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pabz
07-03-06, 13:00
I would really like if they added ingame indication of how good your resists are, since i think it's strange that you need a skillmanager to work it out. Maybe they could have an extension on the armor windows, with extra columns showing armor + resists and armor + resists + current SD.

F3Speech
07-03-06, 13:56
yeah since they have already said that the numbers the skill managers give are wrong.

Dribble Joy
07-03-06, 14:41
Not really necessary. Hopefully the new system should be a bit simpler/linear and you should be able to roughly work out how much total defence you have.

pabz
07-03-06, 15:03
Not really necessary. Hopefully the new system should be a bit simpler/linear and you should be able to roughly work out how much total defence you have. I'd also like to see how dmg % of shelter effects defense. Atm it's too hit and miss with con setups, and I'd hate to be a noob having to work out how con works

Dribble Joy
07-03-06, 15:06
There might be the possibility that like with the skill system, they might give us the basic relationships between armour reisists and overall dmg absorbtion.

pabz
07-03-06, 18:19
Perhaps dirus could work this into the balancing thingy. What is your opinion dirus?

Hahnrich
07-03-06, 18:36
yeah since they have already said that the numbers the skill managers give are wrong.

I've tested it for ENR with a Ravager on many different Armor and Resists Setups (No SD). All numbers given from the skill manager are correct as well as the SP view.

Dribble Joy
07-03-06, 19:02
skill managers are based on ems.ru, which is wrong, officially wrong.

Dirus vaguely mentioned a while ago, that when they rework the armour system, they might possibly give us the way it works.

Brammers
07-03-06, 19:20
I've tested it for ENR with a Ravager on many different Armor and Resists Setups (No SD). All numbers given from the skill manager are correct as well as the SP view.

Which skill manager are you using? AlphaGremlins?

Zheo
07-03-06, 22:34
I've tested it for ENR with a Ravager on many different Armor and Resists Setups (No SD). All numbers given from the skill manager are correct as well as the SP view.


neocron.ems.ru is wrong on a number of key issues, while it may have been correct when it was written not much of it is true anymore.

Dirus was replying to my thread about armour and resists, and as far as i know all skill managers use neocron.ems.ru to work out resists.

Dirus
07-03-06, 23:46
A few examples as to where neocron.ems.ru is offbase.

The amount of the player's "Steel Skin" is wrong.

The armor amounts vs defense amount is not as "linear" as its made out to be.

The numbers given for the Shelter/Deflector bonuses are wrong.

The entire NPC Armor calc where it's 2*Rank is wrong. This was killed when I gave all NPC's their own unique resists.

As for a visible defense % being added to the game. I'll see what I can do to get that pushed into the game.

pabz
08-03-06, 00:20
As for a visible defense % being added to the game. I'll see what I can do to get that pushed into the game. Thnx! :)
Finally the mystery of con will be unravelled

Kierz
08-03-06, 00:48
why can't every post from kk be like dirus' he's so cool :p

Dribble Joy
08-03-06, 01:32
I'm not sure we really need it... but eh...

RogerRamjet
08-03-06, 01:37
Skill manager is only useful for assigning points.

Neofrag is alot better for testing resists.

onero S
08-03-06, 05:52
I'm not sure we really need it... but eh...


we need it to make the game more new player friendly, one of the key things neocron is missing (new player friendly=bigger population=more fun)

Zheo
08-03-06, 07:34
A few examples as to where neocron.ems.ru is offbase.


As for a visible defense % being added to the game. I'll see what I can do to get that pushed into the game.

See I told you it was wrong :)

I hope we do get to see how close we come to capping resists, it means you don't waste putting energy resist upto 150 if you only get say 80 useful points from it. If the resist cap is 200 it isn't easy getting it, and still not worth it if the decrease in damage is only 5% from say 150. However I shall wait and see what 2.2 brings

Also Dirus since it seems that we're finding more direct poison damaging weapons as of late (gentoxic i think is poison) then perhaps it would be prudent to add more poison resistant armour/implants? Though I could be wrong about gentoxic but it sounds poisonous to me.

pabz
08-03-06, 13:02
*slaps on KK approved badge" :D

Bugs Gunny
08-03-06, 13:36
Zheo, genotoxic weapons are pure piercing......

