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hp eq

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Posted by Hrutwang on 10/02

Dunno how hard would be to implement this: if you will be using +hp gear, it will check your current con. If you will use for example +50hp item and you will have 100 con, you will still get +50hp, if you will have 40-49 con, you will get 40% from it, it means 20hp... Same should be with +mana items checking mind. And we could go back to old hit damn gear checking dex,str.

From: Darkheart Friday, September 29 2000, 10:31AM The problem with that is that +hp% will still be considered almost a 'must' since it's giving a bonus that doesn't get calculated into net stat. If anything, they should either be removed or have an equation made so that 1 stat point is equivalent to 10hps or something. (garnets would be in spec, and horseshoes would need be -something) Of course we can just have it subtract from mana or mv, but dependin on which you subtract from, it'll tilt the scale towards either spellcasters or brutes. Dh

From: Skar Monday, October 02 2000, 02:03PM Once upon a time, the amethyst ring wasn't +hp. Instead, it halved the damage that you took. The effect was that it doubled your hp, for all practical purposes. This was unbalancing, because a character that had the rent space could take double the damage you could. Now the +hp is coming under consideration by the players. Perhaps the coders could consider returning to the old sanctuary rings, but instead of halving damage, lower damage by a more reasonable figure, like 15%. A return to this approach would benefit characters with lots of natural hp rather than the current system which benefit low hp characters more, diluting the hp advantage that con characters should enjoy.

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