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 Post subject: Item adjustments
PostPosted: Tue Jun 22, 2010 4:40 pm 
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Have you made an item suggestion that you would like to see implemented? Skim through the forum, find your post and link to it in this thread because now is the chance for things to change.

Thanks!

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 Post subject: Re: Item adjustments
PostPosted: Thu Jun 24, 2010 9:21 am 
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*bump*

no one has items they want tweaked?

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 Post subject: Re: Item adjustments
PostPosted: Thu Jun 24, 2010 10:11 am 
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make chaos usable in scythes.

increase base dagger durability to 100

allow zeal and ww to spawn on rares and crafts as oskills(for off beats melee builds)

increase balanced axe type weapons to 6 sockets instead of 3

possibly increase base dmg on daggers

magic arrow/bolt quivers?

allow leaf/storm/thunder to be made in orbs

add flat life and FHR to the unique scythes that look like they're meant to be used on necs, also possibly add zeal to them as well(I.E. grim's burning dead, reaper's toll, soul harvest)

remove on attack procs from bows(does not work, or change to on stikring)

hell remove most procs from ele crafts(crap dmg)

move the hitpower thorns effect to blood items(frozen armor proc is counter intuitive to thorns damage)

thats all i cant think of rigth now

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 Post subject: Re: Item adjustments
PostPosted: Thu Jun 24, 2010 10:42 am 
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SolBadguy wrote:
move the hitpower thorns effect to blood items(frozen armor proc is counter intuitive to thorns damage)


why is it counterproductive (I think that is what you meant)? Are you thinking that a thorns build *wants* to be hit? If so, that really isn't the way it works. If you get hit too frequently, you simply die. The idea is sporadic hits that return vast amounts of damage.

Here are a couple videos of a thorns build character that I played in normal just to give it a whirl:

http://blue.arimyth.com/DC-Jugger.zip
http://blue.arimyth.com/DC-Jugger-2.zip

If Jugger had hit more more often, I probably would have gotten flattened. As it was though, I had time in between his big dmg hits to either leech back life or juv up. So a high defense is going to be really handy to help you manage that damage.

Now, damage reduction is a totally different ballpark. That you will want to avoid for sure. High defense though doesn't diminish the damage that is returned to the monster it just means the monster dies a little slower, but at lower risk to yourself. So it is a good thing.

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 Post subject: Re: Item adjustments
PostPosted: Thu Jun 24, 2010 11:15 am 
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FA gives integer DR and thats bad for thorns builds, there is a way around it though it involves add a whole new item stat: life when struck, you can make an item mod that gives you life when physically stuck, but thats asking too much.

as for another suggestion add 1-3 sockets on all unique spears

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 Post subject: Re: Item adjustments
PostPosted: Thu Jun 24, 2010 11:18 am 
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SolBadguy wrote:
FA gives integer DR and thats bad for thorns builds,


has a trivial impact.

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 Post subject: Re: Item adjustments
PostPosted: Thu Jun 24, 2010 11:21 am 
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meh. what about the other half dozen suggestions?

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 Post subject: Re: Item adjustments
PostPosted: Thu Jun 24, 2010 11:33 am 
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that was the only one i had a comment on. The other seemed self explanatory.

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 Post subject: Re: Item adjustments
PostPosted: Thu Jun 24, 2010 10:37 pm 
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Location: Central America - Honduras - S.P.S.
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

more light dmg focused and better for trashing... good for convictor or lightzeal pally. fast like a lightning. As it is atm is one of the most useless items.

Ardural's Icon (lvl 75)
Lightning Resist +75%
+20-40% Chance to Find Magic Item
300-600 Lightning Damage
1% Chance to Cast Level 3 Lower Resist when Striking
60-80% Bonus to Attack Rating
+1 to All Skills
-5% to Enemy Lightning Resistance
Reanimate Slain as: Pit Viper (5%)

i liked this elemental version of atmas xD


Lightning Knot
Feral Claws
One-Handed Claw
Damage: ?
Required Level: 85
Required Strength: 92
Required Dexterity: 92
Durability: ?
+400-450% Enhanced Damage
+66% Increased Attack Speed
Lightning Resist 33-66%
Lightning Absorb 12-15%
50% Faster Hit Recovery
+6-8% to Lightning Skill Damage
Socketed (2-3)
+2-3 to Assassin Skill Levels
+1-2 to Traps (Assassin Only)
+1-4 to Death Sentry (Assassin Only)
-8-12% to Enemy Lightning Resistance
Requirements -15%

Drrod's suggestion.

