Recent posts

#1
Captures / Re: Lucifer 75 Missy Vs. Myrdd...
Last post by Greater - January 29, 2023, 08:58:54 AM
The tracking command will have a delay next push.

Edited to add:
In regards to stealth, I've briefly discussed getting our (stealth + combat) interactions in order with Rhalin. In the future I'd like to get all the appropriate delays or time periods matched up with MMUD's, particularly where PvP is concerned. That combined with things like tracking delay should rein in at least some of this excessive macro effectiveness.
#2
Captures / Re: Lucifer 75 Missy Vs. Myrdd...
Last post by Vile - January 24, 2023, 04:10:06 AM
[HP=1023/MA=297]:ne
 sea
wcur myrd
sn
hid
bs myrd
track myrddin

Could we consider adding delays to macros like this? Why should there be ZERO delay between these commands executing. It makes no sense in reality or in the game.
#3
Classes / Re: Witchunter EQ expansion.
Last post by Zadkiel - January 23, 2023, 02:08:38 PM
I feel like the badges are not as useful as they could be. If you are not playing Kang then many of the mobs that use magic mitigated by badges also have poison. For me this is making it so that badges are rather useless against any non-poison mob at my level. Maybe if the black badge reduced the duration of poison. I think I would even be open to something that made the poison run its course faster but also increased the damage. For example instead of 5 damage for 10 rounds it could be 10 damage for 5 rounds. This would help to clear the poison soon enough to get some rest before a respawn.

Another option might be to make one of the badges mitigate another magic. Perhaps one used by one of the lesser dragons (white, red or blue). Since there are not a lot of armor upgrades for witchunters between 40 and 60 it would be nice if the level 50 badge did more to help in that level range.
#4
Captures / Lucifer 75 Missy Vs. Myrddin 6...
Last post by Lucifer - December 29, 2022, 04:50:43 PM
[HP=1023/MA=297]:-3,719
 
Broadcast from Lucifer "3,719"
 
[HP=1023/MA=297]:br Myrddin went southwest.
 
Broadcast from Lucifer "Myrddin went southwest."
 
[HP=1023/MA=297]:
 
Black Wasteland
 
Obvious exits: northeast, northwest, southwest
 
[HP=1023/MA=297]:sw
Sneaking...
Myrddin is searching the area.
Myrddin is searching the area.
 
Myrddin casts sleep on you!
 
You are lulled into a magical slumber!
 
Myrddin moves to attack you!
 
[HP=1023/MA=297]:hid
 
Black Wasteland
 
Obvious exits: northeast, southwest
Attempting to hide...
 
[HP=1023/MA=297]:sw
 
hid
Black Wasteland
 
Obvious exits: west, northeast, southeast
You are fast asleep.
 
You hear movement to the northeast.
 
You awaken from the unnatural slumber.
[HP=1023/MA=297]:ne
 
sea
wcur myrd
sn
hid
bs myrd
track myrddin
Black Wasteland
 
Obvious exits: northeast, southwest
Your search revealed nothing.
You see Myrddin hiding in the shadows.
 
You attempt to cast wrathful curse on Myrddin, but the spell is resisted!
 
Attempting to sneak...
Attempting to hide...
 
*Combat Engaged*
 
Myrddin went northeast from here.
[HP=1023/MA=272]:br Myrddin went northeast.
You fumble in confusion!
The runes on Myrddin's cape glow faintly!
 
You surprise hack Myrddin for 529 damage!
 
You are shocked for 6 damage!
 
Myrddin is scorched for 11 damage!
 
Lightning arcs out, shocking Myrddin for 12 damage!
[HP=1017/MA=272]:sea
You may not search while attacking!
[HP=1017/MA=272]:wcur myrd
 
*Combat Off*
 
You attempt to cast wrathful curse on Myrddin, but the spell is resisted!
 
