Dat ogre

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Folder
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Re: Dat ogre

Postby Folder » Fri Apr 21, 2017 3:46 pm

That's a bummer that it won't work on misses, makes it very hard to balance.

The Burn damage is very low, like almost not even worth having tbh. It's extremely rare to hit someone 5x in a row and even at that point it's just a 10% increase. Burn sounds fine lore-wise though, can it be a dot instead? Or since we are looking at stacking damage how about simply a debuff that makes the target take 5% more damage? I like the idea of a DoT but again it would need to be enough to matter, else there's no real point except for flavor.
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NiteHawk
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Re: Dat ogre

Postby NiteHawk » Fri Apr 21, 2017 4:12 pm

Folder wrote:That's a bummer that it won't work on misses, makes it very hard to balance.

The Burn damage is very low, like almost not even worth having tbh. It's extremely rare to hit someone 5x in a row and even at that point it's just a 10% increase. Burn sounds fine lore-wise though, can it be a dot instead? Or since we are looking at stacking damage how about simply a debuff that makes the target take 5% more damage? I like the idea of a DoT but again it would need to be enough to matter, else there's no real point except for flavor.


Well burn damage for anything can be adjusted, just like poison. It's set depending on what you want it to be set, for example. If it was a higher burn damage, it could be like 30-50% of your damage for 2-5 ticks, for example.

The burn is just an effect, the actual burn damage and length can vary.

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Lateralus
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Re: Dat ogre

Postby Lateralus » Fri Apr 21, 2017 6:35 pm

Folder wrote:That's a bummer that it won't work on misses, makes it very hard to balance.

The Burn damage is very low, like almost not even worth having tbh. It's extremely rare to hit someone 5x in a row and even at that point it's just a 10% increase. Burn sounds fine lore-wise though, can it be a dot instead? Or since we are looking at stacking damage how about simply a debuff that makes the target take 5% more damage? I like the idea of a DoT but again it would need to be enough to matter, else there's no real point except for flavor.


I think the idea is to keep all the crimson items standardized which I like but also tone them down so they can be used in all events as well.

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Miach
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Re: Dat ogre

Postby Miach » Fri Apr 21, 2017 6:38 pm

NiteHawk wrote:I just want to point out.

D. The items are unbalanced for the crimson dragon. They are still going to be the most powerful, but for example, the blade gives literally 25-30% more HR because it takes two turns when it hits and one turn if it misses, making it op for example. The other weapons also have bonuses that need to be fixed. Most of these were added pre-alpha and they need to be adjusted. I am thinking all weapons should give the same bonuses of the same type (I.E. Crimson weapons doing the critical damage, maybe chance to burn people and that might be enough.. and the values being upped to radiant OADs or something like that.) We'll figure out though, maybe more bonuses too, dunno yet.



Mathematically it is the equivalent to giving a Slayer a stamina back if he misses the BACKSTAB, since a miss is counted as 1 stam and a hit is counted as 2 stam. Slayers would be amazing! LOL.

Thanks Chris for your efforts!

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Folder
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Re: Dat ogre

Postby Folder » Fri Apr 21, 2017 6:49 pm

That's a good way to look at it lol. Standardized is no fun, unique procs and attacks are where it's at! Assuming we can balance them obviously...
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Lateralus
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Re: Dat ogre

Postby Lateralus » Fri Apr 21, 2017 11:46 pm

Folder wrote:That's a good way to look at it lol. Standardized is no fun, unique procs and attacks are where it's at! Assuming we can balance them obviously...



I didn't mean all items be the same just that maybe all crimson items have the same bonuses and procs to standardize that set. If you think that blade is op you should seen the other ones that have not dropped haha.

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NiteHawk
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Re: Dat ogre

Postby NiteHawk » Sat Apr 22, 2017 8:31 am

Folder wrote:That's a good way to look at it lol. Standardized is no fun, unique procs and attacks are where it's at! Assuming we can balance them obviously...

I intend on having tons of unique items eventually. I also intend on having 5 different dragons, one per divinity. It'll be better per 'group' to be similar so that all classes get the same' benefits of a weapon type. I.E a slayer can expect the same critical chance/DoT/etc on a dagger as a sword would be when it comes to uniques. I don't think they should have mega bonuses though, but enough to really want them and to make a difference.

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Styx
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Re: Dat ogre

Postby Styx » Sat Apr 22, 2017 8:40 am

If burn damper is div fire attack, then can the other elements be added, such as you are frozen by ice, you are engulfed in shadows and chocking, the plants shoot roots into your body, static electricity is being shot into you

Then each van be given div attack?

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NiteHawk
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Re: Dat ogre

Postby NiteHawk » Sat Apr 22, 2017 7:57 pm

Yeah we'll see how it will play out. Div bonus might be a neat idea.

The server update was in preparation for a few things, plus some fixes to the server. Hopefully will get it sorted soon. Not too much of a fan making a update right now when the actual server is still in bits (the whole script fix/modification thing is still ongoing). Pretty much been editing two sources at the same time and hoping I don't miss anything.

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Re: Dat ogre

Postby Folder » Mon May 01, 2017 5:42 pm

I see the Ogre is back, but at full health again. Are we supposed to kill this thing from 100-0 again or what?
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