Poison Fingers
War Fist
One-Handed Claw
Damage: ?
Required Level: 85
Required Strength: 84
Required Dexterity: 84
Durability: ?
+400-450% Enhanced Damage
+50-75% Increased Attack Speed
75-150% Bonus to Attack Rating
+15-25 to Dexterity
Socketed (2-3)
+2-3 to Assassin Skill Levels
+1-2 to Shadow Disciplines (Assassin Only)
+1-2 to Venom (Assassin Only)
4-8% Mana Stolen per Hit
+6-8% to Poison Skill Damage
-8-12% to Enemy Poison Resistance
22-33% Chance of Deadly Strike
+50-75 to Durability

Drrod's suggestion.

Frosty Nuggets
Runic Talons
One-Handed Claw
Damage: ?
Required Level: 86
Required Strength: 96
Required Dexterity: 96
Durability: ?
+400-450% Enhanced Damage
+66% Increased Attack Speed
Cold Absorb 12-15%
200% Bonus to Attack Rating
Socketed (2-3)
+2-3 to Assassin Skill Levels
+1-2 to Shadow Disciplines (Assassin Only)
+1-2 to Martial Arts (Assassin Only)
4% Mana Stolen per Hit
+6-8% to Cold Skill Damage
Slow Enemies 25%
hit freeze target +3

Again Drrod's suggestion but changed the aura on equipo for freeze target


death cleaver
+400% Enhanced Damage
100% Chance of Deadly Strike
+666% attack rating
Ignore Target's Defense
+50% Increased Attack Speed
18-32% Life Stolen per Hit
100% Chance of Open Wounds
socketed (3)

btw, open wounds need some love.

Dragonmouth
+300% Enhanced Damage
+33% Increased Attack Speed
+4-10 to Hydra (Sorceress Only)
12% Chance to Cast Level 50 Hydra when Striking
12% Chance to Cast Level 50 Hydra when Struck
+5-6 to Armageddon (Druid Only)
+3 to Fire Skills
Level 25 Hydra (33 Charges)
+15% to Fire Skill Damage
Adds 200-300 Fire Damage
+20 to Life After Each Kill
+20 to mana after Each kill


Mithia corwns
+100% Enhanced Defense
+2 to All Skills
50% Chance to Cast Level 5 Teleport when Striking
Resist All +30%
+4-8 to Hydra (Sorceress Only)
+30% Faster Cast Rate
Socketed (3)
+4-6 to Shock Field (Assassin Only)
20% Chance to Cast Level 25 Shock Field when Attacking
12% Chance to Cast Level 50 Hydra when Struck


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 Post subject: Re: Item adjustments
PostPosted: Mon Jun 28, 2010 4:43 am 

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Small suggestion: Change Hwanin's Seal from a normal to exceptional (Mesh Belt) since it is very hard to find atm. I only found one ever by gambling in a5 normal.


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 Post subject: Re: Item adjustments
PostPosted: Mon Jun 28, 2010 8:30 am 
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ultimately I think this is great... but I'm seeing a lot of necros skip it for boneflame or full tals

Darkforce
+400% Enhanced Defense
+50% Faster Cast Rate
Regenerate Mana 50%
-20% to Enemy Poison Resistance
+3 to Necromancer Skill Levels
+30 to Energy
+30 to Vitality
30% Life Stolen per Hit
+30% Increased Chance of Blocking
Sockted (3)
+3 to Curses (Necromancer Only)
Reanimate Slain as: Returned (5%)

so lets remove the 30% life gained
and replace it with something like
-20% magic res.....

maybe remove vitality and energy and change to an increase by %



helps bone necros but it still doesnt solve a lot of the summoners and psn necs skipping over it so I dunno :) just a thought


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 Post subject: Re: Item adjustments
PostPosted: Mon Jun 28, 2010 9:39 am 
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If wands are increased to a range of 2 i`d like to see it become a melee necro shield.

