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Enable Toggling of Crit Hits.

·6781 words·32 mins

I decided to try and subdue all the positive energy plane mobs today. It was a task rendered nearly impossible by game lag, ruling out my magic missile approach… and massive critical and critical hits.

It’s a fairly easy calculation to make… High level avatars can only limit there damage to somewhere between 15-20 damage… they can’t go lower. Even if they aegis a mob for a subdue… even at the lowest possible damage an avatars massive critical hit or critical hit will nearly always kill a mob you are trying to subdue - and there is nothing the player can do about it.

Please make massive critical and critical hits a player toggle. It’s not within the realms of imagination to think that a fighter can limit the force that he uses when attacking something, nor does it break any game Lore.

Can this please be discussed amongst the lvl 45/46 imms and the code change authorized ASAP.

Until such time, I think me subduing is pretty much a waste of time. It’s frustrating to not be able to do something through no fault of your own.

I guess it would be possible to nightmare the mob and chuck spiritual hammers at it until it morts… if you want us to do that please put something in the shops with an unlimited supply that does about 5-10 damage… but I think I am being fair and rational in my request. The other option would be the potion of weakness that I have already suggested - but even if a players damage was 5, critical hits and massive hits would nearly as frequently kill the mob you are subduing without walling it first.

You can turn off critical hits yourself by using shapeshift. Consider using cephalopod for best results.

You might be able to further limit damage by using a sidhe charm of greater fluidity on the mob.

While I also have a problem with critical hits from time to time, I’m not sure it really needs to be fixed.

I mean… from what I see, items matter a lot more than mobs, and in most areas they correspond to about 80% of all conquest points. If this ratio is correct, we can expect to get roughly 240M cp from items and 60M cp from mobs, right? Getting items doesn’t depend on your ability to subdue, so sooner or later pretty much everyone will get their 240M cp. Which means that the main competition will happen around these final 60M cp – and I think it should not be easy. Leave it hard. Accept the fact that it is not for everyone.

I did think about shifting, but it’s not practical for big hard hitting mobs. I’ll at least give it a go.

My cephalopod is -10ac and but still has +18 dam… My subdue mode with the bastard sword does about the same damage… but I can up the ac far higher, and also wear a bit of spelldam to bring it down quicker and heal myself - so shifting is a valid option but perhaps only for niche smaller mobs.

Berserk also turns off the crit hits, but would add +10 damage… but berserk would still work out better than a critical hit, because as warriors know, having berserk up does less damage than critical hits. (dumb but true)

Fuligin suggested getting chilled to drop str and therefore damage.

I didn’t think about Greater Fluid, that’s a 12% dam reduct iirc? Or is greater 20%?

All these things help, but when you are faced with subduing the entire mud, I still feel we need a more practical solution. The fluidity thing is practical as I have a Bard, shifting I have some doubts about.

I’ve nearly finished subduing all of ether, fire, water, earth planes today. The magic missile idea does work the best, but not when the mud lags and the mage timing doesn’t work out well.

Insomnia wrote: While I also have a problem with critical hits from time to time, I’m not sure it really needs to be fixed.

I mean… from what I see, items matter a lot more than mobs, and in most areas they correspond to about 80% of all conquest points. If this ratio is correct, we can expect to get roughly 240M cp from items and 60M cp from mobs, right? Getting items doesn’t depend on your ability to subdue, so sooner or later pretty much everyone will get their 240M cp. Which means that the main competition will happen around these final 60M cp – and I think it should not be easy. Leave it hard. Accept the fact that it is not for everyone.

Insomnia you don’t have Massive Critical Hit. From memory it’s 3x damage, and it can’t be turned off, unless you berserk (which adds damage) or shift. You also don’t have Gorka’s damage from the shops.

Yes, I don’t have massive critical hit, and I also don’t have high damage, armor class, or second wind. And if I get bashed, I die… So I really don’t feel that warriors are the ones in a weak position here, sorry. :)

At the same time so far I haven’t had any big problems with subduing mobs. Yes, it takes a lot of time and a lot of magic missiles. But I’ve made about 6-7M with subdues, and I can’t say it was super hard. Challenging, yes. But not as frustrating as you say. Of course, recent lags made it worse, but they seem to be fixed now.

I also may be mistaken, but I think you can get 80% of conquest points from 20% of mobs – so you don’t really have to subdue the entire MUD, maybe 50% will do it. Feels like it’s designed to allow most players to get to level 10 of the Spirit, and also leaves some place for competition on the high end.

