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Mob damage cap

Posted: Mon Jan 07, 2008 2:56 pm
by dprantl
Should any single mob be able to one-hit kill a player with all 70's resists and maxed out 130 hit points? We are talking about a single hit, mobs would still be able to combo a player and wtfpwn them. This also would not apply to mobs that can discord (lower player resists), or mobs that can melee hit you from close range. I'm basically suggesting a mob damage cap for ranged damage around 100 dmg against a 70 resist suit. What do *you* think?

Archived topic from AOV, old topic ID:2089, old post ID:13551

Mob damage cap

Posted: Mon Jan 07, 2008 6:04 pm
by Death
dprantl wrote:Should any single mob be able to one-hit kill a player with all 70's resists and maxed out 130 hit points? We are talking about a single hit, mobs would still be able to combo a player and wtfpwn them. This also would not apply to mobs that can discord (lower player resists), or mobs that can melee hit you from close range. I'm basically suggesting a mob damage cap for ranged damage around 100 dmg against a 70 resist suit. What do *you* think?
To be fair, it all depends on the monster. Bosses? Absolutely. With bosses comes rewards greater than any other kill. Therefore players should expect that a boss can dish out the damage. It's been that way for years:

-Castlevania: Dracula
-Final Fantasy 3: Dark Cloud Particle Beam
-Ocarina of Time: Ganon

Most of these bosses could dish out the damage but killing them was usually rather rewarding. UO is the same idea. Anything that's a "boss" or "mini boss" should probably have a few tactics up their sleeves that can slay even the most seasoned player. Regular monsters, maybe not so much.

Bosses doing 1 hit kills like with melee, maybe not so much (looking at crystal demon) as it prevents people from tanking it.

Archived topic from AOV, old topic ID:2089, old post ID:13554

Mob damage cap

Posted: Mon Jan 07, 2008 6:09 pm
by Dumples
Once specific boss that I'd agree with is Humus. We got everyone on the shard trying to take him down. Everyone is a one hit kill over and over. With at or near 70 resists I die before I can get a single hit on him.

Archived topic from AOV, old topic ID:2089, old post ID:13557

Mob damage cap

Posted: Mon Jan 07, 2008 6:11 pm
by Death
Dumples wrote:Once specific boss that I'd agree with is Humus. We got everyone on the shard trying to take him down. Everyone is a one hit kill over and over. With at or near 70 resists I die before I can get a single hit on him.
Ya we tested his firebreath and discovered that the scalar was just a bit too high so that's going to be reduced. He should be able to 1 hit kill with his breath at the start (Or really close to killing you) but as his hits go down, so will the damage of his breath.

Archived topic from AOV, old topic ID:2089, old post ID:13558

Mob damage cap

Posted: Mon Jan 07, 2008 6:21 pm
by Red Squirrel
Yeah humus should be toned down hopefully, I keep tweaking the scalar. I want the breath to be very close to 1 hit kill, but not to the point it is now.

Before his breath used to surpass the value of a 16 bit integer, aka 65535 damage. Blood oath worked nicely though. ;)

The idea though behind making monsters harder, and the AI and all that is making pvm more fun and interesting. When everything is super easy, its boring.

I remember when I joined UO the most entertaining thing was running into new monsters and trying to attack not knowing if I'll live or get WTFpwnt.

Like my first time running into a gaman, I thought they'd be super hard but they were easy, while I thought the opposite of a rotting corpse, and got WTFpnt.

Archived topic from AOV, old topic ID:2089, old post ID:13559

Mob damage cap

Posted: Mon Jan 07, 2008 7:26 pm
by Dumples
The AI is cool... I dont complain about that. I just figure that a vet with the max possible suit and skillset should at least be able to survive a single hit. I can't think of too many bosses or whatever that can do that, but there are a couplef or sure.

Archived topic from AOV, old topic ID:2089, old post ID:13565

Mob damage cap

Posted: Mon Jan 07, 2008 7:35 pm
by DOCTOR THUNDER
I remember the days of the 5 digit humus fire breath....

Archived topic from AOV, old topic ID:2089, old post ID:13567

Mob damage cap

Posted: Mon Jan 07, 2008 7:46 pm
by Red Squirrel
Blood oath was the only way to kill that thing lol.

Archived topic from AOV, old topic ID:2089, old post ID:13569

Mob damage cap

Posted: Tue Jan 08, 2008 8:05 am
by Finlander
Dumples wrote:Once specific boss that I'd agree with is Humus. We got everyone on the shard trying to take him down. Everyone is a one hit kill over and over. With at or near 70 resists I die before I can get a single hit on him.
Me, munson and enkel took it down couple days ago. Me and muson as tamers with chaos steeds and enkel was as archer (if i remembe right that it was enkel's)

Archived topic from AOV, old topic ID:2089, old post ID:13598

Mob damage cap

Posted: Tue Jan 08, 2008 8:17 am
by Plastic Man
Me and Enkel have killed every Demintel boss with 1 char each Including humus, but i did spend like 200k in insure from the 1 hit wonder. Most of them we do with archers, Dark Star we pull mages or multi account own it, and Alm we usually multi slap too.

