The Damage Pipeline

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The Damage Pipeline

Postby GoatBot on Fri Dec 07, 2012 1:20 pm

Discussion - The Damage Pipeline
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Re: The Damage Pipeline

Postby gjaustin on Fri Dec 07, 2012 5:41 pm

I like the Retaliate: Fireball change. Now the math will sometimes work out that fireballing them is worthwhile.

Plus, it makes the Mage Fist pretty cool.
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Re: The Damage Pipeline

Postby xspeedballx on Fri Dec 07, 2012 5:46 pm

Hmm maybe I am missing something but I am doing a rogue run right now and everything is telling me it is giving me a status effect even when it should be killing me(7 hp, 12 incoming damage, says "WEAKEN" for next hit, not DEATH)
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Re: The Damage Pipeline

Postby Lujo on Fri Dec 07, 2012 5:50 pm

Exact stats for Mage Fist and Naga Culdron anyone?
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Re: The Damage Pipeline

Postby Darvin on Fri Dec 07, 2012 6:23 pm

Heh, I was actually going to post about the issue of combat prediction, but you guys preempted me. Good job! Now to see if you caught the case of the Warlord fringe case; if he strikes second his health may fall below 50% and give him an attack bonus.

Retaliate: Fireball and Mage Fist fireball retaliation reduced to half the enemy’s attack.

Hmmm... interesting change. Won't help much against debuffs, but should actually make fireball usable in these circumstances.
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Re: The Damage Pipeline

Postby Darvin on Fri Dec 07, 2012 6:41 pm

What have you monsters done to my beloved Warlord :cry:

His combat prediction is now showing correctly, but the combat bonus is no longer applied.

Image

(9 base attack, +20% attack bonus = 10 damage. When below half health (ie, after the Zombie strikes first) my attack bonus shoots up to 50% which should give me 13 damage. I still only deal 10, however)
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Re: The Damage Pipeline

Postby Lujo on Fri Dec 07, 2012 6:56 pm

The warlord controversy - bug or stealth balancing? :D
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Re: The Damage Pipeline

Postby Darvin on Fri Dec 07, 2012 8:21 pm

You guys have it in for me. The Assassin no longer has first strike, even though combat prediction says he does :evil:


Also, status ailments such as "curse" or "poison" seems to take priority over "death" or "barely alive" in combat prediction, so against such enemies you will never actually receive the big red warning that you're about to die (or expend a DP).
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Re: The Damage Pipeline

Postby Darvin on Fri Dec 07, 2012 8:45 pm

Image

Weirdness with vampire combat prediction. I'm nowhere near death here, and even thought it predicts "win" it indicates I will lose all my remaining health.
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Re: The Damage Pipeline

Postby ChasGB on Fri Dec 07, 2012 10:14 pm

Darvin wrote:You guys have it in for me. The Assassin no longer has first strike, even though combat prediction says he does :evil:


Also, status ailments such as "curse" or "poison" seems to take priority over "death" or "barely alive" in combat prediction, so against such enemies you will never actually receive the big red warning that you're about to die (or expend a DP).


Ran into this a few times; thought it was me messing up and not clearing the appropriate tiles but the assassin's first strike no longer seems to apply. Have not encountered the same problem with the glyph, however.
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