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Old 04-24-2012, 10:57   #1
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Question How do different damage types affect mobs?

I'm brand new to Entropia, and loving it so far. I did a lot of homework, which is paying off, but couldn't find that one piece of information on entropedia, entropia directory, or even here in the bestiary. Found a lot of very cool info about the mobs, but nothing about whether burn damage may affect one mob more while another is more susceptible to cut damage, or impact damage. If anyone could point me in the direction of this information I'd greatly appreciate it.
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Old 04-24-2012, 11:13   #2
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Welcome to Entropia

That's an excellent question, and unfortunately I can't give you a totally satisfactory answer, like a link to a thread where there are records of comprehensive tests.

However, as far as I'm aware, there's never been any indication that the damage type of a weapon (burn/acid etc etc) makes any difference whatever to the amount of damage inflicted, or the hit ability of the weapon.

To think of if another way:
When a mob hits an avatar, the damage received is affected by armor (if any) worn by the avatar. As armor protects against specific damage types, the damage type of the mob is relevant.
However, mobs (so far as we know) don't wear armor (yet!), so the damage type of the avatar's weapon isn't relevant.
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Old 05-02-2012, 00:14   #3
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Thanks for the welcome, for validating my question, and giving me a little piece of mind. I was actually wondering if all damage types were the same on mobs, and now I can quit worrying about that detail. However, creatures having specific weaknesses would provide a cool texture to gameplay and a nice reward for those of us who actually take the time and trouble to do our homework; and it's actually somewhat surprising to me that a game with so much emphasis on efficiency in pursuit of the real cash economy dream is missing a detail like that.
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Old 05-03-2012, 14:06   #4
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There is a small indie RCE/microtransaction game where certain mobs are immune to certain damage types (i.e. bots that use flamethrowers have certain resistance against burn damage).

idk about CryEngine2 but in some other engines all NPCs, avatars and mobs are similar objects and share the same "armor attribute" (invisible and disabled by default). Only have to give this armor certain protection capabilities. Pretty simple actually, not much programming involved. In this case balancing may be a bigger concern than implementation itself.

It definitely would make things more realistic if, for example, Huon (a mob with thick bone plates) would have normal HP + (invisible) 20 pene/20 cut armor, instead of simply having bigger HP.


No idea if MA has thought about implementing this feature. Maybe they have but gave it up to avoid being accused of stealing ideas? Or maybe they just want to keep it simple?

Last edited by Fifth; 05-03-2012 at 14:34. Reason: typos
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Old 05-05-2012, 12:33   #5
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Quote:
Originally Posted by Fifth View Post
No idea if MA has thought about implementing this feature. Maybe they have but gave it up to avoid being accused of stealing ideas? Or maybe they just want to keep it simple?
or more probably that they don't want to handle the fallout they'd get from the players could you imagine it if a MM was as effective as an opalo against certain mobs

I've never seen any difference in damage to mob from different types of weapon. All weapons are capable of inflicting their full damage range to all mobs.

The only time weapons make a difference is damage to other players, i.e. some armor protects well against laser wielding bots but is next to useless against acid attacks from snabbles. The same applies in PVP i.e. damage dealt by players which is why you'll see players label armors as pvp.
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Old 05-08-2012, 13:14   #6
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true, with every major change you run a risk of pissing off somebody - there's a limit to peoples willingness to adapt to the changes.

if mobs would get "armors" against certain damage types, there has to be different ammo types as well (i.e. pene/burn, pene/cold, etc) - if one side would change, the other has to change as well.
which means, the change would be pretty big from the players perspective and on top of that, it could raise lot of serious balancing issues... looks like here's the reason why we don't have this feature/system, and probably never will have.
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Old 05-08-2012, 23:44   #7
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Thanks for all the feedback, it's good to know that I no longer have to worry about the best weapon for the mob, excepting total damage. While different weaknesses for mobs would add a nice little bit of texture and realism, I'd imagine it would also add a lot of programming and put additional load on the server; although I couldn't be sure as my tech savvy is very limited.
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