We are just not going to agree about critical hits. The lore of the game is that you advance forward, gathering greater rewards… when those rewards are then turned against you to become a disadvantage it’s really a big “f*** you for playing” to the player. The immortals have to decide if that’s the message they want to give out. Players should also be in control of all skills that are “automatic.” Because automatic removes a skill element for players, a main reason to play. Tossing webs for example should also be a toggle amongst any of the other skills which are automatic. There are places I don’t want my mob webbed!

Insomnia wrote: I also may be mistaken, but I think you can get 80% of conquest points from 20% of mobs – so you don’t really have to subdue the entire MUD, maybe 50% will do it. Feels like it’s designed to allow most players to get to level 10 of the Spirit, and also leaves some place for competition on the high end.

I do agree with this. But I also think that subdue’s aren’t worth the conquest points. When the main rewards are rushed to (item trading), the system won’t be worth continuing with. For example I’ve spent 6 cycles trying to subdue a 20m mob today - got it to 0% every time then failed due to a critical hit or too much damage. That’s 3hrs wasted on a mob for 55k conquest points. When someone is near the end, improvements will cost incrementaly more, to the point that it probably won’t be worth trying. Although we do expect things to get harder as things progress, when the grind is being effected over something the player has no control over… the system starts to become counter productive rather than productive.

We must also take into account the 12hp that is the difference between a mob corpsing or being incapacitated was designed for Sloth I, some 20 years ago, when BH Sewers was group exp. When you factor in weapon damage players are 3-5x more ppwerful than those days, and even more with the new artifacts. The 12hp to range you need to fall in, has not changed.

So to summarize, my main arguments are…

  1. Sloth has changed, but the subdue system hasn’t kept up with player power increments.

  2. Not being able to toggle “Automatic” skills removes options and skill from players.

  3. Making the whole game about advancement, then turning that against the player is a slap in the face.

I have tried shifting, but I didn’t find it superior than my subdue mode unshifted for mobs over 5m.

Just so I know where you’re at, Gorka, are you using the contagion clasp and the gossa rings?

No, I just traded my chains for conquest points, and I don’t have the gos rings (obviously the basalt and teakwood options are far easier to source) currently. If I recall correctly there is only 3 wearable slots with -dam eq, and massive crit hit and crit hit will still easily kill mobs if I wore them. I will get them again though if they become part of a wider, workable solution, but at the moment even if I wore them they won’t make a big enough difference.

The frustrating thing is this Driven…

You can’t win… the less damage you do, the longer you fight, the more rounds it takes, and therefore the more likely a critical or massive will fire in a round and kill it… It’s just not workable, in that the less damage you do, you effectively are also increasing your probability of getting a crit hit when it’s near death.

A quick solution would be a potion of weakness, or perhaps a cheap drachma sword item that negates crit hit through MUDL if that’s possible. Adding -damage eq probably would only interfer with wearing the elite items we need to stay alive during the subdue process that give us dam reduct, max con, heal bonus, ac etc. I can’t afford to wear too much crap when the subdue mob is Iblis for example… I’m going to need my regular gear… just less damage. I accept that the subdue process is designed not to be 100% - but at the moment, it’s increasingly unworkable with the damage we buy from rebirth shops and critical hits.

How about disabling critical hits with autokill turned off?

That would be fantastic.

Hi Teker,

Many of us run autokill off and would like to enjoy our crits.

Can we look at alternatives please? Some of us have zero problems subduing.

Thankssssssss

M

Ker wrote: Many of us run autokill off and would like to enjoy our crits.

Some of us have zero problems subduing.

Pretty sure this is just a personal swipe at me and can be ignored. Because it makes no sense. “Some of us enjoy failing while doing the opposite of what we are trying to do.” But for what it’s worth, just a new setting “autocrit” on/off… would be optimal. That way everyone can play to there game style, whether they enjoy achieving, or failing just to spite and manipulate others.

No Swipe my dear Gorka.

Stun and Mage has a combined 500+SB 90+WD and we subdued DM in less than 4 runs.

Can go ahead with toggling crit for all we care, but don’t associate it with autokill. That’s all.

Kbye.

M

You expertly bind the unconscious form of Avatar Ithaqua, God of the Wind.

You gain 59,763,156 bonus experience!

You gain 169,140,992 extra bonus experience!

You received 169,141,000 experience points.

You expertly bind the unconscious form of Avatar Gnoph-Keh.

You gain 35,047,476 bonus experience!

You gain 99,190,968 extra bonus experience!

You received 99,190,965 experience points.

You expertly bind the unconscious form of a white wolf.

You gain 31,860,832 bonus experience!

