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Posted

Cursed - Removes (level of hero who applied it) from max hp each turn.

I like this one. :thumbup: Maybe put some kind of cap on it, though, like "No more than 50%."

Although I suppose that any hero of high enough Level to instantly kill an enemy using Cursed would also instantly kill it with a normal attack.

Posted

I like it, Swils!

Alternatively, letting it stack might be a solution!

Again with a 1000 HP foe, assuming you hit every other round (and that it can heal itself):

3+3+6+6+9+9+12+12=60 damage over 8 rounds. Not great, but not terrible. Maybe make it a bit higher? Cursed is -5. Over 8 rounds that would be 5+5+10+10+15+15+20+20=100. Again, not great, but certainly useful if it heals itself and you suddenly have 100 less health to worry about.

Maybe it's still too weak. I do really like Swils' idea! :thumbup:

Posted

It effects maximum, but even so, with an enemy with 1000 HP, that will catch up quickly. The heroes would have to deal over 100 damage every round to keep "ahead" of the curse (this rarely happens). In the below example assume Uggo starts with 1000 HP.

Not really, since it is 10% of the maximum HP and the maximum HP decreases each turn. So the prior example would be

Round 1

Enemy Cursed

125 Damage Dealt

Enemy Uggo McCoy *Cursed*

875/900

Round 2

Enemy Cursed

65 Damage Dealt

Enemy Uggo McCoy *Cursed*

810/810

Round 3

Enemy Cursed

99 Damage Dealt

Enemy Uggo McCoy *Cursed*

711/729

As the enemies max health decreases, cursed becomes less effective.

Posted

It effects maximum, but even so, with an enemy with 1000 HP, that will catch up quickly. The heroes would have to deal over 100 damage every round to keep "ahead" of the curse (this rarely happens). In the below example assume Uggo starts with 1000 HP.

I'm no good with maths, but I think you're calculating 10% out of max health wrong.

Round One: 1000-100=900

Round Two: 900-90=810

Round Three: 810-81=729

Round Four: 729-73=656

Round Five: 656-66=590

Round Six: 590-59=531

Round Seven: 531-52=479

etc.

Cursed - Removes (level of hero who applied it) from max hp each turn.

Cursed vs heroes - Removes 3(?) max hp/turn as usual.

Sounds a bit too complicated to my liking.

Posted

I see, so it takes into consideration the new maximum health, it's not a set number. Still pretty powerful, but, tell you what - give me a cursed inflicting object, and I'll get on board. :laugh:

But seriously that one does seem good. :thumbup: Sorry for the misunderstanding.

Posted

Sounds a bit too complicated to my liking.

So a compounding percentage is less complicated than a flat reduction that varies only on application? :tongue:

No worries, I understand the need for simplicity/standardization (10% across the board).

Posted

Given there are a couple of poisons that are now applied permanently (Crimson Haze and Everlasting Venom, as 2 examples), what happens if multiple poisons are applied to the same weapon? Do the effects stack as a normal poison would, or does the effects of one replace the other?

Posted

Perhaps the poisons dilute the other applied poison, making the player decide which one they want on their weapon? It'd make it easier to balance, and I don't believe we've run into that issue yet. :shrug_oh_well:

Posted

Given there are a couple of poisons that are now applied permanently (Crimson Haze and Everlasting Venom, as 2 examples), what happens if multiple poisons are applied to the same weapon? Do the effects stack as a normal poison would, or does the effects of one replace the other?

They would stack, of course, like poison does. It makes for powerful weapons, sure, but the effect cannot be transferred to other weapons (making temporary Venoms still useful). Permanent Venoms are (or at least should be) rare items, anyway.

Posted

I have a question about the game: If I choose to get rid of my current character and make a new one, do I have to sign up for quests that I've already signed up for again, or will my old character in the sign ups automatically switch to the new one.

Posted

I have a question about the game: If I choose to get rid of my current character and make a new one, do I have to sign up for quests that I've already signed up for again, or will my old character in the sign ups automatically switch to the new one.

Technically your new character will need to sign up too.

Posted

I have a question about the game: If I choose to get rid of my current character and make a new one, do I have to sign up for quests that I've already signed up for again, or will my old character in the sign ups automatically switch to the new one.

Of course you have to sign-up again - it's a completely different character we're talking about then, and QMs might have preferance over certain job class etc. when forming a party for their quest.

Besides, it's only one post, and you can do it in the same post you introduce your new character in. So there's shouldn't be any extra work in it. :wacko:

Posted

Correct me if I'm wrong, but the "doubled if the enemy is weak to the element" on the Spellbound Gloves just means that the +5 is affected by the elemental multiplier, right? It's not a +10 bonus that also gets affected by the elemental multiplier? Does that mean that Power bonuses like the Puglist's Gloves and permanent Power boosts are added after the elemental multiplier?

(I know this has been answered before, but I seem to have rolled a critical failure on my Google-fu check. :blush: )

Posted

I can't speak to those gloves in particular, but in all other cases "power bonus" is added to level, which means that yes it is affected by encouraged and elemental modifiers.

Posted

Correct me if I'm wrong, but the "doubled if the enemy is weak to the element" on the Spellbound Gloves just means that the +5 is affected by the elemental multiplier, right?

Yes, it's just a reminder that for some reason continues to confuse people to this date. :facepalm: That's why I removed the remark from it a long time ago in the Marketplace description.

Posted

I'm already getting really confused with these second characters. Is there any way that people could put the picture of the character they are talking as above their text like QMs do for NPCs?

Posted

I'm already getting really confused with these second characters. Is there any way that people could put the picture of the character they are talking as above their text like QMs do for NPCs?

I agree; that'd definitely make things easier to read.
Posted

I'm already getting really confused with these second characters. Is there any way that people could put the picture of the character they are talking as above their text like QMs do for NPCs?

Both CMP and I are already on other quests, but it wouldn't be too much issue to post the picture. I generally try to include the character whose voice I'm speaking in, but I could see it being confusing for a casual reader.

Posted

Both CMP and I are already on other quests, but it wouldn't be too much issue to post the picture. I generally try to include the character whose voice I'm speaking in, but I could see it being confusing for a casual reader.

Same here.

Also, colored text now comes in handy for once. :laugh:

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