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The Profile of... A Scorpion


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I decided to take a deep look into these guys; the 2 hour research results are below. This was inspired after for the umpteenth time, yet another topic on the SIF regarding Ascaron's favorite deadly insect had been posted. After seeing r00ster give one of his usual (IMO useless) responses to the person who started the thread, I decided to reply with something that might actually yield new information (as opposed to redundant):

 

 

I'm personally amazed with how much can be derived from the script files:

 

Scorpions have the following:

 

Danger class - 4

 

Attributes:

- Intelligence, 80% of per-difficulty settings

- Stamina, 90% of per-difficulty settings

- Vitality, 150% of per-difficulty settings

- Strength, 110% of per-difficulty settings

- Willpower, 130% of per-difficulty settings

- Dexterity, 110% of per-difficulty settings

- Physical armor (110% of per-difficulty setting)

- Poison armor (110% of per difficulty setting)

- Deals physical damage (80% of per-difficulty setting)

- Deals poison damage (30% of per-difficulty setting)

- Bonus to attack rating (40% of per-difficulty setting)

- Bonus to fire armor (50% of per-difficulty setting)

 

 

Combat arts:

"Poison Blow"

- chance to poison

- increases all damage elements

- deals poison damage in addition to weapon or unarmed damage (in the scorpion's case, it deals poison and physical)

- raises attack value

 

Basically, it's Mortifying Pillory without the chance to become an outlaw.

 

 

Skills:

 

-Tactics Lore (Works for Mr. Scorpion in just the way it works for us players)

-Enemy Lore (This skill boosts the damage, critical hit rate and execution time of an enemy's CAs; For the scorpion, it is boosting his tail attack).

-Spell Resistance (As it implies, he has spell resistance)

 

 

Other info:

 

-They hit twice when they use their regular attack (both claws)

-They are set to behave as dumb/aggressive. They are only insects, after all.

-They can strafe

-They have no equipment

-They have a run speed of 130%

-Their walk speed is 50%

-Their weight is 50%

-Their maximum melee attack range is 16 (standard for most monsters)

-They have green blood (duH!)

Edited by Cthulhu
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Excellent information. And this stuff has great utility to a player. Someone looking at this make changes to their build and playing strategies after reading this.

 

Cthulhu, nice work on the digging ^^ what does Danger Class mean though? If you compared this stat to danger class for other enemies, do all other enemies have such useful rating? Is it something that you can pull out so easily?

 

Have you tried pulling out stats for another enemy and see how it compares to this? I'm curious because I see huge use for this on the wiki, but I'd like to see how information like this "ranges" out across other enemies to see, in context, to what degree it's utility would be.

:drinks:

 

gogo

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NP Viper, I'm glad at least someone learned something from it. :drinks:

 

 

Oh... and just to see if knowing his full stats would help a little better, I took my level 81 Inquisitor into the desert and suited him up with a lot of +damage mitigation (a little over 20%) and +defense rating stuff (including Soul Reaver). I also had about 1100 armor worth of poison resistance. I was also using a level 103 regular Shroud Spider.

 

Versus even a level 96 Teal Champion Scorpion... the results were rather surprising. The Teals did much less damage than I had anticipated... about 500. The regular scorpions only did 300ish.

 

This of course was ridiculously low, considering my HP was at about 13,000 and my life regen was at 250+ (constitution mastered).

 

 

So... yeah. This was probably overkill, but it goes to show there are ways you can make those Scorpions feel like just plain ol' bugs.

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Wonderful info and experiment Cthulhu. I'm very glad you posted that here. It certainly is much appreciated and I don't see it being "drowned out" at FDM. :)

 

The info you're pulling could add significant utility to the bestiary I believe. I've also been having some difficulty with my HE vs. Scorpions of any kind so I'm eager to apply your info and see the results. I'll report back shortly! :(

 

Is there perhaps a way to derive some solid numbers for the attributes? Oh and am I right to assume that the data you've collected come from not a single file but several?

 

Once again phenomenal work Cthulhu. :drinks:

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Thanks everyone.

 

And yes, the data was pulled from several files. Thanks to the wonderful paradigm known as "Object Oriented Programing", everything isn't housed all nice and neatly in one place.

 

There is a way to compute the actual attribute values, but it will take a while...

 

I'll update this reply soon, gotta run.

 

Quick update:

 

Gogo -

 

From what I've been able to derive thus far, danger classes are used in conjunction with your character level to determine what drops you get. The weird thing I have noticed however is that characters themselves have a danger class of 7.

 

I think I will need more time to discern whether or not danger classes are used for anything beyond item drop calculations.

 

 

Schot -

 

Let me know if you don't get similar results with your High Elf. I am sure I may have left out a detail or two, but the key thing from what I can tell, is you have to pad yourself against physical & poison damage, as well as ensure you have a high defense rating.

Edited by Cthulhu
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This... may only be the beginning. But it is a start.

