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Spells not landing.
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zurcon



Joined: 02 Jun 2004
Posts: 27

PostPosted: Wed Jun 02, 2004 9:49 am    Post subject: Spells not landing.

Against a barb in full hit-dam gear at low levels I failed 5 sleeps. I have 25 intelligence. What gives? (level 19)


How are mages and maladictive / afflictive classes supposed to fight if their shit doesn't land against someone completely unprotected from mental?


Last edited by zurcon on Wed Jun 02, 2004 10:14 am; edited 2 times in total
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zurcon



Joined: 02 Jun 2004
Posts: 27

PostPosted: Wed Jun 02, 2004 9:54 am    Post subject:

Psionics also don't have anything that acutally does damage at level 19. If it weren't for an OOC person I know who plays a fire giant berserker I wouldn't have anyone to grup with. In many days of asking around, I've never gotten myself into a group by myself. Me and my friend get other people in our group.. but if I play alone no one will group with me.. because I can't even contribute damage Razz

My role in a group is to remain invisible, not get attacked by mobs.. and to watch where for PK ppl.

I know that "psionic blast" is supposed to be good, but that's high level. Why are there a progression of shitty-as hell (injures) (wounds) (scratches) type psionic spells??? They're completely worthless, and I'm sorry I put the practice into them. IF there's a progressoin, they should all be useful at the levels they're given out.

Meanwhile, healers get disrupt undead which (for some fucking reason) works on living targets and does *** DEVASTATES *** at my level??? Wtf kids?

The best way to handle a spell progression is to get rid of all the various "lesser" versions, and stick with one version that gets better as you level.
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zurcon



Joined: 02 Jun 2004
Posts: 27

PostPosted: Wed Jun 02, 2004 9:57 am    Post subject:

You might also want to seriously consider dam-caps for levels. Guys doing 60-80 damage per hit at level 20 is not right (and that's not even through vuln).
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Davairus
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Joined: 16 Jan 2004
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PostPosted: Wed Jun 02, 2004 10:16 am    Post subject:

The guy that coded psis gave little thought to the classes skill progression, incidentally thats why they're so powerful in the low levels compared to stock mages like invokers for example. Isn't psi blast level 26? Hardly high. They do have a lot of useless spells, but the best picks of what they have more than make up for that, assuming you can pick them out. Its a huge turd, plain and simple. There is probably one or two posts that already state that floating around.

As for healers, the spell you're referring to is nowhere near capable of that amount of damage at your rank.. it'll do a mutilate, not a devastate..

As for level 20 damage, yes, its a tough range, probably the toughest. Some guys are dealing out over 25% of other players hp in damage, in single hits. But you stated that you have an OOC fire berserker levelling you, so you have an easy ride through there - psionicst or not. Ranking past it is the sensible option. The MUD was set up like that before my time so I can't really offer any explanation why it is, but I can tell you those warriors aren't half so dangerous once they hit the higher levels.
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zurcon



Joined: 02 Jun 2004
Posts: 27

PostPosted: Wed Jun 02, 2004 10:21 am    Post subject:

Thanks for the positive and informative reply. Could you comment on how
spells and maladies land at later levels.. when people start gearing for
saves? I've yet to find a mud where mages could land maladictive spells
through saving throws.. because the damn area builders make -10 saves
crap!

I am really concerned that an unprotected berserker made his saving
throw 5 times in a row against my sleep... what happens as soon as he
starts wearing saves gear?
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zurcon



Joined: 02 Jun 2004
Posts: 27

PostPosted: Wed Jun 02, 2004 10:29 am    Post subject:

Davairus wrote:
Relative level difference is all that matters in determining the diminishing effects of it. Sleep at rank 10 is as good as at rank 50. Its actually classified a malediction though, not a mental spell. Maledictions are unlikely to work to begin with, and that's before the individual spell penalty, the victims saves, and level differences gets involved. Persistance pays off.

Blackjack is easier to hit but there is also a fairly long delay between successive attempts, and a longer lag penalty for failing. Plus I think sleep is longer duration than blackjack..


If you are open to suggestions, level should have nothing to do with landing spells. IN stock rom every level you have over the person you're trying to land a maladiction on is like -4 saves for him. A lot of spells have an absolute cutoff.. Like I don't think you can actually put to sleep something that has a level over you. (lame).

