So I’d just recalled after fixing my align and thought, hey lets grab a peri to heal me up… Just my luck! A snotty nosed hamster was sitting at SS recall staring at me. So I leapt over and put him in a deathgrip! :twisted:
Here is how it went…
A small red hamster hates your guts!
You circle around a small red hamster and expertly put her in a deathgrip.
<62hp 13ma 124mv +5al 1.3ac>
You wish that your wounds would stop BLEEDING that much!
<63hp 15ma 125mv +5al 1.3ac>
You maintain your deathgrip on a small red hamster.
<64hp 15ma 125mv +5al 1.3ac>
You wish that your wounds would stop BLEEDING that much!
<65hp 17ma 127mv +5al 1.3ac>
You maintain your deathgrip on a small red hamster.
A small red hamster is stunned, but will probably regain consciousness again.
<66hp 18ma 127mv +5al 1.3ac>
A small red hamster arrives from the east.
<66hp 19ma 127mv +5al 1.3ac>
You maintain your deathgrip on a small red hamster.
A small red hamster is stunned, but will probably regain consciousness again.
<68hp 21ma 129mv +5al 1.3ac>
You release your grip on a small red hamster.
<70hp 24ma 130mv +5al 1.3ac>
You tickle a small red hamster as you hit her.
A small red hamster is stunned, but will probably regain consciousness again.
You massacre a small red hamster to small fragments with your hit.
A small red hamster is dead! R.I.P.
You received 188 experience points.
Your blood freezes as you hear a small red hamster’s death cry.
You get gold coins from the corpse of a small red hamster that’s on the ground.
There were 28 coins.
[/color:1wq5tl5a]
Ok, so I am a 1.31 druid, monk secondary. I was wearing +2 hand dam eq and I had 11str… now for another test… oh yes… it’s time for the big guns… :twisted:
cast ‘magic missile’ hamster
Ok.
A small red hamster hates your guts!
You watch with self-pride as the magic missile hits a small red hamster.
<660hp 318ma 174mv +5al 1.3ac>
cast ‘magic missile’ hamster
You hit a small red hamster extremely hard.
A small red hamster is stunned, but will probably regain consciousness again.
You massacre a small red hamster to small fragments with your hit.
A small red hamster is dead! R.I.P.
You received 195 experience points.
Your blood freezes as you hear a small red hamster’s death cry.
You get gold coins from the corpse of a small red hamster that’s on the ground.
There were 28 coins.
[/color:1wq5tl5a]
That’s right, my deathgrip does barely more than a magic missile… whats more, the last 2 rounds of my deathgrip do almost entirely NOTHING AT ALL. Of course this fact has been quite well known since sloth 3. In fact most monks release there grip after the first round, or the second round… which begs to question… what is the point of this skill. It may have always been this way… but in my opinion, then it’s always been crap!
Now, I suspect that deathgrip isn’t actually as bad as what I’m making out here… although the clear evidence is pretty damn damaging… I suspect that deathgrip is crap when you aren’t doing much damage… ie, half of not much seems like nothing… but I did hope… Splork in particular, might consider reworking the formula for death grip to make it a skill worth using without +15 dam plus.
I also call into question the way it works in regards to, seemingly “halving the damage” of the previous rounds until it is released. This will nearly always make it so the last round is not worth holding the mob for.
When a level 31 secondary monk can’t deathgrip a hamster, do ya think I’m within my boundaries to think this is not right? I do! :twisted:
11 str seems a bit too low for gripping mobs in my view. I mean, grip is almost like stabbing in my view - you have a weak grip due to not having enough strength - from what I’ve experienced.
I think your right Marvel… and I expect if I had 18 str I could possibly deathgrip about 10-15k Mobs… however I get the feeling the damage from deathgrip works a bit like this…
[img:3copnzzx]http://www.berkeleyscience.com/images/image34.jpg[/img:3copnzzx]
If you remember back a few years when Nab was playing… he had some thing close to 30 damage for a grip? He was said to be immensely powerful, and that mobs died just from the grimace on his face… well ok, maybe not that… anyways the God’s nerfed monk dam eq by more than half… and he left the game?!? erm, great result… :roll: Back then he had that awesome shield with the +5 Hand dam that cost like 1100 drachma. I think I had Jezer able to get to +18 back then.