 

This is how it should work... let's use strength as the initial example:

 

difficultyvaluerange0 = {0,23,525},

difficultyvaluerange1 = {1,25,578},

difficultyvaluerange2 = {2,28,635},

difficultyvaluerange3 = {3,31,700},

difficultyvaluerange4 = {4,34,770},

 

In the above, you see the attribute values for Bronze (0), Silver (1), Gold (2) and so on.

 

To the right of each listing, in the curly brace brackets there are 3 values. The first value is the difficulty level (once again). The second value is the base, per-level value and the last is the maximum.

 

This however, is very peculiar, because if you go by this, that means a level 1 Scorpion would have at least 25.3 strength at level 1?

 

But then again, it makes sense. That's very much on-par with hero stats.

 

 

Below are all of the monster stats that the Scorpion uses. I put //comments above each attribute/bonus/etc for your convenience.

 

Edit: I should probably note that combat art levels and elemental offense/defense values probably are a little harder to calculate.

 

 

//Monster Strength

newBonus = {
--  name = "crbonus_attr_str_npc",
 rating = 0,
 basedonskill = "SKILL_INVALID",
 type = "BONUS_STATS",
 spez = "STAT_STR",
 spez2 = "",
 usagebits = 65535,
 minconstraints = {1,0,0},
 difficultyvaluerange0 = {0,23,525},
 difficultyvaluerange1 = {1,25,578},
 difficultyvaluerange2 = {2,28,635},
 difficultyvaluerange3 = {3,31,700},
 difficultyvaluerange4 = {4,34,770},
}
mgr.createBonus(20, newBonus);

//Monster Willpower

newBonus = {
--  name = "crbonus_attr_wil_npc",
 rating = 0,
 basedonskill = "SKILL_INVALID",
 type = "BONUS_STATS",
 spez = "STAT_WIL",
 spez2 = "",
 usagebits = 65535,
 minconstraints = {1,0,0},
 difficultyvaluerange0 = {0,23,525},
 difficultyvaluerange1 = {1,32,700},
 difficultyvaluerange2 = {2,41,875},
 difficultyvaluerange3 = {3,50,1050},
 difficultyvaluerange4 = {4,62,1300},
}
mgr.createBonus(25, newBonus);

//Monster Vitality

newBonus = {
--  name = "crbonus_attr_vit_npc",
 rating = 0,
 basedonskill = "SKILL_INVALID",
 type = "BONUS_STATS",
 spez = "STAT_VIT",
 spez2 = "",
 usagebits = 65535,
 minconstraints = {1,0,0},
 difficultyvaluerange0 = {0,23,525},
 difficultyvaluerange1 = {1,32,700},
 difficultyvaluerange2 = {2,41,875},
 difficultyvaluerange3 = {3,50,1050},
 difficultyvaluerange4 = {4,62,1300},
}
mgr.createBonus(24, newBonus);

//Monster Stamina

newBonus = {
--  name = "crbonus_attr_sta_npc",
 rating = 0,
 basedonskill = "SKILL_INVALID",
 type = "BONUS_STATS",
 spez = "STAT_STA",
 spez2 = "",
 usagebits = 65535,
 minconstraints = {1,0,0},
 difficultyvaluerange0 = {0,23,525},
 difficultyvaluerange1 = {1,26,604},
 difficultyvaluerange2 = {2,30,694},
 difficultyvaluerange3 = {3,35,798},
 difficultyvaluerange4 = {4,40,918},
}
mgr.createBonus(23, newBonus);

//Monster Intelligence

newBonus = {
--  name = "crbonus_attr_int_npc",
 rating = 0,
 basedonskill = "SKILL_INVALID",
 type = "BONUS_STATS",
 spez = "STAT_INT",
 spez2 = "",
 usagebits = 65535,
 minconstraints = {1,0,0},
 difficultyvaluerange0 = {0,23,525},
 difficultyvaluerange1 = {1,25,578},
 difficultyvaluerange2 = {2,28,635},
 difficultyvaluerange3 = {3,31,700},
 difficultyvaluerange4 = {4,34,770},
}
mgr.createBonus(22, newBonus);

//Monster Dexterity

newBonus = {
--  name = "crbonus_attr_dex_npc",
 rating = 0,
 basedonskill = "SKILL_INVALID",
 type = "BONUS_STATS",
 spez = "STAT_DEX",
 spez2 = "",
 usagebits = 65535,
 minconstraints = {1,0,0},
 difficultyvaluerange0 = {0,23,525},
 difficultyvaluerange1 = {1,25,578},
 difficultyvaluerange2 = {2,28,635},
 difficultyvaluerange3 = {3,31,700},
 difficultyvaluerange4 = {4,34,770},
}
mgr.createBonus(21, newBonus);