The only decent poison weapons are dev. and pob

pabz
08-03-06, 13:41
*cawf* melee

Bugs Gunny
08-03-06, 13:43
*cawf* melee

I mentioned that didn't i? :angel: :D

pabz
08-03-06, 13:48
I mentioned that didn't i? :angel: :D Last edited by Bugs Gunny : Today at 11:42.

ahar, too late bitch :D

Bugs Gunny
08-03-06, 13:49
I knew your superior intelect was gonna catch up with me there :D

pabz
08-03-06, 13:51
I knew your superior intelect was gonna catch up with me there :D You've been going down a slippery slope ever since you joined FF

Bugs Gunny
08-03-06, 14:00
Nah, was in there for a long time allready, it's H2K that did it.

Dirus
08-03-06, 17:18
Also Dirus since it seems that we're finding more direct poison damaging weapons as of late (gentoxic i think is poison) then perhaps it would be prudent to add more poison resistant armour/implants? Though I could be wrong about gentoxic but it sounds poisonous to me.

Poison Armor.. You know the whole idea of that just doesn't sit right with me :p The only piece of armor that can really be justified as giving poison protection would be a helmet. Kinda like bone implants offering "pierce" protection.. The ammo's already pierced the body by the time it even reaches the implant :p

Dribble Joy
08-03-06, 17:24
Poison bones? Direct counterpart to gamma bones and shouldn't provide any balance implications.

Bugs Gunny
08-03-06, 17:25
Dirus, remember the "visible armor" that was one of the pieces of bait to lure us all to nc2?

Well gasmasks that are visible would be VERY post apocalyptic.
Make it a drop only item like the titan armors from some kind of poisongas mob called THE BIG FARTER.

SorkZmok
08-03-06, 17:26
Poison bones? Direct counterpart to gamma bones and shouldn't provide any balance implications.Spies?

Dribble Joy
08-03-06, 17:36
Spy PA needs a rework anyway.

Bugs Gunny
08-03-06, 17:45
Yeah i agree, because the whole server is full of overpowered spies pwning people left and right and taking control of opwars...........

RogerRamjet
08-03-06, 17:49
The only PAs ingame should be tank and Spy. Simple.

calim
08-03-06, 17:56
The only PAs ingame should be tank and Spy. Simple.

Hmm. Explain ?

I think titan and viper should be visible on char model.
All surface armor objects should be displayed. (when there is no PA of course lol).

Dribble Joy
08-03-06, 17:58
Spy PA is overpowered, however the general shafting of spies in other areas 'makes up for it'.

It's like monk armour, it allows the char to completely forget about thinking about an entire dmg type on his setup.

RogerRamjet
08-03-06, 18:20
Hmm. Explain ?

I think titan and viper should be visible on char model.
All surface armor objects should be displayed. (when there is no PA of course lol).

Tank PA is in the story, Spies need it.

PE PA gives them access to silly weapons. Slasher + DB on a PE, come on, theyre supposed to be average.

Monk PA, well, since the gaia glove, you dont really need it anymore. On my PPU i can get silly resists, cap all spells except a few % on a True sight or something, and have capped mana pool. Same on an APU.

EDIT: PA isnt as needed anymore, since the formula changes too. And neither are some MC5 chips. Fun for all.

Dribble Joy
08-03-06, 18:29
Spy PA was the evolution of the ARS, which was part of the storyline with DoY.

As for PEPA and other armours, they don't need removing, just changing.

Dex bonus on PEPA needs to go (or a tl gap from about 105 dex to 120 on the weapons), monk PA and monk armour in general needs a rework, spy PA and the availiable armour for spies needs a rethink.

No class should need PA, so we need to make the rest of their defence/offence systems work with or without it.

calim
08-03-06, 18:30
Tank PA is in the story, Spies need it.