Anyways… my point is, I think deathgrip works exponentially. It would explain why at Nab levels he was insanely powerful, and at the lower levels you can barely kill a hamster. I remember another old s3 player who had a fairly good monk, reckoned his strike was equiv to a firewind… but I think Fable was often full of hot air… :twisted:
4 squared is 16.
15 squared is 225.
30 squared is 900.
This kind of formula makes deathgrip an unreasonable skill below certain levels of str and eq… There is barely enough eq to scrap together 15 Hand dam, and at 2x40 level, I think you’d be doing well to scrap together 7-10 without group helps. Not a wonder we aren’t seeing monk primes… I mean without good deathgrips a monk is more like a bard, without songs.
Erm, another quick point, if str makes such a difference to grip why is a monk prime stat CON? It’s a bit like making a druid’s max stat DEX.
Anyways, I am asking the formula be re-worked… I personally expect with a few more str points and maybe +2-3 more dam, I could walk into cata’s and half kill a skeleton. At high levels I’d be expecting to splork murkwood mobs and beyond, this was in the realm of my old monk before nerfs.
I know it’s like a “dirty comment” to compare thieves and monks, but come on… the skills are for the same purpose… and monks are weak crap without the huge amount of hand dam bought sub avatar.
At the end of the day, a secondary monk, of almost 2 x 40 levels, can’t grip and kill a hamster, when a magic missile nearly can, a weak stab can, even just a single blow from a weapon can, and that’s not right.
wowsers,
comfort
You have to remember a couple of things: lion chorus helped Nab out a LOT, he had the natural handdam/dam/hit from levels, and focus (monk prime skill) helps immensely as well.
Marvel is at 18 str with 5 handdam (as far as I remember) - I thought I would do some testing for you:
Raw grip (no focus):
dg sash
A Red Sash Guard hates your guts!
You circle around a Red Sash Guard and expertly put him in a deathgrip.
<541hp 222ma 138mv 2519555 EXP -10>
A soldier of Bal Harbor leaves east.
<541hp 222ma 139mv 2519555 EXP -10>
You maintain your deathgrip on a Red Sash Guard.
<541hp 222ma 140mv 2522075 EXP -10>
look guard
A Red Sash Guard misses you with his slash.
A Red Sash Guard slashes you very hard.
You manage to duck a Red Sash Guard’s strike.
You have violated your oath to uphold good by attacking a Red Sash Guard.
You have lost 1 Honor for your dishonorable conduct.
Saving Marvel.
Saving items.
<529hp 222ma 141mv 2522075 EXP -10>
The Red Sash are an ancient and respected private army of the Degrance
family. Hardened soldiers imported from the farthest corners of the world
to protect the city of Bal Harbor, the corp of red sashes serve the King of
Bal Harbor without pause. Dressed in a crimson red battle suit drawn
taught at the waist with a bright red sash, the soldier is a forboding
presence.
A Red Sash Guard has some big nasty wounds and scratches.
You attempt to peek at the inventory:
You can’t see anything.
<529hp 222ma 141mv 2522075 EXP -10>
You maintain your deathgrip on a Red Sash Guard.
A Red Sash Guard hates your guts!
<531hp 222ma 142mv 2522354 EXP -10>
A Red Sash Guard jumps to the defense of his comrade!
A Red Sash Guard slashes you very hard.
<517hp 222ma 143mv 2522354 EXP -10>
A Red Sash Guard misses you with his slash.
A Red Sash Guard misses you with his slash.
A Red Sash Guard slashes you very hard.
A Red Sash Guard slashes you very hard.
OOF! a Red Sash Guard lands a powerful strike into your side.
You manage to duck a Red Sash Guard’s strike.
<463hp 222ma 143mv 2522354 EXP -10>
look guardA soldier of Bal Harbor arrives from the east.
You maintain your deathgrip on a Red Sash Guard.
<465hp 222ma 144mv 2522444 EXP -10>
look guard
The Red Sash are an ancient and respected private army of the Degrance
family. Hardened soldiers imported from the farthest corners of the world
to protect the city of Bal Harbor, the corp of red sashes serve the King of
Bal Harbor without pause. Dressed in a crimson red battle suit drawn
taught at the waist with a bright red sash, the soldier is a forboding
presence.
