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Index » Muelsfell Game Forum » Golem and Combat Discussions Muelsfell World v1.0 Forums
AuthorThread: Stone and Iron Special Abilities
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Naelwyn
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Posts: 209
Location: Hans Mina
Magus Age: 111 years old
Clan: OTAKU2
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Message #36310 Posted: Sep 9, 2009, 3:45 pm
Hrrmmn. I'm abivalent towards lockdowns in general.

One the one hand, with the new hangback, it seems difficult to catch the faster golems at all.

On the other hand, ranged weapons have a minimum damage of one, and the hangback AI isn't the greatest.

I lean on the side of catching for now, as it seems ranged clans would be able to use it too. (Though I'm thinking it wouldn't be too effective.)
laidan
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Posts: 1158
Location: Mottonsborough
Magus Age: 114 years old
Clan: OASIS
Message #36315 Posted: Sep 9, 2009, 5:44 pm
A minimum Damage of 1, plus strength bonus for some reason, so as Arcess was recently nice enough to demonstrate for me, a fully strength enhanced clay golem packing a repeater dart tube can dish out a ridiculous amount of damage in a very short time period.
Naelwyn
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Posts: 209
Location: Hans Mina
Magus Age: 111 years old
Clan: OTAKU2
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Message #36321 Posted: Sep 9, 2009, 7:02 pm
Oooh. I was under the impression that strength wasn't applied to ranged. I'm definately for catching now.
GordonIronsmith
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Posts: 434
Location: Broukendale
Magus Age: 114 years old
Message #36323 Posted: Sep 9, 2009, 7:06 pm
it doesn't affect pure elemental damage which use too be a problem, but not since the Exotic bows got 1 pierce damage.
Kaelas
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Location: Darghelm
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Real Name: Barry
Message #36339 Posted: Sep 10, 2009, 5:33 am
A minimum Damage of 1, plus strength bonus for some reason, so as Arcess was recently nice enough to demonstrate for me, a fully strength enhanced clay golem packing a repeater dart tube can dish out a ridiculous amount of damage in a very short time period.


Makes sense if you think about it. Stronger golems can blow harder and send the darts over with more force... okay, some sense anyway. I prefer to think of it as more of the 'strength' score also doubling as the 'dexterity' score. So the golem has better aim and hits more vital spots and so forth.

Still not thrilled with the idea of 'earth grab' abilities mind you. I suppose we'll just have to make sure we have plenty of quake boots on hand- nothing better for vibrating the stones off a golem...
Yamikuronue
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Message #36355 Posted: Sep 10, 2009, 5:09 pm
I'm all for things like items that make it easier to catch ranged golems. Hangback can be lethal to the opponent. The problem is that when we don't hang back, our golems sit there and let themselves be beaten to a pulp. Giving everyone in the game the ability to force this condition scares me.
GordonIronsmith
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Posts: 434
Location: Broukendale
Magus Age: 114 years old
Message #36361 Posted: Sep 10, 2009, 6:05 pm
Now what happen if a stone with range attacks could it stop golems from advancing?
Anri
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Posts: 229
Location: Darghelm
Magus Age: 118 years old
Clan: ADV
Real Name: Lily
Message #36397 Posted: Sep 11, 2009, 4:56 pm
With the combat update several months ago, I'm not liking the earth grab idea anymore. Most bone and gem golems can do a pseudo earth grab already against most ranged golems. It seems that once a golem gets in melee range with a ranged one the hangback succeeds even less, and meanwhile the range golem is generally too stupid to start punching back but instead stands there and gets pounded.
Harryhausen
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Posts: 562
Location: Jaaron
Magus Age: 110 years old
Clan: ARROW
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Message #36464 Posted: Sep 13, 2009, 5:43 pm
I'm in favor of hangback being useful with melee weapons as well as ranged. lets say that with some long spiked chain, the golem can attempt to always retreat to near maximum range, thus attempting a more continuous reach advantage?

As for the ranged golems hanging back due to speeds greater than the opponent's, might there be a spell that instead of solidly rooting the opponent, just slows them down during retreat so u can catch up? Notice that I made it only work on slowing retreats?? hehe that's the key to not letting them just use the same spell to keep u away easier.
Xlrate
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Posts: 232
Location: Rildesjan
Magus Age: 108 years old
Message #36817 Posted: Sep 22, 2009, 7:33 am
Anri said:

With the combat update several months ago, I'm not liking the earth grab idea anymore. Most bone and gem golems can do a pseudo earth grab already against most ranged golems. It seems that once a golem gets in melee range with a ranged one the hangback succeeds even less, and meanwhile the range golem is generally too stupid to start punching back but instead stands there and gets pounded.


Then ranged to melee needs a fix.... it sounds like.
Semaj
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Posts: 273
Location: Shuul
Magus Age: 114 years old
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Email: thegreatsemaj@hotmail.com
Message #37139 Posted: Sep 28, 2009, 6:38 am
Only got one for the stone golems.

Stone Defense, Ancient Body... (someone can come up with a better name, please)

Anyways it would give stone golems the ability to reduce the minimum damage taken by enemies. It could be based on level or strength or some other factor I am unaware of.

Suddenly the under rated stone golem wouldn't be so under rated, would it?

Semaj
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Posts: 273
Location: Shuul
Magus Age: 114 years old
Real Name: Semaj
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Email: thegreatsemaj@hotmail.com
Message #38861 Posted: Nov 6, 2009, 1:01 am
For the stone ones out there

Rock-it Arm

Gives you a ranged attack at the cost of an arm. Damage based on level of the arm fired. Melee weapons can increase damage but are destroyed.

Sandstorm (yes, like from Pokemon.)

Changes weather to sandstorm for 5 turns, which damages all but Rock, Steel, and Ground Types... (yeah, the description is form Pokemon too...)

---------------------------------

And for the iron ones

Magnetic joints

Gives iron golems an attack range of 10 feet.
Semaj
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Posts: 273
Location: Shuul
Magus Age: 114 years old
Real Name: Semaj
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Email: thegreatsemaj@hotmail.com
Message #39020 Posted: Nov 12, 2009, 3:15 am
OK! Another stone golem suggestion! I put alot of though into this one.

Rock Throw - Ranged Attack

Damage = 5 + golem level (impact)
Speed = 20 - (2 x Golem level)
Acc. Bonus = 10 + Golem Level
range = 60 + ((golem level -1) x 10)
Ammunition = Stone (10 x Golem Level) per shot

Nice, level based, useful, not off balancing to existing ranged weapons. Its maybe a little bit better than level 1 clan ranged weapons over all. And yes you would actually equip stone to you golem as ammo.
 
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