PE PA gives them access to silly weapons. Slasher + DB on a PE, come on, theyre supposed to be average.

Monk PA, well, since the gaia glove, you dont really need it anymore. On my PPU i can get silly resists, cap all spells except a few % on a True sight or something, and have capped mana pool. Same on an APU.

EDIT: PA isnt as needed anymore, since the formula changes too. And neither are some MC5 chips. Fun for all.

Hey, Monk PA gives a lot of energy resist ! But i agree that PPU and APU PA should be more differenciated visually. I don't know, at least making two differents models for passive and aggressive one ! Currently there is only a small color difference between the two... I know that's much easier to code :rolleyes: Same thing between each SPY's PA... that's very too easy and it get boring....

Ok for PE's PA. Maybe these PA's could gives PSI bonus instead of DEX. :)))
What do you think about it ? :)

Dribble Joy
08-03-06, 18:36
For PEPA, I say remove the dex/psi main stat bonii/malii and change the mst loss to double the PC/RC bonus in psu.

The system as a whole needs reworking, spies areusing the same weapons as PEs, and it's not just about taking PEs doen a few pegs, it's also about making spies use their full dex range abilities as PEs can, IE. having up to tl 130 weapons.

RogerRamjet
08-03-06, 18:40
Hey, Monk PA gives a lot of energy resist !


Precisely.

calim
08-03-06, 18:48
Precisely.

So it can be useful for player who prefer getting more resist than getting more agility :)

pabz
08-03-06, 19:58
The game would be more balanced if you couldn't use imps above your base level. Obviously some of the PAs would need re-doing though

Dribble Joy
08-03-06, 20:19
The game would be more balanced if you couldn't use imps about your base level.
Meaning?
Bit confused....

pabz
08-03-06, 20:21
It should make more sense now :)

onero S
08-03-06, 21:59
So it can be useful for player who prefer getting more resist than getting more agility :)


Why remove monk pa, what would that do? Just make them not look as cool, come on, the energy difference is a joke.

RusSki
08-03-06, 23:03
Tank PA is in the story, Spies need it.

PE PA gives them access to silly weapons. Slasher + DB on a PE, come on, theyre supposed to be average.

Monk PA, well, since the gaia glove, you dont really need it anymore. On my PPU i can get silly resists, cap all spells except a few % on a True sight or something, and have capped mana pool. Same on an APU.

EDIT: PA isnt as needed anymore, since the formula changes too. And neither are some MC5 chips. Fun for all.

I'd love to see ur psi and imp setup for ur pa-less ppu that caps all pvp spells and still caps mana pool.
And we're trying to lure ppl away from monks. PEs can keep their pa's.

Zheo
08-03-06, 23:06
Im sure Dirus and the rest will concider this with the rebalancing of everything including pa, resists etc. perhaps they'll alter armour regs. One think should change is spies armour, atm they have to drug to get fire or swap belts, which doesnt help if someones using a heat modded cs. Perhaps toning their xray resist down alot! and then lower inq 1 reqs?

Just a suggestion. as for slasher pe's yes i do believe thats a problem, but what about xbow pe's?

RogerRamjet
09-03-06, 00:17
I'd love to see ur psi and imp setup for ur pa-less ppu that caps all pvp spells and still caps mana pool.
And we're trying to lure ppl away from monks. PEs can keep their pa's.

Sorry bad english. My PA3 PPU does that. Thats a reason to remove it.

RusSki
09-03-06, 01:27
Im sure Dirus and the rest will concider this with the rebalancing of everything including pa, resists etc. perhaps they'll alter armour regs. One think should change is spies armour, atm they have to drug to get fire or swap belts, which doesnt help if someones using a heat modded cs. Perhaps toning their xray resist down alot! and then lower inq 1 reqs?

Just a suggestion. as for slasher pe's yes i do believe thats a problem, but what about xbow pe's?