A Red Sash Guard is in awful condition.
You attempt to peek at the inventory:
You can’t see anything.
<466hp 222ma 145mv 2522444 EXP -10>
A Red Sash Guard slashes you very hard.
A Red Sash Guard slashes you very hard.
A Red Sash Guard slashes you very hard.
A Red Sash Guard misses you with his slash.
You manage to duck a Red Sash Guard’s strike.
You manage to duck a Red Sash Guard’s strike.
You have violated your oath to uphold good by attacking a Red Sash Guard.
You have lost 1 Honor for your dishonorable conduct.
Saving Marvel.
Saving items.
<424hp 222ma 145mv 2522444 EXP -10>
look guardA Red Sash Guard hates your guts!
You release your grip on a Red Sash Guard.
<426hp 222ma 146mv 2522556 EXP -10>
look guard
The Red Sash are an ancient and respected private army of the Degrance
family. Hardened soldiers imported from the farthest corners of the world
to protect the city of Bal Harbor, the corp of red sashes serve the King of
Bal Harbor without pause. Dressed in a crimson red battle suit drawn
taught at the waist with a bright red sash, the soldier is a forboding
presence.
A Red Sash Guard is in awful condition.
You attempt to peek at the inventory:
You can’t see anything.
<426hp 222ma 146mv 2522556 EXP -10>
st
You miss a Red Sash Guard with your hit.
A Red Sash Guard slashes you very hard.
A Red Sash Guard slashes you very hard.
A Red Sash Guard slashes you very hard.
A Red Sash Guard slashes you very hard.
You massacre a Red Sash Guard to small fragments with your hit.
A Red Sash Guard is stunned, but will probably regain consciousness again.
You brutally massacre a Red Sash Guard with your hit.
A Red Sash Guard is dead! R.I.P.
Total exp for kill is 28771.
You have violated your oath to uphold good by killing a Red Sash Guard.
You have lost 15 Honor for your dishonorable conduct.
Saving Marvel.
Saving items.
*** As you can see, the maintaining of the grip dealt more damage to the Sash - usually takes them at least 1 condition less per maintained round.
Now here’s the fun part:
Grip with focus:
You begin to tremble as you struggle to focus strength.
<205hp 188ma 175mv 2589724 EXP -9>
dg sash
A Red Sash Guard hates your guts!
You circle around a Red Sash Guard and expertly put him in a deathgrip.
<205hp 188ma 160mv 2594820 EXP -9>
look A Red Sash Guard misses you with his slash.
A Red Sash Guard slashes you very hard.
You manage to duck a Red Sash Guard’s strike.
You have violated your oath to uphold good by attacking a Red Sash Guard.
You have lost 1 Honor for your dishonorable conduct.
Saving Marvel.
Saving items.
<194hp 189ma 162mv 2594820 EXP -9>
look guardYou maintain your deathgrip on a Red Sash Guard.
A Red Sash Guard hates your guts!
A Red Sash Guard is dead! R.I.P.
Total exp for kill is 25895.
You have violated your oath to uphold good by killing a Red Sash Guard.
You have lost 15 Honor for your dishonorable conduct.
Saving Marvel.
Saving items.
Your blood freezes as you hear a Red Sash Guard’s death cry.
You get gold coins from the corpse of a Red Sash Guard that’s on the ground.
There were 205 coins.
Your victim goes limp in your hands.
Another note: Jezer is at 31o, Marvel is 31o. Only difference is that Marvel is monk prime and has 18 str / 5 handdam on him. See if you can get up to 18 str and get some handdam on so we can see how monk secondary compares to prime. :)
Thanks for testing that Marvel… that was useful to me… My odd classo of druid/monk was an experiment, that is looking to fail at the moment, based on that information.
I must say I’m disappointed that even at your level with focus, 18 str and 5 hand dam you failed to splork a 25k mob. I honestly feel sorry for all monks… if that’s all they got. Unless the formula is exponential and at avatar we can see some true power I should probably make a new character.
Seems every time I call a character Jezer it’s crap… lol
EDIT: Str is my last stat, and yeah, I’d be happy to try and compare the prime and secondary grips, without the focus. I’ll look for you when I’m on, maybe I can borrow some of ur eq for a test.