[HP=1017/MA=247]:sn
Attempting to sneak...
[HP=1017/MA=247]:hid
Attempting to hide...
[HP=1017/MA=247]:bs myrd
 
*Combat Engaged*
 
[HP=1017/MA=247]:track myrddin
Myrddin went northeast from here.
Myrddin is searching the area.
Myrddin is searching the area.
 
Myrddin casts sleep on you!
 
You are lulled into a magical slumber!
[HP=1017/MA=247]:
 
Black Wasteland
 
Also here: Myrddin*.
 
Obvious exits: northeast, southwest
 
Myrddin moves to attack you!
 
[HP=1017/MA=247]:br Myrddin went northeast.
 
Broadcast from Lucifer "Myrddin went northeast."
 
[HP=1021/MA=247]:
 
Black Wasteland
 
Also here: Myrddin*.
 
Obvious exits: northeast, southwest
 
[HP=1021/MA=247]:sw
 
Black Wasteland
 
Obvious exits: west, northeast, southeast
 
*Combat Off*
 
You awaken from the unnatural slumber.
[HP=1023/MA=276]:
 
Black Wasteland
 
Obvious exits: west, northeast, southeast
 
[HP=1023/MA=276]:w
 
sn
Black Wasteland
 
Obvious exits: east, west
Attempting to sneak...
 
[HP=1023/MA=276]:e
Sneaking...
 
hid
Black Wasteland
 
Also here: Myrddin*.
 
Obvious exits: west, northeast, southeast
You fumble in confusion!
 
[HP=1023/MA=276]:e
There is no exit in that direction!
[HP=1023/MA=276]:sn
Attempting to sneak...
[HP=1023/MA=276]:sea
You fumble in confusion!
[HP=1023/MA=276]:wcur myrd
 
sn
hid
bs myrd
track myrddin
 
You cast wrathful curse on Myrddin!
Myrddin casts sleep on you!
 
You are lulled into a magical slumber!
Attempting to sneak...
You fumble in confusion!
 
Myrddin moves to attack you!
 
Myrddin clenches a fist and points a finger at you.
 
A bolt of eldritch power streaks out, striking you for 70 damage!
A bolt of eldritch power streaks out, striking you for 80 damage!
A bolt of eldritch power streaks out, striking you for 129 damage!
A bolt of eldritch power streaks out, striking you for 102 damage!
A bolt of eldritch power streaks out, striking you for 114 damage!
 
*Combat Engaged*
 
You fumble in confusion!
 
Myrddin attempts to cast sleep on you, but you resist!
 
Myrddin moves to attack you!
 
[HP=532/MA=251]:
 
Black Wasteland
 
Also here: Myrddin*.
 
Obvious exits: west, northeast, southeast
You awaken from the unnatural slumber.
 
[HP=536/MA=251]:w
 
You critically slash Myrddin for 169 damage!
 
You are shocked for 5 damage!
 
Myrddin is scorched for 8 damage!
You critically hack Myrddin for 120 damage!
 
You are shocked for 6 damage!
 
You critically hack Myrddin for 175 damage!
 
Myrddin drops to the ground!
 
You are shocked for 9 damage!
 
Myrddin is dead.
 
You gain 75 pvp score.
Lucifer just educated Myrddin!
 
*Combat Off*
 
Tiny gossips: Let the boddies hit the floor
 
[HP=516/MA=251]:
Tiny gossips:
Lucifer made Myrddin poop!
 
Ultra gossips: A MUDDER ONE BYTES THE DUST! Myrddin was educated by Lucifer.
 
Black Wasteland
 
Obvious exits: east, west
 
Black Wasteland
 
Obvious exits: east, west
 
[HP=520/MA=251]:i
You fumble in confusion!
Myrddin gossips:
Nice work
 
The effects of smite wear off!
 
[HP=532/MA=251]:gos kinda
Lucifer gossips:
kinda
 
[HP=536/MA=251]:gos how did my bs not get off
Myrddin gossips:
you caught me using a wrong macro
 
The effects of confusion wear off!
 
