I don't think I've ever successfully killed a monster with them, since Matlu implemented them. This is odd because I always use them on the same sort of things I would have in the old Cyber Wars. I believe they're supposed to go up against Defense, not Resistance btw. I don't remember killing Battlemechs with Disrupter, while it would usually kill Mining Droids for example. Disintegrator was one of the weapons that could usually kill a commander with force armor, and was also a counter to the best monsters.
Just taking a stab at it, but in my estimation Disrupter should be Strength 5 or 6, and Disintegrator should be maybe Strength 8?
lol , if it had str 8, it would be auto kill vs commander.
Did you play the old Cyber Wars? It was auto kill vs commander. That's why it had a range of 4. Other commanders have time to put up defenses.
Yes, I played the old cw, and no I dont beleive you :P
rofl noob...
thats right, insult me dont prove your statement
Well all I can do is laugh. You say you played the old cyber wars, but you don't remember how strong disrupter and disintegrator were... How do you expect me to prove it? The word of an old Top 50 player should be enough--it's not like I'm trying to ruin Matlu's recreation. I want to make it better.
I think they are approximately the same strength. I've killed a commander with disrupter and disintegrator already in cyber battles. It is good as it is, which is the same as it was in cyber wars.
I can really feel that disintegrator and disruptor are weaker than they were in the old Cyberwars. I remember them being about the same strength and I think that their effect depended on the enemy unit's resistence and defence.
I've had disrupter fail on a laser robot, and disintegrator fail on a commander with no armor. That would never happen in the old cyber wars. I'd like to know what the probability on those are currently... If I'm just having bad luck I'll drop it.
In this thread is explained how it works:
http://www.duelboard.com/forum/index.php/topic,314.0.html
I agree, they are not very strong.
- It first, they is always "resistance roll". Many monsters (and also commanders) have very high chance to resists. (resistance 7 means 70% to completely ignore it). But I guess THAT'S what the resistance is for, right?
- when the monster FAILS resistance roll, there is normal attack roll. Distrupter has strength 4, disintegrator 7. Again, it's not enough to kill many monsters and it requires luck.
Maybe I should at least raise disruptor to strength 5, I don't know. I don't want to make it too strong.
Btw, there's something that's been bugging me. The captain's resistence should be 5 not 7. I know for a fact that this was the case in Gower's version of the game.
I would highly suggest 5 for disrupter and 8 for disintegrator. About Resistance.. The thing is, Disintegrator was really an almost reliable weapon for killing spideroids/preds/queens/etc. It wouldn't have worked so often if resistance worked exactly the way you have it set up. Disintegrator must be harder to resist, than Mind Control for example.
@Kiz's post: That sounds right. I'm not sure, but I think the Symbiont upgrade may have raised the commander's resistance from 5 to 7.
My notes say that during the last few weeks at least, the Commander's resistance was 7. It could of course be one of the things they changed, but it was 7 for at least part of the time.
(Edited to add) The Symbiont was +1 to all stats except ranged, and none of the other power-ups affected Resistance, so a 5-resistance commander could never be promoted to 7.
Yes, I remember symbiont giving the commander a resistence of 6
There's no doubt that jagex changed many parameters several times
Well I guess we don't need to match Jagex, but I really don't like disrupter and disintegrator right now, way too weak and they hardly ever work. I don't mean to nag, just wanted to make this clear.
I agree, I have barely killed anything with those items. Once the stronger item (with 4 range, forgot the name) failed to kill a slime warrior which has like 4 Res and 2 Defence.
I agree with mccool. The disrupter and disintegrator just aren't working properly. It has not worked for me yet, but I keep trying in the hopes to find an average. So far since it never work, is a very bad average..
Maybe take out resistance, and give a good chance of killing commander. It used to be able to have a 50 50 chance it would freeze the game before.. now it does almost nothing. I would have to say your chances are better with a facegrabber killing a commander then with disrupter or disintegrator. If you are 4 or 6 space away and move after he does this is a last ditch effort to survive, but as of now I wouldn't advise using it on anything but very small slimes.
also, maybe have both strength 5, i believe this is 50/50 with def 5? with only the distance being the difference.
Until we have electro pulse/virus, it's even more desirable to have a good disintegrator. Entire slime army's were easily taken out with virus. ;D
I think it would work better without the resistance test. (And it's almost a physical attack, anyway.) If it's going to take up a turn and an action slot, it wants to be as useful as an average monster - and it only gets used once.
This leads us to question: what is resistance for?
Hm, what about using halved resistance value? For example Resistance 6 = 30% to resist (only for purpose of disruptor & disintegrator. Hypnotize would still use full value)
i think res was mainly for virus, electro pulse, mind control .. maybe im missing something, but i don think it was ever used for disrupt and disinigrate.. was it?
Thinking back on the times when I tested the freeze bug.. I don't think it would have worked as well if res was a factor because res for comander was so high. & I thought it was a 50/50 40/60 chance to kill that comander.
Right now Flying slimes are almost immune to the DIS. :D
Doing a awsome job matlu!! thank you!!
Quote from: cDigital on June 19, 2005, 11:23:19 AM
i think res was mainly for virus, electro pulse, mind control .. maybe im missing something, but i don think it was ever used for disrupt and disinigrate.. was it?
This is original cyberwars description: :)
Blast a target creatures within 6 squares, success depends on targets resistance and defence.
hmm, they lie.. haha.. jk
I don't recall having much trouble using it on high res creatures, just high def. Unlike MC, mechs queens, but heck no spider.. too high res
it was far to easy to blast high res creatures.. it makes me wonder if they had an accurate desc. or maybe the res just effect it less pronunced like you suggest.
I don't want to completely exclude resistance, I guess it's enough to make it less important.
My first idea was to use halved resistance value.
Another idea is, that resistance roll gets some automatic bonus, for example +2. (monster with resistance 6 would have only 40% to resist, instead of 60%)
I guess I will try one of this ideas, not yet sure which. But I will feel that these actions need to be a bit stronger
Ok, they are stronger now. There is +20% bonus to resistance roll.
They need more strength! I can't even kill slime warrior with the stronger one!!
I like it as it is now. I can already tell the results. I've killed even more commanders this way than the weaker ones in cyber battles. I have also had a fair share of failures.
I still have 100% fail with these items.