Well, our classos aren’t that far apart - yours is d/o/c, mine is o/d/c… but the upside is that it will make said testing much easier. Just ask if I’m on in any form whenever you want to try testing. Marvel lives on BH.
So hows the gripping going Jez, well… I’m glad you asked!
dg cit
A citizen hates your guts!
You circle around a citizen and expertly put him in a deathgrip.
A citizen is incapacitated and will slowly die, if not aided.
<646hp 266ma 168mv +4al -0.5ac>
You maintain your deathgrip on a citizen.
A citizen is dead! R.I.P.
Total exp for kill is 578.
Your blood freezes as you hear a citizen’s death cry.
You get gold coins from the corpse of a citizen that’s on the ground.
There were 7417 coins.
Your victim goes limp in your hands.
He stole the fat merchants coins ok… :evil:
That was with level 37 secondary monk, 16str and 6 damage. Now that I can JUST grip bal harbor citizens, it’s really added another dimension to my xp runs.
On S3 I kept trying to make hybrid characters and well all versions seemed to fail in one way or another. Sometimes they can be fun, but in the end I take the advice that quite a few people gave to me and that is if you’re going to make a druid, play like a druid. If you’re going to make a monk, play like a monk.
On the other hand, if Jezer works out someday and is kickass I will think dr/mo playing like a monk would be kind of cool. Here’s wishing good luck to you.
-Brad
I took my 18str and +11 dam +9 hit to hive tonight, whiffed 5/6 grips, no splorks. I can’t grip a 65k aged xp splork mob. I’ve since had comments from 4 imms, since my original post, ranging from complete sympathy ~ yeah it could do with a tweak. Anyways, this post was not to moan about death grip again…
I think the ac on hive mobs might need to be looked at, I suspect it might be effected by that high random ac bug.[/color:2r7unw4j]
Hive works well for me as is … but then I treat as chop.
T
I think the ac on hive mobs might need to be looked at, I suspect it might be effected by that high random ac bug.[/color:3njx4mss][/quote:3njx4mss]
Sure. Will do.
But just for the record, it’s not a bug. The issue is thus; in previous incarnations of sloth mob AC had a very limited effect on anything. So the builders of some areas just set mob ac willy nilly. Well, now that mob ac works more like player ac, those mobs are somewhat unbalanced.
edit: HOLY COW, the mob AC there was ridiculous! Thx Jezer. Working on it now.
Ok, went back to hive tonight, and tested it out. I have to give credit, when credit is due…
I’m impressed… it may even be worth players going there now… If it stayed like it was, I for one would have never gone back. I landed grip about… 85% of the time (As you’d hope). Mobs are about the size of the sergeant and commander firenewts. Expect 100k xp on aged mobs.
If you grip with 18str +11dam and strike 3~4 rounds during the grip you should be able to kill them before they flee. A prime monk with focus, or a non prime monk with 18str and about +15dam would do well there. Of course nothing will probably beat the most popular area in the game shadow keep… but low prime monks… I think this is your new awesome area.
Scratching together 18str and +15 dam for non-prime monks is a bit of a stretch at the moment… (without lion chorus it will require forged eq - beyond the realm of lowbies) and by the time you’ve done this as a non-prime, this area will probably be no good for you xp wise, which is a shame… unless deathgrip is boosted… :twisted: However primes with focus would probably be ok, and area would be useful til 1x40. So with the problems with monk str and eq, for this area to be even better, the hp’s of the bees should drop a little, and maybe they should hit a little harder to make it more thief style and beneficial for not just low primes with focus, but all grippers. Alternatively death grip could be boosted, or monk hand dam eq could be better balanced and better restricted… ie, SMo 2x40, SMo 3x40 etc, to make sure your dam is fairly capped at certain levels.
Bank before you go here, they steal like crazy, and being able to web is a large advantage. Bee’s won’t give you too much trouble with -4 or so ac… if you lite up. So it’s great for prime monks on there way to 1x40.
On this AC issue, it’s a little bit un-nerving to think there are a huge amount of mobs out there with bungled ac effecting monks and thiefs on there hits… I whiffed a bit higher in firenewts testing things out than hive… are firenewts a fraction high (marginal call). Any chance areas could be systematically checked for this bug, it’s not easy for players to tell, and if it is effecting things, players get a little ripped off. I know it’s a heck of a lot of work… but over time… or if areas checked could be posted… I dunno.