Darkforce
+400% Enhanced Defense
+25% life
Transform to Hatestorm <---New
-20% to Enemy Poison Resistance
+3 to Necromancer Skill Levels
+500 Attack Rating
+30 to Vitality
30% Life Stolen per Hit
+20% Increased Chance of Blocking
Sockted (3)
+3 to Curses (Necromancer Only)
Slows Target 20%


Attachments:
new melee nec.jpg
new melee nec.jpg [ 515.49 KiB | Viewed 4619 times ]

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Last edited by PureRage-DoD on Mon Jun 28, 2010 9:58 am, edited 1 time in total.
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 Post subject: Re: Item adjustments
PostPosted: Mon Jun 28, 2010 9:58 am 
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Make that a runeword instead (necro melee shield). I personally feel that the 95 items should be usable by mainstream builds and not just novelty builds.

Also be sure to double check that Hatestorm can perform attacks, I found that most of the transformations had severe limitations in what player skills they can perform.

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 Post subject: Re: Item adjustments
PostPosted: Mon Jun 28, 2010 10:04 am 
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yeh i just tested it out, I changed the pic to show what a melee nec will look like when equipped propperly.

I tested hatestorms attacks and found something abit annoying. If you use norm attack, he will run up to the enemy and start attacking. If you use zeal he will stand still untill the enemy is in range. In effect you need to run point blank then attack. I`ll see what I can do about that. I will say that his attack speeds are ideal for a melee transform. zeal has a great speed with this. any suggestions on a transformation that would suit a melee nec lease put them forward, almost anything goes tbh. the ancients, all monsters, all bosses. They will all work as a transform.

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 Post subject: Re: Item adjustments
PostPosted: Mon Jun 28, 2010 10:35 am 
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i spent some time monkeying with transformations and while super fun (I wanted to make a set that turned you in to a cow), the attack limitations are a real challenge. I do hope you find a good one though.

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 Post subject: Re: Item adjustments
PostPosted: Mon Jun 28, 2010 11:19 am 
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also darkforce has no res on it, remove the reanimates and place 40-50 res on it

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 Post subject: Re: Item adjustments
PostPosted: Mon Jun 28, 2010 1:34 pm 
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lol hell cow king drops cow set.. cow set changes you to a cow... I dig it.


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 Post subject: Re: Item adjustments
PostPosted: Mon Jun 28, 2010 1:45 pm 
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hunterAS wrote:
lol hell cow king drops cow set.. cow set changes you to a cow... I dig it.


that was the idea. Doesn't work so great though because once you are a cow you can't do anything except a standard attack :(

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 Post subject: Re: Item adjustments
PostPosted: Mon Jun 28, 2010 2:11 pm 
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Blue, what skills were you thinking about using with cow form? remember any skills to be used in shifted form must have a 1 in the restrict column. Try changing wolf form to a cow and see if you can wolfs attacks.

On the subject of forms. I just tried a few things. First I switched the wolf form to be hatestorm and tried using fury and it worked fine. same thing with pally using zeal in hatestorm form. Then I switched it to wolf form and had the necro use zeal, the same thing happened, he just stood still untill something came close enough. Then I tried using zeal in human form with the necro and the exact same thing happened. This is a problem IMO, so perhaps the zeal oskill will have to become ww oskill on boneshade.

Edit: WW works fine on a necro but the range makes it not worth it IMO. I'm gonna try to find a fix for this zeal problem with the necro. Can someone else try giving n item oskill zeal and trying to use it on a necro?

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 Post subject: Re: Item adjustments
PostPosted: Mon Jun 28, 2010 2:15 pm 
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coolio! sounds like this may be more doable.

Didn't really have any particular skills in mind, just wanted it to be "being a cow totally sucks". I am fine with "being a cow midly sucks" though. I thought it would make for an awesome merc set. There is after all a Cow King Set: http://critterkiller.arimyth.com/cowkingsleathers.html

It is crazy rare, but it does drop. I have the armor on a mule. I figured if we made it more interesting and made it transform you in to a cow it might actually get farmed.

