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Post by drunkensolamnic on May 9, 2018 18:57:06 GMT -5
Alrighty, these fellows got their perception fixed which I think was reported in a bug somewhere.
With the heightened perception radius, their acid-spitting ability can now fire from outside visual range for PCs and I think outside return range for ranged attacks. This creates the same problem as with the dragon's AOE bombardment ability.. they can hit you, you can't hit them. With the set up of the area, this provides a couple of "shooting gallery" scenarios in the monster's favor.
The dwellers with the weapons no longer seem to actually make an attack roll, but instead activate an ability that does acid burst damage and a physical damage. The physical damage hits armor, but doesnt show a chance for a dodge evasion. It seems like this ability works like the 2-handed dev-strike where it scales up as you miss more HP? however the creautres are carrying tower shields and using 1-handed weapons. So essentially, heavy armor is the only thing that can face these creatures, the attack cannot be parried, nor can it be dodged.. and this seems wrong? I was in combat for about 2 minutes and not a single time did I see an attack roll made until I got plugged for 120 physical damage out of no where (i dont know if it was a crit, no floaty text).
Unarmed dwellers are nearly completely a non-threat, their claw damage should probably go up or get an on-hit acid or wounding effect.. something more than what they do.
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Post by Psionic-Entity on May 10, 2018 17:43:07 GMT -5
Fixed the range bug. You'd need to be more specific about the ones with weapons, though, they all have different scripts.
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Post by drunkensolamnic on May 11, 2018 7:32:40 GMT -5
These ones looked like they had scimitars and tower shields but its hard to be certain because of the weapon appearance. Does that help?
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Post by Psionic-Entity on May 12, 2018 9:19:35 GMT -5
The ability does use an attack roll and I'm seeing them show up in the combat log during testing. Do you have any settings in your combat/RP logs that aren't the standard out of the box ones?
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Post by drunkensolamnic on May 13, 2018 10:37:01 GMT -5
No, all normal settings. All I was getting was the use-ability and the damage taken messages. However, much like the trees the creatures do spam it and do not attack normally in between (I counted I think 7 straight uses).
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Post by drunkensolamnic on Jun 29, 2018 8:55:05 GMT -5
So to follow up on this now that I've managed to get down here again. This is a screenshot from my combat log vs a dweller using what appeared to be some sort of 2-handed polearm. I spent the first few rounds shown in parry-mode. As you can see from the log, I only read one parry check, and it does not trigger a counter-attack.
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Post by drunkensolamnic on Jul 13, 2018 10:46:26 GMT -5
The dweller vanguards and bruisers seem to have too high of a damage output. They generally seem able to hit for 60-80 raw damage before calculating in the elemental damage. As they make strictly their creature attacks, this makes sense as it seems like they are doing power attacks with some extra frills, and this is in line with what I'd be swinging for with the power attack lines. However, they can fire those attacks indefinitely. I'm also a little convinced that these creature attacks used by these particular varieties may not factor in critical immunity. At least I've been murdered by at least 5 criticals and have managed to eaten a few, but have not gotten a yellow message that I've blocked a critical vs one of these abilities.
The unarmed dwellers are underpowered, their damage output seems good on a hit.. its comprable to what I do to light armor targets with my 2-handed weapon, but I feel like they need more than one attack a round.
I had a thought that maybe with the melee dwellers, the acid damage should be put on a creature-ability that is their "bite attack" if you will, as that will at least stagger out the acid-stack building and the huge physical damage chunks rather than them hitting all at once. This also means that the "rhythm" of the combat is similar for the dwellers as it is for the PCs (who also have to pause in putting out attacks to make an elmenetal one). That or the acidic damage could be scaled down to be similar to the acid damage PCs using an aspergellium are capable of introducing.
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Post by drunkensolamnic on Jul 13, 2018 18:32:04 GMT -5
Just realized that I forgot to include in the initial post that the vanguards and bruisers are also swinging their creature attacks at +16ab, my highest skill is 89, so i'm thinking these are level 90 monsters which means +14 should be the upper range?
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