Thanks for fix, that area is useful again in my opinion. Check it out low monks.
I’m glad to hear that. I’m always open to suggestions on making areas more playable.
on firenewts, it plays out great for other classes as is. I’ve played it myself and really enjoyed it. I wonder if quicklings could be tweaked into a proving area for low level monks. As it is, it’s kindof a death-trap for low levelers I think.
Quicklings definitely can be tweaked to do so. The only way I could even run quicklings at a low level without only doing specific mobs was as a monk prime with flurry, dam reduce sleeves, and fluidity. It was the only way I could stay alive by doing enough damage with the damage reduction I had to soften all the bashing/gangbanging going on with 2 patrols, commander, and all the guards in the same room beating on you.
File this under mobs that may need tweaking.
Gray Raiders in School of Chol. It might be that they are chop not blast mobs, but I was surprised at my results.
Using a 3x40 level dark mace and haste, I cursed a raider, hit 2 acids and 13 firewinds to bring the mob to big nasty wounds. My level 40 mage is third in classo which lowers my damage but I was also wearing +15 Spell dam which probably evens that out.
Jag
If this is the proper level for this mob, I have no problem with it. Just providing info where I see something I don’t think things are as is intended.
How much honor is it worth?
A gray raider is dead! R.I.P.
You received 1060023 experience points.
Total Honor for kill is 146.
You gain 146 Honor as your share.
You have gained one hundred and forty-six honor.
Your blood freezes as you hear a gray raider’s death cry.
Is it just bad mob ac that is effecting hits at the moment? I think dark covenant needs a look at. Mobs in Zuzu’s group yesterday were dying before I even landed one hit!
I frequently miss 2/3 with +7 to hit. Doesn’t seem right.
Is it just bad mob ac that is effecting hits at the moment? I think dark covenant needs a look at. Mobs in Zuzu’s group yesterday were dying before I even landed one hit!
I frequently miss 2/3 with +7 to hit. Doesn’t seem right.[/quote:32fl762m]
I took a look. You are right again. Mob AC there is inappropriately low. I’ll sit down and go thru them this evening. There’s a lot of mobs there.
Regarding the grey raider, I don’t see any problem. It’s a little on the thick side, which isn’t really a problem, since it’s an honor mob.
Ok this is fixed. Someone has pointed out that a similar problem exists in theris. I will attack that one tomorrow evening.
edit: I looked again and it appears to be just one mob. The other AC’s aren’t unreasonable.
I think if you had more hit you’d be nailing more grips/stabs there.
I ran a few squares to kobolds tonight, to grab a corpse for Peri, I was in regen and this is how it worked out.
dg ko
A male kobold hates your guts!
You circle around a male kobold and expertly put him in a deathgrip.
<283hp 230ma 215mv +8al -2.5ac +5dam +51mr 26003548xp>
peri
You maintain your deathgrip on a male kobold.
A male kobold is dead! R.I.P.
Total exp for kill is 372.
Your blood freezes as you hear a male kobold’s death cry.
You get gold coins from the corpse of a male kobold that’s on the ground.
There were 100 coins.
You get a strange triangular shaped token from the corpse of a male kobold that’s on the ground.
Your victim goes limp in your hands.
A failed splork on a kobold. 16str +5 dam.
I was surprised to see Jezer mention Fable :P
Back in S3 I believe Fable had +14 +26 900hp and 450ma
His strike was about the same as a firewind (safed). But don’t forget Av Monks
also had Improved Strike, which added alot more damage. Also if u can get
5x40 there was Death Touch, which added all the rounds into one SMACK.
Which unfortuantly I was only able to enjoy for a couple of months before
they wiped everything :(
The main issue I had with Fable was the lag between a grip. Since I was
told I was trying to play him as a Th/Ma. The only thing imms did was lessen
the lag when Fable had to grip in a group. Since grip lag + rescue lag was
a huge bitch. Don’t think they will ever make Mo = Th on damage, its just
two different classes. Prime Monks can grip every mob in the game. (unless
they made a change)
Also glad to see Juggleblood working n fixing Sloth4. Peace!