You gain 90,172,160 extra bonus experience!

You received 90,172,163 experience points.

1 run. No nightmare, petrified armor up, No 1d1 piercing weapon, No golem/aegis on targets, zero preparation, zero problems.

Half of Mystica/Dweb done. Since the reset, majority of Mage’s conquest points are from subdues.

Though it is understandable when major prep is done for a subdue and yet it still fails, can be quite stressful.

Impossible task? I think not.

Need to change something because conventional ways are not “optimum”? I think not.

Need to toggle crits off to make subdue easier? Massive crit hit a problem? A problem 7 other classes can only dream of having.

Lel

M

You don’t acknowledge the difference it takes for a player to do a solo subdue on a massive mob, versus you hiding behind Stun. You are not comparing apples with apples. If Stun can go off solo and can show he has a better subdue rate than I do, I will eat my words. But it will be the same.

Essentially your success has come down to rapid killing in a group and RNG, and the fact the areas you have talked about have duplicated mobs which offered you the appearance of more success - like in dragon mount. You got lucky with your petrified armor (50 dam), and your no aegis on targets, and your small sample size of mobs. About the only truthful comparison of what takes place between how you are doing it, and how I am doing it, is the number of “4 complete runs” to subdue an entire area in your last post - which I think was a fairly fair average assessment.

When we remove all the self congratulation and crap from your posts and we actually examine the facts, and Teker can back me up on this… The code works like this…

A warrior has a 10% chance to Massive Critical Hit (Damage x3)

If that fails they also have a further 10% chance to Critical Hit (Damage x2)

If I am wearing all my weapon damage (49) and my dam (25) with my winter blade I am doing…

6d4 +76 = up to 100 damage each attack, 200 damage for crits, 300 for massive criticals.

The window for subdue is 12 hp. This doesn’t factor in the other damage like riposte, and ice rays. You got lucky in your Mordi run, it could have just as easily gone the other way. You could have killed the mob more than 4 times in a row.

You also don’t acknowledge the “group damage divisability” factor of subduing a mob. If a group has two players, one doing 100 damage (avg), another doing 50 damage (avg)… and the mob has 500 hit points… the success of subdue is higher, because the damage of the players is divisible by the mob hp. But what if that mob has 525 hit points, you will be more likely to fail on that mob, because the damage isn’t as well divisible by the mobs hit points. It should be true, some mobs are harder to subdue for some than others on average due to damage divisability. This will also change the group dynamic of subduing… because who attacks first in a group and how much damage they do will effect the outcome. You are trying to compare my solo efforts against group efforts - and it’s not a valid comparison. Like I said, if Stun gets different results to mine solo, happy to eat my words.

If massive critical happens 10%, it means you on average you have less than 2 rounds to subdue a mob when it’s low health or else you will accidentally kill it. It’s an objective fact. And you, are just an ass.

Booohooo, I got so strong, did my own maths in my own head, and now I cannot subdue jack. Waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa.

Both me and Stun strongly disagree with your bullshit “calculations”. Either use a 1d1 piercing weapon or shapeshift. End of story. Don’t start suggesting bullshit to a high ranking coder because you are unable to run “optimally” simply because you need a thousand reasons to stay alive in your attempt to subdue.

Other players do not need to suffer from the loss of crit from autokill flag. As if the margin for error to fail the subdue isn’t great enough, now we need to police players into making sure autokill flag is off so we can’t crit and succeed a subdue? Does this at all sound counter productive to you?

Full of shit Gorka. Cheat your way through the whole game and come crying on the crier because you got too strong. What a fucking loser.

Oh right, now I remember why i stay away from the crier. My bad.

Byeeeeeeeeeeeeeeeee.

M

Ker wrote: Both me and Stun strongly disagree with your bullshit “calculations”

