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 Post subject: Here is what I've done - Take what you want
PostPosted: Thu Aug 07, 2014 10:02 am 
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Edit: I put this in the wrong forum by mistake. ops

Here are the files

These are some changes I've made for myself. I thought I would share them with you in case the community would like to use some of it. The new boss spells are probably the most interesting point. This is all based on Rages latest patch. I will add a download link in a bit.

General
- Maximum resistances reverted to 75% from 85%
- Maximum damage reduction reverted to 50% from 60%

- Reverted Baal Chamber map changes
- Reverted Arreat Summit map changes

- Increased cap on life replenish

- Buffed "old skills" based on 1.3 values

- Greatly rebalanced life on Characters


Class..........Life per level.....Life per Vitality
Barbarian......40...............7
Paladin........35...............7
Amazon.........35...............7
Assassin.......35...............7
Druid..........30...............7
Necromancer ...30...............7
Sorceress......30...............7


Class.........Level 101, 500 Base vitality, No gear
Barbarian.....7500
Paladin.......7000
Amazon........7000
Assassin......7000
Druid.........6500
Necromancer...6500
Sorceress.....6500
Werewolf......7500
Werebear......7750


Monsters
- Bosses returne to their original locations
- Buffed physical attacks by 30% of 1.3 values
- Revamped several boss skills
- Added new boss attacks

Hirelings
- Increased Hitpoints by 300%

Items
- Reduced +% health bonus on several items
- Removed several OSkill party buffs from items

Health Potion
- Restores 33% maximum life + strength*8 life over 6 seconds

Mana Potion
- Restores 33% maximum mana + energy*8 + 60 over 5 seconds

Diamonds
- Reduced PDR and MDR early game and buffed it endgame

Small Charm
- Maximum life bonus from 20 to 40

Large Charm
- Maximum life bonus from 35 to 75

Grand Charm
- Maximum life bonus from 50 to 110

Return Tome
- Challenge bonus changed to 10% maximum life per difficulty

Arrows and Bolts
- Now spawn with same properties as grand charms
- Now have a chance to spawn with 1-2 Bow and Crossbow/Passive skills

Bows
- No longer spawn ethereal
- Increased base damage by 50%

Characters

Amazon

Strategy
- Removed health bonus

Evade
- Fixed resitance synergy from Strategy

Guided Arrow
- Removed delay

Assassin

Fade
- Removed health bonus

Barbarian

Shout
- Base duration to 180 seconds

Battle Orders
- Reduced gain from soft points to 1% hp/mana/stamina per 5 soft points

Increased Stamina
- No longer provides health bonus
- Added 4 life per kill per level

Battle Command
- Removed life steal
- Added 1 magic pierce per 2 hard points

Battle Cry
- Now available at level 36

War Cry
- Now available at level 28
- Synergies changed to Battle Orders and Battle Command
- Added blvl/2 magic pierce


Druid

Werewolf
- 0-50% Critical Strike
- 75% + 15% damage per level
- 75% + 15% defense per level
- 60% + 30% attack rating per level
- blvl*clvl/2 health bonus
- 30 life replenish per level

Werebear
- 0-50% Critical Strike
- 100% + 20% damage per level
- 100% + 20% defense per level
- 30% + 15% attack rating per level
- (5+blvl)*clvl/2 health bonus
- 40 life replenish per level

Lycanthropy
- Added life replenish

Oak Sage
- HP Bonus reduced to 1%HP per 4 soft points

Necromancer

Poison Dagger
- Removed health bonus

Paladin

Holy Shield
- Removed health bonus
- Added 50 life replenish + 25 life replenish per level

Vengeance
- Updated graphics

Holy Fire
- Added sLvl/2 fire pierce if bLvl greater than 10 for Paladin only

Holy Frost
- Added sLvl/2 cold pierce if bLvl greater than 10 for Paladin only

Holy Shock
- Added sLvl/2 lightning pierce if bLvl greater than 10 for Paladin only

Sorceress

Firewave
- Increased range
- Increased number of missiles

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Last edited by Mrawskrad on Wed Aug 13, 2014 5:06 am, edited 8 times in total.

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Thu Aug 07, 2014 10:38 am 
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Nice changes... we need to set up a SVN so you and rage and a few others can make changes and submit them... then they can be approved and implemented... This is something that needs to happen for 1.42


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Thu Aug 07, 2014 11:25 am 

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Why not just submit this all now and make it 1.41f ? It's not like 1.41d is going live anytime soon...


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Thu Aug 07, 2014 11:25 am 
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It's not up to me

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Thu Aug 07, 2014 11:30 am 
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Boss changes and map changes are the most important haha I'm not necessarily fond of a few changes such as the 1.3 damage values per say... and the removal of Oskills...


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Thu Aug 07, 2014 11:34 am 
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They are not 1.3 values. I used the values from 1.3 as a base. I completely scrapped the skills rawk added because they were just clones of other skills with damage values set to 100000. The damage of all bosses is higher than it was in 1.3, but its not as ridiculous as 1.4c.

It is easier to balance using 1.3 values as a base, 1.4c is really fucked up txt file wise.

And oskill BO is a waste with my changes. Oskill BO for 4% hp? No...if you want bo play with a barb. You won't need BO anymore.

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Thu Aug 07, 2014 11:36 am 
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Ah I get you... yeah extensive testing would be need to be done.. but the bows thing / Boss moved / New boss attacks / and damage look cool

I don't see why you reduced the diamonds MDR and DR ... remember its not % based so the diamonds are already worthless....

1 MDR = if a boss is doing 10k dmg you take 9999

if diamonds were running % based DR and MDR ... it'd be amazing :)


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Thu Aug 07, 2014 11:41 am 
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Some new spells I added multi hit A LOT like 25 times in a second for a 1 hit KO or close, depending on your stats. PDR and MDR was a bit too effective. So i reduced it a little. Multi hit spells work better for high damage skills, since they let absorbs take effect instead of just killing you before they get calculated.

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Thu Aug 07, 2014 1:04 pm 
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No I get you.. that was the idea anyways to remove the big 1 shot spells and split them up so absorbs are more effective... well done.. I'd like to test it :) but I'm away this week.


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Thu Aug 07, 2014 1:15 pm 

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Ensley03 wrote:
Why not just submit this all now and make it 1.41f ? It's not like 1.41d is going live anytime soon...


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Thu Aug 07, 2014 1:40 pm 
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the_apologizer wrote:
Ensley03 wrote:
Why not just submit this all now and make it 1.41f ? It's not like 1.41d is going live anytime soon...



hasnt been tested


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Thu Aug 07, 2014 2:14 pm 

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hunterAS wrote:
hasnt been tested


How about squeezing in only the map rollbacks? I mean the Baal and Ancients maps. It shouldn't take too long to just go there and checks if the blocks are still in place(and those are the old ones, so they used to work once in the past).


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Thu Aug 07, 2014 3:28 pm 

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the_apologizer wrote:
Ensley03 wrote:
Why not just submit this all now and make it 1.41f ? It's not like 1.41d is going live anytime soon...



i mean we all want a reset... but why not get a nice 1. keep it easy set up things nicely we will enjoy more the game that way :|


edit: im starting to test it on open to see how it goes :D


edit: not sure if you want to have feedback about it Mraw but: iron skin synergies: increase stamina: ( should be changed for blood bath i guess ? )


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Thu Aug 07, 2014 7:08 pm 
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Will fix that when I have time. Thanks

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Thu Aug 07, 2014 7:17 pm 

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Mrawskrad wrote:
Will fix that when I have time. Thanks


angelic ring: drain life -937 this seems alot for normal :P

not sure if this is intended but: Judgement amulet : drain life -937


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Thu Aug 07, 2014 7:40 pm 
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Doh, stupid mistake, its an easy fix. I just forget to raise the cap on the stat when i made the negative value bigger so you ended up that.

Fixed both bugs you found, find more and I will fix them and upload new files later. Thanks.

Edit: Okay the files are updated

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Thu Aug 07, 2014 8:20 pm 

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not sure if this is intended' or was part of the testing but, i actualy have a sorc i have 10 based dex 10 based energy 30 strength re4st vita ( hard point ) i am actualy facing Toby at lvl 26 wit tarnhelm , full angelic / hsarus, and bloodfist glove, as i type this message, i am also tanking Toby in hes room lol. he just seem to not do enough dmg to kill me at all, probly he will need some dmg Boost , he dont even dmg my merc, she use death's wit vidala's set biggin bonnet and 2x cathan. ( actualy my merc killed him when i was typing this )

andy seems to put out more dmg, mostly her new attack, that thing rape lol, other wise the rest seems decent,

( this was first heads up of wat ive seen so far :P )


i dont know if its because angelic now give : + 50 replenish life instead of 25 dont thing this is to mutch of a difference also dont know iif it was intended or if it was becasue fo the boost value that it ended up that way


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Thu Aug 07, 2014 10:37 pm 
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Bosses can be buffed further and probably should due to the health changes. I want to avoid balancing with a heavy hand becuase we all see where that got us.

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Thu Aug 07, 2014 10:39 pm 
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just remember the goal is to still make it difficult... we need a balance between 1.3 and 1.41


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Fri Aug 08, 2014 12:20 am 

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With the massive hp boost that has been added with vita changes, shouldn't BO and oak get nerfed? I didn't try the patch but it would seem logical.