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 Post subject: Re: Item adjustments
PostPosted: Sat Jul 10, 2010 10:46 pm 
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Dragon
Level 70
3 Socket:
Body Armor
Shields


Bold = changed

Should be Sur Vex Sol

10% Chance to Cast Level 50 Hydra when Struck
10% Chance to Cast Level 20 Twister(cus dragons can make waves with their wings no???) when Attacking
+ 3 to fire skills
-25% to Enemy Fire Resistance
+4-6 Hydra (Sorceress Only)
+300-400% Enhanced Defense
+500 Defense
+250 Defense vs. Missiles
+(53-75) to Strength (Based on Character Level)
+30% Increased Chance of Blocking
-6% to Enemy Magic Resistance (In Armor)
-6% to Enemy Fire Resistance (In Armor)
Damage Reduced by 30 (In Armor)
+6% to Magic Skill Damage (In Shields)
+6% to Fire Skill Damage (In Shields)
Damage Reduced by 30 (In Shields)
Resist All 30%


Instead of - enemy fire resist you could just have it use holy fire on equip and then only make this rune word work in armor or shield not both.

Maybe increase the rune cost of it as well, IE: Sur Vex Vex


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 Post subject: Re: Item adjustments
PostPosted: Wed Jul 21, 2010 11:32 am 

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Can throwing weapons be looked into? it sucks and puts people off having a weapon that cost 1million to repair just because you put a gem into it and only has 500 charges.
To counter this could we get the replenish mod on all throwing weapons? Or just make throwing weapons unlimited.


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 Post subject: Re: Item adjustments
PostPosted: Wed Aug 18, 2010 6:26 am 
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How about removing ctc twister from windhammer, it doesn't do great damage because it doesn't have synergies, just makes counters, and one more thing, siege beasts as reanimates on it suck. If you still want a reanimate on it, put something else please.
Thanks

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 Post subject: Re: Item adjustments
PostPosted: Wed Aug 18, 2010 11:48 am 
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the twisters provide aoe stun, not bad i thought

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 Post subject: Re: Item adjustments
PostPosted: Wed Aug 18, 2010 11:49 am 
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and super flavourfull since it IS a WINDhammer ;)

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 Post subject: Re: Item adjustments
PostPosted: Wed Aug 18, 2010 11:52 am 
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Im not a fan of the twisters at all. They do just cause mass counters (on a big boss especially). You can use carrion for twisters if you want them, I know alot of people who avoid using WH purely because of the twisters.

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 Post subject: Re: Item adjustments
PostPosted: Wed Aug 18, 2010 12:08 pm 
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Well bosses are the problem anyway. I'm not getting on regular mobs since I ww through em but on bosses which are IM capable I choose to conc so I don't die, and at some bosses like samhain hell wh is causing like crazy dmg back, every swing I get a fissure under me...

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 Post subject: Re: Item adjustments
PostPosted: Wed Aug 18, 2010 1:02 pm 
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well then, it appears the problem here is counters. which have always been an issue and discourage team play during boss fights if ur dmg is not high enough to justify the counters. sure you can remove the ctc but that doesnt solve the issue of multiple things hitting the boss at once causes massive counters and possible team deaths.

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 Post subject: Re: Item adjustments
PostPosted: Tue Nov 09, 2010 1:30 pm 

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Noticed Sanders set (Lvl 20-28) doesn't add individual item bonuses when other set pieces are worn.

I suggest adding:

Sander's Bone Wand
+10 to Life After Each Kill (2 items worn)
+1 to Bone and Poison Skills (3 items worn)

Sander's Spiked Shield
+10% to all resistances (2 items)
+20 Replenish Life (3 items)

Sander's Leather Glove
+15 Replenish Life (2 items)
+10% Casting Rate (3 items)

Sander's Heavy Boots
+15 Replenish Life (2 items)
-25% Stamina Drain (3 items)

Set Bonus Changes
Bold = Added
Italics = Remove

2 Items Set Bonus
+50 Defense
+25 Replenish Life

3 Items Set Bonus
+25% Cast Rate

Completed Set Bonus

+1 to all Skills
+2 to Bone and Poison Skills
-300 Defense
If Possible Cursed with Lvl 7 Amplify Magic
50 to Life
50 to Mana
15 to all Resistances
+10% Cast Rate
10% Chance to Cast Lvl 10 Poison Nova When Struck
15 To Mana After Each Kill
15 To Life After Each Kill
+50% Chance to Find Magic Items


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 Post subject: Re: Item adjustments
PostPosted: Tue Nov 09, 2010 11:50 pm 
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does make sense and might not even b possible? to have sanders a >lvl36 set proc nova. even if possible it wouldnt make sense. i suppose it would b synergized on a psn nec around that lvl...