In retrospect, this guy may of had 1 level on me. But from reading the thread blow I get the idea that the spell/saves situation is pretty much like stock rom.. which is to say, don't try to land anything fancy, just do damage.
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marsd



Joined: 16 Jan 2004
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Location: Magewares

PostPosted: Wed Jun 02, 2004 1:16 pm    Post subject:

hmm, the fact that savings are there just to give protection against spells that kill you within five rounds will tell you that they aren't your sole battle strategy..
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Burzuk
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Joined: 20 Jan 2004
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PostPosted: Wed Jun 02, 2004 3:54 pm    Post subject:

Quote:
How are mages and maladictive / afflictive classes supposed to fight if their shit doesn't land against someone completely unprotected from mental?


Oddly enough, most of the strongest classes in the game are maladictive and afflictive classes, despite the wide availability of saves.
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Mendek



Joined: 16 Jan 2004
Posts: 472

PostPosted: Tue Jun 08, 2004 1:12 pm    Post subject:

The saves system here is definately not like stock ROM, especially after you can see your saves at higher levels. Read help saving throw before you try tying it all to stock ROM. Also, the choice between doing damage and landing some decisivly devious malediction depends on the race and class of your opponent, what they're wearing, etc. If your opponent obviously has poor saves then it's definately worth hitting him with dysentry, curse, etc. before you try to roundhouse him.
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zurcon



Joined: 02 Jun 2004
Posts: 27

PostPosted: Tue Jun 08, 2004 6:39 pm    Post subject:

marsd wrote:
hmm, the fact that savings are there just to give protection against spells that kill you within five rounds will tell you that they aren't your sole battle strategy..


Like faerie fire, ego whip, feeblemind and psychic crush?
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Quiet Wanderer



Joined: 16 Feb 2004
Posts: 547
Location: Western Michigan

PostPosted: Tue Jun 08, 2004 7:30 pm    Post subject:

Faerie fire needs no work. It works quite well, trust me. Try having a healer chasing down your thief and being faerie fired. Faerie fired owns when used correctly. Any of those spells do. Psions need work, but only a little. I don't think they're quite as bad as you seem to think. Play a few differetn races with them, and rank them up into forties or fifty. I think you'll see that mostly your problems with the spells are just not using them wisely. Psions coudl use some work though, just not as much as what you're wanting.
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Davairus
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PostPosted: Tue Jun 08, 2004 8:25 pm    Post subject:

Well let me present an oversimplified look at several classes to help illustrate this.

Invoker

Offence

1- hellstream, fireball (situational), or chain lightning (situational)
2- enchanting their weapon
3- some form of elemental shield
4- second attack
5- faerie fire
6- dispel magic

Its pretty much ruined by wearing some save aff.

Defence

1- sanc
2- parry
3- enchanting armor, and a few ac spells
4- word of recall & teleport

Warrior

Offence

1. several extra weapon attacks, and a wide weapon range - all eq dependent
2. dirt kicking, negated by water
3. bash and trip, also negatable by those who really need it
4. disarming, also negatable thanks to certain spells/eq
5. kick? this skill has a good chance of missing mastered, by the way
6. a warcry and a berserk that costs you 1/2 mv

Defence

1. shield blocking, parry, dodging, dual parry
2. some curing from berserk that costs you 1/2 mv
3. some magical protection from warcry
4. blind fighting (its not perfect and it don't help you run away)

Psionicist

Offence

1- psis can purge their victim's mental save which helps their psi spells
2- psis can "telelock" people to prevent them from teleport and recall
3- psis can "clairvoyance" people to see exactly where they are
4- psis can bio manipulation and often blind the victim by 3rd try
5- psi blast is one of the most efficient damage spells in the game
6- psis get telekinesis kicking in as their health gets low (unblockable damage)
7- obviously psis get faerie fire and dispel magic
8- psis can hypnotize some lowbie trip/dirting mob to aid.
9- psis also get tons of "useless" shit that they can use if they want (which includes AC spells)

The only "downside" is that most their stuff checks mental save. But you have purge to fix that.

Defence

1- psis get pyramid which is their version of sanc
2- psis get bio feedback which is pretty much 'protection ALL'
3- psis get displacement, which has a chance to completely avoid ANY form of damage (e.g. heavenly wrath)
4- psis get iron will, their renamed prot shield
5- psis get fly, avoiding the supposed "burden" of mages needing scrolls
6- psis get phase shift, which takes them to a hiding spot wherever they like, or to their temple
7- psis get their own form of heals
8- psis get to be illithids so if all this fails they will just go into shock and get a chance to cheat death


Does anyone still think psis need toning up? Go ahead and post if you think so, nobodys going to mind.