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Fri Aug 08, 2014 12:52 am 
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I did nerf them read the notes again

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Fri Aug 08, 2014 1:25 am 
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hunterAS wrote:
just remember the goal is to still make it difficult... we need a balance between 1.3 and 1.41


Agreed. We need testers and the people who test need to give detailed account bosses with numbers, not just say "it's too easy" or "it's too hard". The people making the edits cannot edit and test. It just takes way too much time. If I had the time I would do both, though.

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Fri Aug 08, 2014 2:57 am 
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Okay, I took another go at it:

Increased all monster base physical damage to three times what it was in 1.3.

Futher buffed damage multiplier on bosses that had weak multipliers.

Hell baal should be doing about 5200 base damage before outside buffs.
Norm Tobial should be about 250 base damage.
Can you give norm tobby another try on that sorc Influence? I updated the download link.

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Last edited by Mrawskrad on Fri Aug 08, 2014 11:56 am, edited 1 time in total.

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Fri Aug 08, 2014 3:08 am 

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Some of moloch's skills are counterproductive.
One is a long duration poison, that is then removed by his short duration aoe poison nova.

Bolts can spawn with self-repair, which does nothing. They can also be rerolled which can end up being problematic. (find high level arrows/bolts, reroll until + skills pop up)

Something should be done to "spice" up early game boss encounters. Even though the difficulty was way too high last patch, encounters were challenging and you had to stay on your toes.

Also, quest flags? Have you considered bringing those back?
You should probably consider increasing the potions hp so rejuvs aren't the best and only useful potions, again.


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Fri Aug 08, 2014 3:30 am 
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Riem821 wrote:
Some of moloch's skills are counterproductive.
One is a long duration poison, that is then removed by his short duration aoe poison nova.

Replaced Catapult Poison with poison nova, which will atleast hit all nearby enemies unlike previously.

Bolts can spawn with self-repair, which does nothing. They can also be rerolled which can end up being problematic. (find high level arrows/bolts, reroll until + skills pop up)

Thought I fixed that, missed a few entries. Should be okay now. You can reroll all items to get favorable rolls, how is this an issue?


Something should be done to "spice" up early game boss encounters. Even though the difficulty was way too high last patch, encounters were challenging and you had to stay on your toes.

Like new skills and increased damage? I added new skills. If a boss is weaker than you feel it should be. Let me know and I will increase it more.

Also, quest flags? Have you considered bringing those back?

I brought back the Countess flag in 1.4. I am not a fan of the Hell Forge flag because everyone wants their own rune. Find someone to hard code the bridge portal to require Izual and that would be great.

You should probably consider increasing the potions hp so rejuvs aren't the best and only useful potions, again.

Lets not do that just yet or it becomes:
Buff Boss -> Buff Potions ->Buff Boss -> Buff Potions ->Buff Boss -> Buff Potions ->Buff Boss -> Buff Potions ->Buff Boss -> Buff Potions ->Buff Boss -> Buff Potions

Until we hit hp roll overs and the damage cap.


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Fri Aug 08, 2014 5:33 am 

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All the changes are a total mess. Please post precise changes to what you did. This helps us understand what has been changed and how. Not only for the current patch, but also to keep track of what has been changed in the past. If we want clean development a proper documentation is required. As soon as I can bring up some spare time, I will create a github repository and some guidelines for further development, so we don't end up in files that have been altered several times without anyone knowing what (exactly) has been modified.

I like that you're going slowly with the changes by the way. It helps going in the right direction without turning 180 degree again


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Fri Aug 08, 2014 9:29 am 
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I don't have the time or patience to give everyone a fully detailed change log and for everyone to fully understand it then there is a lot that I would need to explain. If I say I increased Diablo's lightning hose by 1 skill level. You don't know how much that is, then I have to tell you how much that is. Doesn't sound like much but then repeat that process for ~58 bosses, even more monsters and 10 times as many skills. Things like skill/item changes will be given in full detail, for bosses just a general summary of what is being done is enough. If someone wants 100% of the details then open up the txt files and read them. I had nothing to do with the Saphire's patch but I know all the details because read the files. It sounds elitist and it is but that's my opinion on it. If someone else, like Rage, is willing to do that, then he is a better man than me and I won't submit my own work anymore.

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Fri Aug 08, 2014 9:58 am 
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Quote:
increased cap on life repenish, elemental damage, item ias and a couple more previously limited stats


Are there specific reasons for this change? Increasing stat caps even by 1 makes it much easier to hit the save file limit and start duping. That's why they were reduced in the past. Lower savebits = less bits used in the save file for every instance of that stat.

I went through isc.txt with dan and reduced the cap on lots of stats (important stats were generally kept above the highest value available on items). It's either capping stats or you need to start completely removing stats from items, especially items with properties that apply multiple stats (res-all, allstats etc.).

Even with all that culling, it's still possible to dupe. If anything, the stat caps need to be lowered, not increased. every time you roll an item, even if it only has 1 lightning damage, that 1 damage is taking up a BIG chunk of save file space because it is capped so high, when nobody really cares about lightning damage on items in the first place. It could be capped at 511 and the minimum brought up instead. now every time it appears on an item, you save yourself 2 bytes of space.

Everything else looks great!

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Fri Aug 08, 2014 10:03 am 
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PureRage-DoD wrote:
Quote:
increased cap on life repenish, elemental damage, item ias and a couple more previously limited stats


Are there specific reasons for this change? Increasing stat caps even by 1 makes it much easier to hit the save file limit and start duping. That's why they were reduced in the past. Lower savebits = less bits used in the save file for every instance of that stat.

I went through isc.txt with dan and reduced the cap on lots of stats (important stats were generally kept above the highest value available on items). It's either capping stats or you need to start completely removing stats from items, especially items with properties that apply multiple stats (res-all, allstats etc.).

Even with all that culling, it's still possible to dupe. If anything, the stat caps need to be lowered, not increased. every time you roll an item, even if it only has 1 lightning damage, that 1 damage is taking up a BIG chunk of save file space because it is capped so high, when nobody really cares about lightning damage on items in the first place. It could be capped at 511 and the minimum brought up instead. now every time it appears on an item, you save yourself 2 bytes of space.

Everything else looks great!


Ah I see, I didn't know. It can be reverted, although the hpregen increase is pretty nice IMO as it opens up a whole new option for gearing.

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Fri Aug 08, 2014 10:13 am 
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Can always cull other stats that appear like light radius (ugh). Caps can be increased if items are making use of the new cap (or just under it). Things like lightning damage have an absurd cap, and only 1 min damage making the average half of the max, so the extra byte used is doing nothing except adding randomness (not worth it imo).

As long as the stats have a cap that fits the highest value available on an item, and no more, it should be fine.

Eg. Thorns was capped really high. All items with thorns were reduced to 1% but the cap wasstill 2, so that 1% thorns damage on items was eating huge chunks of save space for nothing. So I reduced the cap to free up more space.

The cap is only has an effect on the value added by a property. You can go over the max by using socketables. Like ED% is capped at 511, but you can add ed% jewels to go over that. Skills ignore caps because they don't save the stat anywhere.

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Fri Aug 08, 2014 11:39 am 

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good work! much appreciated mraw!


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Fri Aug 08, 2014 11:51 am 
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Reverted all previous stat cap increases besides hpregen

Reduced cap on a few stats to save space, will not effect any items, besides light radius slightly.

Re uploading will be updated soon.

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Fri Aug 08, 2014 4:41 pm 
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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Fri Aug 08, 2014 5:24 pm 

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Personally I'm not concerned much with duping, although it would be unfortunate. I almost exclusively play with friends only and it's not like you can wield 5 weapons so duping isn't really going to make a difference even if you can, and it's not like there's a real economy here to get damaged. Duping = bad but I'd still play even if others did it all the time. To each their own, I'll enjoy the game legit, and I think most people would, or we'd all just play on open with hero editor.

Other than duping charms/jewels/runes, I'm not sure how else you'd really benefit, and it would just take the fun and challenge out of the game anyway knowing you d-bagged runewords.


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Fri Aug 08, 2014 6:43 pm 
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Replace "would be" with "is". I'm not saying don't increase it, just be aware that it comes with some pitfalls.

Quote:
It would just take the fun and challenge out of the game anyway knowing you d-bagged runewords.


Like abusing an obviously broken build like blades. People are generally like electricity, they take the path of least resistance.

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Fri Aug 08, 2014 7:19 pm 
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I will only increase hpregen, and I will rework items to remove useless stats to save space so that duping is not any easier and hopefully harder.

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Fri Aug 08, 2014 7:42 pm 

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Mrawskrad wrote:
I will only increase hpregen, and I will rework items to remove useless stats to save space so that duping is not any easier and hopefully harder.


You removed the HP bonus on MA skills completely. Mind putting it back has HP regen at least? It seems HP regen is going to be the next big thing if this patch gets approved.


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Fri Aug 08, 2014 7:52 pm 

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Mrawskrad wrote:
Okay, I took another go at it:

Increased all monster base physical damage to three times what it was in 1.3.

Futher buffed damage multiplier on bosses that had weak multipliers.

