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Index » Muelsfell Game Forum » Golem and Combat Discussions Muelsfell World v1.0 Forums
AuthorThread: Lv 1 creature comparisons
Gryfter
Posts: 52
Location: Last Alvia Dawning
Magus Age: 123 years old
Message #334 Posted: Mar 3, 2008, 6:47 pm

So I finally have a large enough sample set to say without a doubt that the Mud Hounds this char is fighting in Mosswash, Last Alvia Dawning are doing nearly twice the damage than the Black Rats my other char is fighting in Old Capital ruins in Mottonsborough.

Something needs to be fixed regarding this as it puts a severe disadvantage on some people based merely on their arbitrary starting town.

Mud Hounds in Last Alvia Dawning - 65 fights:

I do: 11.04 damage
MH do: 3.98 damage


Black Rats in Mottonsborough - 61 fights:

I do: 9.45 damage
BR do: 1.96 damage


Twice the damage, and twice the repair costs for something they have no control over - starting location. I'm interested if the creatures are coded different? They should probably be the same code-wise and just cosmetically different, or it might be something in the environment that is effecting this as my golem also seems to do more damage in Mosswash.
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #336 Posted: Mar 3, 2008, 7:28 pm
Hm, good data.

The stats for both critters are identical so it has to be the location.

The Mosswash is 25% grassland(no pen), 25% wooded(range penalty), and 50% wetland(movement penalty). Since grassland and woods wouldn't matter in this case, it has to be the wetlands. Are you noticing that the golems are significantly slower when fighting in Mosswash?

Interestingly, the Old Capital Ruins near Mottonsborough are 25% grassland and 75% woodland, which is obviously wrong. It actually should be "uninhabited urban," which would mean a defensive boost. I don't think it'd be a good idea to give rats a defensive boost, so probably what I'll do is reevaulate the terrain modifiers.

I'm almost thinking to reduce the penalties when you're fighting a 1st level critter, but leave them as they should be for higher level critters. I don't know yet. I'll have to ponder some solutions.

Kep

PS - Fixed the typo in the name of the mud hounds; they weren't supposed to be plural.
Mongo
Posts: 6
Location: Arzenbourg
Magus Age: 122 years old
Message #338 Posted: Mar 4, 2008, 1:46 am
That might explain why I'm having trouble with the spiders in Yul's Marsh. I'll try to perform similar statistical studies for sake of comparison.
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #345 Posted: Mar 4, 2008, 5:04 pm
Yul's Marsh is 25% grassland, 45% wooded, and only 35% wetland, and the minor wolf spiders are also an identical creature. Assuming you're using a similar golem as Gryfter with identical level eyes and power sources and the problem lies in the wetland levels, you should be seeing slightly less of a problem than he is.

Wetland/swamp only slows a golem down. What I think is happening is that this slow down means the golem uses more energy to reach the target, thus having less energy once at melee, and therefore being able to swing less. Fewer swings then equates to less damage, which in turn means the creature stays alive longer to strike back more often.

Kep
Gryfter
Posts: 52
Location: Last Alvia Dawning
Magus Age: 123 years old
Message #347 Posted: Mar 4, 2008, 6:13 pm
except I was also DOING slightly more damage in the wetlands as well.
Arkham said:

Yul's Marsh is 25% grassland, 45% wooded, and only 35% wetland, and the minor wolf spiders are also an identical creature. Assuming you're using a similar golem as Gryfter with identical level eyes and power sources and the problem lies in the wetland levels, you should be seeing slightly less of a problem than he is.

Wetland/swamp only slows a golem down. What I think is happening is that this slow down means the golem uses more energy to reach the target, thus having less energy once at melee, and therefore being able to swing less. Fewer swings then equates to less damage, which in turn means the creature stays alive longer to strike back more often.

Kep
Gryfter
Posts: 52
Location: Last Alvia Dawning
Magus Age: 123 years old
Message #352 Posted: Mar 5, 2008, 6:15 pm


Anecdotally (I don't have any data yet to back it up). I think it may have to do with the Mud Hounds getting to attack first more often, due to some effect of the swamp.
 
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