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Author Topic: T10 Beta Testing Attempt No. 2! (9-8-15)  (Read 29890 times)
Kruciel
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« Reply #45 on: September 13, 2015, 03:50:32 pm »

Wild Ramp could be modified I suppose, but at the moment I'm seeing it proc a 3rd attack swing constantly that is dealing a full 100% unmitigated attack without the (Wild Rampage) tag at the end of it. That's what is killing my characters most of all. I'm guessing this is a result of Triple Attack being added with the last update Akka made?  Tongue

See below:

a goblin marauder goes on a RAMPAGE!
A goblin marauder slashes YOU for 462516 points of damage. (Rampage)
A goblin marauder slashes YOU for 932703 points of damage. (Rampage)
A goblin marauder slashes YOU for 2225718 points of damage.          <----- ow
You have been slain by a goblin marauder!

Cleric's log:
a tamed hellclaw goes on a WILD RAMPAGE!
A tamed hellclaw punches YOU for 431875 points of damage. (Wild Rampage)
A tamed hellclaw punches YOU for 420469 points of damage. (Wild Rampage)
A tamed hellclaw punches YOU for 2192656 points of damage.          <----- ow
« Last Edit: September 13, 2015, 05:40:27 pm by Kruciel » Logged
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« Reply #46 on: September 13, 2015, 03:54:42 pm »

someone do me a solid and call me in 6months when its all worked out
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WatchYouDie
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« Reply #47 on: September 13, 2015, 04:27:16 pm »

there are proper ways to combat rampage .... wild rampage is a different story ... but as i stated before reduce or put a - dmg mod on wild rampage. ... i see a lot of work to revamp the stonewall system .. with how long t10 has taken to come out i would say it might take just as long to convert/adjust the current system when there are other options.

Plain old Rampage can be both a single target attack to the 2nd person to engage the mob or an AOE hit to all around the mob in a full 360 degree area. If only the Single target version was added, this would not be a raid damage mechanic  or anything to worry about healing. It would just mean you have to swap one of your knights to tank mode and gear a 2nd tank up. While that would still be mildly annoying, we're referring to the AOE Rampage being unfit for the current state of EZ.

Also, even if it was the 2nd target to engage only, having 3-4 mobs all doing it while in one pull is still a bit excessive to even try and worry about your melee engaging at different intervals.

I believe you are confused in thinking that Rampage in t10 is the single target only version of Rampage. Pre PoP, it was like that yes. Post PoP Rampage hit for full on AOE.

correct and there was ways to manage this. i.e. max attack range.... also aoe ramp was removed because of pets .... it was the bitch fest over pets dying that lead to the change. I will say i havent gone in and tested t10 but unless hate modified that range of ramp max attack range should avoid aoe ramp.

with this being said you should still be able to put a -dmg modifier on aoe ramp to negate the lack of higher stonewalls on other toons. (this may even fix pets dying like the bitches they are too)
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Kruciel
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« Reply #48 on: September 13, 2015, 04:31:19 pm »

If max attack range is the fix, what would be the point of putting it in though? Boxes will just attack at whatever range you tell them to, and with 'moveback' they will automatically adjust to that range. So the entire mechanic is nullified by MQ2 other than some freak deaths from the Ramp firing off as they run into attack before they readjust and moveback. It seems like an annoyance rather than something you can overcome and feel good about.
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« Reply #49 on: September 13, 2015, 04:34:36 pm »

 
If max attack range is the fix, what would be the point of putting it in though? Boxes will just attack at whatever range you tell them to, and with 'moveback' they will automatically adjust to that range. So the entire mechanic is nullified by MQ2 other than some freak deaths from the Ramp firing off as they run into attack before they readjust and moveback. It seems like an annoyance rather than something you can overcome and feel good about.

kinda exactly the point of rampage. also if all are at max range then the rampage reverts back to tank and tank takes extra damage. eq was not built around mq2 ...
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Kruciel
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« Reply #50 on: September 13, 2015, 04:39:04 pm »

I still like the idea of Wild Ramp with some minor tuning, but I also like aoe spell effects more. A while back, Hate said he put multiple checks in place for resists and removed most 'full resist' thresholds. With this in mind, I never stopped edging up my boxes' resists, thinking it would be something to make future tiers easier. For example:

Aoe damage of a t10 mob vs sub 3000 resists: 3 mil damage (this threshold is reachable in less than an hour of pulling floor 7, assuming you don't have RoA level 1 and a sorc charm level 1 on your boxes at this point)
Aoe damage of a t10 mob vs 3000 resists: 1 mil damage
Aoe damage of a t10 mob vs 3500 resists: 900k damage
Aoe damage of a t10 mob vs 4000 resists: 800k damage
The above are numbers I just pulled out of my ass to make a quick example. Obviously, if something like this was used, each resist checkpoint would reduce the damage by a lesser amount (J curve for those famliar) such as the first checkpoint making the damage not 1 shot your team, 2nd checkpoint shaving off 10%, next 8%, then 6%, then 4%, so that you never reach a point where you don't have to heal, it just becomes less of threat with gear and time, and allows you to pull slightly more, or survive an accident whereas you wouldn't if your resists were lacking.

I'm just throwing this out because I assumed it was the road we were headed down, after deleting ramp and removing the 'get hit or fully resist' via spells & resists.

The reason I support this so much, is because there is something already in-game to support making your boxes not get 1 shot, have raid damage that needs to be healed, and you can always work more to alleviate some of the pressure, whereas with Ramp it feels like a monster truck driving over your face and then throwing it in reverse.

