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Posted by Assassin on July 25, 2000 at 00:56:40:

In Reply to: 2-hand dedication. Is the Re-vamp all it could be ? posted by Concerned Paladin on July 25, 2000 at 00:44:02:

Comprehensive post, thank you... Never have, probably never will, play a Paladin. *spits on Goodie characters* But in all honesty, nice post here.

As an assassin... the effects on kicks/kotegaeshi/kansetsuwaza don't always kick in. For example, if you kotegaeshi someone, you'll hit for an EVISCERATES lets say, but unless you 'twist the wrist violently' it does nothing. I sort of like that effect.. Assassins are similar in that respect, and only that respect.

I think people that played mages would physically IMPLODE if what you said was true about their spell affects. *rofl*


> I dont intend this as a insult, But i am not level 25 newbie paladin who has just played with templars defense a little bit.
> I spent easily 100 hundred hours just on templars defense beating on another player just to work out and see if specific combination work or if you get gained side affects.

> Some stats for your interest.
> (trigger count)
> 1000 strikes , 743 faiths, 328 purity, 166 deliverance.
> Deliverance % may increase (due to my skill only being at 93%)
> templar low thurst, 84 / 100 (1 round)
> templar low spinthrust 73 / 100 (2 round)
> templar low crescent 66 / 100 (2 round)
> templar mid spin 64 / 100 (2 round)
> templar mid cross 75 / 100 (2 round)
> templar mid hiltsmash 86 / 100 (1 round)
> templar mid slash 56 / 100 (2 round)
> templar high spin 81 / 100 (1 round)
> templar high deflect 72 / 100 (2 round)
> templar high slash 60 / 100 (2 round)

> All templars defense skills were preformed on a Player. The main aim of this was to gain understanding of what they did, and what side affects the skills held.
> I wont mention what affects each skill has or if all of them have affects, I believe the immortals would have made note of the side affects if they wished it to be so.

> Tracker of the wicked I think you need to take a good look at what your saying. Re-Read my previous post.

> Simple facts:

> - shield skills work almost flawlessly once at 100%.

> - yes 2-hand get more "versatility".

> - level 30 shield dedicated paladins can tank hero xp.

> - hero 2-hand dedicated paladins + defensive prayers, still cannot tank anywhere near as well as a shield dedicate.

> - ***** IMPORTANT POINT ***** , even if you land the TD skill, the side affects dont always kick in, as they do on other skills (warrior specs).

> - With the combination of multiple skills , which all miss a glorified 20-30% of the time, as well as a added (guessing maybee 50%) failure rate of the side affects takeing hold. Do you really claim them to be powerfull and reliable.

> - Your extremly narrow minded if you thinking only of simple pk based disarming. Mobs disarm, 90% of all warriors have a "special way to disarm" , trannys have fumble , the list goes on.

> My personaly suggestions:
> - considering the imense learning it takes to study the strikes, Perhaps increase the first % to 100%, so at least you get a hit at worse and the two round lag isnt a total waste. Strike of purity could be at least increased to a maximum of 80%. The remaining Deliverance strike however would be left unchanged. Including the sub 50% side affect takeing hold as well. It is seriously frustrating to miss 5 strikes in a row during a pk, or to be trying to kill a mob that is convulsing and you miss a strike nine times (yes probably bad luck) and you end up haveing to word.

> * implementation structur.
> - 100% strike of purity give the 100% strike of faith, 100% strike of deliverance gives the 80% strike of purity.

>
> Ps: I think it would be interesting to see how other classes would find it, if they failed spells and skills in a similar ratio.
> - Failing to cast sleep 20% of the time, and only haveing it take affect 50% of that 80%.
> - Healers faily rejuv 20% of the time , only to have 50% of the healing work 50% of the 80%.
> - warriors to try and stun or boneshatter, impale, flurry, drum, cranial, choke, bash, trip - fail 20% of the time with only 50% of those instances haveing their desired affect.
> - Thiefs missing 20% of their backstabs trips, cheapshots.
> - a-p's failing fireball iceball 20% of the time, missing 20% of their bashes, of all which only 50% of the desired affects took hold (the loss of movement, the lagging of a target)
> - shamans failing 20% of their offense communes with 50% of the successfull communes leaving a side affect.
> - transmuters failing shift to forms 20% of the time, failing form skills 20% of the time.
> Need i go on ?, This mud runs with a simple aspect. The skills/spells work , if they work then there is a chance (some slim others 100%) the side affects will take hold.
> Look at boneshatter , works close to 99%, and the side affect always takes hold.

> (****) Id like for Immortals to comment on the reasons as to why the skills miss, and on top of that the side affects rarely take hold if they do land.


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