Monster Ramp Fux0r = B patch

Thothie

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Blarg!

Just so everyone knows, the monster ramp changes were supposed to reduce BOTH HP *and* damage ramps.

When I added the damage multipliers for mappers, I didn't re-test the multiplayer damage ramp beyond #2 or I woulda noticed/remembered that it required that I move the damage ramp from the script side to the code side... I neglected to remove the multiplier from the script side.

As a result the damage multiplier not only doubles, but multiplies, and since it does it on the code side, it's also bypassing the ramp limit of 2.0x.

So for instance, a horror can easily go from 50 to well over 400/bite with 8 players, when it would normally go from 50 to 100 with 10 players.

So, yeah, B patch... Sadly it may also fix the new accuracy you are all so found of. Consider it the counter balance and enjoy it while you can. ;)

Big problem with this is that I couldn't test everything I'd done real proper due to the fact that I couldn't run my server most of last month, nor did I have access to a machine that could run MSC proper, being abroad so often.
 
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Thothie

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'cept J-M. ;)
 

J-M v2.5.5

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No - you're wrong. I'm very forgiving right now because I know that you're going to fix it.

/me removes all complaints :mrgreen:

However, I still won't have this monster ramping nonsense in my maps >_>
But that's unrelated to this topic.
 

AmIAnnoyingNow

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I would like to make a few suggestions concerning ramping.

1) A server command to turn off monster/chest ramping, that way a group of people could raid a higher level area without it becoming too strong for them. And people won't complain about ramping... as much. (changes only take place on map change like pvp does, to prevent abuse)

2) A quick notification of what level of ramping the monsters become when people join or leave ("Ramping for 2 players", 3 players, ect.), and maybe exact stats on how much its being ramped. It would be handy to see if ramping is actually happening correctly.

3) Possibly a monster flag to ignore ramping for mappers, in case something is strong enough already. This would be handy for bosses, where you can set them to be as if there were 4 players no matter the player count, making it harder to solo, but prevents it from getting absurdly stronger when you bring a team.
 

RP199302

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Good to hear, I was never really fond of the horror on ara doing 50 damage per second with his spitting attack. :wink:
 

Sabre

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RP199302 said:
Good to hear, I was never really fond of the horror on ara doing 50 damage per second with his spitting attack. :wink:
That's normal :D
 
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