Will >: )-~
I did some testing with Kirah in the arena tonight. A bunch of things were found out.
Singing Gods/Lions seems to have NO EFFECT on deathgrip. (Is this a bug?)
Singing Gods/Lions seems to have EFFECT on strike.
The druid spell avalanche either does no damage at all or doesn’t work on players.
There seems to be a chance with deathgrip to do a REAL wimpy weak deathgrip. If you do one of these, it’s way less than half of the damage of a full one. The dam is so low, it won’t kill a kobold… or a hamster. This is total crap, why is this in there? It’s not in there for stabbing! Some strikes seem to be halved in damage, or maybe they are saved.
The damage of the maintained round is half the previous round, and it’s for this reason that the last round of deathgrip is quite possibly not as good as a standard round of combat… but this depends on your damage.
Each dam point adds about 10 more damage to the first round of grip.
Each dam point adds about 5 more damage to strike.
Strike is comparable to mid level blast spells - at 18 damage.
A double stab is substantially greater than grip.
So a couple of suggestions…
*Make deathgrip work with songs.
*Check avalanche works.
*Get rid of this weak grip crap.
I think when hand dam was nerfed a few years backs, it was a little harsh, probably should have been about half of what was done… that would be regained, if songs counted and with new avatar damage.
I’m not sure if songs ever worked with deathgrip before monks were nerfed… but imagine logging in one day to find your hand eq nerfed by 3, your shield nerfed by 3 and songs no longer effecting you… that’s a cut of 16 DAM! OUCH! Talk about knee jerk reaction.
I’m not going to quit bringing up this crap till it’s fixed.
This is a failed splork on the kobold sage… a 33k mob with 18 str and +14 damage by a 3x40 secondary monk.
The Kobold Sage’s Hut
This is not at all what might be expected from a kobold’s house. Piles
of parchment and ancient tomes are placed on various shelves and tables set
about this small hut, which is illuminated by a series of brightly glowing
gems mounted along the ceiling and walls. Two very large books sit open on
a table in the center of the room.
Exits: West
*(Faint Red Aura) A ancient looking kobold sage in long robes invites you to read his book.
<406hp 33ma 144mv +9al -2.1ac +14dam +40mr 118525805xp>
dg ko
The kobold sage hates your guts!
The kobold sage slowly fades into existence.
You circle around the kobold sage and expertly put him in a deathgrip.
The kobold sage is mortally wounded, and will die soon, if not aided.
<407hp 35ma 132mv +9al -2.1ac +14dam +40mr 118526075xp>
You maintain your deathgrip on the kobold sage.
The kobold sage is dead! R.I.P.
Total exp for kill is 33111.
Your blood freezes as you hear the kobold sage’s death cry.
You get a leather wrist guard from the corpse of the kobold sage that’s on the ground.
You get a leather wrist guard from the corpse of the kobold sage that’s on the ground.
You get gold coins from the corpse of the kobold sage that’s on the ground.
There were 587 coins.
Your victim goes limp in your hands.
<411hp 37ma 134mv +10al -2.1ac +14dam +40mr 118561751xp>
l ko
You do not see that here.
<414hp 41ma 137mv +10al -2.1ac +14dam +40mr 118561751xp>
score
Jezer needs Mage 31 (Haste) or death. (level: 40)
Your levels: Dr: 40 Mo: 40 Cl: 40 Wa: 22 Ma: 25 Ne: 14 Ba: 12 Th: 10
You are 27 years, 15 months, 16 days old.
You are a citizen of Bal Harbor.
You are a devout worshipper of Jake.
You spread goodness and joy everywhere you go.
You have visited most of this area.
You’ve seen 45.4% of the world.
You have (417/862+35) hit, (45/429+40) mana and (140/266+34) movement points.
Your armor class is -2.1.
You have +13 to hit, +14 on damage and up to 2 attacks.
You have 75789 gold coins.
You have five hundred and sixteen drachma.
You have three thousand one hundred and twenty-eight honor.
You have 118561751 unused experience points.
You have been playing for 36 days, 1 hour, 28 minutes.
You are well-attuned to the enhancement stratum.
Str: 18[15], Int: 17[16], Wis: 17[17], Dex: 18[16], Con: 18[17]
You are standing.