Old Sloth Code for every one to see…

	if (dam > 0 && !IS_MOB(ch) && 
	   (attacktype >= TYPE_HIT && attacktype < TYPE_SLAM) &&
           !is_list_affected(ch, APPLY_BERSERK))
	{
	    if ((number(1,100) < IS_LEARNED(ch, SKILL_MASSIVE_CRIT_HIT)))
            {
                 if(number(1, 100) <= 10)
                 {
                        act_c("$n's delivers a massive blow to one of $N's vital organs.", 
                             FALSE, ch, 0, victim, TO_FNOTVICT, CLR_MOB);
                        act_c("You deal a massive blow to one of $N's vital organs.", 
                             FALSE, ch, 0, victim, TO_CHAR, CLR_EMOTE);
                        act_c("$n cripples you with a blow to your organs.", 
                             FALSE, ch, 0, victim, TO_VICT, CLR_MOB);
                     dam *= 3;
                 }
            }
	    else if ((number(1,100) < IS_LEARNED(ch, SKILL_CRIT_HIT)))
            {
                 if(number(1, 100) <= 10)
                 {
                        act_c("$n's delivers a critical blow to one of $N's vital organs.", 
                             FALSE, ch, 0, victim, TO_FNOTVICT, CLR_MOB);
                        act_c("You deal a critical blow to one of $N's vital organs.", 
                             FALSE, ch, 0, victim, TO_CHAR, CLR_EMOTE);
                        act_c("$n cripples you with a blow to your organs.", 
                             FALSE, ch, 0, victim, TO_VICT, CLR_MOB);
                     dam *= 2;
                 }
            }
        }

<1088/1088hp 700/900ma 199/393mv -%>

Ok.

You watch with self-pride as the magic missile hits Roedrig, Troll Champion.

Roedrig, Troll Champion is stunned, but will probably regain consciousness again.

<1088/1088hp 695/900ma 199/393mv -%>

|

sub roedrig;get all

Fluffy clouds scud across the sky.

<1088/1088hp 698/900ma 201/393mv -%>

You expertly bind the unconscious form of Roedrig, Troll Champion.

You gain 92755608 bonus experience!

Total exp for kill is 262515862.

You have gained an ungodly amount of honor.

<1088/1088hp 880/900ma 439/443mv -%>

Ok.

You watch with self-pride as the magic missile hits Klklklpa.

Klklklpa is stunned, but will probably regain consciousness again.

<1088/1088hp 875/900ma 439/443mv -%>

|

sub klkl;get all

You expertly bind the unconscious form of Klklklpa.

You gain 147065136 bonus experience!

Total exp for kill is 416222046.

You have gained an ungodly amount of honor.

<1088/1088hp 1120/900ma 167/443mv -%>

Ok.

You watch with self-pride as the magic missile hits Tasha the Blade Mistress.

Tasha the Blade Mistress is incapacitated and will slowly die, if not aided.

<1088/1088hp 1115/900ma 167/443mv -%>

|

sub tasha;get all

You expertly bind the unconscious form of Tasha the Blade Mistress.

You gain 133558384 bonus experience!

Total exp for kill is 377995401.

You have gained an ungodly amount of honor.

<1088/1088hp 898/900ma 442/443mv -%>

Ok.

You watch with self-pride as the magic missile hits Helios, the Sun God.

Helios, the Sun God is incapacitated and will slowly die, if not aided.

<1088/1088hp 893/900ma 442/443mv -%>

|;sub helios;get all

You expertly bind the unconscious form of Helios, the Sun God.

You gain 213608112 bonus experience!

Total exp for kill is 604551223.

You have gained an ungodly amount of honor.

Ok.

You watch with self-pride as the magic missile hits Vouhx-t.

Vouhx-t is incapacitated and will slowly die, if not aided.

<1098/1098hp 1774/912ma 392/393mv -%>

subdue vouhx

You expertly bind the unconscious form of Vouhx-t.

You gain 88417536 bonus experience!

Total exp for kill is 250238285.

You have gained an ungodly amount of honor.

<1098/1098hp 580/912ma 205/443mv -%>

Ok.

You watch with self-pride as the magic missile hits Skerrit, the centaur god.

Skerrit, the centaur god is incapacitated and will slowly die, if not aided.

<1098/1098hp 575/912ma 205/443mv -%>

subdue skerrit

You expertly bind the unconscious form of Skerrit, the centaur god.

You gain 137648288 bonus experience!

Total exp for kill is 389570599.

You have gained an ungodly amount of honor.

<1042/1098hp 935/913ma 442/443mv -%>

Ok.

You watch with self-pride as the magic missile hits The Dread Pirate Roberts.

The Dread Pirate Roberts is stunned, but will probably regain consciousness again.

<1042/1098hp 930/913ma 442/443mv -%>

|;sub rob;get all

You expertly bind the unconscious form of The Dread Pirate Roberts.

You gain 114841632 bonus experience!

Total exp for kill is 325023466.

You have gained an ungodly amount of honor.

<1098/1098hp 657/913ma 442/443mv -%>

Ok.

You watch with self-pride as the magic missile hits Commodore Higgins.

Commodore Higgins is stunned, but will probably regain consciousness again.

<1098/1098hp 652/913ma 442/443mv -%>

subdue higgins

You expertly bind the unconscious form of Commodore Higgins.