If u tone down the xray resist a spy pa gives and lower the req for inqui 1 armour all that will happen is spys will use gamma bones to boost up their xray as well as being able to use inqui 1 armour easier

And what about xbow pe's?
If someone takes the time to get the needed xp and disc then tbh fair play to them.
Slasher or exec are still better weapons.
stop the x bowhine!

Dribble Joy
09-03-06, 02:35
Power gamers should not hold an advantage over casuals. That's kinda one of the biggest things about NC and it's fast lvling.

Afaik, everything is being changed/reworked, so we can't really say anything about how any small changes might affect things, as the whole scene/system will be different.

onero S
09-03-06, 04:59
Power gamers should not hold an advantage over casuals. That's kinda one of the biggest things about NC and it's fast lvling.

Afaik, everything is being changed/reworked, so we can't really say anything about how any small changes might affect things, as the whole scene/system will be different.


well, too a point, I don't want wow, but woc is not hard to reach by normal mmo standards, its faster to get woc in nc than to cap in wow, and thats not even talking about gearing up.... imo having woc influence combat effectiveness is not bad, as long as it stops there.

IceStorm
09-03-06, 09:50
Poison Armor.. You know the whole idea of that just doesn't sit right with me The only piece of armor that can really be justified as giving poison protection would be a helmet. Going for the "more realistic" angle? Remind me again what I'm playing? Oh, that's right, an MMO which has all the spatial relationship skills of M.C. Escher with a hangover and vehicles which come to a dead stop in six inches of water...

There are slots on characters for items. The items provide "perks". That's about as realistic as I've ever treated the imp/armor system in this game.
The game would be more balanced if you couldn't use imps above your base level.Why?

No class should need PA,Why not?
The system as a whole needs reworking, spies areusing the same weapons as PEs,And that's our fault why? Oh, that's right, weapons over TL111 suck ass or require so many trainpoints as to preclude other disciplines entirely.

And you do realize that the only mainstat in which no class has 553 trainpoints is DEX, correct? Tanks? 553 STR trainpoints. Monks? 553 PSI trainpoints. Spies and PEs? 525 and 463, respectively. Two of the four classes lack the same trainpoint equality as their Tank and Monk counterparts. Maybe KK should fix that problem first?
and it's not just about taking PEs doen a few pegs, it's also about making spies use their full dex range abilities as PEs can, IE. having up to tl 130 weapons.DEX 130? Wait, so you say PA shouldn't be required, but apparently drugs SHOULD? What kind of logic is that? Do you realize how many trainpoints would be needed to cap DEX 130 weapons? Might as well just turn Spies into turrets, 'cause they won't be putting any DEX into VHC, AGL, REC...

Bugs Gunny
09-03-06, 10:01
Im sure Dirus and the rest will concider this with the rebalancing of everything including pa, resists etc. perhaps they'll alter armour regs. One think should change is spies armour, atm they have to drug to get fire or swap belts, which doesnt help if someones using a heat modded cs. Perhaps toning their xray resist down alot! and then lower inq 1 reqs?

Just a suggestion. as for slasher pe's yes i do believe thats a problem, but what about xbow pe's?

1. You have no clue about con or spy setups.
2. Any tl92 using pe will kill you
3. You spy suggestion is ridiculous.
3. Don't mean this in a bad way, but you need "some" knowledge of setups and pvp if you want to be taken seriously in your suggestions.

pabz
09-03-06, 13:00
I hope KK don't listen to some of these people when it comes to balancing...

Dribble Joy
09-03-06, 15:17
Going for the "more realistic" angle? Remind me again what I'm playing? Oh, that's right, an MMO which has all the spatial relationship skills of M.C. Escher with a hangover and vehicles which come to a dead stop in six inches of water...

There are slots on characters for items. The items provide "perks". That's about as realistic as I've ever treated the imp/armor system in this game.
Realism should be implemented as far as possible, second to balance, if you can have both, all the better.
Why not?
Why not?
What the PA is is porbably going to change, partly because there wasn't much thought as to what it is.
It should be something more like an implant in the way it is chosen, you either want a high value armour (titan, viper or whatever) or something that increases your offence. Currently, PAs do both, to a large extent.
People should be able to choose whether they have PA or not and not be at an overall disadvantage for either.