Are you thinking I have compared them with weak classes? How about I compare them with a "powerful" class then.

Shaman

Offense

1- lots of maledictions, most of which will be useless in a given fight
2- harm
3- second attack
4- warcry and frenzy
5- summon
6- faerie and dispel magic

Defence

1- parry and shield block, but limited weapons
2- cure
3- sanc, & protection from lightwalkers
4- word
5- prot shield for defending from bash


Shaman's have quite a bit going for them, but its nowhere near as plentiful as the vast array of goodies a psionicist has.
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zurcon



Joined: 02 Jun 2004
Posts: 27

PostPosted: Tue Jun 08, 2004 8:31 pm    Post subject:

Here's my trouble. How am I supposed to last long enough to do anything when hitters have me almost dead in 2-3 rounds solo?

(all spells are up, and they're not even using slashing weapons.)
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Sebryn



Joined: 16 Jan 2004
Posts: 1185

PostPosted: Tue Jun 08, 2004 8:54 pm    Post subject:

Here's a thought:

If you're fighting against a class that's going to kill you in 2-3 rounds of straight up toe-to-toe combat, FLEE. A dead <insert class here> is a worthless <insert class here>. Whether you're a psionicist, invoker, dark knight, vampire, circus clown, whatever, once you die you can't do squat... so if you're getting eaten up like a teenage cheerleader at a Rosie O'Donnell sleepover, you need to get the hell out.

Mages aren't meant to go head-to-head with warrior classes. Get in, cast, get out, repeat. If you've got pets or some other way of getting around taking damage, then great... otherwise, flee is your best friend until you get up around 50 (or learn how your mage class best operates).
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TheOneAndOnly



Joined: 22 Mar 2004
Posts: 178
Location: Atlanta, GA

PostPosted: Tue Jun 08, 2004 9:00 pm    Post subject:

What is your current rank? From what I can gather all you need to do is gain ranks. Equip yourself to pad your physical health. And maybe scroll your spells a bit to get them to a reliable range. Mages are cannon fodder until a bit higher up. A skilled player can "survive" at the lower ranks maybe landing a pk or so on an attacker with the proper preparation. Most important rule to learn is not to stay in a fight you did not start. And if you are able to survive long enough take notice to you how your opponent fights, if he is a rookie they will tend to be straight forward..meaning they have a one sided assault-learn to counteract it and you will win, and if not win you will be able to predict his actions and be able to survive at least. Good luck.
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Addreodyn



Joined: 16 Feb 2004
Posts: 107
Location: Melbourne, Florida

PostPosted: Tue Jun 08, 2004 10:04 pm    Post subject:

Dav, I hate to say this but your comparisons are wrong.

Psionicist

Offence

Quote:
1- psis can purge their victim's mental save which helps their psi spells

Psis MUST purge their victim before being at all effective in combat. Compare to a shaman's deteriorate.

Quote:
2- psis can "telelock" people to prevent them from teleport and recall

This is hard to land and very mana intensive. Compare to curse, which has other benefits, is cheaper mana-wise, and works more often.

Quote:
3- psis can "clairvoyance" people to see exactly where they are

Yeah, this is pretty darn good. Somehow a lot of people miss the warning sign that a psi has scryed them and are shocked that you 'track' so well.

Quote:
4- psis can bio manipulation and often blind the victim by 3rd try

Bio manip is great, I agree.

Quote:
5- psi blast is one of the most efficient damage spells in the game

Perhaps in terms of damage/mana cost and assuming a purged victim. I'd rather have the spell cost more and do more damage; remember that this is just about the only real source of damage a psi can draw upon. Compare to acid blast -- probably equal or greater damage than psi blast, and used by necros to supplement their already large damage potential.

Quote:
6- psis get telekinesis kicking in as their health gets low (unblockable damage)

My telekinesis does a couple 'injure' at best when I lose 75% of my health. Sure, it is badass on the guild guardian, but he has a LOT more health than any PC psi.

Quote:
7- obviously psis get faerie fire and dispel magic

More awesome spells, but standard to mages.

Quote:
8- psis can hypnotize some lowbie trip/dirting mob to aid.

Yeah right, the mob dies if you flee once and becomes unhypnotized upon any damage. This is a joke compared to almost any other charmie other classes can summon.

Quote:
9- psis also get tons of "useless" shit that they can use if they want (which includes AC spells)

Okay...