You gain 99151720 bonus experience!

Total exp for kill is 280618058.

You have gained an ungodly amount of honor.

<1098/1098hp 1647/913ma 355/443mv -%>

Ok.

You watch with self-pride as the magic missile hits Baraneth, the avatar dragoness.

Baraneth, the avatar dragoness is stunned, but will probably regain consciousness again.

<1098/1098hp 1642/913ma 355/443mv -%>

|;sub bara

You expertly bind the unconscious form of Baraneth, the avatar dragoness.

You gain 363542144 bonus experience!

Total exp for kill is 1028892776.

You have gained an ungodly amount of honor.

<1088/1088hp 1855/905ma 124/443mv -%>

Ok.

You watch with self-pride as the magic missile hits Kzartaxen, firenewt God of War.

Kzartaxen, firenewt God of War is mortally wounded, and will die soon, if not aided.

<1088/1088hp 1850/905ma 125/443mv -%>

|;sub kzar

You expertly bind the unconscious form of Kzartaxen, firenewt God of War.

You gain 99476440 bonus experience!

Total exp for kill is 281537070.

You have gained an ungodly amount of honor.

<1088/1088hp 1740/908ma 443/446mv -%>

Ok.

You watch with self-pride as the magic missile hits The Were-Lord Lupine.

The Were-Lord Lupine is stunned, but will probably regain consciousness again.

<1088/1088hp 1735/908ma 443/446mv -%>

|;sub lupine;get all

You expertly bind the unconscious form of The Were-Lord Lupine.

You gain 170066848 bonus experience!

Total exp for kill is 481321261.

You have gained an ungodly amount of honor.

<868/1098hp 1200/906ma 119/446mv -%>

Ok.

You watch with self-pride as the magic missile hits Icebeast Kezthall.

Icebeast Kezthall is incapacitated and will slowly die, if not aided.

<869/1098hp 1195/906ma 120/446mv -%>

|;sub kez;get all

You expertly bind the unconscious form of Icebeast Kezthall.

You gain 213574784 bonus experience!

Total exp for kill is 604456894.

You have gained an ungodly amount of honor.

<1098/1098hp 1145/923ma 445/446mv -%>

Ok.

You watch with self-pride as the magic missile hits a snow lion.

A snow lion is stunned, but will probably regain consciousness again.

<1098/1098hp 1140/923ma 445/446mv -%>

|;sub lion;get all

You expertly bind the unconscious form of a snow lion.

You gain 112079808 bonus experience!

Total exp for kill is 317206976.

You have gained an ungodly amount of honor.

<1088/1088hp 2394/914ma 372/446mv 0%>

You pierce an acid golem very hard.

An acid golem misses you with its pound.

An acid golem misses you with its pound.

An acid golem misses you with its pound.

An acid golem misses you with its pound.

An acid golem misses you with its pound.

An acid golem misses you with its pound.

You pierce an acid golem very hard.

You pierce an acid golem very hard.

You pierce an acid golem very hard.

An acid golem is stunned, but will probably regain consciousness again.

<1088/1088hp 2394/914ma 376/446mv -%>

sub acid

You expertly bind the unconscious form of an acid golem.

You gain 135506480 bonus experience!

Total exp for kill is 383508903.

You have gained an ungodly amount of honor.

<1088/1088hp 519/918ma 396/396mv 0%>

You pierce General Oth hard.

General Oth is incapacitated and will slowly die, if not aided.

<1088/1088hp 519/918ma 396/396mv 0%>

|;sub oth

You expertly bind the unconscious form of General Oth.

You gain 139391248 bonus experience!

Total exp for kill is 394503510.

You have gained an ungodly amount of honor.

<1023/1023hp 1004/870ma 167/446mv -%>

Ok.

You watch with self-pride as the magic missile hits Uhhhl.

Uhhhl is stunned, but will probably regain consciousness again.

<1023/1023hp 999/870ma 167/446mv -%>

|;sub uhh

You expertly bind the unconscious form of Uhhhl.

You gain 40215812 bonus experience!

Total exp for kill is 113818332.

You have gained an ungodly amount of honor.

Doable… it’s all doable…

One other idea: make an artifact or a drachma item that will force the opponent to do a report on every hit, or at least from time to time. This won’t change anything in terms of player power (we will still have to switch to mage timing and magic missiles in order to subdue mobs in a reliable way), but will make things so much easier.

If I recall correctly, druids can see mob hp through MSDP while the other classes see percentages, or something like this. Druids also see what type the creature is, which is actually very useful - now that turn undead is somehow the greatest spell in the game (well at least for me damage wise).