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 Post subject: Re: Item adjustments
PostPosted: Wed Nov 10, 2010 12:04 am 

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Meant to have it match the Summoner's version of Angelic + Hsuarus with +7 possible to psn skills with High Cast Rate and Replenish Life in exchange for taking loads of damage. Remove Hit Recovery if there is any and even less defense making the set a high risk caster set.


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 Post subject: Re: Item adjustments
PostPosted: Thu Nov 11, 2010 9:58 am 
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Sesshomaru wrote:
also darkforce has no res on it, remove the reanimates and place 40-50 res on it


I see +25% to all resists on the item and 3 open sockets. No need for more resists than that.

Kruno wrote:
How about removing ctc twister from windhammer, it doesn't do great damage because it doesn't have synergies, just makes counters, and one more thing, siege beasts as reanimates on it suck. If you still want a reanimate on it, put something else please.


done

I wanna be the guy wrote:
..comments on sanders...


Sure, will give that set and Infernal Tools a look and see if one should be Summoner oriented (probably Infernal) and one more poison/bone oriented. Your suggestions seem pretty on target with the exception of the magic curse (can't do that) and poison nova. I agree that a lvl36 proc shouldn't be on that low of a set.

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 Post subject: Re: Item adjustments
PostPosted: Thu Nov 11, 2010 10:48 pm 
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Blue I have a Dark Force and it doen't have any res on it at all.. I will recheck as soon as i log back on but pretty sure it has no res... Maybe leave the reanimate and just add res to it hell it is a lvl 95 item..

And on the low lvl necro sets I don't like the nova added to it ether.. But remmber that you can craft a pair of low lvl psn bootys with psn nova on them at around 20 to lvl 40 till star crafts.. 8-)

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 Post subject: Re: Item adjustments
PostPosted: Thu Nov 11, 2010 11:00 pm 
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Sry for the Dbl post... Just re checked that DarkForce it has no res m8.. Maybe add 25 to 50 % to it it needs it..

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 Post subject: Re: Item adjustments
PostPosted: Thu Nov 11, 2010 11:56 pm 
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Asteroth wrote:
Sry for the Dbl post... Just re checked that DarkForce it has no res m8.. Maybe add 25 to 50 % to it it needs it..


Check this link for the implemented changes to the Necro items based on the community feedback: http://blue.arimyth.com/necromancer.html

That is what I was referencing as it is in the first post that I made. Not the item that is live on the realm now.

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 Post subject: Re: Item adjustments
PostPosted: Fri Nov 12, 2010 11:26 pm 
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Lmao so Dscale still has its 12xx def and Dforce gets nerfed in def don't get that at all.. Don't change a lvl 95 item and make it worse then it is Just add res to it ...

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 Post subject: Re: Item adjustments
PostPosted: Sat Nov 13, 2010 12:03 am 
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because 20% life and mana and 25 res is underpowered for a support/caster build...

Nec already has great def. It's called skeles and golems.

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 Post subject: Re: Item adjustments
PostPosted: Sat Nov 13, 2010 2:04 am 
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LOl .. .. Ya summons are great against Diablo Baal darkness ex.. :lol:

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 Post subject: Re: Item adjustments
PostPosted: Sat Nov 13, 2010 4:12 am 
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because all necro's are toe to toe with bosses for the duration of the fight, right?

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 Post subject: Re: Item adjustments
PostPosted: Sat Nov 13, 2010 7:08 am 
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Quote:
Check this link for the implemented changes to the Necro items based on the community feedback: http://blue.arimyth.com/necromancer.html

Quote:
Reanimate Slain as: Siren (5%)

IIRC you said you would change this to vultures(sirens cast curses, necs dont need it), same with slingers from tstroke(from throwing to melee).


