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Post by Gaejin on Jan 21, 2003 2:41:13 GMT
I hear a whole lot of talk about bashing techniques, kill/assist, alias debates, etc... However I have yet to stumble upon a tanking reference. I'd say, mainly, because its class-speficic but I'd be glad to know any tips from you older tanks to those of us that are getting started. Anything from courtesy's in an area, etc... unless you guys are busy. Heh.
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Post by MaYbe on Feb 26, 2003 3:37:28 GMT
For all tanks: Always have wounds bound and smoking. Rogues- Alert always on, use pots around 60-80 depending on NPC. Kniggets around 100.
Clerics- Try to stay evil or good, helps prayers, fix around 90 and you seem to get best heal, of course grab the best armour you can find
The rest: Blah
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Post by Frog with feathers on Jan 15, 2004 6:48:58 GMT
anyone checked it out? I tested good/evil/neutral cleric healing and it doesnt seem to make one bit of difference, but i didnt do a great deal of testing either. I think it is just some myth like whether sturdy ring does anything
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Post by Pillar on Jan 15, 2004 14:25:02 GMT
don't even get us started on the whole sturdy ring debate or machine will come back and spam us for weeks on end with his "theories" *wink machine* as for tanking, it's simple: 01. get the best armour you can find, and cover the most areas you can while keeping weight low 02. with the spare room you have in your inv, carry as many pots/chickers as you can 03. mix up combinations of drinking, eating, and quaffing so as not to become ex/ex and rely solely on pots 04. smoke a pipe/cigars and have basher constantly bind you (very important if you are a cleric and need the couple extra sps for a fix on the next battle) 05. know your kill routes. know what kills don't require a lot of heals, thereby enabling you to unstuff/sober up. this depends on the nature of your party. if you don't care about cash, and want to burn heals, just buy more pots/elixirs 06. have at least one knowledgeable basher in your party. this "veteran" will help either: a) teaching the newb in your party or b) kicking the other basher's ass. 07. upgrade your eq throughout the party. check on npc's with uniques or better eq. eventually, you'll get that spc, mcoat, brobe, gammy, mon, gring, etc. 08. don't tank for calvin 09. don't tank for supeth 10. tank for desdenova
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Post by CalviN on Jan 15, 2004 15:21:40 GMT
Froggy... the evil-neutral-good thing with clerics isn't about the strength of spells. Try this for a test. Get demonic, or just very very evil. Kill for a while, staying very very evil. Keep a running tally of how many fixes fail. Then get very very good. Kill for the same length of time, or amount of fixes. Make it at least say, 50 fixes worth of time... ok, maybe 20 would be enough. Then get neutral. Kill neutral kills. Stay in the nice to nasty range. Keep track of failed fixes. Let the world know what your results are. *Grin* I'm sure they'll be enlightening. (and no....... I have no idea what the results will be. *gaze* )
If you want to know what the results will be ahead of time...... Being very evil or very good, you'll have an extremely low percentage of failed spells. Sticking around neutral, and you'll have almost as many failed fixes as you do good ones. *shrug* Of course, just to have a disclaimer..... I've never put this to a scientific test before, and tabulated my results for the world to see. But... having tanked for about 20 million exp with various cleric alts.... I have noticed a certain correlation between allignment and spell failure. But don't take my word for it... go out there and test it!!! (and don't whine.... this means you HAVE to go kill stuff!!! Darn, right? )
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Post by CalviN on Jan 15, 2004 16:06:17 GMT
Silly Pillar, you left 11 thru 14 off your list!!! 11. Don't die. 12. Don't let your bashers die. (Especially the good, high level "veteran" ones. We don't like that.) 13. At the start of the party, make sure your bashers have the best possible weapons they can wield, that do the most damage possible. As the party progresses, try to upgrade their weapons, or as you get better armour, let them wield lower damage but better skilling weapons to keep them happy. It's almost more important that your bashers have high damage dealing weaps than you having good eq at the start, cuz things with the good eq will die faster, costing you less heals. 14. If your party kills Asty, and he has NBC or Bloodred, check to see if Calvin is on to give them to him. If he's not on, have one of your bashers hold them for a few hours in case he does log in later. Same with Riog and BOG, and the drow mage and spidey...
