Should Spells "Miss"?

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LightBringer

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So I have always been torn, should Spells be able to "Miss"?

You can block them if your defence is better than their MC/SC, however most things don't seem to take Agility into account.

So this would mean that range PvP would mean you could dodge range spells.
Obviously accuracy will be more available in kits if this was the case, else everyone would stack agility.

Just wanted to know peoples opinions.
 

Far

tinmymouthpl0x
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Agility should be on target spells like Fireball. But not on set spells like FireWall or ThunderBolt.
 
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Skyline

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Yes, I think so.

I think Sanj changed his server to show "Miss" and "Blocked" - So you could easily see if your agility was working or your defence.

On most servers accuracy and agility are a redundant stat but if done right, both can be very useful.
 

Lilcooldoode

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Yes
If the range spell code was done on crystal how it should be (check delphi sources) ranged spells would be able to miss.
This is the problem people are refering to when complaining about melee vs range PvP on crystal servers
 

Muh

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As a player for a long time of all classes, i dont think skills should ever miss.

I dont even think MR should effect PvP

Wizards have always gemmed just MC, i can see why youre looking for an alternative gem stat.

@Lilcooldoode prim has the miss block set up

But when mr is blocked it also pops up missed?

So 1 skill says

'Blocked, miss'
Instead of just 'block'
 
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Pete107

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If the range spell code was done on crystal how it should be (check delphi sources) ranged spells would be able to miss.
This is the problem people are refering to when complaining about melee vs range PvP on crystal servers


I cheated a bit in regards to this, as the skills were delayed already (the damage) for most skills, it just required a check if the target was still in the original location of where the skill was targeted.
 

Gezza

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I’d also say yes but would like to see accuracy and agility to come into play on spells.
 

daneo1989

I am Ancient.
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Yes, as previously mentioned on redundant stats, servers have become so lazy and are expected across the board now.

I was looking into add negative stats just like speed and luck
 

WelshSteel

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More defensive options for sure, the bigger issue for me though has always been the Sun pot spam, what is the best way to deal with this or some newer system.
 

WelshSteel

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Delay when a player can use them, very easy to add.

Most recently on Valkyrie server there was the problem of Sun pot spam being needed to survive challenging bosses (even with the boss surrounded by players), this was a problem for Sin's especially, as their HP was low.

Early game not being able to use Sun pots effectively is kind of anti fun and definetly stops solo'ing sub boss/boss attempts and sub bosses will be a horrible Tao/Wiz kite only affair.

The Sun Potion sitation is kind of complicated, it's great in PvE but sucks in most cases for PvP.
 

Pete107

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Most recently on Valkyrie server there was the problem of Sun pot spam being needed to survive challenging bosses (even with the boss surrounded by players), this was a problem for Sin's especially, as their HP was low.

Early game not being able to use Sun pots effectively is kind of anti fun and definetly stops solo'ing sub boss/boss attempts and sub bosses will be a horrible Tao/Wiz kite only affair.

The Sun Potion sitation is kind of complicated, it's great in PvE but sucks in most cases for PvP.

Ideally you wouldn’t make such a drastic change mid way through a server so having it from the get go, nobody should really complain but then again, some players are very special.


Sent from my iPhone using Tapatalk
 

StormHero

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Ideally you wouldn’t make such a drastic change mid way through a server so having it from the get go, nobody should really complain but then again, some players are very special.


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Could always have sun pots going off a % of your hp/mp instead of a solid number, making it more fairer
 

Pottsy

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Would require some decent thought to achieve a good balance and not cause all players to go down 1 path.

Usually this isn't possible because as soon as it's been identified which is overall "better" (Such as the already perfect example of everyone know Agility sucks lol) everyone just goes that route. You could off-set it with mobs or certain skills etc having some sort of "True Sight" or something.