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Paralyze/Sleep Damage
Both of these spells list damage outputs (about 60 for paralyze and about 120 for sleep) but neither one actually does damage as far as I can tell. Does Sleep do damage directly to fatigue? What does the Paralyze damage do? Are creatures with over 60 hit points immune to paralyze or they just take more bLasts to stun?
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Re: Paralyze/Sleep Damage
Stun damage = Fatigue Damage
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Re: Paralyze/Sleep Damage
Ok, but what is paralyze damage? It can paralyze for a whole battle with one hit. 60+ fatigue damage wouldn't be able to do that.
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Re: Paralyze/Sleep Damage
I thought paralyze damage was the number of turns the victim remains paralyzed. Would be nice if it were divided by size and/or a factor of strength, but I don't know that it is.
PvK |
Re: Paralyze/Sleep Damage
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Re: Paralyze/Sleep Damage
Paralyze is at current, mostly limitless. If you are paralyzed, you are not going to wake up for the battle. I believe the # was intended to represent the # of turns paralyzed but at current doesn't work in that fashion.
There is/was a reevaluation of paralyze length by IW though I don't know the result of that evalutation. |
Re: Paralyze/Sleep Damage
If the length of paralyze does get changed to what the number says, then there are a few units that will need to be rebalanced. Dispossesed spirits and Illithid's won't be very useful if their victims wake up after only 2-6 rounds, and R'lyeh in particular needs paralyze to make their units effective at all.
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Re: Paralyze/Sleep Damage
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As Zen was saying the number next to paralyze should be the amount of turns... yet it's not working that way. Hopefully fixed in the next patch |
Re: Paralyze/Sleep Damage
NTJedi,
Sometimes the paralysis is only 2 rounds with mind bLasts. And that's if the MR roll is failed. I think everything was attempted to be balanced by the devs prior to 2.08. R'lyeh wasn't a superpower in 2.06. Now, there are fewer attempts to penetrate MR due to the bug being fixed, PLUS limiting paralysis to 2-6 turns is going to be a significant change in combat effectiveness for these units. I have to agree with Graeme Dice that the devs are going to need to look at these units again in terms of game balance. They may not necessarily decide to change anything, but the units at least need to be play-tested again with these changes since they cost 50 gps a pop. Edited to properly reflect the length of paralysis as 2-6 turns rather than 2 turns. [ March 06, 2004, 13:38: Message edited by: SurvivalistMerc ] |
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