Damage reduction

Mu online season 21 - grand opening

evilwomann

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What's peoples thoughts, it's fun 1 hitting people or being 1 hit by others but...

if you reduce damage on every class by 20-30-40% I think it would make most fights last longer and be more fun

also would make 2manning boss's much harder, at this point in the server there's only a handful of boss's that can't be 2 manned

just a idea

thoughts?
 

evilwomann

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I dunno I've see PC tiking away 90-100 and sfb 100+ lol

---------- Post Merged at 03:17 AM ---------- Previous Post was at 03:15 AM ----------

Only probs may be leveling, ovs it would slow down with every1 doing less damage,

so every1 who grinded away would have benefited from higher damage

spose they did a similar sort of thing when the upped the exp rate anyway lol
 

Lilcooldoode

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Yes
I thought about this before - reduce global pvp damage by 50%

Thats as far as it went though lol
 

Razarus

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I'm not sure almost halving peoples damage is the best way to "progress" the server. People hate nerfs and with a game like this that is one dimensional and locked to "build" it would be a big kick for people. The grind to level is long and hard enough anyway.
For people without jobs, family commitments and other hobbies It can be done fairly quickly to 45ish, after that even they get bored of leveling and start to feel the grind. There is the exception of pay to level people and wizards,
People with jobs, life commitments and other hobbies would simply just not play if everything took almost twice as long, as you are suggesting as they would never catch up.

A suggestion could be to introduce a form of shield/armor/tough skin to bosses.
So each boss has a secondary hp bar only its not HP its whatever you want to call it.
It Regens at a fast rate and poison does not effect it (so it always regens)

Say Colossus for example. using an example sin that deals 400 damage per second.
Its "tough skin" could be a bar that can take 2k damage but regenerates at 500 per second.
You instantly see that this mob can no longer be killed solo by this sin. as NOTHING will stop the second bar from regenerating so you will need a minimum of 501damage per second to start hitting the actual Health bar(even then you are going to hit for 1...)
Each boss would need 1-2 extra people to keep the "shield" down so that the rest of the group work on its HP.

Natural progression would of course allow people to 1-2man bosses again as their damage increased above the "shields" regeneration rates, By that time perhaps those mobs would not be worth killing..
I would also say that the shield bar should be visible to all players without needing a REV. HP would stay hidden unless reved ofc.

On the note of 1-2 hitting other players
There is very little in the way of damage mitigation in mir.
With AC and AMC being very weak and often "ignored" Its difficult to go for a defensive build and just makes kitting one dimensional for each class.
Its always been an issue with mir but I guess that's what mir is.

without introducing other mitigation stats you could.
Remove ignore AC from TDB and giving it a PROC to ignore AC that triggers 1/4 hits that would offer a better use to AC.
Doubling or Tripling the effect of AMC would give a use to AMC, currently you cannot stack enough of it to notice a difference without making yourself so very very weak.

---------- Post Merged at 12:07 PM ---------- Previous Post was at 12:06 PM ----------

I thought about this before - reduce global pvp damage by 50%

Thats as far as it went though lol

If that's easy to do, id agree with that. so long as it doesn't effect mobs.
 

rainstone

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Most of people who are complaint about "getting one hit" are most possible average low level players. Personally speaking, you should not complain when you have not reach the average level 48 of this server, which takes 40% of players in the 100 ranking.
I do not think I could one hit a 48 level warrior with my normal MC+1 kit , hardly 48 archer or 48 sin without red poison.
I am a 52 level wizz with lvl 3 MB.

However, I may one hit 48 archer or 48 sin or even taoist ONLY because I have a lvl 49 skill, which is rare skill in the server and highest lvl skill of wiz. Most importantly, this skill can be flinched, have to be rooted for longer time than blizzard and I can also be one hit by FS from high level warrior while I am casting Meteorstrike.

I think so far, everything is fine unless you could provide more evidences saying high damage is not right. because I also think "one hit" is one of the fun things in the Mir, either one hit by one player or by several players.

CNtroublemaker
 
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Xx69xX

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If you globally reduce all damage by 50% its essentially the same as taking every 1 who has great gear, deleting it, and putting on dragonrings and knightbracelets. Its the same concept. Its just how mir servers go.

There are 2 obvious ways to deal with this.

1. Increase levelling EXP:

Reduce exp up to 50. make 50 a 2month goal rather than a 4month goal. (as an example).

Higher levels = more hp, and as there are no new items ingame the increase of dc/mc/sc through levelling Is like 1-1 every 7 levels or so, which would not make anyone OP... This would remove the 1 hit situation (Although imo, I don't see people getting 1 hit by any class other than 52 MB blizz wizzys, and that's only archer. I have seen alfiee one hit an archer, but his dc was like 160? what do you expect?).

2. Wiping the server (one way or another)

Damage reduction is a very similar tool to a wipe, if you reduce damage, although it could make the server more fun again, it would essentially just be a wipe of 50% of everything you have. I cant see how this could go down well.
 
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DevilsKnight

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If you globally reduce all damage by 50% its essentially the same as taking every 1 who has great gear, deleting it, and putting on dragonrings and knightbracelets. Its the same concept. Its just how mir servers go.