And that's our fault why? Oh, that's right, weapons over TL111 suck ass or require so many trainpoints as to preclude other disciplines entirely.
Not everyone is interested in being an allrounder. Those who wish to go all out on combat abilities should be able to, those who don't should not get the same performance.
Otherwise we would get something even worse than we have now, where weapons are so easy to cap that cookie cuttering becomes even more prevalent.
Without specialisation you will not get variation. Nor reward for abandoning other skills.


And you do realize that the only mainstat in which no class has 553 trainpoints is DEX, correct? Tanks? 553 STR trainpoints. Monks? 553 PSI trainpoints. Spies and PEs? 525 and 463, respectively. Two of the four classes lack the same trainpoint equality as their Tank and Monk counterparts. Maybe KK should fix that problem first?
PEs have less dex, therefore less points to spend. Spies are better at using their dex and therefore get more points to spend in it. As for spies not getting the same as tanks and monks in str, yeah, maybe they should get more, maybe there is a reason though.
DEX 130? Wait, so you say PA shouldn't be required, but apparently drugs SHOULD? What kind of logic is that? Do you realize how many trainpoints would be needed to cap DEX 130 weapons? Might as well just turn Spies into turrets, 'cause they won't be putting any DEX into VHC, AGL, REC...
Again you assume too much about what the future may hold.
PEs currently use weapons 33 tls above their dex cap, and frankly that should be brought down to 25 tops. Yet the same range of weapon and availiable tls are not there for spies.
Again I did not say should not be required regarding PA, but it should be an option. You want to use a tl130 weapon? Great, you can without PA, you might have more defence but not get as good stats on it. Use PA and your defences would weaken and you would get better stats.
Imps are going to be reworked, as is PA and the skill system.
Yes it is highly unlikely that you will not be able to reach near cap on a tl 130 weapon without serious skilling, and yes your other skills will suffer. But that's your choice. Don't want to? Don't do it! Use a tl 120 weapon, use a tl130 but don't get good stats.

IceStorm
09-03-06, 15:45
Realism should be implemented as far as possible,That's your opinion. Last I checked, I was playing a game, not a real-life simulator.
It should be something more like an implant in the way it is chosen, you either want a high value armour (titan, viper or whatever) or something that increases your offence. Currently, PAs do both, to a large extent.Huh? It doesn't add all that much "offence". It's akin to a second Rifle Eye and, for Spies, threw the playerbase a CON bone.

You want to remove PA combat bonuses? Give me a second eye slot. After all, you're going for realism...
Not everyone is interested in being an allrounder.Huh? What does wanting to spec a small bit of agility have to do with being forced to use drugs for top weapons? Tanks and Monks don't require drugs for their top end weapons. Are you proposing that ALL rares require drugs to reach their mainstat reqs? Are you another one of those people who don't understand that "rare" was not meant to be synonymous with "exceedingly difficult to obtain like in all other MMOs"?

Your root cause for angst is that there are two DEX-centric classes. You're not proposing this req insanity for the other two classes because they don't overlap disciplines. Why you think insane reqs is a "solution", I don't know.
PEs have less dex, therefore less points to spend. Spies are better at using their dex and therefore get more points to spend in it.I don't care about PEs having less vs Spies.

Rifles are already the most trainpoint-taxing weapon specialization in the game, and they're currently not on an equal footing with HC and Psi. You're proposing to make it even worse.
PEs currently use weapons 33 tls above their dex cap,Then fix PEs, don't penalize Spies. Spies don't have defense to begin with.
Yes it is highly unlikely that you will not be able to reach near cap on a tl 130 weapon without serious skilling, and yes your other skills will suffer. But that's your choice. Don't want to? Don't do it! Use a tl 120 weapon, use a tl130 but don't get good stats.It is nowhere near that simple and you know it. KK has never "fixed" the weapons available. At end-game, the only usable weapons for Spies are SH and HL, with a little Disruptor on the side if you're crazy enough. RoG, Thunderstorm, Redeemer, and First Love might as well not be in the game for all the good they do, and the CAR-47 looks like it's headed for garbage as well.

