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The spoilers use a slightly different format, outright giving the damage as 1d80+50.
In theory, that would be a nice format for the regular monster recall too; but there are some problems with it. One, an average damage is easier to adjust for resistances. Two, if I started displaying mana bolt damage as a range, say 51-130, I'd have to start displaying almost all spell damages as ranges... since even spells (or breaths) with non-random initial damage effectively develop a (small) range when resistance randomness is accounted for. Three, if I *did* display almost everything as a range, it would give players false assurance and they'd be even more surprised to see a monster hit them for more than the upper limit. Which would still happen occasionally, when the monster has high mpower or is a non-unique breather with higher than average HP... |
Is there a limit to how heavily a monster could get buffed in terms of mpower or max HP? If so, it could make sense to calculate a maximum on that basis, since the idea is to show the player the worst case. No doubt some players would notice that the maxima are rarely achieved in practice, fail to take them seriously, and then eventually actually get hit for that much or close to that much, but them's the breaks.
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Mpower, though, can go absurdly high. It's limited only by being a signed 16-bit integer, which means the highest value it can take is 3276.7%. That would mean multiplying many of the maxima (everything not otherwise capped) by 32.767 for display... |
Hmm, I guess one just has to get used to the fact that a random monster has a small chance of one-shotting you, then. Another reason to play instant-coffee, I guess.
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To be clear, mpower never goes that high in normal play.
All monsters are born with an mpower of 100%, and most of them will stay that way unless hit with unlife or time attacks. The usual case for high mpower is big unlife monsters like Vlad, Izanami, Kaschei or Osiris, who grow in mpower by leeching life from you; but in practice they're very unlikely to ever reach a really exorbitant mpower. (Mostly because they kill you before it happens.) |
How to Play Nature High-Mage
I'm trying one now - I liked the idea of Nature because it gives you both utility spells and offensive spells (and of course the High-Mage only gets one realm).
But looking at the spell set, I don't see how I can take down rBase monsters, such as Icky Queen or Gelatinous Cubes. Is this a build that needs to rely on melee - pick a hardier race, try to find a good weapon, maybe put some stat gains in STR instead of just INT? Or is this just a bad idea? Would a Chaos High-Mage be a better combo (more lacking in utility, but better offense)? |
Apparently, darkness aura is now a thing in vanilla-PCB. Sideways, do you want to add this enemy mechanic in the future? No need to give this to player Ninjas though
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I think you're, right, on the former. Any FCPB examples that do the latter?
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Tselakus, Ungoliant, Morgoth, Nephthys, Metatron and GWOPs.
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