Closed GoogleCodeExporter closed 9 years ago
Actually, monk melee has complicated stun reduction based on monster
resistances. Its not as if somebody forgot to divide by 2 :D
Original comment by ckou...@gmail.com
on 14 Nov 2010 at 4:39
As usual, Dave to the rescue:
"Maybe we should give the monsters a save to avoid stun? Save if mlvl+d100 >
clvl*2+cha for warlock, maybe clvl*1.5+dex for monk? Hela's 85? So stun w 55%
prob, rather than every time. Monks stun w 30% prob per hit."
I think that will probably just solve it, though maybe not for monks. They get
like 8 chances to stun every attack, so some of those will work even if the
monster gets a save.
Original comment by ckou...@gmail.com
on 14 Nov 2010 at 4:50
Changes for 0.0.9
=================
Stunning is biffed.
Warlocks got suggested save and that seems to work nicely.
Monks already had monster saves ... best I can figure is that a NO_STUN sound
resisting monster resists 5 in 6 in current code. Anyway, I added an
*additional* saving throw for martial arts stunning: clvl*2+dex. I didn't do
the suggested *1.5 since monsters already had a save ... This will need some
playtesting. With the unlikely odds of Shiva's Jacket and Boots, this means
monks are in some serious trouble. Perhaps they are now only 2x as powerful as
normal characters :)
The GF_STUN effect already had a save, an unique monsters were immune. I did
not touch this (e.g. Bard's Stun Pattern).
For GF_SOUND (Doomcall, but also breathing sound) I added a saving throw.
Since I can't really know the origins of this, I did mlvl+d100>clvl*2. There
is no stat boost here. Bards should have their Doomcall slightly tamed, but I
think it will still be a winning spell since it projects sound line of sight
passively, in addition to other player actions, and continuously. But Bards
need this, I think ...
Original comment by ckou...@gmail.com
on 14 Nov 2010 at 4:23
Original issue reported on code.google.com by
ckou...@gmail.com
on 14 Nov 2010 at 4:37