Hell baal should be doing about 5200 base damage before outside buffs.
Norm Tobial should be about 250 base damage.
Can you give norm tobby another try on that sorc Influence? I updated the download link.



just tryed the new tobial, 1st try ended Pretty damn fast hehe, bear wetn crazy and tobial fstorm bloked in a corner was deadly:P second try i worked it a long time runned out of mana so ended up letting him kill me, took mutch longer for some reason .... i think he will need alittle dmg upgrade but not sure though will need to test wit diff set up and diff cahr before saying so!. probly is some1 make good a1 tanker you should go down there and give it a try to see if its too easy to tank. or too hard.!

( im not pretty good at testing ... i dont know right balance or shit .. im just letting you know wat i feel about it :s probly im not a good reference lol ) opfully soomebody wit more knowledge them me will give a shoot at it :P ill be busy fro week-end so ill give more trys next week


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PostPosted: Fri Aug 08, 2014 7:55 pm 

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PureRage-DoD wrote:
Replace "would be" with "is". I'm not saying don't increase it, just be aware that it comes with some pitfalls.

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It would just take the fun and challenge out of the game anyway knowing you d-bagged runewords.


Like abusing an obviously broken build like blades. People are generally like electricity, they take the path of least resistance.


Playing ezmode builds and cheating are two very different things. Granted I never made a Blade sin but I don't condemn people who do.


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PostPosted: Fri Aug 08, 2014 8:18 pm 
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Riem821 wrote:
Mrawskrad wrote:
I will only increase hpregen, and I will rework items to remove useless stats to save space so that duping is not any easier and hopefully harder.


You removed the HP bonus on MA skills completely. Mind putting it back has HP regen at least? It seems HP regen is going to be the next big thing if this patch gets approved.


Clawblock, 20 dr, ~70 all res and insane move speed combined with not needing bo and oak anymore isnt enough? I removed the hp from it but gave it back and then some as base hp. Clawblock alone reduces a huge amount of damage and now sins have the hp to take the hits that get through.

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PostPosted: Fri Aug 08, 2014 9:53 pm 
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Ranged sin builds also got a huge survivability buff, so did hdin and bow/javzon. Trapper/mindsin gonna be so much stronger than melee variants, being able to deal more damage with little to no counters aimed at them.

Zons are gonna be kinda out of whack regarding melee v ranged. Ranged get the benefit of dodge/avoid, melee using dodge/avoid are crippled by dodge lock. Maybe increase range on zon spears and add a defensive automagic or something to them.

Here's an edited animdata with dodge/evade speed increased with spears, barb attack animation sped up slightly and sorceress cast speed with staves sped up slightly:
http://www.speedyshare.com/vPt5Q/download/AnimData.rar

Ensley03 wrote:
Playing ezmode builds and cheating are two very different things. Granted I never made a Blade sin but I don't condemn people who do.

Both are unintended and neither use a third party tool. Same as single spawning, WW bug, and bugging games to get around anti-rush. All of those things are not intended to be done, but they are all done anyway.

People will take the path of least resistance.

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PostPosted: Fri Aug 08, 2014 11:35 pm 
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My idea is that melee gear will give the stats necessary to tank the damage bosses deal (hp%, DR%, absorb, PDR, MDR, PLR, magic res, etc) and give offensive melee stats as well (CB, AR, DS, IAS, ETC) at no cost to survivability.

Compared to caster gear which only gives offensive stats and elemental resistances.

A big hp bulb without requiring BO and OAK is a huge buff to those ranged builds, but without the damage reduction (DR%, absorb, PDR, MDR, PLR, magic res, etc) bosses that touch you will go straight for your anus.

Imagine you are a caster with 14k hp endgame and no DR%. Hell Baal currently does ~5200 melee damage before fanaticism from Icon. You get hit by a spear and over 1/3 your hp is gone. You get hit by a spear with amp and fanaticism on baal...well...gg rip.


Edit: Animation changes are great, something I wish I knew how to do. Good work!

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PostPosted: Sat Aug 09, 2014 12:09 am 

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Mrawskrad wrote:
My idea is that melee gear will give the stats necessary to tank the damage bosses deal (hp%, DR%, absorb, PDR, MDR, PLR, magic res, etc) and give offensive melee stats as well (CB, AR, DS, IAS, ETC) at no cost to survivability.

Imagine you are a caster with 14k hp endgame and no DR%. Hell Baal currently does ~5200 melee damage before fanaticism from Icon. You get hit by a spear and over 1/3 your hp is gone. You get hit by a spear with amp and fanaticism on baal...well...gg rip.


14k hp was enough to be one shotted by nearly every boss in nightmare on patch 1.41. I don't know how much boss damage has changed with this patch split, but maxed absorb was essential to survive most bosses.

Are we talking about level 95 unique gear here? Or normal unique gear? Or crafts/rares? Getting the best of the best is not something easy to do when you're gearing up on rares and crafts for most of the game. Good uniques start dropping in Tundra nightmare. From level 40 and above, its pretty much crafts and rares only. Normal uniques simply aren't good enough.

With the bosses back where they belong, Mortanius will be farmable once more, which is a MASSIVE boost to early game gearing. Baphomet being gone from tristram means getting the book early is now significantly easier.

As for Melee sins, I'm doubt claw block will be doing any good. On a ranged sin it's amazing and will save your life constantly. On a melee sin, not so much. You can't run around a boss with no absorbs, its suicidal. Trying to farm with claw block is also not a very good idea, as you end up stuck in hit recovery constantly. Is the hp buff going to be enough?

Perhaps a synergy to cloak of shadow could help. It isn't used nearly as much by ranged sins so it could be a great place to add something for melee sins, like extra defense per hard points in MA skills.


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PostPosted: Sat Aug 09, 2014 1:02 am 
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It is best to forget 1.41c it is completely different from what i am working on. You can not reference it when talking about hp values in my work because 1.41c used such absurd nunbers for boss damage. Pretend it never happened. :-)

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PostPosted: Sat Aug 09, 2014 1:18 am 

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Mrawskrad wrote:
It is best to forget 1.41c it is completely different from what i am working on. You can not reference it when talking about hp values in my work because 1.41c used such absurd nunbers for boss damage. Pretend it never happened. :-)


That is going to be difficult. It is kinda fresh in memory.
Is it going to be challenging enough? With all the hp boosts, if the damage values on bosses and normal mobs aren't increased to compensate, people would just cruise through the game.
I've got faith that you know what you're doing.

With that said, what is going to happen with the Return tome and the challenge dungeons? Those were there to give us the +total resists. Return tome is obviously staying but what about the dungeon rewards?

Also, somebody please increase the drop rate for act 3 and act 5 cow parts to a reasonable %.

Not having to max BO and Increased stamina on a barb, it gives me shivers.
Now that I think about it, isn't that a nerf to HP charms and a massive buff to rubies in gear?

We are so going to need a new database for this.


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PostPosted: Sat Aug 09, 2014 5:06 am 

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Mrawskrad wrote:
It is best to forget 1.41c it is completely different from what i am working on. You can not reference it when talking about hp values in my work because 1.41c used such absurd nunbers for boss damage. Pretend it never happened. :-)


It should have never happened.


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PostPosted: Sat Aug 09, 2014 8:19 am 
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Riem821 wrote:
With that said, what is going to happen with the Return tome and the challenge dungeons? Those were there to give us the +total resists. Return tome is obviously staying but what about the dungeon rewards?


those new dungeons will not be next patch, likely the one after that. And who said anything about them adding +total resists :?

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PostPosted: Sat Aug 09, 2014 8:38 am 
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Riem821 wrote:
Mrawskrad wrote:
It is best to forget 1.41c it is completely different from what i am working on. You can not reference it when talking about hp values in my work because 1.41c used such absurd nunbers for boss damage. Pretend it never happened. :-)


That is going to be difficult. It is kinda fresh in memory.
Is it going to be challenging enough? With all the hp boosts, if the damage values on bosses and normal mobs aren't increased to compensate, people would just cruise through the game.
I've got faith that you know what you're doing.

With that said, what is going to happen with the Return tome and the challenge dungeons? Those were there to give us the +total resists. Return tome is obviously staying but what about the dungeon rewards?

Also, somebody please increase the drop rate for act 3 and act 5 cow parts to a reasonable %.

Not having to max BO and Increased stamina on a barb, it gives me shivers.
Now that I think about it, isn't that a nerf to HP charms and a massive buff to rubies in gear?

We are so going to need a new database for this.


I aim to make it challenging, but not as stupid as 1.41c was. But the key to that is testing. I can edit numbers all day but if no one tests every boss with level appropriate gear then it is all just guess work.


All damage changes are using 1.3 as a base, not 1.41c this is important to remember.
All monster physical damage has been multiplied by 3 using patch 1.3 as a base. Bosses multipliers for physical damage was buffed further for bosses that had relatively weak multipliers compared to other bosses.

I buffed all boss skill levels and the new spells should be up to par, it all needs testing however to make sure anything is not too weak or too strong.

I will make another run through the txt files and adjust monster skills to make sure everything is working properly.

TL;DR: I want the mod to be difficult but not impossible, finding that balance takes time and testing.

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PostPosted: Sat Aug 09, 2014 11:28 am 

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It sounds like some of your efforts here are counterproductive. If you are giving everyone 25% more HP but you make bosses hit 25% harder, all you're doing is making it easier to clear trash with no real effect on boss fights.