Three new potions are in the game now. I have also committed a change that disables massive critical hit on piercing weapons. One new (relevent to this issue) forge has been approved, but I won’t be able to code it until next week.

Unsure if this is one of the new potions… but I don’t recall ever coming across it before… and it wasn’t on the eqlist, it also had a coloured proc. I get the feeling it’s a random pop as it loaded in City of Dis. Unfortunately I wasn’t aware the potion might have been new until 5 mins later when I saw the announcement, hence I never figured out what exactly it did, apart from the fact it gave me a disease for 2 mins. When I get another I will post.

PS: Might be a typo on the potion description… writing instead of writhing.

cast ‘id’ swirling

Ok.

You feel informed:

Object ‘swirling potion darkness’, Item type: POTION

Item is: MAGIC

Weight: 1, Value: 15000gold, Worn in: TAKE

Apply broken magic to the drinker…

The item has 1 additional magical ability.

<1666hp 290ma 450mv -4.9ac SS VAULTS DO_NOT_TOUCH 37086799831xp -%>

quaff swirling

You choke down the potion and feel your insides writing in pain.

Yea, I’ll fix the typo when I get to my computer.

This swirling potion is random popping on EU in other parts it appears.

It’s -6 damage for just over 2 mins.

It doesn’t stack, so you can’t quaff two and go -12 dam.

Crits were still firing with the potion, hence I believe the solution in play is two fold… potions to reduce damage, and piercing weapons to negate crits.

Rather than verbally kicking the crap out of each other, why not figure out what the difference between Gorka and everybody else is?

It appears to entail a couple things, one being playstyle (partnership/solo). But I think Gorka may have some attribute that crosses a threshold and truly does make it difficult to subdue. That doesn’t necessitate implementation of a toggle or what-have-you, but if a difference is discovered, would justify tweaking the effects of that difference.

Generally speaking, the cost of upgrades should not entail making anything onerously more difficult than it was before the upgrade; particularly in this case, since the Conquest system is targeted predominantly toward post-9x40 characters.

Gorka and Insomnia, take turns killing some mobs and recording the combat, compare and see if you can identify a key stat-difference.

It would appear that piercing weapons won’t massive critical hit anymore since reboot, which is a change which only effects warriors - as with massive critical hit they had no way to avoid doing 3x the damage 10% of the time… so essentially in regards to subduing there is “equality” amongst the classes now.

However I have posted below an interesting conversation with Belrath below… pity we don’t hear more from these types of players rather than just “Gorka” and “Gorka Haters” because he’s got a pretty good point amongst all the crap that goes on.

Gorka (gossip): FYI crits still work with piercing

Gorka (gossip): seems it’s just massive that don’t

Gorka (gossip): so no change to thieves

Belrath (gossip): nods

Gorka (gossip): warriors are getting triple damage on massives, (10% chance) which meant subduing was

difficult

Gorka (gossip): just having crits levelled the playing field

Belrath (gossip): for some reason I’m thinking we are approuching this whole subdue-thing wrong way.

making poisons etc to make us weaker to be able to subdue better.

Whatta (gossip): yeah. should group with weaker hitters instead.

Belrath (gossip): ‘oh no - I’m too strong to subdue this spider - I must take some poison to get disease

to make me weak so I dont overkill it’

Gorka (gossip): stuff grouping

Gorka (gossip): open to other ideas

Gorka (gossip): seems reasonable to me a fighter can control the force that they use

Gorka (gossip): sloth is kind of coded in a way that everything is max

Belrath (gossip): and the smaller the mob the easier the subduing should be

Belrath (gossip): the whole subdue-code should be re-written. now that it has become such a big part of

the game. atleast that’s what I think

Gorka (gossip): subding every mob, is probably an equally stupid idea, but gives us something to do

Belrath (gossip): its awesome idea and fun. but…yeah

Belrath (gossip): I have no problems subduing bigger mobs. them smaller makes big issues

Gorka (gossip): yeah, personally I think not having control over your power needing fixing

Belrath (gossip): indeed

Gorka (gossip): the way it’s been “fixed” is questionable, I agree

Gorka (gossip): what’s it like subduing as a monk?

