Lineage II/Combat/Mechanics of Hate: Difference between revisions
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Lineage II/Combat/Mechanics of Hate (edit)
Revision as of 01:41, 12 February 2006
, 12 February 2006menge-a-trois --> ménage-a-trois
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Consider the following situation. Player A starts beating on Mob X. Player B comes along to heal Mob X -- bad boy there. The damage dealt to Mob X by A is going to be greater than its starting [[Lineage_2/Definitions#H|HP]], which is its maximum. | Consider the following situation. Player A starts beating on Mob X. Player B comes along to heal Mob X -- bad boy there. The damage dealt to Mob X by A is going to be greater than its starting [[Lineage_2/Definitions#H|HP]], which is its maximum. | ||
The thing is, the ''Hate'' Factor has to be an open-ended statistic; ''Hate'' must be allowed to build as long as the [[Lineage_2/Definitions#M|mob]] is alive, so that it can differentially attack a [[Lineage_2/Definitions#P|PC]]. Otherwise, should Player C come in to the | The thing is, the ''Hate'' Factor has to be an open-ended statistic; ''Hate'' must be allowed to build as long as the [[Lineage_2/Definitions#M|mob]] is alive, so that it can differentially attack a [[Lineage_2/Definitions#P|PC]]. Otherwise, should Player C come in to the ménage-à-trois above and deal damage equivalent to Mob X's starting [[Lineage_2/Definitions#H|HP]], Mob X could be possibly reduced to a race condition where it flip flops between the two [[Lineage_2/Definitions#P|PCs]] -- which is fairly stupid behaviour. | ||
While this isn't so obvious in straight damage dealing, when we discuss how healing affects the ''Hate'' Factor, it would become more obvious. | While this isn't so obvious in straight damage dealing, when we discuss how healing affects the ''Hate'' Factor, it would become more obvious. |