What's wrong with simply:
-use 1.3 HPs, oak, BO, inc stam all stay the same
-increase trash damage by 25%
-increase boss damage by 15%
-increase dodge/avoid animation to ~1 frame
-use the 1.4 amp/phys resist and LR/ele resist values
-implement my new class items ideas (to help balance melee vs range gear)
-tweak a few skills
-Click the upload button?

It's not feasible to try and achieve a "difficult but not impossible" game because this is not a single player game. If the game is very difficult for a competent 4 man, then a duo would have no chance, and playing alone would be a complete waste of time even for farming. If the game is geared towards having 2-3 players, then having 4 players will make it considerably easier. The only possible solution to this is to just make the game "barely impossible" for single player, and then dramatically increase the strength of monsters for each additional player who joins, leaning on a "you have to work harder, but you have more people doing the work" philosophy.

IMO, there should be end-game areas in Hell that essentially require 4 people, but most of the game up to that point should be doable with 2-3 competent players.


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PostPosted: Sat Aug 09, 2014 1:24 pm 

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Who's idea was this to give griswold knockback on every single one of his skills?
You can't even stand in melee range of this asshole because of the stunlock. And then there is the usual curse, the high velocity projectile (that curses and mana burns and knockbacks) and the weird ass melee nova which is impossible to see because it probably use throwing knives as projectiles.

After 3 tries, I'm making a pbomb just to try and kill this asshole.
A pbomb. In normal act 1. Against a non-act boss. In players 1.


You increased mob damage, player hp, but potions aren't able to cope with that much hp early on. When you have 1500-2000 hp in tristram, how the hell are you supposed to handle bosses with 150 hp pots?

Edit: He's just way too brutal. He can do between 3/4 and my entire health before I can even move out of stunlock.


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PostPosted: Sat Aug 09, 2014 1:42 pm 
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iso a smiter... and he won't do anything... :)


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PostPosted: Sat Aug 09, 2014 2:06 pm 

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hunterAS wrote:
iso a smiter... and he won't do anything... :)

Stunlocking a boss as a solution to that boss stunlocking everything sounds kinda stupid to me.
The biggest issue come from potions being completely worthless past cold plains.
If it wouldn't take me 30 seconds to go back to full health every time he hits me, I could eventually kill him over a couple of minutes.


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PostPosted: Sat Aug 09, 2014 6:18 pm 

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Meh game is easy make Sin tanker + 3 healer paladins + 1 nuker necro + 1 nuker sorc or whatever.. GG no QQ

p.s forget if 3 healers is not enough u have 2 slots left so u can always backup urself with another medics.
And even if this woild not work u can dismiss nuker that aint neccesary and play 1 Sin tank and 6 medics hihihihi and nuker hihihihi
Also i saw server pvp where u could play 16 people in one game..
And thats what i m talking about u should consider adding it so u can have:
1 Sin tanker 10 medics and nuker :mrgreen:


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PostPosted: Sat Aug 09, 2014 6:31 pm 

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hihihihi


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PostPosted: Sat Aug 09, 2014 6:42 pm 
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shut up bryan

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PostPosted: Sat Aug 09, 2014 8:59 pm 

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Riem821 wrote:
Who's idea was this to give griswold knockback on every single one of his skills?
You can't even stand in melee range of this asshole because of the stunlock. And then there is the usual curse, the high velocity projectile (that curses and mana burns and knockbacks) and the weird ass melee nova which is impossible to see because it probably use throwing knives as projectiles.

After 3 tries, I'm making a pbomb just to try and kill this asshole.
A pbomb. In normal act 1. Against a non-act boss. In players 1.


You increased mob damage, player hp, but potions aren't able to cope with that much hp early on. When you have 1500-2000 hp in tristram, how the hell are you supposed to handle bosses with 150 hp pots?

Edit: He's just way too brutal. He can do between 3/4 and my entire health before I can even move out of stunlock.



why you look so pissed when you post on thread dude ? i mean if you dont want to test and give proper feedback dont do it... mraw as no obligation to do this... but he does it anyway cause he would like to have a better experience then 1.41. all hes asking is some help wit nice feedback. no need QQ or rage lol. if you dont want to test and probly face some Bad experience just dont do it just like mostly 90 % of this small community. and msopt of them will end up on forum crying about the game behing worst and worst and will throw all ffault on the guy that TRYED to make this better on some of their free time. so i think we should try to keep all feelings out of this and imply give the most usefull feedback as we try it. ( and if all those post wasent wit any piss'd feelings then forget all that . ) ;)

iiNfluence wrote:
slappyNuts wrote:
shut up bryan


you both look so in love haha :D i miss you guys online wtf ? come out and test so HU !



iiNfluence wrote:
slappyNuts wrote:
Riem821 wrote:
With that said, what is going to happen with the Return tome and the challenge dungeons? Those were there to give us the +total resists. Return tome is obviously staying but what about the dungeon rewards?


those new dungeons will not be next patch, likely the one after that. And who said anything about them adding +total resists :?



well actuly after norm you received 2 % MAx res all, nm 2% and hell an other 2 % so its + 6 % max res actualy so we will endup on 81 % max res possible in hell and wit the hell ring drop you get an aditional 4% for a total of 10 % so you know its now come to 85 % max res cause you know your d2 slappy ! dont you!



Triple post? Really?


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PostPosted: Sat Aug 09, 2014 10:12 pm 
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If you stand on a wall he wont knock you back. GG no re grizzy

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PostPosted: Sat Aug 09, 2014 10:22 pm 
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Ensley03 wrote:
It sounds like some of your efforts here are counterproductive. If you are giving everyone 25% more HP but you make bosses hit 25% harder, all you're doing is making it easier to clear trash with no real effect on boss fights.

What's wrong with simply:
-use 1.3 HPs, oak, BO, inc stam all stay the same
-increase trash damage by 25%
-increase boss damage by 15%
-increase dodge/avoid animation to ~1 frame
-use the 1.4 amp/phys resist and LR/ele resist values
-implement my new class items ideas (to help balance melee vs range gear)
-tweak a few skills
-Click the upload button?

It's not feasible to try and achieve a "difficult but not impossible" game because this is not a single player game. If the game is very difficult for a competent 4 man, then a duo would have no chance, and playing alone would be a complete waste of time even for farming. If the game is geared towards having 2-3 players, then having 4 players will make it considerably easier. The only possible solution to this is to just make the game "barely impossible" for single player, and then dramatically increase the strength of monsters for each additional player who joins, leaning on a "you have to work harder, but you have more people doing the work" philosophy.

IMO, there should be end-game areas in Hell that essentially require 4 people, but most of the game up to that point should be doable with 2-3 competent players.


I think you missed the point of changing the base hp values and reducing oak and bo and removing the melee hp buffs I introduced in 1.4. The point is to be able to play any combo of tank + dps, not only barb, dru, pal/nec. A big hp bulb is great but if you don't have the DR%, Absorb, PDR/MDR, etc that melee gear provides then you are going to get shit on.

Bosses hit more than 200% harder and hp values are similar, probably slightly lower, than having bo and oak in your team in the old patch. I don't know where you get this 25% from.

If it is so easy then you can do it, no one is stopping you. I don't have any authority here I just actually do the work instead of talking about it.

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PostPosted: Sat Aug 09, 2014 11:00 pm 
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iiNfluence wrote:
slappyNuts wrote:
Riem821 wrote:
With that said, what is going to happen with the Return tome and the challenge dungeons? Those were there to give us the +total resists. Return tome is obviously staying but what about the dungeon rewards?


those new dungeons will not be next patch, likely the one after that. And who said anything about them adding +total resists :?



well actuly after norm you received 2 % MAx res all, nm 2% and hell an other 2 % so its + 6 % max res actualy so we will endup on 81 % max res possible in hell and wit the hell ring drop you get an aditional 4% for a total of 10 % so you know its now come to 85 % max res cause you know your d2 slappy ! dont you!


oh... i guess there are some new things that raise max res? I haven't been keeping up on the changes, I thought you were saying the new dungeon rewards would give +max res, my bad.

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PostPosted: Sun Aug 10, 2014 3:28 am 

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slappyNuts wrote:

those new dungeons will not be next patch, likely the one after that. And who said anything about them adding +total resists :?


Please check the changelog for more information. When you enter a dungeon, complete the challenge, each respective boss spawns a portal to a place where you can redeem a scroll that is dropped from one of the bosses. Those scrolls can be transmuted together with the Return Tome to gain bonus. The bonus increases the maximum resistance cap by 2% for elemental attributes and from nightmare on physical resistance too. The bonus is bound to the Return Tome, not to the character. You have to keep it in inventory to gain bonus.

And yes, it is already implemented in the current 1.41d patch. You can check it out already and give feedback.

Health pots need some tweaking for the early levels. Characters spawn with much more HP and thus should be brought up on par with the hitpoint changes.


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PostPosted: Sun Aug 10, 2014 5:25 am 
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What does everyone think about standardizing all health potions to heal a percentage plus a flat bonus amount based on strength stat over the normal 6 seconds.

