bron |
March 10, 2011 16:51 |
Quote:
Originally Posted by Timo Pietilä
(Post 49581)
I disagree with you both. Earthquake is there to mess with anti summon tactics, it needs to stay. Also possibility getting hit twice by crushing is nearly zero, you need to be in GV or something for that to happen (it almost always pushes you away from attack). There is also technique to make that impossible to happen. Think: what does not get destroyed by earthquake no matter what happens?
Also: one death every now and then from that is only good thing. It makes Morgoth the most dangerous monster in the game. (Actually using crushing Atlas has worst melee, it hits twice to shatter and twice to confuse with over 900 points of damage, if you get crushed twice)
|
I was not advocating removing the earthquake effect, I was suggesting that the crush damage be reduced to 200 from 300 so that the maximum damage that a player can take in a single turn would be reduced to 600 or so, which is I think what most of us have been assuming it to be up until now.
And clearly you do not need to be in a GV or something for this to happen, since I was not when it happened to me. Reading the code, it can happen whenever there are no empty spaces among the 8 surrounding ones. "Not empty" includes spaces with monsters on them. If there is nowhere safe to be "pushed" to, you get the "crush" effect, and you stay in the same place. If you are unfortunate enough that the subsequent earthquake *still* leaves you with nowhere to go, it can happen again. It appears to me that standing on an artifact (or stairs) is irrelevant since the code does not check the space you are *on*, only the 8 surrounding ones.
Mostly though, the post was intended as a cautionary tale. Up until now, I had believed the common wisdom that 600HP was a "safe" level. Plus, when fighting Morgoth hand-to-hand I would in fact deliberately seek out places clogged by stone in order to reduce Morgoth's ability to summon. The "severely crushed" effect shows that such places are less safe than I had believed, and it is worthwhile to be next to at least one empty space, and/or to keep HP at a higher level (or not engage HTH).
Good point about Atlas: with four 13d13 attacks, even with average damage rolls and a high player armor class, if all four hit that will be around 200 damage, plus two "crush" is another 600, for 800 or so damage. With high rolls on the attacks, or a lower armor class, it could go over 900. Which goes to show that avoiding the possibility of being severely crushed can be an important consideration.
|