Author Topic: The Thunderclacker and the deafening noise  (Read 5116 times)

One and only tanner

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The Thunderclacker and the deafening noise
« on: February 13, 2013, 03:40:25 am »
While i love the new npc system some of the mobs have gain a little too much power to enact their cruel retribution upon us, One of these been the Dreaded ThunderClacker with his new found powers of casting a spell "A powerful disorienting noise deafens you for some time" it the swiftly followed his spell up with two attacks each totaling over 700 damage and putting an end to my adventuring days.

What ever that spell is, Its seems to totaly negate my agility and then all of my armor. To me this seems a lil bit over powered for such a low end creature. >.<

Eonwind

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Re: The Thunderclacker and the deafening noise
« Reply #1 on: February 13, 2013, 11:25:48 am »
The deafening noise is not spell but a creature "special power". Thunder Clackers (which are not aggressive creatures by default) use it as a defense, also it doesn't attack after emitting it unless it was attacked before.
That said this special power affects the char ability to defend and attack, which in turn can affects the damage taken or dealt during melee combat, for your char it could have been 700 damage, for someone else could have been much lower. I explain this because damage itself doesn't mean much alone: were you wearing any armor? what are your char stats/skills? Did you have any other buff/debuff?
All the above affects the damage calculation.

For sure the features are new and values may need some tweak, but damage alone does not mean much. Anyway thank you for letting us know your feedback :)

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Re: The Thunderclacker and the deafening noise
« Reply #2 on: February 13, 2013, 01:56:21 pm »
Agility: 400
Char: 210
Endurance: 350
Int: 309
Str: 400
Will 400

I am wearing a set of mid armoring including a mid helm all at 300q minus a few damage points
and level 53 mid armor

Also to note I did attack the thunderclacker as well as a few other nearby mobs with lava pool. As soon as the Thunderclacker used his special   
I was killed instantly. I did come back to double check what happened after and i pulled only one thunderclacker and it killed me on its own.

once it has used the special every attack it did hit me, no dodging or blocks by armor even if i am dazed my armor should still retain at lest most of its effectiveness.

Eonwind

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Re: The Thunderclacker and the deafening noise
« Reply #3 on: February 13, 2013, 04:13:47 pm »
once it has used the special every attack it did hit me, no dodging or blocks by armor even if i am dazed my armor should still retain at lest most of its effectiveness.

no, armors and shields are only effective as much as a fighter can make a good use of them; a blade, claws or tentacle can easily get in the armor gaps of a still fighter and slit trough its flesh.

aside that it's strange, I tested them with nearly the same stats but I didn't get the same result but I will redo it again. Thank you for your feedback, I will look into it.

Bonifarzia

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Re: The Thunderclacker and the deafening noise
« Reply #4 on: February 13, 2013, 05:20:18 pm »

Now this is getting interesting.

I just did some tests with q300 chainmail and RBA, both at skill rank 180, maxed stats.
I was not able to inflict any damage and took about 100 hp per hit when i was in bloody stance, none otherwise.
But the really interesting point, when i stopped fighting and the clacker hit me, I got this:
Quote
The thunder clacker hits you on the legs for 1361.00 damage!
Eonwind, was there a change for defense multipliers for characters not engaged in combat? I asked about this years ago, as it is very important in mage vs warrior scenarios, and i was told the same defense multiplier is used as in normal stance before the character automatically switches to fulldev stance. Is there a new rule that characters are now more vulnerable when not actively defending themselves?

Eonwind

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Re: The Thunderclacker and the deafening noise
« Reply #5 on: February 13, 2013, 06:10:45 pm »
Eonwind, was there a change for defense multipliers for characters not engaged in combat? I asked about this years ago, as it is very important in mage vs warrior scenarios, and i was told the same defense multiplier is used as in normal stance before the character automatically switches to fulldev stance. Is there a new rule that characters are now more vulnerable when not actively defending themselves?

mhm... interesting... nothing was changed regarding that particular topic

Phantomboy86

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Re: The Thunderclacker and the deafening noise
« Reply #6 on: February 13, 2013, 08:17:04 pm »
I had a thunder clacker tell me to run away when it got attacked by someone I was in a duel with after I'd hit it (and the duelist) with lava pit. Guess it aggros whatever's in the AOE to your target.

Thunder clacker has my back.

Bonifarzia

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Re: The Thunderclacker and the deafening noise
« Reply #7 on: February 15, 2013, 05:37:15 pm »
Allright, I just did some more short tests with those little fierce fellows. There is the curious effect that the better your defense is, the more damage you take, so i suspect a multiplier got negative that should not ;)
No armor, rank 0, fulldef mean about 30, same in bloody about 20, finest chainmail in bloody maybe 100, same in fulldef quite a bit more - got another four hits for more than 900 damage each, so it is much the same as before.
« Last Edit: February 15, 2013, 05:54:44 pm by Bonifarzia »

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Re: The Thunderclacker and the deafening noise
« Reply #8 on: February 16, 2013, 01:08:37 am »
The deafening noise is not spell but a creature "special power". Thunder Clackers (which are not aggressive creatures by default) use it as a defense, also it doesn't attack after emitting it unless it was attacked before.

It seems that the special power which has a casting effect of a crystal way spell also with 150 crystal way never lands a hit on you. While with my level 90 Crystal way i could only avoid the odd one.

Eonwind

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Re: The Thunderclacker and the deafening noise
« Reply #9 on: February 16, 2013, 03:36:39 am »
The deafening noise is not spell but a creature "special power". Thunder Clackers (which are not aggressive creatures by default) use it as a defense, also it doesn't attack after emitting it unless it was attacked before.

It seems that the special power which has a casting effect of a crystal way spell also with 150 crystal way never lands a hit on you. While with my level 90 Crystal way i could only avoid the odd one.

Thunder Clacker special attack has nothing to do with Crystal Way and magic all. Magic is not useful to resist its effect.

Wolferz

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Re: The Thunderclacker and the deafening noise
« Reply #10 on: February 16, 2013, 05:37:56 am »
I heard the thunder clackers were pretty bad so I took a look at them myself with the following conditions:

Stats = 400 all
Light Armour = 200
Crafted leather armour at 295q/300q
Platinum steel Longsword at 285q

I rode by them repeatedly on my rivnak to get the debuff then attacked one of them with a weak magic spell to get it to attack me. I heard they were bad, but even I was surprised when I received two hits from the clacker both 1300+.  :o I beleive, like bonifarza, that I was not in any stance at that time. I know you want it to decrease deffence....but with that much damage being inflicted something is NOT working as planned.  ;D
...as it is now, thunder clackers are worse to fight than maulbernauts.
Just another thought, if this is a deffensive move on the clacker's part, it could be adjusted to only reduce the attack power. Reducing deff. along with attack kind of sounds like an aggressive move...but thats just my view on it.

Venalan

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Re: The Thunderclacker and the deafening noise
« Reply #11 on: February 16, 2013, 08:12:14 am »
hehe, a thunder clacker just hit me for all skills 2- 50 damage, all skills 2000- 5500 damage :D

clearly something really wrong with the debuff :)
..