Simply increasing the mainstat reqs on weapons is, in my opinion, a very bad way to "fix" the wannabe-spy PEs out there. It completely disregards what higher TLs do to cap levels and the existing dearth of DEX trainpoints. It's a shotgun solution that results in Spies becoming a non-combat class and PEs having yet another growth spurt.

Bugs Gunny
09-03-06, 15:59
Realism should be implemented as far as possible, second to balance, if you can have both, all the better.

Right, all spells gone and everyone is on medpacks from now on.

commerzgandalf
09-03-06, 16:06
Right, all spells gone and everyone is on medpacks from now on.
i would love to see the "tank is overpowerd" threads xD

for real
why do you want to take the high end weapons away from the pe
they have to drug like hell and because of that the have a advantage
spy can use inqi with drugs
tank can capp pob an cs
monks cann use anti gamma bones

whats wrong with that ?

maybe i understand to less english for all your posts :)

Dribble Joy
09-03-06, 16:32
That's your opinion. Last I checked, I was playing a game, not a real-life simulator.
Second to balance, and realism in the NC world, not the real one.

Huh? It doesn't add all that much "offence". It's akin to a second Rifle Eye and, for Spies, threw the playerbase a CON bone.


You want to remove PA combat bonuses?
What?
No, PA should be similar to an imp in the way it gives you choices about the direction of your setup.
Like do you want to use a distance 3 or a moveon?
PAs should have less defence than the comparable non PA chest piece.

What does wanting to spec a small bit of agility have to do with being forced to use drugs for top weapons?
Tanks and Monks don't require drugs for their top end weapons. Are you proposing that ALL rares require drugs to reach their mainstat reqs? Are you another one of those people who don't understand that "rare" was not meant to be synonymous with "exceedingly difficult to obtain like in all other MMOs"?
What? No.
How much dex does the average spy have? 120? Yert there are no weapons to fill in the potential range of TLs they can attain.
For the very top level weapons, then yeah maybe you should have to drug, use various imps and/or PA.


Your root cause for angst is that there are two DEX-centric classes. You're not proposing this req insanity for the other two classes because they don't overlap disciplines. Why you think insane reqs is a "solution", I don't know.I don't care about PEs having less vs Spies.
You are not thinking about this, nor trying to see what I am talking about, and now because of it you are starting to resort to borderline flames.
I'm not saying all spy weapons must be tl130, I mean the dex range should go from 1 to 130, not 1 to 115, with weapons inbetween.


Rifles are already the most trainpoint-taxing weapon specialization in the game, and they're currently not on an equal footing with HC and Psi.
Rifles are borked, you know that. Rifle skilling (RC wise) should be equal to pistol, so that they get the same performance. Rifles have longer range however, so you need more wep to represent that capability.
That pistols are broken regarding range and all the issues about capping is irrelevant. We are not talking about what is, we are tlkaing about what should, could and may/will be.
You cannot compare HC and psi weapon skilling, they are different weapon systems for different classes who have different means of defence and caps.
That a HL caps with similar APU as that which caps a slasher with PC but does more dmg is irrelevant.

You're proposing to make it even worse.Then fix PEs, don't penalize Spies. Spies don't have defense to begin with.It is nowhere near that simple and you know it.
Again you ren't thinking about what the balancing may bring about. Armour too will be cahnged, who said spies will still only have battle armour or inq when drugged.
KK has never "fixed" the weapons available. At end-game, the only usable weapons for Spies are SH and HL, with a little Disruptor on the side if you're crazy enough. RoG, Thunderstorm, Redeemer, and First Love might as well not be in the game for all the good they do, and the CAR-47 looks like it's headed for garbage as well.
They are useless for various reasons, first of which is the broken aiming, nerfed dmg on cirtain weapon types and other mechanical issues.
The other is that since you can cap the top ones easily, while maintaining the most defence possible, there is simply not point in using them.
That is what the specialisation is about, it's about choosing a place in the offence/defence range, which allows you to viable with any weapon and any ststas on it.


