View Full Version : Thought on avoidance/mitigation reading
LazTheTo
03-21-2005, 04:11 AM
The new readings sound nice however i feel they would be much more useful(not that we couldnt do the math ourselves) if the mitigation and avoidance percentages are taken from the targeted mobs level instead of the players level. And of course to read at the players level when no mob is not targeted. <div></div>
Miral
03-21-2005, 04:17 AM
<P>Hm lots of variables there really... the % is pretty useless the way it is. I mean, its ONLY good for white solo mobs.... which I hardly ever see!... the way it is.</P> <P> </P> <P>On a similar note, how about also having somewhere on the con window of mobs icons detailing what types of damage they are completely immune to? like a staff for bashing, a sword for slashing, a dagger or arrow for piercing, then fire, ice, etc.... Really annoying to engage a solo blue wisp and then realize I can't damage it AT ALL. </P> <p>Message Edited by Miral on <span class=date_text>03-20-2005</span> <span class=time_text>05:18 PM</span>
EvilIguana9
03-21-2005, 05:06 AM
Woah waoh. I think you guys are going a bit too far here. Con colors are there to give you a <i>general</i> idea of what is and isn't a good idea to attack. Part of the fun of the game is trying out content and adapting a strategy based on your experiences. Writing out a strategy in the con box detracts from that. Most of us agree with making non-intuitive things known to the player, such as just [Removed for Content] that strange armor class number means to you. But when you start telling players exactly what level, armor class, weapon and spells they need to use on THIS particular mob, you are starting to remove player skill from the equation and turning the game into a math problem. Some things we just need to learn for ourselves. <div></div>
Barneba
03-21-2005, 11:34 AM
<P>Yeah, I think your going a bit overboard too there <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></P> <P>It would be even more complicated if you had to target each mob in an encounter to start figuring out who is best tank for mob a and b etc and especially if you add all kinds of resists to slashing and crushing etc.</P> <P>Groups would never get to move 1 step without people having to stop and think about how is best on this mob etc...</P> <P>Much easier to get a generel knowledge on the players instead and then use that as a basis for your fighting together with whatever experience you have with mobs.</P> <P>We dont need too many to crunsh, please.</P>
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