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Old December 6, 2021, 15:17   #1
Selkie
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Wounded monsters should melee lower damage

Wounded mobs breathe for less damage, so why don't wounded mobs melee for less damage?

I really think there's some logic here and would make attacking groups of monsters more tactical.

It's logical that an almost dead mob wouldn't be able to melee attack with the same ferocity. I recognise there might be some balance issues, but they could be overcome
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Old December 6, 2021, 17:50   #2
AceRimmer
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Quote:
Originally Posted by Selkie View Post
Wounded mobs breathe for less damage, so why don't wounded mobs melee for less damage?

I really think there's some logic here and would make attacking groups of monsters more tactical.

It's logical that an almost dead mob wouldn't be able to melee attack with the same ferocity. I recognise there might be some balance issues, but they could be overcome
And, by extension, wounded characters should also melee for less damage and suffer higher wand, staff, and rod failure rates
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Old December 6, 2021, 18:08   #3
malcontent
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Maybe also address how @ can wield a two handed sword AND an 18 pound shield?

I suspect that has been discussed before, but still makes me scratch my head sometimes, so I thought I'd throw it into the mix
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Old December 6, 2021, 18:14   #4
Selkie
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Originally Posted by AceRimmer View Post
And, by extension, wounded characters should also melee for less damage and suffer higher wand, staff, and rod failure rates
Sure it makes sense and might balance the combat
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Old December 6, 2021, 19:47   #5
Pete Mack
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It makes almost no difference. A badly wounded enemy will generally run and no longer be a factor in a group fight. And when it comes back, you will kill it before it gets in an attack.
I already use the term "defeated" for frightened or dead monsters in a pack.
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Old December 6, 2021, 20:27   #6
Selkie
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Question

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Originally Posted by Pete Mack View Post
It makes almost no difference. A badly wounded enemy will generally run and no longer be a factor in a group fight. And when it comes back, you will kill it before it gets in an attack.
I already use the term "defeated" for frightened or dead monsters in a pack.
Well yes, you're taking it to the extreme. But the badly wounded monster returning to the fray in a big group fight is capable of dealing the same damage as the unhurt monster (assuming we're all talking about the same mob group).

Imagine the early stages of a game when you're trapped in a room with 10 white wolves or wargs. These are the situations where it could really get tactical.

Also, I'm not suggesting only the 'almost dead' triggers reduced melee hit damage. I think everything below 50 per cent health should start reducing melee damage.

Perhaps certain monsters (like blackguards or beserkers) wouldn't take the same penalty. But I think a 60 per cent chopped up orc should.
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Old December 7, 2021, 19:03   #7
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You know, I find this idea intriguing, especially if it's applied to the player as well. In some ways it might be a little frustrating (especially since it might be hard to communicate), but in others it would strongly encourage safe behavior. You're much less likely to go for that super-risky swing to try to finish the enemy off with 10 HP if you're only doing a tenth of your damage.

And personally, most of the time I heal as soon as I get below 50% anyway, so I doubt this would have much of an impact.

I do think that if we did this though, it should only impact damage. I worry that otherwise, it would end up being a pretty big nerf of the paladin's healing spells. 5% failure is acceptable if you're aggressive about using it (so you can afford a couple of failures), but if the fail rate rose too fast you risk making them almost useless.
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Old December 7, 2021, 22:43   #8
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Quote:
Originally Posted by archolewa View Post
And personally, most of the time I heal as soon as I get below 50% anyway, so I doubt this would have much of an impact.

I do think that if we did this though, it should only impact damage. I worry that otherwise, it would end up being a pretty big nerf of the paladin's healing spells. 5% failure is acceptable if you're aggressive about using it (so you can afford a couple of failures), but if the fail rate rose too fast you risk making them almost useless.
You heal below 50% in combat? Especially against groups (orc pits, ant hills, etc), I'll continue bludgeoning away at < 30%, because I am not in actual danger of dying.

The affect on spell-casting would be necessary, I think. Otherwise, this becomes primarily a tax on the warrior class. As things stand, the paladin would already have a great advantage due to healing spells.

While I do appreciate thinking outside the box, I mistrust this proposal, since it would overly emphasize the healing mechanic. [By end game, surrounded by double-breath deaths, it's less of an issue, but in early and mid game, it's a different story].
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Old December 9, 2021, 17:54   #9
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Quote:
Originally Posted by AceRimmer View Post
You heal below 50% in combat? Especially against groups (orc pits, ant hills, etc), I'll continue bludgeoning away at < 30%, because I am not in actual danger of dying.
Heck yeah I do. Even changed the low HP warning to trigger at 50%.

I might just let myself hover there if I am a Blackguard, but other than that I will usually phase and throw back a few potions.

HP is basically a buffer against mistakes. The higher my HP is, the more likely I am to survive my inevitable mistakes.
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