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PostPosted: Sun Aug 10, 2014 6:38 am 
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multiplied the hp on charms by 4.1 to keep the balance between str charms and life charms the same as it is now

Tome challenge upgrades changed to +2%hp per difficulty

hp potions now heal (20% max hp + strength * 8) over 6 seconds

re-uploading

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PostPosted: Sun Aug 10, 2014 6:53 am 

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Mrawskrad wrote:
multiplied the hp on charms by 4.1 to keep the balance between str charms and life charms the same as it is now

Tome challenge upgrades changed to +2%hp per difficulty

hp potions now heal (20% max hp + strength * 8) over 6 seconds

re-uploading


pot looks alot more effective ( at least early game havent tryed later but .. since its % it should do the work ! )

how does ti work for merc healing ? will the bonus strength from merc be applied when you heal merc or it will be the player strength bonus that will applies and the life bulb of the player acting as % on the healt pot ? or it will all remains on MERC life / strength ?


just to make sure this was intended: mortanius spawn half way in between entrance of cathedral and where he used to spawn next to the catacomb entrance.



not sure if all will like it or not but i think make mana pots % value will also help alot for caster whole game long. mostly normal mod. ? just throwing this in the air.


and was this intended not sure when it was changed but now berserker shout ? or bo i dont know ?


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PostPosted: Sun Aug 10, 2014 7:31 am 
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iiNfluence wrote:
Mrawskrad wrote:
multiplied the hp on charms by 4.1 to keep the balance between str charms and life charms the same as it is now

Tome challenge upgrades changed to +2%hp per difficulty

hp potions now heal (20% max hp + strength * 8) over 6 seconds

re-uploading


pot looks alot more effective ( at least early game havent tryed later but .. since its % it should do the work ! )

how does ti work for merc healing ? will the bonus strength from merc be applied when you heal merc or it will be the player strength bonus that will applies and the life bulb of the player acting as % on the healt pot ? or it will all remains on MERC life / strength ?

Should work the same for mercs.

just to make sure this was intended: mortanius spawn half way in between entrance of cathedral and where he used to spawn next to the catacomb entrance.

Intended due to map edit in 1.41c. Can change it if it bothers people.

not sure if all will like it or not but i think make mana pots % value will also help alot for caster whole game long. mostly normal mod. ? just throwing this in the air.

I can do this. Maybe (20% mana + (energy * 4))



and was this intended not sure when it was changed but now berserker shout ? or bo i dont know ?

I just changed the animation for stun, I think it looks more beatiful this way. I can change it to red like warcry so that it is clear that it deals damage.

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PostPosted: Sun Aug 10, 2014 7:57 am 

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yeah i think reds could be very nice for the Stun ir you want to leave it with that animation.

we will have to try pots but i think it could be nice .. hopefully it will not make things to mutch easier! other ppl will have to judge.

also i saw ring of reghma ( well the new 1 for caster ) now is -5 / -5 instead of -10 -10 ( again its only to make sure its intended )


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PostPosted: Sun Aug 10, 2014 8:01 am 
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Yes I am working on changing some items, just didn't release the notes for it yet. Nothing too big.

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Sun Aug 10, 2014 8:12 am 
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Okay re-uploading:

Mana pots heal 20% mana + (energy * 4)

I want to propose these skill buffs:

Holy Fire/Frost/Shock: slvl/2 fire/cold/lit pierce for the paladin if blvl >= 10 (weak builds that require almost all stats to be effective, pierce from skills will let them gear for AR/tank stats)

War Cry: blvl/2 passive magic pierce (reasons: melee caster build, mixed damage, warcry can be blocked)

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Sun Aug 10, 2014 8:35 am 

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Mrawskrad wrote:
Okay re-uploading:

Mana pots heal 20% mana + (energy * 4)

I want to propose these skill buffs:

Holy Fire/Frost/Shock: slvl/2 fire/cold/lit pierce for the paladin if blvl >= 10 (weak builds that require almost all stats to be effective, pierce from skills will let them gear for AR/tank stats)

War Cry: blvl/2 passive magic pierce (reasons: melee caster build, mixed damage, warcry can be blocked)



i think Hdin need mroe twinking also.. i just made 1 i was walking hell catacomb lvl 2 and was getting own from every source of dmg ( pally was using cronstrict ring wisp maras , Dscale, troll belt, hellmouth glove, Coa 3x Ruby'd heanven will Runeword, stormwalk boots, i was using a a3 merc fire wit insight runeword but merc was dieing at every 3 hit from mosnter so im always running out of mana after 3 hammer, and i get DMG so hard ( i tryed both armor enigma / War ) now that war receive blood bath its pretty useles to get this 1 for life buff hehe, so result is probly dmg hell is a bit to high or we will have to work out osmething else ( this was 1st try btw ) also i think pally should receive some pierce in 1 of those magic skill because, to deal any dmg, you need to be in the middle of the trash
Casting ( blessedhammer mostly ) so probly conc should give some peirce or BH it self not sure if you want to give the pierce to FOH also since it can be used at distance i dont know but with that setup i add only 36 % pierce magic and i was dieing so Fast , i was also using Max block.



BH was doiing 23k dmg but its taking for ever to kill trash probly becasue of the lack of Pierce

same wit FOH ! 14 k dmg nm pierce so ended in a useless build to me atm ( probly im building it wrong im not pro but it was a try ! )

skill was holy bolt / BH / Foh / Holy Shield / Conc. all maxed 1 point res and 1 point sanctuary for dmg to FOH


tryed new mana pots: i have to say i love it .. on the meteor sorc at andy it was pretty usefull, before i couldnt tand more then 2 min becasue i was running out of pot when i add almost half inv of mana, simply teleporting everywhere to avoid dmg was taking all my inv of mana, now i can go over few teleport before drinking which help alot, and its lss anoying to play caster on low lvl that way.

2) i think you should add a green circle around the new pison skill of andy so we can see the area of effect, because its falls from the sky so its hard to know the exact rang to avoid it. its a suggestion !



( i was able to solo toby / andy wit that sorc. becasue my merc was so twinked.. well vidala / death / cathans. she was dealing enough dmg for me to only move away from dmg because she was getting 1 Shot at any sourcec of dmg from those 2 boss. actualy my sorc Fball was not hurting them so mutch so it was more viable for me to keep merc alive firing then me figthing ) but boss dmg is good enoughi wasetn able to tank them even when spamming pots. ( better then toby 1st try when the sorc regen it self was tanking the boss also meerc :P )


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Sun Aug 10, 2014 9:52 am 
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Current base physical damage reduced by 33%. Re uploading, try again :D

I will also buff merc hp.

Thanks for testing.

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Sun Aug 10, 2014 10:23 am 
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The thing about hammers is that they currently bypass demon res and absorbs, so if I give them some pierce they need to lose the bypass. But if they lose the bypass I will also boost hammer damage a bit since it can be a clunky spell to use sometimes.

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Sun Aug 10, 2014 10:36 am 
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Mrawskrad wrote:
The thing about hammers is that they currently bypass demon res and absorbs, so if I give them some pierce they need to lose the bypass. But if they lose the bypass I will also boost hammer damage a bit since it can be a clunky spell to use sometimes.



I wouldn't boost it too much... not everything is a great trash killer.. HDins are great at damaging bosses that's their purpose. They provide conc auras for parties outside that give a nice boost to party dmg and chance interruptible.


in short.. keep bypass and ignore iinfluence. Although adding magic pierce to pallys through items or hell giving BH a small small pierce.... wouldn't be a bad idea. Magic pierce can't go below 0 so with the bypass you aren't strengthening them at bosses.. but you are helping them with trash and non demons/undeads.... you aren't strengthening them for anything other than trash with this method.


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Sun Aug 10, 2014 10:45 am 
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magic pierce can take enemy resistance below zero

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Sun Aug 10, 2014 11:42 am 
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I very well could be wrong.. but I'm still under the believe magic pierce works different. I don't know if it was through a conversation with rage or pious .. or I'm imagining it.. but I've always had the assumption magic resistance on monsters can not go below 0.


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PostPosted: Sun Aug 10, 2014 11:46 am 

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Both bypass and magic pierce cannot work in conjunction.

If a monster is bypassed, its resists are set to zero. You can't further reduce resistance with pierce after it.


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Sun Aug 10, 2014 11:56 am 

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Yes, please move Mortanius to his original position. It just makes sense he's waiting infront of the altar.

Also I think that FoH-Dins are incredibly weak after the bypass has been removed. I'd say either bring bypass back or buff the ability by at least 50%. 14k Magic endgame damage is a joke compared to a 28k Bone Spear with over 100 pierce on Necromancers.

Btw what do you exactly mean with multiplied HP on charms by 4.1? Does this mean a small charm can now spawn with 82HP instead of 20?

Also since you're the one who's editing files atm, please change the Cow Level Part names.

Wirt's Leg I
Wirt's Leg II
Wirt's Leg III

Tome of Riches I
Tome of Riches II
Tome of Riches III

Statue of Greed I
Statue of Greed II
Statue of Greed III

Treasure Map I
Treasure Map II
Treasure Map III

This will help greatly to distinguish between the Normal, Nightmare and Hell parts. I can provide some visual difference for those items as soon as I can get to my workspace again.

War (Torso Runeword) should be buffed with the changes to Increased Stamina. Same goes for the Devastator Lance. It is 'the' end game weapon for Melee zons. They are greatly nerfed by it. I don't have access to the files at the moment, but there should be an equivalent of at least Increased Stamina level 8.

Oak Sage
Buff the gain per level. 8 soft points give equally much HP boost as one finished difficulty and that's free for every character, without having to invest points into the skill. I suggest 1% per 2-3 soft points.