Gorka (gossip): I actually find it easier, I subdue in handdam

Gorka (gossip): holding a weapon

Belrath (gossip): works just fine when I switch to a piercing weapon in the end. and the mob is atleast

1M, below that makes things harder. below 10k stupidly hard

Belrath (gossip): and I have not been able to subdue below 5k mobs yet

Gorka (gossip): hmm, if there were some way to set your power level perhaps

Gorka (gossip): I mean fighters do it in training, it’s called sparring

Gorka (gossip): to get the small mobs bel, you can chuck spirital hammers at them from next door

Gorka (gossip): try it on a hamster

Belrath (gossip): I’m not going to try to ‘bend’ things. if I cant subdue them, I wont. I move on

Belrath (gossip): it feels stupid to me and I move on

Gorka (gossip): a subdued hamster would be like 1-10 conquest points

Gorka (gossip): yet I agree, probably harder to do than a bigger mob

Although it was me that originally suggested placing in game “a potion of weakness” - it’s been added to the game in such a way even I doubt I will even use them. The potion was meant to complement the setting I wanted to turn off all critical hitting. I firmly believe that fighters should be able to adjust their power level. I mean we do it when playing with children… when sparring in boxing… but in sloth it’s like it’s just all hardcoded to be max damage - and really that’s all we needed until the subdue thing came into the game. Sorry Zuzu, no one cares much about 4th of July redcoats… :lol:

I mean I’m not complaining about the new bandaids that have at least levelled the playing field, I’m thankful for them, but all the same, the way the subdue system is working isn’t perhaps optimal. I don’t mind technical solutions as a player… what I don’t like is when the game doesn’t give me options… like the way xp is currently stacked towards grouping when I just want to solo and avoid all the crappy clan/player politics, or inability to control my power when subduing… I don’t like it when the game makes dumb decisions for me… making dumb decisions should be a player privilege. You take the ability to make decisions out of a game, you take the skill and the fun out of it. I want to be able to control my hitting power. I want to control when I use evade capture and chuck back webs… etc

Here are some of the less than “optimum” issues…

Can’t subdue ethers - should there be a mechanic change?

Subduing tiny mobs is often harder than bigger mobs. (Belrath)

A good number of mobs on the area cards aren’t designed to be killed. (Insomnia)

There is little way for a player to control their power or dial it back. (Gorka)

Without seeing mob hitpoints, the player skill to subdue is removed and it all becomes about dumb luck and RNG. This is especially a problem with large mobs who go several rounds of fighting while on 0% health. (Insomnia)

I know a lot of players are currently focusing on the areas with large mobs… where there are more points. But I’ve played around a bit… and if you want to get a feel for how kind of kinky the system is for subduing… go to king’s bazar on BH. There are heaps of small mobs, which although there are techniques to do the job, the rewards for the amount of work, doesn’t make sense. You are either shifting, magic missiling, or chucking hammers at very small mobs without great success, and then you get like 15 conquest points - when oddly a good 20m mob turns out to be easier and less stuffing around than making hammers, walling mobs, and making nightmares. If this is the case, I think it’s fair to say, the system is kind of kinky. It’s great to have something to do at the moment, but all the same, it is the truth.

Thought I’d chuck this idea out there, it doesn’t address all the issues… was just thinking about Belrath’s point about how silly it is we have to make ourselves weaker to subdue something we are far superior too. What if player attributes such as STR/DEX/INT/WIS/CON/HIT/DAM were chucked into a formula to produce a subdue index, and that index gets compared to the index of the mob you are trying to subdue… and if your index is superior to that of the mob, success could a percentage - based on how superior your subdue index is to the mob and the condition of the mob. This would solve the issues related to smaller mobs being almost harder in some cases to subdue than mobs many times the size. From a theoretical point of view, also makes more sense…

The idea is still sloth - because it essentially comes down to a percentage chance… but indirectly skill and hard work, because it’s using the attributes you develop as a player to build a stronger subdue index. In the case your index is less than the mob, obviously it would work somewhat as per it is at the moment.

This would be only one part of a complete solution, but it would help spending (x) hours running kings bazar for like 10k conquest points. I’m not serious about this idea, just putting it out there as something more better perhaps, something more “optimal.” At some point, yes I will subdue kings bazar - as dumb and pointless as it is compared to the other ways to get points quicker. I’m just coming from the same angle I am always coming from… how can things be better - even if you don’t agree with my ideas.

I don’t know where Belrath found it, but I brought it on auction… It would appear to be one of the new potions.

Ok.

You feel informed:

Object ’elixir shadow pain’, Item type: POTION

Item is: MAGIC

Weight: 1, Value: 20000gold, Worn in: TAKE

Apply broken magic to the drinker…

The item has 1 additional magical ability.

Puts player hp to 1, subtracts 12 to damage. Last for about 2 mins.