Archived topic from AOV, old topic ID:2089, old post ID:13601

Mob damage cap

Posted: Tue Jan 08, 2008 11:00 am
by dprantl
Seer Death wrote:
dprantl wrote:Should any single mob be able to one-hit kill a player with all 70's resists and maxed out 130 hit points? We are talking about a single hit, mobs would still be able to combo a player and wtfpwn them. This also would not apply to mobs that can discord (lower player resists), or mobs that can melee hit you from close range. I'm basically suggesting a mob damage cap for ranged damage around 100 dmg against a 70 resist suit. What do *you* think?
To be fair, it all depends on the monster. Bosses? Absolutely. With bosses comes rewards greater than any other kill. Therefore players should expect that a boss can dish out the damage. It's been that way for years:

-Castlevania: Dracula
-Final Fantasy 3: Dark Cloud Particle Beam
-Ocarina of Time: Ganon

Most of these bosses could dish out the damage but killing them was usually rather rewarding. UO is the same idea. Anything that's a "boss" or "mini boss" should probably have a few tactics up their sleeves that can slay even the most seasoned player. Regular monsters, maybe not so much.

Bosses doing 1 hit kills like with melee, maybe not so much (looking at crystal demon) as it prevents people from tanking it.
It's funny you should quote those games. In all those games it was possible to kill those bosses without dying. In some of them it was actually required because if you died, you had to start over and try again. Therein lies my point: every boss, however hard, should be able to be killed without having to die (sometimes requiring some luck). For UO I would say without dying too many times.

For example, Crystal Demon can teleport to you and pwn you with a melee hit. That's fine, he doesn't do it every time and sometimes misses the hit. In contrast to that, Humus kills you *every* time with a fireball at high HP. There's simply no way to escape it. And now, Elemental Lord will be able to use special shots. I don't even want to try him anymore, because I'm sure he will pwn from a distance regularly and with him it will be regardless of his HP left.

Archived topic from AOV, old topic ID:2089, old post ID:13609

Mob damage cap

Posted: Tue Jan 08, 2008 12:16 pm
by Death
dprantl wrote: It's funny you should quote those games. In all those games it was possible to kill those bosses without dying. In some of them it was actually required because if you died, you had to start over and try again. Therein lies my point: every boss, however hard, should be able to be killed without having to die (sometimes requiring some luck). For UO I would say without dying too many times.

For example, Crystal Demon can teleport to you and pwn you with a melee hit. That's fine, he doesn't do it every time and sometimes misses the hit. In contrast to that, Humus kills you *every* time with a fireball at high HP. There's simply no way to escape it. And now, Elemental Lord will be able to use special shots. I don't even want to try him anymore, because I'm sure he will pwn from a distance regularly and with him it will be regardless of his HP left.
Oh I was just saying. Like death cloud's particle beam can easily take out your whole party in one fell swoop or dracula's overall "I hate you, go away" style. Some monsters like crystal demon could probably use a bit less melee damage (Very HIGH melee damage but maybe not a 1 hit kill all the time).

Also, Humus' breath has been reduced but will still kill in one hit when he's at full health. There are numerous ways to dodge humus breath. One of them is to know when he's going to breathe that fireball. Hide behind a wall if you suspect he's about to launch a fireball, then pop out and attack. Not always effective but you can avoid many deaths that way. Evasion will also protect you from the fireball so if you're a melee samurai, chances are you'll have an easier time with humus.

Archived topic from AOV, old topic ID:2089, old post ID:13615

Mob damage cap

Posted: Tue Jan 08, 2008 1:48 pm
by theindigothief
You are wrong. I left the area of Humus and 5 secs later "Oo o oO oOo "

How do I dodge that if I leave the area and it still hits me?

Archived topic from AOV, old topic ID:2089, old post ID:13633

Mob damage cap

Posted: Tue Jan 08, 2008 1:55 pm
by Plastic Man
He does cast some i thoguth too, if so coulda been Explo.

Archived topic from AOV, old topic ID:2089, old post ID:13636

Mob damage cap

Posted: Tue Jan 08, 2008 2:14 pm
by sliptongue69
No. The way firebreath is, as soon as you hear the roar, he's already targeted you and it won't miss.


*wonders how samurais evade works with firebreath*

Archived topic from AOV, old topic ID:2089, old post ID:13640

Mob damage cap

Posted: Tue Jan 08, 2008 4:33 pm
by Death
theindigothief wrote:You are wrong. I left the area of Humus and 5 secs later "Oo o oO oOo "

How do I dodge that if I leave the area and it still hits me?
The timing is BEFORE you hear him breathe. If you heard him breathe, you're already too late. If you can estimate the timing on fire breathing foes and either cast evasion or get out of the line of sight, you can avoid firebreath.

Archived topic from AOV, old topic ID:2089, old post ID:13650