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Sun Aug 10, 2014 2:01 pm 

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War needs a huge buff


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Sun Aug 10, 2014 3:28 pm 

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Something needs to be done with mana potions now. Unless you're playing a sorc with high energy investment, early game potions don't give that much mana compared to before. It doesn't help that the bonus per energy is flat energy only.

Also, has the timer for boss damage before heal been reduced? I've seen bosses healing in my face a couple of times now and I could swear it wasn't anywhere near 15 seconds.

Edit: Challenge dungeon Hell lancers are ridiculously brutal. Their zeal melts.
Edit2: Challenge dungeon boss in normal is gone? The orb of protection isn't there and was replaced by a couple of fallens with a Shaman and a chest, and the boss himself was replaced with a chest.

????


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Sun Aug 10, 2014 7:39 pm 

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hunterAS wrote:
Mrawskrad wrote:
The thing about hammers is that they currently bypass demon res and absorbs, so if I give them some pierce they need to lose the bypass. But if they lose the bypass I will also boost hammer damage a bit since it can be a clunky spell to use sometimes.



I wouldn't boost it too much... not everything is a great trash killer.. HDins are great at damaging bosses that's their purpose. They provide conc auras for parties outside that give a nice boost to party dmg and chance interruptible.


in short.. keep bypass and ignore iinfluence. Although adding magic pierce to pallys through items or hell giving BH a small small pierce.... wouldn't be a bad idea. Magic pierce can't go below 0 so with the bypass you aren't strengthening them at bosses.. but you are helping them with trash and non demons/undeads.... you aren't strengthening them for anything other than trash with this method.



plz before talking, or suggesting : 1st test it.

then we will talk of wat need wut.

hdin are behin destroy VS trash ... how u think youll be able to tank a boss dealing CRAPY dmg ? if i want an aura bitch i wont make a hdin. ill make a aura bitch. way different.

its either the skill or the mobs that need tweak. we need more tester on diff build not ppl that come by, read post and talk back. ;)


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PostPosted: Sun Aug 10, 2014 8:00 pm 

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Sytaris wrote:
Yes, please move Mortanius to his original position. It just makes sense he's waiting infront of the altar.

Also I think that FoH-Dins are incredibly weak after the bypass has been removed. I'd say either bring bypass back or buff the ability by at least 50%. 14k Magic endgame damage is a joke compared to a 28k Bone Spear with over 100 pierce on Necromancers.

Btw what do you exactly mean with multiplied HP on charms by 4.1? Does this mean a small charm can now spawn with 82HP instead of 20?

Also since you're the one who's editing files atm, please change the Cow Level Part names.

Wirt's Leg I
Wirt's Leg II
Wirt's Leg III

Tome of Riches I
Tome of Riches II
Tome of Riches III

Statue of Greed I
Statue of Greed II
Statue of Greed III

Treasure Map I
Treasure Map II
Treasure Map III

This will help greatly to distinguish between the Normal, Nightmare and Hell parts. I can provide some visual difference for those items as soon as I can get to my workspace again.

War (Torso Runeword) should be buffed with the changes to Increased Stamina. Same goes for the Devastator Lance. It is 'the' end game weapon for Melee zons. They are greatly nerfed by it. I don't have access to the files at the moment, but there should be an equivalent of at least Increased Stamina level 8.

Oak Sage
Buff the gain per level. 8 soft points give equally much HP boost as one finished difficulty and that's free for every character, without having to invest points into the skill. I suggest 1% per 2-3 soft points.



i love the cow part numerisation btw this could be a very nice adds,

and for the life charm question, answer is yes: i just found a small charm wit + 82 life on it in hell tundra.



Mraw: i dont know wat exactly you have changes but the same Hdin now can do some dmg vs trash: merc have the time to be healed before dieing. it requires few pots to keep him alive vs trashbut at least if yoou have a good amount of pots if hes taking few dmg you can heal him ( a3 merc at least ) havent tryed other.

i tryed entering tobial wit the hdin set up and i got total own so wat ever you have changed it worked properly vs Trash and that aster will still need a tank to bve effectiv VS boss. i dont think we will be able to cheeze any boss wit hdin/foh so sounds more viable now then it was...


Of course it will be nice to see more ppl on open helping so we could duo tank + caster or shit like that to see wats good wats not... solo its kinda hard to have a real idea of wats going on. but yeah wit the life boost probly wit a few more life charm it will be more tanky vs boss and diff gear set up probly. hopefully i will see more ppl on open :D


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PostPosted: Sun Aug 10, 2014 8:53 pm 

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The new meteor-like skill for mortanius (and mephisto I think) was is pretty cool.
Andariel's poison blizzard (appart from looking weird) is pretty cool as well.

Ardual could use a buff. The new meteor does a shitload of damage, obviously, but appart from that he doesn't really do much.
Does the maggot queen have any skills whatsoever? I didn't see her do anything as I was beating her to death.


(I'm testing in normal difficulty right now)

Also, does anybody know what happened to the challenge dungeon boss?


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PostPosted: Sun Aug 10, 2014 9:58 pm 
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iiNfluence wrote:
hunterAS wrote:
Mrawskrad wrote:
The thing about hammers is that they currently bypass demon res and absorbs, so if I give them some pierce they need to lose the bypass. But if they lose the bypass I will also boost hammer damage a bit since it can be a clunky spell to use sometimes.



I wouldn't boost it too much... not everything is a great trash killer.. HDins are great at damaging bosses that's their purpose. They provide conc auras for parties outside that give a nice boost to party dmg and chance interruptible.


in short.. keep bypass and ignore iinfluence. Although adding magic pierce to pallys through items or hell giving BH a small small pierce.... wouldn't be a bad idea. Magic pierce can't go below 0 so with the bypass you aren't strengthening them at bosses.. but you are helping them with trash and non demons/undeads.... you aren't strengthening them for anything other than trash with this method.



plz before talking, or suggesting : 1st test it.

then we will talk of wat need wut.

hdin are behin destroy VS trash ... how u think youll be able to tank a boss dealing CRAPY dmg ? if i want an aura bitch i wont make a hdin. ill make a aura bitch. way different.

its either the skill or the mobs that need tweak. we need more tester on diff build not ppl that come by, read post and talk back. ;)



did you read my post before you decided to respond with an idiotic post. They do great dmg vs bosses because of the bypass meaning if you do 18k dmg all 18k is hitting demons and undeads. Most trash are not demon and undead thus it being being a great skill against bosses and not trash. That's the intention. .. there's no need to make them op again. I did however say that pierce could be added and since Al clarified it's still viable because pierce and the bypass won't stack.

Plus I have tested hammer dins and I like the play style... so how about you read my post text time... and I won't have to waste my time with a snark response.


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Mon Aug 11, 2014 3:03 am 

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Act 3 Quest 1 should probably be updated. +20 hp potion is very much nothing.


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PostPosted: Mon Aug 11, 2014 4:29 am 

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Riem821 wrote:
Act 3 Quest 1 should probably be updated. +20 hp potion is very much nothing.


Yes, should be at least 82 hit points now.

Prayer should probably also be adjusted to match hp changes. Those values are a joke compared to the current life bulbs.


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PostPosted: Mon Aug 11, 2014 7:22 am 
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Sytaris wrote:
Riem821 wrote:
Act 3 Quest 1 should probably be updated. +20 hp potion is very much nothing.


Yes, should be at least 82 hit points now.

Prayer should probably also be adjusted to match hp changes. Those values are a joke compared to the current life bulbs.


Why? HP will be lower now than it was with BO + Oak and the old base health values.

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PostPosted: Mon Aug 11, 2014 8:04 am 
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Base hp values must be lowered due to d2 game enigine limitations that cap max base hp derived from base vita at 8191. I can give this lost hp back as a reward from the challenge charm, however.

Class..........Life per level.....Life per Vitality
Barbarian......20.25.............11.5
Paladin.........15.................10.5
Amazon........15.................10.5
Druid............14.................9.75
Assassin.......14.................9.75
Necromancer 14.................9.75
Sorceress.....14.................9.75
Wereforms: flat bonus health: blvl*clvl/2 ; this gives 1000 base hp at level 100 with one maxed wereform; bear gets (5+blvl)*clvl/2

Class.....Level 100, 500 Base vitality
Barbarian......7255
Paladin.........6735
Amazon........6735
Druid............6261
Assassin.......6261
Necromancer 6261
Sorceress.....6261
Werewolf.....7261
Werebear.....7511

Challenge bonus: +10% max health per difficulty

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PostPosted: Mon Aug 11, 2014 10:27 am 
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Challenge levels should be fixed now. Re uploading

Base physical damage set at 130% of 1.3 value right now. People need to test this and tell me if it need to be higher or lower.

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PostPosted: Mon Aug 11, 2014 12:32 pm 

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Mrawskrad wrote:
Sytaris wrote:
Riem821 wrote:
Act 3 Quest 1 should probably be updated. +20 hp potion is very much nothing.


Yes, should be at least 82 hit points now.

Prayer should probably also be adjusted to match hp changes. Those values are a joke compared to the current life bulbs.


Why? HP will be lower now than it was with BO + Oak and the old base health values.


Mainly because a single small charm (82hp) gives a greater bonus than 3 full quests combined.

