Big Boom = Bad Wizard

General issues.
Mikuz
Posts: 236

Big Boom = Bad Wizard

Post#1 » Thu Feb 24, 2011 9:23 pm

Ok since someone brought this issue up in natimbi without knowing I figured I would post it so you guys get a better idea of it, some know and some dont.

As awesome as it is to have them wizards out there with the 35k - 125k nukes, when it comes down to an npc with an event script thats where your not so awesome, well maybe not just depends on the event.

I like to call it event-skipping, its when an npc is scripted to do something at a certain hp% and when a wizard comes in over powered for the event this is when the scenario is most likely going to happen.

(best example to go by is this one)
Low Level Event with High Level Wizard npc has 15k hps and at 50% health its going to pop some adds along comes mr big wiz and boom splatters it (crits for 125k). = no adds and the npc dead, For some you think cool one nuke wiped him except for when them adds were needed for some signals or were actually the ones that drops the items. Problem here is the npc went from 100% to 0% in a nano second so there was in most cases no chance of the 50% hp event to execute.

Also keep in mind that this stages on up to High Level Event with High Level Wizard, though the chances narrow down drastically it can and does still happen. A better example here would be.. npc has a hp event at 90% and once again he comes mr big wiz with thier (crits for 125k) you think ... no big deal by this time npcs have millions of hps but heres where it happens.. the chance of a skip happens when the npc is at 91% health and the wizard knocks it to 85%. See there was not a 90% even though it doesnt have to land on 90% exactly the gap of the leap over it may or may not cause this to happen.

Anyway just keep this in mind sometimes when events fail on you guys like I said at higher tiers the chances of this slim down but its like 99% true on something you can one shot.

Not quite sure of any fix on this other than maybe breaking the big nuke down to 3 smaller instant nukes or something but thats only in worse case senario if the issue becomes a hassle, which at this time it is not.

Edit: btw wizards were just an example this scenario holds true for any class nuking high damage.

Fenken
Posts: 26

Re: Big Boom = Bad Wizard

Post#2 » Sat Feb 26, 2011 3:41 pm

Mikuz wrote:Ok since someone brought this issue up in natimbi without knowing I figured I would post it so you guys get a better idea of it, some know and some dont.

As awesome as it is to have them wizards out there with the 35k - 125k nukes, when it comes down to an npc with an event script thats where your not so awesome, well maybe not just depends on the event.

I like to call it event-skipping, its when an npc is scripted to do something at a certain hp% and when a wizard comes in over powered for the event this is when the scenario is most likely going to happen.

(best example to go by is this one)
Low Level Event with High Level Wizard npc has 15k hps and at 50% health its going to pop some adds along comes mr big wiz and boom splatters it (crits for 125k). = no adds and the npc dead, For some you think cool one nuke wiped him except for when them adds were needed for some signals or were actually the ones that drops the items. Problem here is the npc went from 100% to 0% in a nano second so there was in most cases no chance of the 50% hp event to execute.

Also keep in mind that this stages on up to High Level Event with High Level Wizard, though the chances narrow down drastically it can and does still happen. A better example here would be.. npc has a hp event at 90% and once again he comes mr big wiz with thier (crits for 125k) you think ... no big deal by this time npcs have millions of hps but heres where it happens.. the chance of a skip happens when the npc is at 91% health and the wizard knocks it to 85%. See there was not a 90% even though it doesnt have to land on 90% exactly the gap of the leap over it may or may not cause this to happen.

Anyway just keep this in mind sometimes when events fail on you guys like I said at higher tiers the chances of this slim down but its like 99% true on something you can one shot.

Not quite sure of any fix on this other than maybe breaking the big nuke down to 3 smaller instant nukes or something but thats only in worse case senario if the issue becomes a hassle, which at this time it is not.

Edit: btw wizards were just an example this scenario holds true for any class nuking high damage.



Just an idea, but, use smaller nukes? :P

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TheBloodmoon
Posts: 391

Re: Big Boom = Bad Wizard

Post#3 » Sat Feb 26, 2011 5:15 pm

Is there not a check you can put in place that says if the spell damage of a particular spell is greater than the difference between the HP script stages then the spell won't take hold? For example, if stage 1 = 90% and the NPC has 10k HP then the difference between current HP (let's say from the start, 10k) and 90% (9k) = 1k. So if the base damage of the nuke (let's say 8k in this example) is greater than 1k, then it won't take hold.

The only consequential issue I see with this is the possibility that the nuke will meet the check requirement but will then be focused and crit doing loads more damage.

Hmmm ... perhaps using the same check, instead of not allowing the nuke to land, only allow it to land at a capped amount, in this case, the difference in HP between the current HP and the HP required to start the next stage of the script.

I'm not a coder, just a theorist. But if this is possible, then it seems logical to me.
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BosCo
Posts: 131
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Re: Big Boom = Bad Wizard

Post#4 » Sun Feb 27, 2011 10:08 pm

IMO something needs to be fixed here, what i am not sure but something. With guilds coming up in DS now and almost ever boss encounter has some time of script with HP's and spawning adds etc. this could be a problem for them. I know we had to work hours a day for weeks on each boss doing different things to try and figure out adds times etc. If a smaller guild with lots of Nuking power, IMO they will never figure bosses at.
Like i said i not sure how to fix it but IMO needs to be looked at and something done to it
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Grey
Posts: 1101

Re: Big Boom = Bad Wizard

Post#5 » Sun Mar 06, 2011 3:31 pm

Interesting topic, I like seeing stuff like this brought up.
Really makes you think. As for DS events I think people will figure it out quick enough.
Its not a zone you can stupid through and win. Its either learn or fail tho I doubt it'll take to long before the fights become common knowledge.
Personally hope that doesnt happen in the near future as its a great change of pace from /yawn tank n spank everywhere else.

diaylomz
Posts: 160

Re: Big Boom = Bad Wizard

Post#6 » Sun Mar 06, 2011 9:05 pm

you can't set something to happen at < 90% and only able to trigger once? so say the mob that pops adds at 50% is set to do it at 50% or less and whether he dies or not they pop. or is it not that easy?

i have played another eq server with a double resist type nuke that hit with poison and cold simultaneously, but since wizards use a certain type of focus familiar to boost their spells it would be an overall nerf to dmg. maybe you could do that with the same resist to make nukes something like mikuz was describing. but wouldn't that spike them just the same whether they are getting hit for 50k once or 10k 5 times at the same exact time? or is a check performed every time the mob takes dmg?

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