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 Post subject: Re: Item adjustments
PostPosted: Sat Nov 13, 2010 12:54 pm 
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Steel wrote:
IIRC you said you would change this to vultures(sirens cast curses, necs dont need it), same with slingers from tstroke(from throwing to melee).


thx - will make sure that gets adjusted

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 Post subject: Re: Item adjustments
PostPosted: Sat Nov 13, 2010 10:39 pm 

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I have noticed there are no +x skill weaps for cold and light act3 mercs. Is this do able? I for one like having my cold merc with my pally for crowd control. Fire mercs can use Dragonmouth, for example. Would be nice to similar items to boost their skills a bit with out needing to find an uncursed sword.

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 Post subject: Re: Item adjustments
PostPosted: Sun Nov 14, 2010 12:22 am 
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kwikster wrote:
I have noticed there are no +x skill weaps for cold and light act3 mercs. Is this do able? I for one like having my cold merc with my pally for crowd control. Fire mercs can use Dragonmouth, for example. Would be nice to similar items to boost their skills a bit with out needing to find an uncursed sword.


sadly no. For some odd reason Blizzard coded a property "+fire skills" which boosts fire skills, but did not include a similar property called "+cold skills" or "+light skills". So that leaves us a little stuck.

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 Post subject: Re: Item adjustments
PostPosted: Sun Nov 14, 2010 10:14 pm 
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Just a small note .. Donno if this was brought up but - psn res on boneshade wand needs to be changed to - magic .. And would love to see this wand get the life and mana after each kill like Dweb has since Boneshade is lvl 90.. 8-)

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 Post subject: Re: Item adjustments
PostPosted: Mon Nov 15, 2010 11:58 pm 
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Speaking of nec's. Is there any way we could put in necro Zod runeword runewords that are specific to the builds, rather that just a ho hum one that we got now? Would this be seen as redundant if other items are considered?...it just seems like one RW out of all those is kinda blah...pally gets 'all' the love...just an idea after looking at that list again.

edit: typo

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 Post subject: Re: Item adjustments
PostPosted: Wed Nov 17, 2010 10:50 am 
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Quote:
Absolute Zero
Elder Staff:
+4-6 to Frozen Armor (OSKILL)

Suggested skill changes wrote:
Frozen armor can be cast on friendly units

Kinda confused, you want one char to buff everyone with it or just forgot to change this? (imo this should be sorc only skill)
Quote:
Dragonmouth
Hydra Edge
Level 25 Hydra (33 Charges)
remove hydra charges as removing +hydra(sorc only) will allow to bug it as synergy(enchanters - sorry if was going to abuse it), its useless anyway, add -30 req, its to heavy for fireclaws druids.
Quote:
Gravepalm
Sharkskin Gloves
+1 to Multiple Shot (OSKILL)

Now question, is Strafe going to be changed? I remember Aewyn or someone suggested to limit it to 5 hits only. If so I'd like to see +1 strafe, there is already a bow with multishot.


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 Post subject: Re: Item adjustments
PostPosted: Wed Nov 17, 2010 11:03 am 
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ya - I don't think the elemental staves are in the right direction and I am sending them back to the drawing board. I think that some of the other 2 handed weapons are a better fit for fireclaw/frostbite druids especially since the item requirements are more in line with melee characters.

I am thinking of moving them back to being caster weapons instead designed for either caster druids or sorcs. Will have to see how it shakes out with the other items and runewords out there.

Good call on removing the charges. That whole sword is kinda a weird item and I mostly have just implemented the various comments that people have made for it as I am not really sure what to do with it.

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 Post subject: Re: Item adjustments
PostPosted: Wed Nov 17, 2010 11:12 am 
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I'd LOVE to see more staves designed around the caster druid, I like that idea alot.

As far as the sword goes, it don't fit with any build that I can think of. It would be nice to see it as a fire pally weapon perhaps with a decent speed or a weapon with a good few elemental proc's designed for an avenger perhaps.

On a side note, can the procs on the exceptional and elite elemental crafts be improved on a little for that build too?

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PostPosted: Wed Nov 17, 2010 11:24 am 
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PureRage-DoD wrote:
On a side note, can the procs on the exceptional and elite elemental crafts be improved on a little for that build too?


Elemental crafts received a full overhaul that I think people will find interesting. I should post up the crafting page shortly, just waiting to [a] verify the changes all work [b] compare them to runewords to ensure the power is appropriately balanced against other items.