Lucifer gossips: how did my bs not get off
 
[HP=582/MA=280]:
 
Black Wasteland
 
Obvious exits: east, west
 
[HP=582/MA=280]:sn
Attempting to sneak...
 
Your agility returns to normal.
 
[HP=594/MA=280]:l e
 
Black Wasteland
 
    This vast bleak plain is covered in knee-high grass the colour of soot.
Great cracks split the floor of the wasteland, out of which towering grey
plumes of smoke reach towards the sky. Two moons, one yellow and one blue, ride high above in the la
vender heavens. There are no landmarks save the moons, and
a slight disorientating effect pervading the area makes it difficult to
navigate.
 
You notice 45 gold crowns, silvery skullcap, silversilk trousers, witchwood
bracelet, ebon mask, snakeskin boots, black embroidered robes, amber pearl
earrings, sash of the arch wizard, tiger-claw necklace, rift staff, rope and
grapple, black star key, silver-threaded armwraps, runed silversilk gloves,
diamond-studded ring, ruby hairpin, hydra key, moldy key, golden headdress
here.
 
Obvious exits: west, northeast, southeast
 
[HP=594/MA=280]:sn
Attempting to sneak...
[HP=594/MA=280]:e
Sneaking...
 
Black Wasteland
 
You notice 45 gold crowns, silvery skullcap, silversilk trousers, witchwood
bracelet, ebon mask, snakeskin boots, black embroidered robes, amber pearl
earrings, sash of the arch wizard, tiger-claw necklace, rift staff, rope and
grapple, black star key, silver-threaded armwraps, runed silversilk gloves,
diamond-studded ring, ruby hairpin, hydra key, moldy key, golden headdress
here.
[/color]
[glow=#FF0000,3,300]Blood 2 Html Version 2.3.0.10[/glow]
Character Hit% Crit% Hit Ave Crit Ave Spell Ave AC% Dodge% Damage Taken Total Damage
You 0 100 0 155 99
0
[/size][/font]
0
[/size][/font]
495
[/size][/font]
1507
[/size][/font]
[shadow=#808080,right,250] Grand Total =  1507 [/shadow]
#5
GreaterMUD / Re: Changelog updated for 12/1...
Last post by Winterhawk - December 14, 2022, 11:46:51 AM
updated
#6
Downloads / Re: GreaterMUD Explorer and la...
Last post by Winterhawk - December 14, 2022, 11:46:13 AM
updated
#7
GreaterMUD / Re: Class and New Spell Feedba...
Last post by dij - December 13, 2022, 01:41:07 PM
After using the gypsy spells for many levels now, I will give my thoughts.

Ancestral link -> The dodge is great and the minor heal tick is great. Utility is huge on it and gives many options to build differently, especially as a combat gypsy. I was initially disappointed that it seemed to be difficult to cast but as I leveled it seems appropriate.

Spirit barrier -> Fantastic spell, and some argue it is "OP." It definitely mitigates damage but the scaling isn't fantastic for extremely hard hitting mobs or spells. Combat gypsy requires other choices to make it viable and it's not a "roflstomp just cast sbar" especially as levels and mob damage increases.  Also had a fair amount of fails when I first started using it at L39, but seems appropriate.

Frailty -> Arguably the strongest debuff in the game with the -50% DR. This makes a gypsy incredibly useful and wanted for most boss fights when a lot of melee is involved. Difficult to cast, mana heavy but is an incredibly strong boss debuff.

Curse of withering-> This might be a good pvp spell but really doesn't get much use out of me on PVE.

Greater shadowform -> I hardly used this spell as it didn't get patched until I wasn't BSing much.

Gypsy is in a good place that can compete with other stronger classes. Not the best at anything but offers strong melee, good dodging, good rooming/spell capabilities with sneaking and good BS options depending on playstyle. Obviously requires extreme gearing to reach optimal levels.

I like the addition of chaos shield for a bit more survivability, sleep as an option for boss debuffing.
#8
GreaterMUD / Re: Do you like the new spells...
Last post by boondock - December 10, 2022, 09:26:31 PM
GELE - Should contain water resist with the addition of those mobs in the game imo.  If druids are dealing in that realm they should get the res from it.

