void GenerateLoot()
		{
			AddLoot( LootPack.AosUltraRich, 2 );
			AddLoot( LootPack.AosSuperBoss, 2);
			AddLoot( LootPack.FilthyRich, 3 );
		}




Code: Select all


		public override bool OnBeforeDeath()
		{
		GiveArtifact(artys);
		
		return base.OnBeforeDeath();
		}
	
	

		[Constructable]
		public CrystalDaemon() : base( AIType.AI_Super, FightMode.Closest,  0.2, 0.4 )
		{
			Name = "a crystal daemon";
			Body = 308;
			Hue = 1195;
			BaseSoundID = 268;

			SetStr( 2000 );
			SetDex( 126, 145 );
			SetInt( 1000, 1000 );

			SetHits( 40000 );

			SetDamage( 48 );

			SetDamageType( ResistanceType.Physical, 50 );
			SetDamageType( ResistanceType.Cold, 25 );
			SetDamageType( ResistanceType.Energy, 25 );

			SetResistance( ResistanceType.Physical, 15, 30 );
			SetResistance( ResistanceType.Fire, 10, 50 );
			SetResistance( ResistanceType.Cold, 100, 100 );
			SetResistance( ResistanceType.Poison, 50, 60 );
			SetResistance( ResistanceType.Energy, 100, 100 );

			SetSkill( SkillName.MagicResist, 250.0, 250.0 );
			SetSkill( SkillName.Tactics, 80.0, 100.0 );
			SetSkill( SkillName.Wrestling, 120.0, 120.0 );
			SetSkill(SkillName.Magery,1,10);
			
						

			Fame = 22500;
			Karma = -22500;


			VirtualArmor = 38;
			
		}

		public override void GenerateLoot()
		{
			AddLoot( LootPack.SuperBoss, 4 );
			AddLoot( LootPack.Gems, 4 );
		}



Just noticed the demitel boss HP is screwed. I could have sworn I set them to 75k.

Archived topic from AOV, old topic ID:1359, old post ID:8628

Official Gaunt Petition

Posted: Fri Oct 05, 2007 11:08 pm
by Death
Depends on the intensity given on the lootpack (Notice how the rich pack is set to 4 on minotaurs). That and your overall luckiness at finding some decent goods in the game.

Archived topic from AOV, old topic ID:1359, old post ID:8634