10 - You forgot forget, which causes spellcasters to lose concentration far more often and can be deadly with dispel magic.

Defence

Quote:
1- psis get pyramid which is their version of sanc
2- psis get bio feedback which is pretty much 'protection ALL'
3- psis get displacement, which has a chance to completely avoid ANY form of damage (e.g. heavenly wrath)

These are all very powerful, yes.

Quote:
4- psis get iron will, their renamed prot shield

No, it's completely different than prot shield, but I'm not complaining.

Quote:
5- psis get fly, avoiding the supposed "burden" of mages needing scrolls

Yes, this is nice.

Quote:
6- psis get phase shift, which takes them to a hiding spot wherever they like, or to their temple

Obviously powerful.

Quote:
7- psis get their own form of heals

Which can't compare to cure critical or even vamp touch.

Quote:
8- psis get to be illithids so if all this fails they will just go into shock and get a chance to cheat death

Psis almost seem built by the assumption that everyone playing them will be an illithid, which is obviously not true.

9 - don't forget graft weapon, a true lifesaver vs disarming charmies.

Psi vs Invoker -- psi cannot really damage invoker unless he lands a lucky dispel. Meanwhile, invoker is hellstreaming psi to death. The psi's healing/forget/displacement blocks a lot of streams, but the psi can't deal enough damage for a kill. The invoker has control of the fight, on offense 90% of the time.

Psi vs Warrior -- Warrior pummels the crap out of the psi, but if the psi is smart he can outlast the warrior. The psi wins unless the warrior is a dwarf, halfling, warlord, or just decked out; in these cases, the psi will be out-damaged.

Psi vs Shaman -- The shaman has superior healing and beatdown (ie weapon damage). Assuming none of you land any spells, the shaman still wins. Chances are with hex, and deteriorate the shaman's spells will fare better. Also keep in mind that the psi must wear a mix of saves to hope to counter shaman spells, while the shaman only has to wear mental saves.

A psi cannot hope to defeat a necro, ill, or zerk of equal skill...rangers and paladins are almost as impossible.

I had a lot of success with my psis, but only because a) I stayed at a niche rank or b) I was a Justice and my special guard did all the damage.

Compared to psis on other muds, I'd say AR's psi is fustrating to play and unoriginal. I'd vote for revamp or just getting rid of them so people stop complaining.
Oh, and I do have about 450+ hrs of experience playing psis, so I'd say my statements hold some worth.

-Addreodyn
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Burzuk
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Joined: 20 Jan 2004
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PostPosted: Tue Jun 08, 2004 10:04 pm    Post subject:

Quote:
Here's my trouble. How am I supposed to last long enough to do anything when hitters have me almost dead in 2-3 rounds solo?

(all spells are up, and they're not even using slashing weapons.)


Let's analyze your statement for a moment here.

Assuming a level 27 illithid psi has about 300 hp naked--very conservative estimate, especially considering the extra hp from trains if one has been using practices judiciously. Add 100 hp from eq--another conservative estimate, since experienced players have been known to get 200-300hp (and more) with rares, and you can easily get over 100 with a good set of nonrare +hp eq if you know where to look. (Even a very, very basic fur-jacket-and-Ofcol-brass set with many slots still missing runs you 60hp, and those mobs are all well under level 27.) So let's assume that you've "fully prepared" on that end and still only have a conservative 400 hp to work with at level 27.

Taking a look at psionicist damage reduction, we have two kinds:

1. Percentage-based reduction:
a) pyramid
b) bio feedback
c) AC enhancement

2. Hit-avoidance reduction:
a) parry
b) displacement
c) AC enhancement

These are all multiplicative factors, and because I'd rather not disclose the magnitude of one is individually, I'll use a "rounded off" figure of 80% as a product to simplify calculations. (Note that if each of the above individually was a 25% reduction, you're looking at 82% total right there. Of course pyramid and parry are much higher than 25% reduction.) I did some calculator work and the final multiplied result is actually higher than 80%, so this is a conservative rounding off. Of course this number is even higher if fighting opposite align (protection), if one uses magical items (for additional enhancements like stoneskin, etc), and so on. Far from being "fully prepared", I'll be charitable and assume you're only using class-specific skills.

