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 Post subject: Re: Item adjustments
PostPosted: Mon Jun 28, 2010 2:22 pm 
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I've only EVER seen the armour in all my years here, I'm thinking there may be a problem with the drop chance.

I'll just have a fiddle with cow form and see if it is workable :)

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 Post subject: Re: Item adjustments
PostPosted: Mon Jun 28, 2010 2:33 pm 
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Well cow form works, one problem is they dont actually have the weapon in hand (bummer) so you in effect have a boxing cow.

second screenie was an amusing missunderstanding between "cow" and "hell bovine" in the montypes.txt LOL

all you need to do blue is copy the wolf line in states.txt and rename it as your new state (cow in this case I guess) then add the monster index instead of the wolf one and you are good to go with any attack skill.


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 Post subject: Re: Item adjustments
PostPosted: Mon Jun 28, 2010 2:37 pm 
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screen 2 for the win.

how is attack speed and all that crap? Do you feel it is viable? If so - lets do it.
Good question on the drop rates, anyone want to look in to that?

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 Post subject: Re: Item adjustments
PostPosted: Mon Jun 28, 2010 2:51 pm 
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attack speed seems fine, the speed can get really good if you think of it as any other shift skill. weapon IAS is king and the speed is awesome if you go for those higher WIAS breakpoints.

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 Post subject: Re: Item adjustments
PostPosted: Mon Jun 28, 2010 3:02 pm 
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Oh before I forget, If you need to check to make sure items are spawning, use the quill rat drop method.

Go to the item in question and wright down the item type code, Ie. rin = ring. set the level and Ilvl of the items to 1 so a quill rat can drop them.

Now open TreasureClassEx.txt and search for quill 1.

set picks column to 6
set set column to 1024<--forces a set drop
set nodrop to 0
set item1 to the item code of the first item you want to drop
item 2 to the second
etc. etc. That will force them to drop the items coresponding to the itemtype code as set items (if they are set up right.)

I think there must be something off with them as i've never seen any part of it excapt the armour. :(

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 Post subject: Re: Item adjustments
PostPosted: Mon Jun 28, 2010 10:07 pm 
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I also think they need the level raised and actually boost the stats... like give an aura or something.. make it worth farming... hell even giving it an insane amount of MF would be neat. :)


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 Post subject: Re: Item adjustments
PostPosted: Wed Jul 07, 2010 9:26 pm 
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Wolfs wrote:
Lightsabre
+7 to Light Radius
5% Chance to Cast Level 33 Chain Lightning when Attacking
5% Chance to Cast Level 33 Lightning when Attacking
5% Chance to Cast Level 33 Charged bolt when Attacking
+1 Zeal OSkill
Lightning Absorb 20%
+90% Increased Attack Speed
Adds 1-1000 Lightning Damage
20% Mana Stolen per Hit
+350% Enhanced Damage
-20% to Enemy Lightining Resistance
5% Chance to Cast Level 50 estatic field when Struck


Interesting thoughts. I view this weapon as primarily designed for a paladin as they are most likely to benefit from the -10% lightning res on a melee weapon. As such, I don't see the need for oskill zeal. This weapon has a base value of [-30], so it is inherently fast, requiring only 72% IAS to reach the final breakpoint, so I don't see why you would need such a large IAS value on the weapon itself, but I could see increasing it a bit.

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 Post subject: Re: Item adjustments
PostPosted: Thu Jul 08, 2010 3:59 am 

Joined: Mon Sep 14, 2009 11:20 pm
Posts: 48
That +20 hp pot u get in act 3, change it to +500 or something lol.


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