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Old 03-10-2003, 10:56 PM   #41
SixOfSpades
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[votes for the Bleeding one]
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Old 03-11-2003, 01:31 AM   #42
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/me votes with SixOfSpades.
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Old 03-11-2003, 01:46 AM   #43
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(Although it'd make better roleplaying sense to combine the Cloak of Reflection with the Cloak of Mirroring, perhaps with Mekrath's Mirror tossed in there as well.....but that would be an upgrade for an item that's already known as the Cloak of Cheese, so that's a nix on that idea.)
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Old 03-11-2003, 08:50 AM   #44
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Old 03-11-2003, 09:24 AM   #45
Rataxes
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The bleeding effect is a bit weak I think. Only 20% chance and then allow a save to avoid a rather puny 1dmg/sec for 12 secs? Come on, there are poison weapons better than this thing available in Chapter 2 [img]smile.gif[/img]

Either dramatically increase the bleeding damage, like 4dmg/sec for 4 rounds, or remove either the save or the chance.

[ 03-11-2003, 09:25 AM: Message edited by: Rataxes ]
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Old 03-11-2003, 11:55 AM   #46
Dundee Slaytern
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I suspected some might feel that the bleeding damage is too little, but one must also remember... bleeding damage STACKS. If I make it too potent, it will create the scenerio of what happens to Assassins' victims, the Poison Stutter, where the victim spasms from multiple dosages of poison and is rendered incapable of EVEN MOVING.

4 damage per second for 4 rounds is a grand total of... 96 damage. That is... a tad too much do you not think so? We might as well stick to the vorpal idea then, if we want to implement so much bleeding damage.

Those poison weapons, which I assume you mean the Darts of Wounding, Poison Daggers and Asp's Nest, do indeed deal more poison damage, but none of them have the electrical damage and the insane piercing damage that this Improved Impaler will have.

I am open to edits though, if others feel that the bleeding damage should be increased.
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Old 03-11-2003, 12:25 PM   #47
Rataxes
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Quote:
Originally posted by Dundee Slaytern:
[QB]I suspected some might feel that the bleeding damage is too little, but one must also remember... bleeding damage STACKS. If I make it too potent, it will create the scenerio of what happens to Assassins' victims, the Poison Stutter, where the victim spasms from multiple dosages of poison and is rendered incapable of EVEN MOVING..
Yes, though this wont happen if you just make the bleeding damage more powerful. With a 20% chance and an allowed save, you're not exactly going to poison your opponents with every hit, it'll in fact probably be a quite rare event in the 2nd part of the game. If the average late SoA/ToB enemy has a save of 5, that will give you a 9% chance of making your enemy bleed. Not too impressive I think, especially since most enemies will probably die before they even start bleeding if you whack them a few times with this thing. To warrant such a low percentage, the effect has to be pretty powerful, decapitation a lá The Ravager is a tad too powerful, but a bleeding effect that will strip away one Hit point per second is severely underpowered

Quote:
4 damage per second for 4 rounds is a grand total of... 96 damage. That is... a tad too much do you not think so? We might as well stick to the vorpal idea then, if we want to implement so much bleeding damage.
Only 96 damage if the victim lives that long By the time he starts bleeding with that percentage, he'll already be half-dead and probably die before the bleeding has stripped away more than 10-20 HP. Ironically, the only enemies that would still be standing after four rounds, the particularly tough foes that is, are also the ones with exceptional saving throws, making it highly unlikely that you'll ever get them to bleed anyway.

Quote:
Those poison weapons, which I assume you mean the Darts of Wounding, Poison Daggers and Asp's Nest, do indeed deal more poison damage, but none of them have the electrical damage and the insane piercing damage that this Improved Impaler will have.
No, but then again, if the power of the poison is going to be microscopic compared to the normal weapon damage, why bother even having it there?
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Old 03-11-2003, 12:40 PM   #48
Dundee Slaytern
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The idea was that it could incapacitate enemy spellcasters for 2 rounds, or at least hinder them. If the 96( or any such high number) bleeding damage was implemented, then the player can move on to a new target if the current target is inflicted with such trauma, because he/she knows it is a guaranteed kill more or less already.

Stab and Run if you will.

I acknowledge the presence of better saving throws in ToB, but this where Greater Malison and Doom comes in.

I can tweak it to 25% chance of try, to make it 11.25% on average. 2 damage per 2 seconds for 4 rounds, for a total of 24 damage.

Would this be better in your opinion?
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Old 03-11-2003, 01:16 PM   #49
Rataxes
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Yep, it would indeed be better [img]smile.gif[/img] Quite balanced then
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Old 03-11-2003, 01:27 PM   #50
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Edited.
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