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PvP Cap [fixed]
Posted: Thu Dec 20, 2007 12:46 pm
by sliptongue69
I think you forgot to check the pvp cap when you did the potions update.
Archived topic from AOV, old topic ID:1939, old post ID:12594
PvP Cap [fixed]
Posted: Thu Dec 20, 2007 12:48 pm
by E.Machine
And all it took was one death, and about 2 minutes.
Archived topic from AOV, old topic ID:1939, old post ID:12595
PvP Cap [fixed]
Posted: Thu Dec 20, 2007 12:48 pm
by d.
yea, explo pots need to be toned down a bit.
Archived topic from AOV, old topic ID:1939, old post ID:12596
PvP Cap [fixed]
Posted: Thu Dec 20, 2007 12:57 pm
by sliptongue69
E.Machine wrote:And all it took was one death, and about 2 minutes.
I saw it happen before. I just assumed d. would be considerate enough to have said something already.
Archived topic from AOV, old topic ID:1939, old post ID:12597
PvP Cap [fixed]
Posted: Thu Dec 20, 2007 1:02 pm
by d.
I, self-declared tester, have a list of things next to my comp of things I think are overpowered, underpowered, or need to be evaluated, and yes explo-potions are on the list. I do make posts and bring stuff up, and you've seen them before. However, I don't like to post things every day since that would seem naggy. I know death/squirrel have lots of other stuff to do, so it wouldn't be fair to them if i was consatnly posting my oppinions on this/that and the other.
Archived topic from AOV, old topic ID:1939, old post ID:12598
PvP Cap [fixed]
Posted: Thu Dec 20, 2007 1:25 pm
by Red Squirrel
Actually explo pots have a pvp flag, it could be that it got broken during the changes, so yeah I'll have to look into it. The stuff with landmines/linked pots or stack of pots can be super deadly, though they do require creativity and preparation. But if a single pot is doing too much damage then yeah for sure I'll have to cap it. Maybe 35 per potion or something.
Opened a ticket:
http://www.iceteks.net/devel/index.php? ... ask_id=112
Archived topic from AOV, old topic ID:1939, old post ID:12599
PvP Cap [fixed]
Posted: Thu Dec 20, 2007 6:09 pm
by sliptongue69
Haha. They are very broken Squirrel. 60+ damage > 35 total pvp damage.
Archived topic from AOV, old topic ID:1939, old post ID:12621
PvP Cap [fixed]
Posted: Thu Dec 20, 2007 6:12 pm
by Death
sliptongue69 wrote:Haha. They are very broken Squirrel. 60+ damage > 35 total pvp damage.
lol must be some killer sulphur you slipped into that mortar. Sure you didn't slip some volcanic ash in that last batch?
Archived topic from AOV, old topic ID:1939, old post ID:12622
PvP Cap [fixed]
Posted: Thu Dec 20, 2007 7:18 pm
by Red Squirrel
Some might have come in contact with nitro.
Archived topic from AOV, old topic ID:1939, old post ID:12623
PvP Cap [fixed]
Posted: Thu Dec 20, 2007 7:27 pm
by d.
yea, i've tested a lot of different templates /w alchy and EP, and they are broken. I'm running around on "Pontius Pilate" doing explo ebolt + x2 explot pots, if the explo pots land, they are doing 30-65 damage when people are cursed (60 fire). The most dmg I've been able to get one to do is from this:
curse, corpseskin target, throw explo potion and hit them with evil omen. The explo pot was doing 70-80 damage. I changed my template and I no longer have necro, but they are still damn effective.
I think the current setup of: alchemy giving a bonus to explo pot damage, and having alchemy also increase your cap of ep is good. Perhaps the cap for ep still needs to be lowered slightly, and the base damage of the potions needs to be changed a bit. The character is a lot of fun to play, but is very tricky and takes good timing. If i mess up with my explo pot (or if my target is too far away) i find myself with explo pots blowing up in my pack for 30-65 damage lol. So yes, they need to be looked at soon. Not a total nerf, they still need to be viable, but the algorithm that they use now is out of whack.
Archived topic from AOV, old topic ID:1939, old post ID:12626
PvP Cap [fixed]
Posted: Thu Dec 20, 2007 8:14 pm
by Red Squirrel
Yeah they'll be lowered to 35 per potion stack (not potion) for pvp, but pvm wont get a cap. But if you want to setup a boobie trap they can still be lethal, they'll do 10 damage at full fire resists, but if you put individual pots on top of each other and tile them, thats lot of damage.
If you put a land mine and put a row of like 10 pots all one on top of each other, someone steps on the mine, pots go off, dead. These obviously require some preperation but its well worth it, for regular fast field pvp they'll be quite lowered, I dont want them overpowered, but for boobie traps I can let it go since those can be real fun, and take some effort and timing to a certain extent.
Archived topic from AOV, old topic ID:1939, old post ID:12633