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Slime tunnels and Jellies
Posted: Wed Sep 15, 2010 8:33 am
by Fela
I checked them out with my SB yesterday.
One thing i noticed: when a stunned jelly splits, the stunned state is transferred to its copy. At least with crimson jellies, i'm not 100% sure if it's with all of them.
Also, I oneturn most of them, maybe 2 turns for the more resilient ones. Yet, with most regular jellies in the tunnels it was impossible to actually kill all copies and avoid being surrounded - much less with brittle, i usually avoid touching those at all cost. Also, the copies actually come out as completely healthy specimen more often than not.
Again, this creates a solvable situation for SB and archmage chars due to conveyance access, but any kind of pure melee or archer might eventually be forced into a situation that is terminal by design.
I'd suggest cutting the max health of copies to int(maxhealth/2) every time they split, so eventually they will terminate. Alternatively splitting might cost them a limited resource like i understand it's done with worms? Possibly that is already implemented but countered by some copies starting out fresh due to some bug?
Re: Slime tunnels and Jellies
Posted: Wed Sep 15, 2010 11:52 am
by Shoob
and it really shouldnt be max health if it splits either but just the current health
Re: Slime tunnels and Jellies
Posted: Wed Sep 15, 2010 7:41 pm
by yufra
I think the stun passing to the split oozes may be intended, at least I didn't think twice about it. I always thought of the ooze splitting as mitosis in cell biology, so it would make sense if the effects would transfer. In regards to the full health, if I read the code correctly the ooze is cloned just before the hit. This means that the split ooze will have the same health, and since most oozes are one shot that means they will have maximum health. Using the mitosis analogy I think it would be nice if the cloned oozes reduced their health every split. The ooze-splosions would still be deadly since they do the same amount of damage, but they are easier to kill.
Re: Slime tunnels and Jellies
Posted: Wed Sep 15, 2010 10:32 pm
by Repton
yufra wrote:and since most oozes are one shot
!
I haven't got very far in b10 yet, but my summoner met oozes in the maze, and later in Tol Falas. Each time, they had almost 500HP each, and I'm fighting them with imps that do ~120 damage, and minotaurs that hit for a similar amount.
After much effort I
finally exterminated the oozes in the maze, but the infestation in Tol Falas was too much for me, and I had to just run past it...
Re: Slime tunnels and Jellies
Posted: Wed Sep 15, 2010 10:52 pm
by darkgod
********** SPOILER **********
Oozes split only after a certain threshold of damage, so killing them with small attacks is actually a good idea
Re: Slime tunnels and Jellies
Posted: Thu Sep 16, 2010 2:11 am
by edge2054
Might explain why my Reaver had such an easy time with them, plus diseases and other dot debuffs getting passed on to any splits that did occur.
Re: Slime tunnels and Jellies
Posted: Thu Sep 16, 2010 9:43 pm
by Fela
darkgod wrote:********** SPOILER **********
Oozes split only after a certain threshold of damage, so killing them with small attacks is actually a good idea
Still, if they didn't remember the HP of the TURN before they were killed, but instead of the BLOW before they were killed, that would help immensely. I may oneturn them, but that actually means i'm applying 12-16 different portions of damage to them

. And that's without flurry.
Re: Slime tunnels and Jellies
Posted: Thu Sep 16, 2010 10:23 pm
by yufra
Fela wrote:
Still, if they didn't remember the HP of the TURN before they were killed, but instead of the BLOW before they were killed, that would help immensely. I may oneturn them, but that actually means i'm applying 12-16 different portions of damage to them

. And that's without flurry.
I believe this is how it is currently implemented.
Re: Slime tunnels and Jellies
Posted: Fri Sep 17, 2010 8:48 am
by Fela
I'm not convinced.
A curious thing i noticed this time around in the slime tunnels: When i killed a 400 hp jelly there was a decent chance that an 800 hp jellly (the original incarnation) would be cloned.
Also once or twice not one but two non-brittle jellies appeared (if I remember right, green oozes). Possibly a bug related to double wielding?
Re: Slime tunnels and Jellies
Posted: Fri Sep 17, 2010 8:53 am
by darkgod
It's not a bug, if you hit it twice you give it two chances to split

Re: Slime tunnels and Jellies
Posted: Fri Sep 17, 2010 11:44 am
by Fela
So what about the 400hp jelly (which was cloned with 400 hp before i attacked it) that clones an 800hp jelly?

Re: Slime tunnels and Jellies
Posted: Fri Sep 17, 2010 12:08 pm
by darkgod
That's weird ..