And the prayer changes because maximum health seems to be higher in general now and prayer has a lesser effect with the changes to maximum life. Numbers changed now with your last post, but 60 max hp on a 11k base hp barbarian is pretty much nothing.

60hp of 11000HP is 0.54% -> Quest has lower impact
60hp of 7200hp is 0.83% -> Quest has bigger impact

I'm really sorry, that I cannot access the files atm, but to me it would just make sense to bring the skills/quests on par with the changes to HP.


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PostPosted: Mon Aug 11, 2014 1:26 pm 

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Challenge dungeon still doesn't work. Bosses is there now, same with orb. Plain of completion appears when he dies, along with the scrolls to cube.

The cube recipe fails to complete however.

I think there might be an issue with Phoenix strike Synergies. Phoenix charge 2 and 3 are probably getting 35% synergy instead of 25%.


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PostPosted: Mon Aug 11, 2014 2:56 pm 

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I'd bet money we are not going to see Duff for at least 4 months if ever. He's under the assumption everything is hunkie dorie with 1.41d. We need a host who plays or at least gives a damn and I would pay a lot to help fund it. One of you who knows how this works needs to just step up and host and we will fund it.


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PostPosted: Mon Aug 11, 2014 3:18 pm 

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Ensley03 wrote:
I'd bet money we are not going to see Duff for at least 4 months if ever. He's under the assumption everything is hunkie dorie with 1.41d. We need a host who plays or at least gives a damn and I would pay a lot to help fund it. One of you who knows how this works needs to just step up and host and we will fund it.


Well this patch is far from ready so we still have time.

Also, is the hp being balanced based on everybody putting every single point in vita?


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PostPosted: Mon Aug 11, 2014 5:12 pm 
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more hp/vit means you are really forced to blast everything into vita. str/dex/energy need something too. More hp/level and less hp/vit makes other stats more appealing.

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PostPosted: Mon Aug 11, 2014 7:18 pm 
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Class..........Life per level.....Life per Vitality
Barbarian......54.25...............4
Paladin........49.25...............4
Amazon.........49.25...............4
Druid..........44.25...............4
Assassin.......44.25...............4
Necromancer ...44.25...............4
Sorceress......44.25...............4


Class.........Level 100, 500 Base vitality
Barbarian.....7371
Paladin.......6876
Amazon........6876
Druid.........6381
Assassin......6381
Necromancer...6381
Sorceress.....6381
Werewolf......7381
Werebear......7631

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Mon Aug 11, 2014 8:02 pm 

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Not really sure why the amazon is now getting more life than the assassin when it used to be vice versa. The amazon has almost all exclusively long range attacks as opposed to the assassin who has probably half or more skills that are close range. I'd say they need to be switched in the life department.

And it makes even less sense to have them with the same amount as pure casters in necromancers and sorceresses.


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PostPosted: Mon Aug 11, 2014 8:10 pm 

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muleofal wrote:
Not really sure why the amazon is now getting more life than the assassin when it used to be vice versa. The amazon has almost all exclusively long range attacks as opposed to the assassin who has probably half or more skills that are close range. I'd say they need to be switched in the life department.

And it makes even less sense to have them with the same amount as pure casters in necromancers and sorceresses.


aghreed


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PostPosted: Mon Aug 11, 2014 8:24 pm 

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The questions to be asked here, is how much HP is a tank, a melee class and a caster expected to have by the end of normal, nightmare and hell?

Low hp per vita makes Rubies in gear unappealing and makes it significantly more difficult to greatly increase your hp if you suddenly feel you don't have enough for a boss, for example.

Now, what do we, as a community prefer? Putting every single point in vita for 100 levels, or evenly distributing points where needed?

If we agree on the latter ( as in everybody doesn't max vita and nothing else), what can we do to make it appealing to put a reasonable amount of points in Dex, Str and Energy?

Duff apparently reappared. Do we continue testing this 1.41D split? Keep it for 1.42?


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PostPosted: Mon Aug 11, 2014 8:42 pm 
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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Tue Aug 12, 2014 12:49 am 
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Claw block and fade are op skills assassins will be the tanks even wit less hp. If the qq is strong enough i can give them more hp than they need.

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Tue Aug 12, 2014 1:17 am 

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Mrawskrad wrote:
Claw block and fade are op skills assassins will be the tanks even wit less hp. If the qq is strong enough i can give them more hp than they need.


Well I only asked for equal treatment on hp regen.

Also, what good is clawblock against Andy's poison blizzard? The new high damage elemental meteor skill? The ceiling falling on her head? All the new skills you've added are awesome for absorb but they hit far too quickly for clawblock to be of use against them. Clawblock can only, at best, block one hit per 2 frames.

On any non-melee sin, its amazing, granted. On sins that need to stay close to bosses and eat their full damages, absorb is going to end up being far more effective than claw block.

The only thing I don't like with Fade is that it's been mandatory for pretty much all sins since (the beginning of time).


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PostPosted: Tue Aug 12, 2014 8:14 am 
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Rubies give % hp too, so they are always appealing. I see no issue.


I will raise assassin health to the same as paladins and amazons.

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Tue Aug 12, 2014 8:16 am 
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Riem821 wrote:
Challenge dungeon still doesn't work. Bosses is there now, same with orb. Plain of completion appears when he dies, along with the scrolls to cube.


I need others to confirm this problem. I really don't have the time to test it all myself. :\

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Tue Aug 12, 2014 8:20 am 

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Amazons get DEA, which is far greater than claw block or fade (clawblock doesn't work on all skills). They also get strategy which is a huge defensive skill, and slow missiles (greatly underused). Again, they have almost 2 full trees of ranged attacks. It really just makes no sense to have them with more life, if anything maybe sins are fine as is and amazons need to be brought down. Barbs, paladins, shift druids should be the only characters that get the big life amounts; they HAVE to stay close to do anything.

My real issue here is that the new life structure for characters and charms makes vitality near useless. Purerage is correct in saying that you have to have life/level higher than life/vit, but having ~45-50 per level and only 4 per vit makes statting vitality useless. Ex: I can build a zon with enough strength to wear big gear and then stat the rest into dexterity, fill her up with life charms, and come out with only 1k less life but probably double the damage and a much better range of gear available to me.

It's a great idea and initiative to close the life gap between characters, but there needs to be some gap in character durability through stats, skills, gear. If you are giving everyone very similar access to the same life values and access to the same gear, it'll be real tough to justify any need for tanks. And with vitality giving a measley 4 life per vit as opposed to 82 life on charms and 50 life per level, you'll see no gap in life when a barb needs to stat dext for block and str for gear, meanwhile a sorceress can stat just vitality (or even now can also get max block with no worries to her life bulb being compromised).


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Tue Aug 12, 2014 8:32 am 
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Give me numbers then, instead of words.

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Tue Aug 12, 2014 8:36 am 

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Mrawskrad wrote:
Claw block and fade are op skills


Can we please stop throwing statements like this around? Please.


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Tue Aug 12, 2014 8:58 am 
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Mrawskrad wrote:
Give me numbers then, instead of words.


No one is happy but with what there currently is but no one gives numbers they would like to see. What can I do? Guess until I find the magic combination that makes you all happy?

Tell me what you want to see.

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Tue Aug 12, 2014 9:09 am 

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Mrawskrad wrote:
Mrawskrad wrote:
Give me numbers then, instead of words.


No one is happy but with what there currently is but no one gives numbers they would like to see. What can I do? Guess until I find the magic combination that makes you all happy?

Tell me what you want to see.


How about maybe taking a chill pill and not post every 15 minutes because nobody replied. People don't have time to give you instantaneous responses.


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Tue Aug 12, 2014 9:14 am 
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It really depends what you want to do with stats. I like lower hp/vit just because we've had so long with 5 vit/level giving more hp than you got for leveling up. The power has always been with vit and it's kinda boring.

50/50 level/vit would likely be a decent number though I guess.

7k hp at level 100 with 500 vit, 35 hp/level, 7 hp/vit?
Dropping 200 points in other stats costs you 1400 base hp. 2800 if you have 100%hp from gear/gems.

Any changes to mana/energy? losing a big chunk of mana% from BO.

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Tue Aug 12, 2014 9:26 am 
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Mana gains were buffed by 50% so far, I can double it or more if it is not enough.

Hp set at:

Class..........Life per level.....Life per Vitality
Barbarian......40...............7
Paladin........35...............7
Amazon.........35...............7
Assassin.......35...............7
Druid..........30...............7
Necromancer ...30...............7
Sorceress......30...............7


Class.........Level 101, 500 Base vitality, No gear
Barbarian.....7500
Paladin.......7000
Amazon........7000
Assassin......7000
Druid.........6500
Necromancer...6500
Sorceress.....6500
Werewolf......7500
Werebear......7750

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Tue Aug 12, 2014 9:33 am 

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Proposed idea:

All classes get 30life/level. At level 101, each class gains 3000 base life (100 level gains).