Hail vs atem - small min damage difference until atem maxxes out at 70, mean its not worth casting hail until you hit 71+ 

CLWO vs GRME - Similar as before, whether grme is too strong or clwo is too weak the difference between them should be examined.  Should have some more balance between them, otherwise its not worth using CLWO for a long time as a normal spell (outside a bossfight)

Elemental spells should possibly be looked at. As you age into higher level mobs the 2x cast just doesnt do enough damage a lot of the time unless you are only finding mobs with -50 or more res to the spell you are casting.  Also some issues arose in void around spellimu level versus what i could cast and do damage to some of the bosses.  Whether thats worth looking at or if its just a part of the void is a dev decision, simply pointing out there was a boss or two that i had to simply cast hail of stones in order to do anything to them.

Its not spell related but I will also add it could be worth a look down future resets at adjusting leather to be useful outside of resistance purposes.  Post 50 unless you want resistance for a spot leather doesnt really carry any inherent value over silk other than limiting a mage/priest from wearing an item.  Dodge becomes end all be all at the end and leather is more or less useless.  Re-tuning leather armor could make for some more intersting options for some classes that would normmally otherwise be BS'ers.  Could also give druids a path other than swapping over to full dodge gear.  Whether their builds be DR based or whatever.

#9
GreaterMUD / Re: Do you like the new spells...
Last post by Fujin - December 10, 2022, 08:53:29 PM
I've said it before but I just wanted to share a more thought out viewpoint on ASLT and HIRE.
I obtained ASLT right at 60 and it felt unusable, it costs 60 mana on a full round and did less damage than my align5 spells. Being an evil mage, If I could NEBO it, that was more effective as a whole(have stuff to say about Nebo at the end), if I couldn't it was better that I used HSTO over ASLT on single targets.

Here are the spells laid out as a base, not applying MR reductions because I don't have those equations for proof of effect: https://imgur.com/a/TNsqh2X

It wasn't until I hit 75 and got lucky with getting a lot of spell damage gear, that my average round was finally on par versus priests with slightly less spell damage gear than myself(at least that's how it felt and appeared, every time I checked my rounds vs priests and even then, they were more likely to have a better round).

I think although hire has a lower ceiling, it having a higher floor, and higher base on the 1x casts and being 3x Round at 10 mana vs 5x round at 12 mana makes it a far more effective and better combat spell than ASLT and this is an "eldritch" spell, it works on anything making priests the best single target caster at end game and that's not even counting their buffs, healing and utility spells. It takes ~25ish levels for ASLT to become usable in its current state as a mages primary single target spell(assuming you don't get lucky with spell damage gear).

If i could change these spells, I'd keep hire as it is and make ASLT a 3x 12 mana spell, make it have the same floor until the middle ground where it'll slightly scale more than hire and make ASLT's ceiling less than hire at the start, more at the end than hire.

as far as NEBO is concerned, it always feels bad to 1tap something with it and not get the benefit of the secondary cast. IN cases where I'm trying to use drain spells to heal, I have to use deathtouch if the mob is more than likely going to be 1 tapped by NEBO, which is kind of a feelsbad drawback on a spell that cant be used on probably 1/4th(maybe more? i havent counted) number of monsters. It seems like a lot of the areas where I have to frequent, there's always a handful of mobs that cant be nebo'd, not that in itself is an issue I think its fine but having to use the low level pure drain spells in cases where Nebo 1 shots(which ends up being every area mod9 and below) feels bad.
#10
GreaterMUD / Class and New Spell Feedback
Last post by Greater - December 10, 2022, 05:53:08 PM
We've had a fair amount of time now for folks on both realms to get accustomed to the new spells that went in this push.  Please leave your thoughts below on the subject. If you'd like to expound about the classes that use them, that's also welcome. Please be specific. If you like or don't like something, give a short explanation why.