undead vs undead solution

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

Moderator: Forum Moderators

UngeheuerLich
Posts: 319
Joined: February 22nd, 2006, 1:10 pm

Post by UngeheuerLich »

yes, and a ghoul should make him run...

but: i thought of a magical 6-2 where you wanted a non magical...

i think magical is better, because the most serious problem is when undead hide in 60% def spots or´villages, because because of the lower damage in UD vs UD healing does relatively more (undead tend to have low hp, so fights don´t last that long IF they fight on open ground)

so a magical 6-2 is more useful than a nonmagical 7-2 and 9-2 is still a lot more than 10-2 reduced by 60%... indeed vs a goul it is the same damage as now... but why should the ghoul be the only redundand unit in the match... but: we don´t know what holy change is exactly, maybe it doubles damage vs undead and is apliciable to any weapon... (this would be an easy change and if the dark adept got this atribute then it is about the same as your 7-2 impact...)
User avatar
F8 Binds...
Saurian Cartographer
Posts: 622
Joined: November 26th, 2006, 3:13 pm
Location: Mid-Western United States

Post by F8 Binds... »

F8 Binds... wrote:(magic is debatable)
Proud creator of 4p- Underworld. Fascinated by Multiplayer design and balance.
I am the lone revenant of the n3t clan.
UngeheuerLich
Posts: 319
Joined: February 22nd, 2006, 1:10 pm

Post by UngeheuerLich »

jep, i can read, but in my opinion magical should not be debatable, but damage...

I think the 70% times 6 is about the same as the (high approximated) average 60% times 7...
so a reduction from 7-2 magical to 6-2 magical is the same damage reduction as 7-2 magical to 7-2 normal (and since we speak from an undead mirror match don´t tell me that there are units which have an average of 30% defense)
User avatar
F8 Binds...
Saurian Cartographer
Posts: 622
Joined: November 26th, 2006, 3:13 pm
Location: Mid-Western United States

Post by F8 Binds... »

actually, the 6-2 magical is much better than regular 7-2.
Proud creator of 4p- Underworld. Fascinated by Multiplayer design and balance.
I am the lone revenant of the n3t clan.
UngeheuerLich
Posts: 319
Joined: February 22nd, 2006, 1:10 pm

Post by UngeheuerLich »

I know ;)

but not in the worst case which never happens: finding skellis hiding in deep water ;)

I didn´t want to bash you so much, so i made optimistic approximation:

so we agree: 6-2 magical lies between 7-2 magical and 7-2 ;)
and it would be the compromise between the two cases ;)
User avatar
F8 Binds...
Saurian Cartographer
Posts: 622
Joined: November 26th, 2006, 3:13 pm
Location: Mid-Western United States

Post by F8 Binds... »

I support 7-2 magical, as this is more equivilant to the adept's damage at night against other races. (10-2 vs undead at night, 12-2 vs others at night)
Proud creator of 4p- Underworld. Fascinated by Multiplayer design and balance.
I am the lone revenant of the n3t clan.
UngeheuerLich
Posts: 319
Joined: February 22nd, 2006, 1:10 pm

Post by UngeheuerLich »

ghosts do holy damage now, and are the only units whose holy resistance was decreased...

at night ghosts do 8-3 damage vs ghosts...

so they have a chance to kill eack other with one attack series...

and bats are also killed very fast... i wonder how undead scouting vs undead looks like now... it strange now...

also there is no cold melee anymore, so undead is heavily nerved vs drakes...
Glowing Fish
Posts: 855
Joined: October 3rd, 2004, 4:52 am
Location: Portland, OR
Contact:

Post by Glowing Fish »

UngeheuerLich wrote:ghosts do holy damage now, and are the only units whose holy resistance was decreased...

at night ghosts do 8-3 damage vs ghosts...

so they have a chance to kill eack other with one attack series...

and bats are also killed very fast... i wonder how undead scouting vs undead looks like now... it strange now...

also there is no cold melee anymore, so undead is heavily nerved vs drakes...
Ghosts do Holy Damage in 1.3.x?

Okay, I can understand this for gameplay reasons, but I would like to see the plot rationalization behind it...
Gus
Posts: 520
Joined: May 16th, 2005, 5:40 pm
Location: France

Post by Gus »

"Holy" is a transitional name, waiting for something better. The damage it describes is something that relates to the "essence" of things, as i understand it. It works best on "magical" creatures, and less on normal ones.
Hard work may pay off in the long run, but laziness always pays off right away.
Glowing Fish
Posts: 855
Joined: October 3rd, 2004, 4:52 am
Location: Portland, OR
Contact:

Post by Glowing Fish »

Gus wrote:"Holy" is a transitional name, waiting for something better. The damage it describes is something that relates to the "essence" of things, as i understand it. It works best on "magical" creatures, and less on normal ones.
How about calling it "Ether"?
User avatar
F8 Binds...
Saurian Cartographer
Posts: 622
Joined: November 26th, 2006, 3:13 pm
Location: Mid-Western United States

Post by F8 Binds... »

Wow. Ghosts with holy... :shock: That is awkward... :shock:
Proud creator of 4p- Underworld. Fascinated by Multiplayer design and balance.
I am the lone revenant of the n3t clan.
Gus
Posts: 520
Joined: May 16th, 2005, 5:40 pm
Location: France

Post by Gus »

Glowing Fish wrote:
Gus wrote:"Holy" is a transitional name, waiting for something better. The damage it describes is something that relates to the "essence" of things, as i understand it. It works best on "magical" creatures, and less on normal ones.
How about calling it "Ether"?
Ask the devs. There's been a lenghty (like, a couple of months at least) discussion on the name, and they still haven't found something they like, it would seem.
Hard work may pay off in the long run, but laziness always pays off right away.
commanderkeen
Posts: 183
Joined: November 16th, 2006, 6:41 am
Location: In your browser cache!
Contact:

Post by commanderkeen »

Holy ghosts? Holy cow!
Right, I'm downloading 1.3.1 now. I absolutely MUST see this!
Just holy melee, or ranged too? I guess I'll find out in 1 hour, 40 minutes, and 30 seconds
User avatar
Konrad II
Posts: 296
Joined: December 21st, 2004, 1:03 am

Post by Konrad II »

commanderkeen wrote:Holy ghosts? Holy cow!
Right, I'm downloading 1.3.1 now. I absolutely MUST see this!
Just holy melee, or ranged too? I guess I'll find out in 1 hour, 40 minutes, and 30 seconds
Ranged stays cold.
http://giantitp.com

"I have 8 forums, soon to be 7!" - Troy
User avatar
Noyga
Inactive Developer
Posts: 1790
Joined: September 26th, 2005, 5:56 pm
Location: France

Post by Noyga »

UngeheuerLich wrote:ghosts do holy damage now, and are the only units whose holy resistance was decreased...

at night ghosts do 8-3 damage vs ghosts...

so they have a chance to kill eack other with one attack series...

and bats are also killed very fast... i wonder how undead scouting vs undead looks like now... it strange now...

also there is no cold melee anymore, so undead is heavily nerved vs drakes...
Well drakes now have an "holy" weakness (-30% IIRC)...
As Gis said, "holy" is a transitionnal name, that makes more damage to magical creatures, we did not find a good name we all agree with, so for the moment it is still "holy".
"Ooh, man, my mage had a 30% chance to miss, but he still managed to hit! Awesome!" ;) -- xtifr
Post Reply