Monument ShadowMUD

Monk

[12-12 12:58][Monk]Icewolfz: graned i dnt think players can reach the upper #s
[12-12 12:58][Monk]Toblakai: but it feels basically not useable in its current iteration, as why hit a rank l spell that does maybe 6% of Nocs hp, when I can assail for 13-16% or more
[12-12 12:58][Monk]Toblakai: I don't beleive there are enough monk boosters like mage has to reach upper limits
[12-12 12:58][Monk]Icewolfz: someof it is diff design ideas at te time
[12-12 12:58][Monk]Icewolfz: damage is not always the idea of a command's design
[12-12 12:59][Monk]Icewolfz: overall hard ot baalnce due to the multi round and such
[12-12 13:01][Monk]Icewolfz: maybe if ido damge / # of periods
[12-12 13:01][Monk]Icewolfz: instead of a hard cap, cap based on # of rounds
[12-12 13:03][Monk]Icewolfz: hmm granted no way to get totla periods
[12-12 13:04][Monk]Icewolfz: overall not sure the is agood fix
[12-12 13:05][Monk]Icewolfz: as dg was designed more then just a pure damge command
[12-12 13:06][Monk]Icewolfz: as its a % based on otal p not a formula like dp
[12-12 13:06][Monk]Icewolfz: dp uses skills/stats/other to calualte damge
[12-12 13:06][Monk]Icewolfz: whil dg is a pur % of target
[12-12 13:06][Monk]Icewolfz: no skill/stats required for that
[12-12 13:06][Monk]Icewolfz: it simple just does set am wit ha max cap
[12-12 13:06][Monk]Icewolfz: over the # of periods based on skill
[12-12 13:07][Monk]Icewolfz: granted i wil ladmit players wont get the top #s due to skill ranges
[12-12 13:07][Monk]Icewolfz: not sure the exact #s they get off hand
[12-12 13:07][Monk]Icewolfz: i think they max at 3 rounds
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