The problem with Dragonmouth for paladins is that it is a range 1 weapon. :(

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PostPosted: Wed Nov 17, 2010 11:31 am 
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my bad, that is just an error on the critterkiller website.

Getting critters accurate has been a big part of the time sink!

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 Post subject: Re: Item adjustments
PostPosted: Wed Nov 17, 2010 11:32 am 
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Oh well, that swords gives 8-9 to arm, +10% fire, with phoenix shield and tweaked arm missiles i'd really love to see it on fireclaw, but yeah, never made one so dunno if it would be good.


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 Post subject: Re: Item adjustments
PostPosted: Wed Nov 17, 2010 1:43 pm 

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I would love if the Dragon runeword would get back hes holy fire aura. Would made auradins again viable.
I made one this ladder and actually the whole thing collapsed around the point that only 2 auras can be put on by items. And its just weaker compared to other builds
While if it can put 3 auras + hes own on .. its a perfect way to boost partys and even do normal dmg.

About throwing weps .. it would be great if u could increase the socket size caus right now the max socket on throwing axes is 3 wich is quiet interesting becaus they are the same size as zerkers still u cant put for example faith in a throwing axe. Would love that part.

Lightning trap sins compare to fire trap sins are way weaker while they were one of the most entertaining build on b net. if u could do sthing about that please. Also im thinking about the old hybrid sin on bnet could work well here aswell if u buff them traps. Right now at the start of the ladder i made a chaos sin but it rly failed, im not saying it wasnt becaus me but it could work better for sure with traps.

About some high runewords with Zod. "Desire" has no point beeing indestructible .. i would rather remove zod from it or boost it so its actually worth it to be made. Same with blood ravens .. other then the eth its kind of useless compared the eth rares, atleast it could be a bit stronger.

I made lots of high/zod runewords just to try em out and rly i didnt found them that usefull on any chars .. they should make some builds viable while they are weak for most of the common uses.

I saw ppl already interested about makeing knife's more useable, i rly like the idea to make them fun to use. Tiny weapons wielding great power is just great. Also i think a paladin with knife in hand is just looks proper evil ^^
Like Zealots from zakkarum.

I got a wierd idea about BOTD (breath of the dying ) if u could decrease the runes to like 3 it will be so good for some characters as an alternative. i would love to make a chaos claw and botd claw next to it, this is just an example. But also in dagger i could see good future. Not talking about BOTD javelin.

If u would change the Armaggedon runeword by able to make it not into axes rather Weapons. i could also see some viable ides. For example fire bowzons.


Silence runeword could use some FCR.

Again if u would reduce the amount of runes of Phoenix RW it would be viable in claws and with the new phoenix skill idea.

I would make Destruction into a zod runeword then vengence pallys would start using it. Right now i rather stick to eth glimmershred so i dont have to repair every second :p

I think compared the new changes of unique armors .. chains of honor also could get sthing new, maybe an oskill.

After they released the Z patch the first thing i made was the Blood Rw ..and it kinda felt bad compared to the uniques on the same lvl.

Ive seen many ppl try to make bonemancers but at hell act 5 they usually gave upon it caus of its weakness compared to other builds. They could be an idea to make em stronger. I thought about building in a synergie with golems or sthing but this is just a theory.

I rly miss some unique item names such as bartuc's i think they doesnt require big work and still they make the game more diablo like. I use to read the books and it was great to see items and bosses from it. Again its just an idea.

I guess many of the things i wrote down feels wierd, its just a pile of ideas,
mostly gathered up in the 3 years of playing HU.
I will add some more when i remember.

Its great to see that the community can add to the game and the makers are so eager still to make this game even better.


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 Post subject: Re: Item adjustments
PostPosted: Thu Nov 18, 2010 3:07 am 

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Hey, I love the changes you guys are making, especially with the necro gear. I make a bone necro eveyr ladder as my first char. One thing i was wondering that could change is some of the set bonuses with the trangs set. All the plus to fire ball, mastery, etc... it needs to go. It does no damage and I feel that the set is getting cheated, thought it is still a great set. For trangs helm, instead of the -25 fire resist, maybe add a -5 or -10 magic resist. On trangs armor, instead the %100 Enhanced Damage, maybe add 100% enhanced defense. On trangs belt, instead of the life steal, why not add +1 necro skills so the set can compare to the new uniques coming out. Instead all the plus to firewall, fireball, and meteor, maybe add like a fast run/walk or even plus to random necro skills: skeletal or golem mastery, bone armor, or some other skills that helps the char survive a little better.