Damage reduction is a very similar tool to a wipe, if you reduce damage, although it could make the server more fun again, it would essentially just be a wipe of 50% of everything you have. I cant see how this could go down well.

Your missing the point here, its a (theoretical) global 50%, it applies to everyone, not just the people that have good gear.


Dk
 

Xx69xX

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Your missing the point here, its a (theoretical) global 50%, it applies to everyone, not just the people that have good gear.


Dk

No, you are missing the point

It would essentially be the same as 4 months ago when the servers top sets were dragon rings and knightbracelet and you needed groups to kill things, I do agree this was fun.

But you were encouraged to hunt because you wanted to make new items

Reducing the damage means you need to hunt in groups again, meaning that if you have top gear (as there is no new gear to get) you would literally never get a chance to make new items as you would always be with people who needs the item you don't... The whole idea of having the best gear in game is so you can kill things easier to make gold etc.
 

CrazyBear...

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I've said for months make caves harder so bosses can't be two manned. It would bring back more guild hunting areas such as ZT if it got buffed, I know people are dead against recycling old content but it needs to match the stage the server is at (almost end game).
 

Turrican

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The server was based around a low rate, Ace was a med rate and chronicles currently has higher drop rates than ace. Its not surprising that the gear is out of sync with the server, and the content is now too easy.

You cant make bosses harder or stats worse its unfair on the players and increases the gap between the best and worse geared, All you can do is add lots of new content / bosses and increase the difficulty cap.

the only problem with this is new content requires new items, and new items increase the stats even more.

A server is always going to get to the point where caves/temples become redundant for x level, its just happened here a lot quicker than what was originally proposed. the server needs to evolve with the player stats/levels, not keep going back to edit bosses/zones to keep them viable for higher levels (this never happens in other mmos), a vast amount of new dungeons is the only way forward to stay ahead of the Stat/lvl curve, introducing level 45 and below dungeons is a waste of time tbh, there is plenty of existing content for those levels.
 
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Xx69xX

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I've said for months make caves harder so bosses can't be two manned. It would bring back more guild hunting areas such as ZT if it got buffed, I know people are dead against recycling old content but it needs to match the stage the server is at (almost end game).

I see your point, but then you make it impossible for guilds like WintersItsComing and Dundain etc when you do this. As if guilds like Team/TKO need 7/8 ppl with dc 100+ how are these guilds supposed to get involved?

I think to get the bigger guilds competing again, add more stuff like lost ship... Or Battle ground... Could you imagine battle ground on this server? Would be insane, people would be fighting all day long. Tough Mobs. Make them evolved versions of the current ones... High tier content + Fun aspect.

Don't need to change current content, This will just ensure that the small people who start don't even bother trying as it will be impossible for them to catch up, instead add new content for the existing high end players.

I don't think loads of new stuff needs to be added, but a couple of small bits, like BG, or maybe some sort of guild pvp tourney.
 
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GimmeAKitKat

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Take out Gems....Job done

Damage doesn't get a high as it currently is, and it keeps the gap between the top and bottom abit fairer, also makes bosses balance with players the way they are intended.

Fairly sure Sam said somewhere he would have preferred chronicles without gems but its probably too late to rectify now.
 

evilwomann

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what so u hit with met jus wondering

ive seen some silly figures with blizz lol
 

CrazyBear...

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I see your point, but then you make it impossible for guilds like WintersItsComing and Dundain etc when you do this. As if guilds like Team/TKO need 7/8 ppl with dc 100+ how are these guilds supposed to get involved?

I think to get the bigger guilds competing again, add more stuff like lost ship... Or Battle ground... Could you imagine battle ground on this server? Would be insane, people would be fighting all day long. Tough Mobs. Make them evolved versions of the current ones... High tier content + Fun aspect.

Don't need to change current content, This will just ensure that the small people who start don't even bother trying as it will be impossible for them to catch up, instead add new content for the existing high end players.

I don't think loads of new stuff needs to be added, but a couple of small bits, like BG, or maybe some sort of guild pvp tourney.

New content is the natural way forward ofcourse, but unfortauntely most people have lost any confidence in any new content being worthwhile.

The new sabuk wall was requested over 3 months ago, any interest in this has just about evapourated.
 

Razarus

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You could just add a new cave, with poor coding. then delevel everyone that even smelt the cave entrance by 10 levels.
Everyones back to low damage. job done.
 

Shane/Banshee

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called it long ago to help with pvp. players take 50% less damage from other players. it also opens up tkits completly, amc, ac, hp kits will actually be useful.

server is broken and ive thought this when we got luck 7 on sins back in april last year with shop kit we were killing people with no problems
 

HarryH

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If it aint broken, don't fix it.

Can't see much wrong with class balance atm, maybe apart from no drawbacks to magic booster. Increase mana consumption by a fair bit and it should be settled,
 

Muh

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what so u hit with met jus wondering

ive seen some silly figures with blizz lol

She hits the deck every fight that's what she hits.
/Kass

---------- Post Merged at 03:27 PM ---------- Previous Post was at 03:24 PM ----------

A wipe wouldn't be the best thing financially, nor would any xp reduction they can only fix what they have atm, tbh the comment mentioned above- heightened amc/ac stats, base amc/ac improvements/heightened mob dc to equalise it.
Would lower PvP Damage, Keeps PvE (as close as) the same.