Your song can affect as many as two people.
You are affected by the following spells:
Detect Evil
Detect Good
Detect Invisible
Sense Life
Darksight
Sanctuary
Stone Skin
Fly
Water Breathing
Nature’s Revival
[quote:162l4bmp]You get a leather wrist guard from the corpse of the kobold sage that’s on the ground.
You get a leather wrist guard from the corpse of the kobold sage that’s on the ground. [/quote:162l4bmp]
DOUBLE POP!!!!!
[quote:j62gtwfc]This is a failed splork on the kobold sage… a 33k mob with 18 str and +14 damage by a 3x40 secondary monk. [/quote:j62gtwfc]
Here is a failed attempt at casting a spell, create food at 95% learned by a 3x20 mage prime.
cast ‘create food’
You lost your concentration!
And this was on create food! Lost concentration rates must be too high!
Why does it have to splork mobs? Why can’t it just do damage, and save you a round of being hit? So you only morted the kobold sage. You just saved who knows how many rounds of hacking at him. Precious time that could better be spent watching your lite burn away. Or who knows how much mana blasting him, or time as you chop him down.
First character I made was a M/O. Couldn’t splork diddly with his grip, even with high hit and damage. But it did save me precious mana better used elsewhere. It’s no stab, but it did save resources elsewhere.
Decided if I wanted to use deathgrip, best just make a monk prime. Deathgrip was great for cycling mansion as a 2x40 monk back in s3. Grip, strike strike, bye mattimeo (or bye me, both are valid outcomes). Granted he hurt a lot, but hey, beats blowing 75/200 mana on winds and then another 100 or so healing myself.
It’s just a skill. No one said it had to rival stab, or anything else for that matter.
beats blowing 75/200 mana on winds and then another 100 or so healing myself. It’s just a skill. No one said it had to rival stab, or anything else for that matter.[/quote:1u2n78g4]
That grip did less than a wind! Prob less than a flame strike! What the heck are you going on about!?!?! It’s my whole flipping point!
A min deathgrip looks successful BUT does less than a blast spell. I wish I DID use a wind!.
Good luck leading fights with kick… it’s all damage… :twisted:
cast ‘fireball’ sage
Ok.
The kobold sage hates your guts!
The kobold sage slowly fades into existence.
You throw a fireball at the kobold sage and have the satisfaction of seeing him enveloped in flames.
<854hp 430ma 204mv +9al 2.3ac +4dam +25mr 119239368xp>
cast ‘fireball’ sage
You pierce the kobold sage very hard.
The kobold sage hits you hard.
The kobold sage misses you with his hit.
You pierce the kobold sage very hard.
You are covered in sticky webs!
<846hp 431ma 204mv +9al 2.6ac +4dam +25mr 119239955xp>
Ok.
You throw a fireball at the kobold sage and have the satisfaction of seeing him enveloped in flames.
<846hp 416ma 204mv +9al 2.6ac +4dam +25mr 119240070xp>
cast ‘fireball’ sage
You pierce the kobold sage very hard.
The kobold sage is mortally wounded, and will die soon, if not aided.
Ok.
Your fireball hits the kobold sage with full force, causing an immediate death.
The kobold sage is dead! R.I.P.
Total exp for kill is 24214.
Your blood freezes as you hear the kobold sage’s death cry.
You get a strange triangular shaped token from the corpse of the kobold sage that’s on the ground.
You get gold coins from the corpse of the kobold sage that’s on the ground.
There were 587 coins.
You get a few belladonna leaves from the corpse of the kobold sage that’s on the ground.
Two fireballs = +14 dam 18 str Deathgrip, interesting equation.
[quote:4aq1giry]You get a strange triangular shaped token from the corpse of the kobold sage that’s on the ground.
You get gold coins from the corpse of the kobold sage that’s on the ground.
There were 587 coins.
You get a few belladonna leaves from the corpse of the kobold sage that’s on the ground. [/quote:4aq1giry]
ZOMG! DOUBLE POP AGAIN!
<540hp 200ma 129mv -8al -2.4ac +15dam +48mr 276836408xp>
You maintain your deathgrip on a sergeant of the guard.
A sergeant of the guard is stunned, but will probably regain consciousness again.