Looks like another item for my vault floor. :roll:

Next time I get my hands on one, gonna see if I can get a mob to quaff it… :twisted:

EDIT: Hey guys, might have found a good use for the potions afterall… :lol: :roll:

give potion skeleton

Ok.

<390hp 131ma 655mv -15.0ac The Castle of the Family Degrance 28804975689xp -%>

of rep

A skeleton of an elite guardsman reports 100/100 hp. Need: 0. 0/0 ma. 63/80 mv.

<425hp 143ma 655mv -15.0ac The Castle of the Family Degrance 28804975689xp -%>

of quaff swirling

A skeleton of an elite guardsman is dead! R.I.P.

You gain 0 bonus experience!

You gain 1 extra bonus experience!

You received 0 experience points.

Your blood freezes as you hear a skeleton of an elite guardsman’s death cry.

A skeleton of an elite guardsman stops following you.

Will it work on a mob though…? Finding out…

After some testing with Idjit, it appears that if mobs quaffed the new potions, the effects were being transferred to the mob… the -6 damage, and the hp reduction (Around 300 on the swirling). So it was potentially possible that a mob quaffing the elixir would have gone to 1hp - but not completely confirmed.

Mobs quaffing potions in inv has a pretty low chance when I checked my logs, so you would need a fair bit of luck to see it happen. But all the same, a pretty disappointing implementation - even when it’s fixed, which it will be quickly I suspect. I doubt the -6 dam is useful, if the regular crits are still going to happen… and the hp penalty on the elixir just makes me laugh out loud. I doubt I will use them. Having to heal 1900hp for a -12 dam 2 min weakness potion, when I can still reg crit a mob, probably isn’t worth it. It’s going to take 25% of the two minutes to heal myself back up… and waste like 360 mana. Thanks, but no thanks.

The “give but take approach” (MAX_DEX), the “not giving players the ability to manipulate aspects of there character because of automation,” (Non Toggle Skills) The preference to let RNG decide outcomes as opposed to player work and decisions… The lack of consistency where powerful procs are given out almost for “free” compared to the work needed to harvest the benefits of rebirth shop… This level of thinking doesn’t enrich the game, it’s just sad.

Quote: I have also committed a change that disables massive critical hit on piercing weapons.

You deal a massive blow to one of a fluffy calico’s vital organs.

You brutally massacre a fluffy calico with your pierce.

A fluffy calico is dead! R.I.P.

You gain 273 bonus experience!

You gain 775 extra bonus experience!

Total exp for kill is 775.

Your blood freezes as you hear a fluffy calico’s death cry.

You get gold coins from the corpse of a fluffy calico that’s on the ground.

There were 150 coins.

Jez the homunculus tells you ‘calico is gone, sir! I’ll watch for another one.’

eq

You are using:

a glowing bauble with Gorka engraved upon on it ()socketed Rhodochrosite Rune()

(with the Spirit of Conquest attached to it)

a basalt ring..It has a soft glowing aura!

a basalt ring..It has a soft glowing aura!

ankh of purity ()socketed Tourmaline Rune() (with a golden oak tree charm attached

to it)

Epaulets of the Holy Order..It emits a faint humming sound!

a diaphanous gown ()socketed Alexandrite Rune() (with a vial of ashen powder

attached to it)

an Olthoi Great Helm ()socketed Sapphire Rune() (with a fish-scale buckle attached

to it)

midnight greaves of black ice..It emits a faint humming sound!

a pair of diamond-encrusted demonskin boots ()socketed Moonstone Rune()

Godhand ()socketed Silvery Blue Pearl Rune() (with an aura of disciplined

retribution attached to it)

the sleeves of enlightenment (with ethereal runes of the arch-magi attached to it)

shield of black ice (with an emblem of a rose attached to it)

Cloak of Shadows ()socketed Eye Agate Rune()

a gold link belt (with charm of the demon mage attached to it)

Sacred Bracer of the Dark Order ()socketed Golden-Yellow Topaz Rune() (with some

stardust attached to it)

Sacred Bracer of the Dark Order ()socketed Golden-Yellow Topaz Rune() (with some

stardust attached to it)

a dagger

Scriptures of Disciplined Wrath ()socketed Malachite Rune() (with the seal of

asmodeus attached to it)

a hollowed ram’s horn shofar

Has some code been accidentally reverted or something?

Fix has been committed to the vault. Once Teker/Breeze push to the game machine and mud is rebuilt/rebooted, it will go live.

I sure hope the transfer has been done, and ready for next reboot…? I have killed about 15 big mobs today accidentally while trying to subdue, thanks to massive critical hit.

Appears fixed! Thanks very much.