From here, class gaps in life are from life/vitality, gear, and skills:

Barb = 6 life per vitality
Paladin, Assassin = 5 life per vitality
Amazon, Druid = 4 life per vitality
Sorceress, Necromancer = 3 life per vitality

Life Values Matrix (level 101 characters):
Character 300 vitality 400 vitality 500 vitality
Barbarian 4800 5400 6000
Pal,Assa 4500 5000 5500
Dru,Ama 4200 4600 5000
Nec,Sorc 3900 4200 4500

Life per charms: 35 = small, 65 = large, 95 = grand

50 Small charms = 1750 extra life.

Assuming a 500 vitality, level 101 character with 50 perfect small charms, here is the gaps:

Barbarian = 7750
Pal, Assassin = 7250
Druid, Amazon = 6750
Sorc, Nec = 6250

So the barbarian is getting about 20% more life than the pure caster sorceresses and necromancers.

In terms of extra tanking, some caster gear would be slightly nerfed from a defensive perspective (a little less resistances, bigger defense gaps for heavy versus light armors, a little less DR%) and others buffed. The tankier characters will be able to slot more into strength and still have good life values, thus giving them access to bigger armor contaning more resists, DR%, defense, etc.

Defensive skills/passives could be tweaked but are pretty balanced as is. A couple of the changes that could be made:
- Paladin auras should work at 100% for self and 50% effectiveness for party (all gear related sources should work at 50% effectiveness for all). This would give the paladin an element of tanking instead of giving it to every single character and negating his tanking element. Holy Shield is his other main unique tank ability.
- Amazons have DEA and fhr/uninterruptible from their skills, as well as summons. No change here
- Druids get extra life from shifting. Since sages give everyone equal party buffs, charge-up skills could be used to give extra benefits. Maybe going with bear = offensive shift, and wolf = defensive shifting. Maybe make maul a buff with slight CB (1% base hard point, 1% per 10 hard points), enhanced damage, and life on hit. Maybe make feral rage walk speed, fhr, block speed, and resistances chargeup.
- Assassins have their self buffs, no change here.
- Barbarians have natural resistances, iron skin, increased speed, and the life/hit (great change here) for increased stamina. no change here.


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Tue Aug 12, 2014 9:41 am 
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Thank you for the detailed input.

Yes, the idea is to due melee gear that requires high strength to give better tanking, melee damage stats (so that casters will not want to stat high strength for it since they won't get any pierce or +%ele damage).

Raw HP won't make casters tanks if they aren't using melee gear with damage reduction stats (if they did they would sacrifice damage).

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Tue Aug 12, 2014 10:07 am 

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Mrawskrad wrote:
Thank you for the detailed input.

Yes, the idea is to due melee gear that requires high strength to give better tanking, melee damage stats (so that casters will not want to stat high strength for it since they won't get any pierce or +%ele damage).

Raw HP won't make casters tanks if they aren't using melee gear with damage reduction stats (if they did they would sacrifice damage).


Agreed. The problem I think was with previous patches where a lot of "caster" gear made it pretty easy to hit maximum resistances, get dr%, decent defense and still had damage-oriented stats. Some examples:

- Templars = had good defense (~1300), 30 all resists, 4 open sockets to either boost offense, defense, or a mix of both (slotting res or dr% or rubies into a couple of sockets and still allowing room for facets). I think the defense bonus can be removed or replaced with something more tailored to casters, the resistance reduced to 15-20, the pierce could be beefed up to 15-20, and the sockets reduced to 2 or 3.
- Griffons = has life% and resists. No need to have these when it's already on kiras. Remove them and add fhr and frw.

It's a pretty tall order and will take the efforts of the community, but I think a lot of the gear needs to be tweaked more towards one way or another, instead of a lot of the gear giving casters pretty easy access to hitting certain amounts of defensive caps.

I also think some offensive charms could be factored back into the mix. I think things like pierce and mastery could be nerfed by 50% on gear, runes, gems and then we can have stuff like 1% pierce or 1% elemental mastery put on charms.


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Tue Aug 12, 2014 10:10 am 
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meh end game gear should make you feel OP to an extent and should have the resistances / dr.


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Tue Aug 12, 2014 10:22 am 

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hunterAS wrote:
meh end game gear should make you feel OP to an extent and should have the resistances / dr.


In my opinion, not at all. You want end game caster gear? It should come with big offensive stats, not big stats of both. You want to tank? Then wear a big defensive armor, but have your damage suffer.

OP gear leads to easy HU like we had in older patches. There's nothing wrong with having strong gear, but the type of end game stuff that is currently in the game is over the top. Nightmare Baal used to be harder than Hell Baal; you got access to tundra/ancients way and started getting the end game gear, and everything became easy. A lot of it is due to end game gear not giving any choices; most of it gives both offensive and defensive stats. Almost all casters wear templars, gem their weapons, facet their armors and helms, and have very similar gear. Same goes for tanks; most wore tyraels or war and had most everything the same.

A lot of the other late game armors fall off the map. There are great options out there like Hatestorm Crest or Leviathan or Trapper's Catch that NOBODY uses outside of a small section of time between finding those and finding "end game" gear. Meanwhile, a lot of these could open up options for more build diversity. But current end game gear offers everything that other armors offer and more.


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Tue Aug 12, 2014 10:26 am 
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To each their own. Diablo 3 finally hit a perfect balance where the top 1% are able to face roll everything. People will strive to be that 1%. if you remove that face rolling aspect the game kind of loses it's interest.

People say they want a super hard game and everything but once again look what happened to D3.. its a great case study. :) Oh well.. there's no point in debating this to each their own.


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Tue Aug 12, 2014 10:55 am 

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Not to get into an argument here, but D3 is a poor comparison to HU. They are 2 very different games with 2 very different goals.

And D3 is far from a perfect balance. It's pretty poorly balanced, and they only bandaided it by having a never-ending difficulty curve, which we don't have here.


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Tue Aug 12, 2014 10:58 am 

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Really my point here is that, if we are to close the gap in life between all characters to allow for diverse groups, we need to keep the gap in tanking that used to be there by having more focused damage versus focused tanking gear. The current gear choices don't offer that.


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Tue Aug 12, 2014 11:00 am 

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Make game HARDER!
make them kids cry... :lol:


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Tue Aug 12, 2014 12:00 pm 

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Chlebo wrote:
Make game HARDER!
make them kids cry... :lol:


If I was to answer with a short sentence here, I'd say "Kill yourself.", but I'm just gonna say that 1.41c should have never happened. Bosses oneshotting everyone is fucking stupid, and people realized it, so it's changed in the next patch. Don't encourage anyone to start mindlessly buffing stuff again.


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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Wed Aug 13, 2014 4:52 am 
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I fixed the issue with the challenge levels, everything should be fine now. Re-uploading

Edit:

Health Potion
- Restores 33% maximum life + strength*8 life over 6 seconds

Mana Potion
- Restores 33% maximum mana + energy*8 + 60 over 5 seconds

Small Charm
- Maximum life bonus from 20 to 40

Large Charm
- Maximum life bonus from 35 to 75

Grand Charm
- Maximum life bonus from 50 to 110

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Mon Sep 08, 2014 2:49 am 
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I have a suggestion , idk if its possible to make lifetap a skill for smite / tank use again ? it wont lower dmg or res on them but beeing able to leech more when hitting?. good day to ya'll

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 Post subject: Re: Here is what I've done - Take what you want
PostPosted: Fri Oct 17, 2014 10:13 pm 

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muleofal wrote:
hunterAS wrote:
meh end game gear should make you feel OP to an extent and should have the resistances / dr.


In my opinion, not at all. You want end game caster gear? It should come with big offensive stats, not big stats of both. You want to tank? Then wear a big defensive armor, but have your damage suffer.

OP gear leads to easy HU like we had in older patches. There's nothing wrong with having strong gear, but the type of end game stuff that is currently in the game is over the top. Nightmare Baal used to be harder than Hell Baal; you got access to tundra/ancients way and started getting the end game gear, and everything became easy. A lot of it is due to end game gear not giving any choices; most of it gives both offensive and defensive stats. Almost all casters wear templars, gem their weapons, facet their armors and helms, and have very similar gear. Same goes for tanks; most wore tyraels or war and had most everything the same.

A lot of the other late game armors fall off the map. There are great options out there like Hatestorm Crest or Leviathan or Trapper's Catch that NOBODY uses outside of a small section of time between finding those and finding "end game" gear. Meanwhile, a lot of these could open up options for more build diversity. But current end game gear offers everything that other armors offer and more.


Something that is rare enough that in a decent amount of playtime you may never see it drop, or see only one or two incarnations of it, should be powerful.

Let's not fool ourselves here, templars is a strong item, but it by no means is the end-all be-all of caster gear. Enigma, which sacrifices a large amount of both offensive and defensive stats, is almost always wore in favor of it because mobility tends to trump flat out damage.

You seem to be operating under the fallacy that resistances is a defensive stat - wrong, it's a necessary stat for all characters. Without capped resists you'll simply die instantly to certain spells, it's not something you can fuck around with. In fact, removing resists from a lot of items(or in the case of lowering them like it has been to artificially create 'difficulty') has done nothing but increase the reliance of resist charms and remove several builds from the pool.

Actual defensive stats, like max resist improvements, block improvements, life, sorb are all missing from most endgame items delegated to casters. The problem here is simply that such options don't exist, which is fine, since they don't need to. And as a caster you simply can't sacrifice offensive stats for defensive ones, minus a few builds, you'll simply be sitting there pretending to be a fallen shaman doing no damage. Similar things apply to melee builds, with the only difference being that a melee build's kit tends to make up a lot of it's defensive qualities. Improved life, increased block, higher armor, ETC.


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