//Physical Armor

newBonus = {
--  name = "crbonus_armor_phy",
 rating = 0,
 basedonskill = "SKILL_INVALID",
 type = "BONUS_ARMOR",
 spez = "DMG_PHYS",
 spez2 = "",
 usagebits = 65535,
 minconstraints = {1,0,0},
 difficultyvaluerange0 = {0,25,550},
 difficultyvaluerange1 = {1,32,740},
 difficultyvaluerange2 = {2,40,920},
 difficultyvaluerange3 = {3,50,1100},
 difficultyvaluerange4 = {4,70,1400},
}
mgr.createBonus(28, newBonus);


//Experience Points

newBonus = {
--  name = "crbonus_experience",
 rating = 0,
 basedonskill = "SKILL_INVALID",
 type = "BONUS_EXPERIENCE",
 spez = "",
 spez2 = "",
 usagebits = 65535,
 minconstraints = {0,1,0},
 difficultyvaluerange0 = {0,20,4020},
 difficultyvaluerange1 = {1,25,5025},
 difficultyvaluerange2 = {2,30,6030},
 difficultyvaluerange3 = {3,40,8040},
 difficultyvaluerange4 = {4,50,10050},
}
mgr.createBonus(26, newBonus);

//Poison Armor

newBonus = {
--  name = "crbonus_armor_poi",
 rating = 0,
 basedonskill = "SKILL_INVALID",
 type = "BONUS_ARMOR",
 spez = "DMG_POISON",
 spez2 = "",
 usagebits = 65535,
 minconstraints = {1,0,0},
 difficultyvaluerange0 = {0,25,550},
 difficultyvaluerange1 = {1,33,740},
 difficultyvaluerange2 = {2,40,920},
 difficultyvaluerange3 = {3,50,1100},
 difficultyvaluerange4 = {4,70,1400},
}
mgr.createBonus(43, newBonus);

//Physical damage

newBonus = {
--  name = "crbonus_damage_phy",
 rating = 0,
 basedonskill = "SKILL_INVALID",
 type = "BONUS_WEAPONDAMAGERANGE",
 spez = "DMG_PHYS",
 spez2 = "",
 usagebits = 65535,
 minconstraints = {1,0,0},
 difficultyvaluerange0 = {0,24,371},
 difficultyvaluerange1 = {1,24,371},
 difficultyvaluerange2 = {2,24,371},
 difficultyvaluerange3 = {3,24,371},
 difficultyvaluerange4 = {4,24,371},
}
mgr.createBonus(27, newBonus);

//Poison Damage

newBonus = {
--  name = "crbonus_damage_poi",
 rating = 0,
 basedonskill = "SKILL_INVALID",
 type = "BONUS_WEAPONDAMAGERANGE",
 spez = "DMG_POISON",
 spez2 = "",
 usagebits = 65535,
 minconstraints = {1,0,0},
 difficultyvaluerange0 = {0,24,371},
 difficultyvaluerange1 = {1,24,371},
 difficultyvaluerange2 = {2,24,371},
 difficultyvaluerange3 = {3,24,371},
 difficultyvaluerange4 = {4,24,371},
}
mgr.createBonus(42, newBonus);

//Attack Rating

newBonus = {
--  name = "crbonus_addAW",
 rating = 0,
 basedonskill = "SKILL_INVALID",
 type = "BONUS_COMBATVALUE",
 spez = "CBTVAL_ATTACK",
 spez2 = "",
 usagebits = 65535,
 minconstraints = {1,0,0},
 difficultyvaluerange0 = {0,23,525},
 difficultyvaluerange1 = {1,32,700},
 difficultyvaluerange2 = {2,41,875},
 difficultyvaluerange3 = {3,50,1050},
 difficultyvaluerange4 = {4,62,1300},
}
mgr.createBonus(256, newBonus);

//Combat Art Level

newBonus = {
--  name = "crbonus_level_CA_all",
 rating = 0,
 basedonskill = "SKILL_INVALID",
 type = "BONUS_LEVEL_ALL_CA",
 spez = "",
 spez2 = "",
 usagebits = 65535,
 minconstraints = {1,0,0},
 difficultyvaluerange0 = {0,1000,40000},
 difficultyvaluerange1 = {1,1250,50000},
 difficultyvaluerange2 = {2,1500,60000},
 difficultyvaluerange3 = {3,1750,70000},
 difficultyvaluerange4 = {4,2000,80000},
}
mgr.createBonus(246, newBonus);

// Fire Armor For Monsters

newBonus = {
--  name = "crbonus_armor_fir",
 rating = 0,
 basedonskill = "SKILL_INVALID",
 type = "BONUS_ARMOR",
 spez = "DMG_FIRE",
 spez2 = "",
 usagebits = 65535,
 minconstraints = {1,0,0},
 difficultyvaluerange0 = {0,25,550},
 difficultyvaluerange1 = {1,32,740},
 difficultyvaluerange2 = {2,40,920},
 difficultyvaluerange3 = {3,50,1100},
 difficultyvaluerange4 = {4,70,1400},
}
mgr.createBonus(45, newBonus);

Edited by Cthulhu
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