<543hp 202ma 131mv -8al -2.4ac +15dam +48mr 276839508xp>
You land a powerful strike into a sergeant of the guard’s side.
<545hp 203ma 132mv -8al -2.4ac +15dam +48mr 276842028xp>
You maintain your deathgrip on a sergeant of the guard.
A sergeant of the guard is mortally wounded, and will die soon, if not aided.
<548hp 205ma 134mv -8al -2.4ac +15dam +48mr 276842478xp>
A sergeant of the guard looks shocked as he sees your fist embedded in his abdomen, then collapses.
A sergeant of the guard is dead! R.I.P.
You received 131034 experience points.
Your blood freezes as you hear a sergeant of the guard’s death cry.
You get gold coins from the corpse of a sergeant of the guard that’s on the ground.
There were 2235 coins.
Odd, I used to think that strike was the redeeming feature of the monk class, but it appears here, that an 18str +15 dam strike failed to finish a stunned mob?
Could it be that there is a min strike to go with min grip?
And even more to the point, after the strike landed on the stunned guard the next round of deathgrip damage was applied… and it still was not enough to finish the guard!!
Whats going on imms? :shock: :evil:
hard to say. what damage are you getting on your strikes in the arena?
An average strike does about 70hp.
A kidney strike can do about 140hp.
A low or half saved strike does about 35hp.
Lets assume he regened on tick. It still wouldn’t make sense. Stunned is like 0 or 1hp and dead is -12hp… is it the same for mobs? There would be something really wrong for a round of deathgrip and a strike, not to do 12 hps damage. Even 50-60hp’s damage.
correct me if i’m wrong,
but from what I recall, the damage dealt from strikes or other hits are greatly reduced while u’re in the process of gripping a mob
as far as I know +15 hand damage isn’t very much even for a monk prime, so as a monk 2ndary, it’s probably still on the weak side
that would make sense that you can’t strike and deathgrip at the same time. This would be testable in the arena. If you see me online ping me and I’ll bring along a noob to kill. It’s easier to figure such stuff out like that than it is for a coder to find it.
But from what I recall, the damage dealt from strikes or other hits are greatly reduced while u’re in the process of gripping a mob[/quote:y1imd4hd]
I think you mean the damage received to the player, is reduced by adaptation of mob hit roll (and player damage reduction???) during grip. There are no regular attacks dealt by the player while gripping. The mob apparently has it’s hit roll dropped during this period. Because there are no regular attacks dealt while gripping it’s often why players release for the 3rd round, because the damage of grip during this round is often less than regular attacks. The main benefit is the apparent lowering of the mobs hit roll for the 3rd round, more than the damage output. I will test but doubt greatly I’ll see strike damage lower during grip… just like I don’t think spells are lower either.
With the new sloth, the 3rd round grip will probably ALWAYS be less than regular attacks… as avatar monks will have 6 attacks, and that damage is easily going to be higher than a 3rd round grip damage, it may even be as high as the second round, or starting to get close. Not a wonder death touch was invented… In fact often I find things were originally quite intelligently designed in sloth… it’s often the subtle changes that lead to there partial undoing.
as far as I know +15 hand damage isn’t very much even for a monk prime, so as a monk 2ndary, it’s probably still on the weak side[/quote:y1imd4hd]
This might be considered weak, but the truth is outside of avatar damage and drachma eq for a non prime monk, there is only +2 more damage available in the scarab of destruction and demonskin boots. 15dam is pretty much max for my levels… and as far as I know no player has a scarab or demonskin boots yet. So if 15dam is low… it’s all I am given to work with.
Back to the gripping of that sergeant… If I min gripped, if that last round was round 3 of grip, if my last strike was a min sized strike… based on information I have… I dealt about 60hp damage.
Is it possible the mob regened 45hp on the round from being stunned? We have all see mobs jump back from the dead for one more round before after being incap. I guess this is a possible explanation.
of course a mob can regen 45 hp in a round, it would just have to be a fairly large mob.
I got it 6x times in a raw ending with great lag after each attempt:
You attempt to grab a male kobold around the torso, but he evades your grasp as you stumble.
You are knocked off your feet!
I can’t slam neither streetsweeper in town nor male kobold.
Bodyslam seems to be great skill, eh? :D
Rage.