If max attack range is the fix, what would be the point of putting it in though? Boxes will just attack at whatever range you tell them to, and with 'moveback' they will automatically adjust to that range. So the entire mechanic is nullified by MQ2 other than some freak deaths from the Ramp firing off as they run into attack before they readjust and moveback. It seems like an annoyance rather than something you can overcome and feel good about.

kinda exactly the point of rampage. also if all are at max range then the rampage reverts back to tank and tank takes extra damage. eq was not built around mq2 ...

Right, but EZ is, which is why we pitchforked the shit out of it to begin with.

Furthermore, if you're telling me you think you can make your melee all attack from max range of a pile of mobs, without taking ramp from any of them, I'll suck your dick and delete my characters. Different mobs have different hitboxes, different max melee values, this is what made ToV impossible for non-tanks to help kill trash. It also made people throw on drake, skip from boss to boss, Fading Memories and summon the group, skipping all of the trash.
« Last Edit: September 13, 2015, 05:59:04 pm by Kruciel » Logged
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« Reply #51 on: September 13, 2015, 10:25:26 pm »

Snipers have been reduced in hilariousness damage. AoE Rampage has been slightly lowered in proc chance and fairly lowered in damage (unless it's a non-issue, then it will likely creep back up). Loot has been fixed in some areas and vastly improved for mobs like goops.

Additionally, zone has been locked back down to development mode. I will continue to hammer away at it this week for a final "full beta" (all @%!# enabled) before I make live. :-)


-Hate
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I'm so sorry Hunter, I tried...
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« Reply #52 on: September 14, 2015, 01:13:22 pm »

you can try playing with max attack range ... that is what I did but the AOE is larger than the attack cirlce on mobs in this zone.    they seem to have a tiny attack zone of around 23 and the aoe extends to around 30... that was my findings..


also the oozes seem to grow with each kill so it changes on them...starts tiny and can get pretty large.
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« Reply #53 on: September 14, 2015, 07:43:58 pm »

so i was thinking ... hate if you want to take the time to max cap stonewall at some % leave current spells the way they are and give people flexibility to choose how to obtain that max % it could be a great idea. .... oh let me explain why ... say i drop my IG pet and use arch demon ... if i am close or am able to get close then i would gain another mil hp = bigger pulls .... haha  ... but ig pet would still be more useful on an alt or even a lower tier toon who wouldn't get the benefit of the hp buff.

with that being said ... i still say it's your time ... it's not necessary but it can be beneficial.
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balidet
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« Reply #54 on: September 14, 2015, 11:23:01 pm »

this is insanity the easy way for him to do this is make IG not warrior usable....you are all insane for doing that... STOP THE INSANITY
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Kruciel
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« Reply #55 on: September 15, 2015, 04:43:35 pm »

[Sun Sep 13 22:43:12 2015] a hot springs goop goes on a WILD RAMPAGE!
[Sun Sep 13 22:43:12 2015] A hot springs goop hits YOU for 1024595 points of damage. (Wild Rampage)
[Sun Sep 13 22:43:14 2015] You slash a hot springs goop for 117427 points of damage.
[Sun Sep 13 22:43:14 2015] You slash a hot springs goop for 47534 points of damage.
[Sun Sep 13 22:43:16 2015] a hot springs goop goes on a WILD RAMPAGE!
[Sun Sep 13 22:43:16 2015] You slash a hot springs goop for 117427 points of damage.
[Sun Sep 13 22:43:16 2015] You slash a hot springs goop for 18110 points of damage.
[Sun Sep 13 22:43:18 2015] You slash a hot springs goop for 180629 points of damage.
[Sun Sep 13 22:43:18 2015] You slash a hot springs goop for 180629 points of damage.
[Sun Sep 13 22:43:18 2015] You slash a hot springs goop for 180629 points of damage.
[Sun Sep 13 22:43:19 2015] a hot springs goop goes on a WILD RAMPAGE!
[Sun Sep 13 22:43:19 2015] A hot springs goop hits YOU for 1151777 points of damage. (Wild Rampage)
[Sun Sep 13 22:43:19 2015] A hot springs goop hits YOU for 1533323 points of damage. (Wild Rampage)
[Sun Sep 13 22:43:19 2015] Kruzerking goes into a berserker frenzy!
[Sun Sep 13 22:43:20 2015] You kick a hot springs goop for 107 points of damage.
[Sun Sep 13 22:43:21 2015] You slash a hot springs goop for 52286 points of damage.
[Sun Sep 13 22:43:21 2015] You slash a hot springs goop for 52286 points of damage.
[Sun Sep 13 22:43:21 2015] You slash a hot springs goop for 52286 points of damage.
[Sun Sep 13 22:43:22 2015] a hot springs goop goes on a WILD RAMPAGE!
[Sun Sep 13 22:43:22 2015] A hot springs goop hits YOU for 1151777 points of damage.
[Sun Sep 13 22:43:22 2015] You have been knocked unconscious!
[Sun Sep 13 22:43:22 2015] You have been slain by a hot springs goop!
[Sun Sep 13 22:43:22 2015] a hot springs goop  grows from consuming the kill!

Just posting with time stamps for reference. This would have been healable for sure if I had a pally in that group at the time. But after spending a couple hours there, I had both pallies in the warrior's group and I was avoiding Rampage mobs like the plague. Rather have the extra tank healing and rez the 2nd group. I will have more UC3 healers by the next test, we shall see what happens then when I can be a bit more flexible with the group arrangements Tongue
« Last Edit: September 15, 2015, 11:57:03 pm by Kruciel » Logged
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