Simply increasing the mainstat reqs on weapons is, in my opinion, a very bad way to "fix" the wannabe-spy PEs out there. It completely disregards what higher TLs do to cap levels and the existing dearth of DEX trainpoints.
It's not just the weapon, but the items the classes can use.
Again you are assuming that the majority of items will remain the same and the skill system will not change.

It's a shotgun solution that results in Spies becoming a non-combat class and PEs having yet another growth spurt.


You have not read what I have been saying at all, you are not thinking outside the current system at all, stop assuming anything about anything.

Preach
09-03-06, 17:19
You've been going down a slippery slope ever since you joined FF


OMFGWTFPWNXORDBBQ!!!! im getting my acct back to kill u with an ff logo above ur head. such heracy is painful

Bugs Gunny
09-03-06, 17:32
Preach they still don't know who my char is, but to know thy enemy is to walk amongst them no? :angel:
They aren't that bad though, all clans have their nice people and their asshats.

Anyway, yes, you SHOULD reactivate.

Preach
09-03-06, 17:40
Preach they still don't know who my char is, but to know thy enemy is to walk amongst them no? :angel:
They aren't that bad though, all clans have their nice people and their asshats.

Anyway, yes, you SHOULD reactivate.


The acct is active, access to its is the problem :rolleyes:

Bugs Gunny
09-03-06, 17:42
You either gave it away or forgot the password :-)

John Wu
09-03-06, 17:47
Spies don't have defense to begin with.
I guess you never fought a slasher spy with inqui armor and shelter. right?

above statement was true before spy PA (or ARS for that matter) with its insane xray resists was introduced. nowadays it just shows that you dont have a clue about (spy) setups.

Preach
09-03-06, 17:54
You either gave it away or forgot the password :-)

Both wrong, i would never give my sexy acct away and risk losing my names. Ill see u around soon enough i think, if only for an hour to test your resists :)

SorkZmok
09-03-06, 17:55
Realism should be implemented as far as possible, second to balance, if you can have both, all the better.If i want realism, i just go out, get drunk and start a fight. Realism really isn't something a future/postapocalyptic game needs.

:lol:

Bugs Gunny
09-03-06, 17:55
I actualy lowered my resists and improved my aim to compensate obi wan, so come feel the power of the ion force.

RogerRamjet
09-03-06, 18:29
Neocron? Realistic? Come on. If it was really realistic, we'd all be deformed, have no hair, severe radiation sickness, and there certainly would be anyone "magically" pulling lightning from the sky. Infact, we'd have to play the game as cockroaches. Since they'll be the only ones to survive anyway.

calim
10-03-06, 12:42
Neocron? Realistic? Come on. If it was really realistic, we'd all be deformed, have no hair, severe radiation sickness, and there certainly would be anyone "magically" pulling lightning from the sky. Infact, we'd have to play the game as cockroaches. Since they'll be the only ones to survive anyway.

In terms of "realistic", i think that what look like a PA visually should reflect, should make think about resists and malus she involves.

The question is, do you think this is the case ?

ZoVoS
10-03-06, 20:26
A few examples as to where neocron.ems.ru is offbase.

The amount of the player's "Steel Skin" is wrong.

The armor amounts vs defense amount is not as "linear" as its made out to be.

The numbers given for the Shelter/Deflector bonuses are wrong.

The entire NPC Armor calc where it's 2*Rank is wrong. This was killed when I gave all NPC's their own unique resists.

As for a visible defense % being added to the game. I'll see what I can do to get that pushed into the game.

nooooooooooooooooo

actualy haveing it ingame totaly spoils the fun of getting the perfect setup... actualy seeing a setup rather than speculating on how good it is is just urgh =[