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Post by Frog with feathers on Apr 25, 2004 12:58:24 GMT
In response to a post a few months ago, saying clerics need to stay good or evil, I did a little bit of testing (50 tests for each alignment from good to evil, left off saintly and demonic) Maybe there is a correlation between alignment and spells (a lot of people swear by it), but I didn't find anything conclusive. Tests were done by getting correct alignment and repeatedly trying to enter the window at party board to drop down HP. Might try it for saintly and demonic some time soon to see if a more extreme alignment will bring a noticeable change. To make it as accurate as possible I put dotimes on with a bad command, and did my fix immediately after seeing "What?" and checked my HP before the next "What?"... If i was too slow, I didnt count that fix. Smoking and everything seems to happen at the moment the round changes. Good Total Average: 54.72HP Average of successful: 57HP Success: 48/50 Nice Total Average: 59.68HP Average of successful: 62.1666HP Success: 48/50 Neutral Total Average: 57.32 Average of successful: 58.4898 Success: 49/50 Nasty Total Average: 55.94 Average of successful: 58.2708 Success: 48/50 Evil Total Average: 59.14 Average of successful: 60.3469 Success: 49/50 In order of best TOTAL nice evil neutral nasty good This is not enough info to really be certain of the formula but heres the summary about 97% success rate for a max dwarf praying fix on himself about 59.25HP average (best fix was 85, worst was 35, so 60 seems like the logical number) Took me around a few hours and something like 100k coins, dont know exact numbers, but i had a fair bit of medicine donated to keep the cost down. Even if noone believes me, there is no way I'll do it again. I might think about testing for saintly and demonic. I feel so longwinded
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Post by The Abyss on Apr 25, 2004 22:24:05 GMT
great stuff there Frog with Feathers*boggle* Keep up the testing, that's wot we like to c...i always wondered about the alignment thing with clerics. I was alway CONVINCED that neutral was worse...maybe not so...
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Post by tuga on Apr 27, 2004 17:05:30 GMT
nice testing, i'll let you know when i get my cleric on and actualy kill with it... i've had 6 fixes failed in a row... let alone the percentage of failed being near half. (that was an orc, with dwarf my max is only 4 failed in a row) and on average tanking sessions with dwarf cleric i fail at least once per big long kill...
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Post by Heathen on Apr 27, 2004 18:50:54 GMT
Has anyone looked into whether your actions at the time of prayer affect the success of it?
IE It sounds like when fighting you have a higher chance to fail a fix, but when not in combat there is a high success rate.
Just an idea.
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Post by tuga on Apr 28, 2004 12:09:09 GMT
teh dwarf has failed 3 purifies in a row at least
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Post by Frog with feathers on May 4, 2004 8:06:03 GMT
Nobody has disagreed with the testing, but there was the 6 fails in a row and another comment that combat might affect things, its obvious people dont want to believe it we all know fixes generate more HP than they cost SP... Thats why most clerics like red (mental) potions... assume average fix is 60HP <chance of success>:<adjusted average> 100%:60 90%:54 80%:48 70%:42 60%:36 50%:30 Success is probably above 90%, or the 60HP average is WAY off the mark, or people waste time buying red potions. I think success is above 90% =============================== another point, people "fail once on most long kills". what do people consider a large kill? 10 fixes? <chance of 1 fix>:<chance of 10 fixes> 97%:73% 90%:35% 80%:10.7% Chance of 1 success is just plain ugly and hard to think about, 97% doesnt mean much to most people... streak of 10 is much easier to imagine. I tested (very briefly) while in combat with 6-9k and neutral, and I get 10 in a row most of the time. I think you should get through 10 fixes 73% of the time. Seems right to me. Anyone got the energy to record their results after reading this?
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Post by Pillar on May 4, 2004 19:17:09 GMT
if you have to fix 10x on one kill, that's fucking ridiculous...
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Post by CalviN on May 4, 2004 19:29:27 GMT
Red-eye?
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Post by The Abyss on May 5, 2004 8:48:13 GMT
Err Hawkeye solo and prolly nakid?
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