400hp at 80% reduction means that your opponent would have to deal 2000hp effective damage to kill you. Assuming your opponent is dual wielding and dealing out an average of 3 attacks per round (at your level, the number is actually considerably lower, but I'm being generous and again I'd prefer not to divulge too much specifics), that means he deals out 9 attacks in 3 rounds, or 222 damage per attack. This works out to an enemy that can deal an oblit with every hit.

Notice all the "fudge factors" I've added in, all erring on the generous side. I'd estimate that, in more precise calculations when the coders and I run the numbers through with each other, the margin of error would probably be about +25-50% higher for effective damage needed in favor of the psi.

Quite simply, your scenario is numerically unfeasible. And not just barely, but by a factor of 3x at least, and probably more than 5x in actuality. If you are fully prepared, you should be able to easily last more than a full tick in a fight at that level, leaving aside issues of healing and whatnot.

So, as to your claim that "hitters have [you] almost dead in 2-3 rounds solo", you're either:

a) not fully prepared defensively, whether with having spells up, loading up on +hp equipment, or what have you;
b) not at full health to begin with, or have a definition of "almost dead" that's quite different from being very close to 0 hp;
c) misrepresenting the facts to justify your own frustration at your lack of success with the class;
d) had the misfortune of being extremely unlucky (and we're talking about, statistically speaking, somewhere like 1 in 10000 odds of unlucky in order to skew the numbers so badly from what the averages would predict);
e) fighting against a character who was enhanced far beyond what is numerically possible for a mortal at your level;
f) outright lying to further some undisclosed purpose.

My personal opinion is a combination of a) and c).

I would suggest that, for someone who is so authoritative with his pronouncements on game balance, you should look into your "facts" a bit more closely.

(Coders: I know it's an impossibility for level 27's to hit oblits on regular hits due to the per-level damage caps, but I've ignored these and many other sanity checks in the fight code for the sake of argument.)
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Burzuk
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Joined: 20 Jan 2004
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PostPosted: Tue Jun 08, 2004 10:08 pm    Post subject:

Quote:
Compared to psis on other muds, I'd say AR's psi is fustrating to play and unoriginal. I'd vote for revamp or just getting rid of them so people stop complaining.


This has long been my mind on this issue.
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Louis



Joined: 19 Jan 2004
Posts: 823
Location: Los Angeles, CA

PostPosted: Tue Jun 08, 2004 10:32 pm    Post subject:

people must play classes that are tailored to their pk style or learn to adapt to the class. you cannot play a psi like a warrior or invoker and hope to win against an outdamaging invoker or shaman. look at the psi. he simply cannot be killed. he is a RUNNING MACHINE. now, given the fact that you cannot be lagged not even by warlord lash, air thrash, throw shield.. (cone of force, i'm not so sure) how do you expect to win in a straight up purge/psi blast fight? what you are asking for is a class that cannot be killed ever, and has the offensive power of an offensive class that does not have the defensive capabilities of a psi. people say its hard to kill with a healer but guess what? its damn hard to kill a healer too who knows what he's doing.

how do you win as a psi? simple.

1) use the element of surprise (works for all classes).
2) use clair to enter the fight knowing what eq your enemy wears and where he is.
3) when outdamaged, run and come back.
4) use sleep.
5) tele lock works great at 50 and forces your enemy to have to run on foot when hurt, though you can release the lock at any time if you need to gate away.
6) track your enemy once you've hurt him after landing sleep or hurt him while you dispelled him and blasted him a few times.
7) if he manages to get away, clair him and you're instantly on his tracks again.
8 ) take your time, do not try to go for the quick kill and get angry if you can't. play another class if you want the massive straight up damage without the running around. Why do you think warriors dont' have as many moves as a psi and cannot cast fly on themselves? Because when played right, they don't have to move as much as psis do.

i don't see what the problem is. rank 30 psis even while flagged are ridiculously slippery. i could say "i think my warrior should have more defensive abilities to help me run away" but that wouldn't make much sense, would it?
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Flumm



Joined: 04 Feb 2004
Posts: 44

PostPosted: Wed Jun 09, 2004 12:22 am    Post subject: Psi

In my experience with my Psi, some things became more and more important as I got higher in ranks. Against most classes I had to wear them down slowly with many flees to keep healing and using up all their purples. The other great thing about them is they are so unkillable. I'm not that good at pking, but since my Psi was an abyssal, I was usually fighting two or three people at once. Still hard to kill them with so much defense and phase shift. All but one of my deaths was me being really stupid. Also, some skills got more useful as a messed around a lot. While frustrating as hell at first, Psis aren't too bad when you get higher up.
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