Lastly, my brother always has a frenzy barb and one thing I know bothered the both of us is the bul'kathos set. A set specific for frenzy barbs is great, but it doesn't do enough damage to be appealing. Why not switch out the mythical sword for another collosus blade. Increase the damage to 450/500 ed or instead maybe add some max damage. Also, possibly put some sockets in there, maybe 2 or 3. Or you could even add some deadly strike or crushing blow. Either way, while it wouldn't be end game it would be great while the player holds out for ethereal gfs or something. Oh and is there a way that a few less bosses could have the Iron Maiden curse. Its pretty much an automatic kill for a frenzy barb even if he's careful.

Thanks


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 Post subject: Re: Item adjustments
PostPosted: Thu Nov 18, 2010 12:58 pm 
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hookamenace wrote:
Hey, I love the changes you guys are making, especially with the necro gear. I make a bone necro eveyr ladder as my first char. One thing i was wondering that could change is some of the set bonuses with the trangs set. All the plus to fire ball, mastery, etc... it needs to go. It does no damage and I feel that the set is getting cheated, thought it is still a great set. For trangs helm, instead of the -25 fire resist, maybe add a -5 or -10 magic resist. On trangs armor, instead the %100 Enhanced Damage, maybe add 100% enhanced defense. On trangs belt, instead of the life steal, why not add +1 necro skills so the set can compare to the new uniques coming out. Instead all the plus to firewall, fireball, and meteor, maybe add like a fast run/walk or even plus to random necro skills: skeletal or golem mastery, bone armor, or some other skills that helps the char survive a little better.

Lastly, my brother always has a frenzy barb and one thing I know bothered the both of us is the bul'kathos set. A set specific for frenzy barbs is great, but it doesn't do enough damage to be appealing. Why not switch out the mythical sword for another collosus blade. Increase the damage to 450/500 ed or instead maybe add some max damage. Also, possibly put some sockets in there, maybe 2 or 3. Or you could even add some deadly strike or crushing blow. Either way, while it wouldn't be end game it would be great while the player holds out for ethereal gfs or something. Oh and is there a way that a few less bosses could have the Iron Maiden curse. Its pretty much an automatic kill for a frenzy barb even if he's careful.

Thanks



I have used the firewall on trangs set alot to kill pi mini bosses in hell alot. It is not totally useless.

And as for frenzy barbs yess the swords set is lacking alot of damg imo.
The 2 collosus swords would be a good idea, and some max damg per lvl would really help. Most of the top end uniques Gf Wf all have max on lvl. This would step ther damg up closer to the uniques but might be a lil too much. I dont see how ur bro was getting owned by im unless he just goes crazy holding down frenzy on bosses. I have only died once in 2 past ladders do to im. If you know a boss cast im dont go crazy on it, and a good supply of LL will help im hurt less.


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 Post subject: Re: Item adjustments
PostPosted: Fri Nov 19, 2010 10:47 am 

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You guys think these are any good? I enjoy thinking up items, but can never tell if they are decent or not. Some of them might be missing the rune mods and such.

Also is there a way to make the code tags minimize the text? I hate spamming up the thread.

Code:

Taric's Missile
Amn Eth Ith
Level 25
3 socket throwing weapons
10% Life Stolen per Hit
-25% Target Defense
+12-20 to Maximum Damage
+4-10 to Minimum Damage
+50-100 Attack Rating
150% Enhanced Damage
Repair Durability
Increase Stack Size
20-30% Increased Attack Speed

Reckless Edge
Sol El Eld
Level 27
3 socket swords
+35% Chance of Deadly Strike
+5% Chance of Crushing Blow
-20-0% Increased Attack Speed(That even possible?)
+200% Enhanced Damage
-20% Bonus to Attack Rating
+18% Chance to Cast Level +6 Attract
-15 Dexterity
+15 Strength

Juggarnaut's Cane
Ral Tir
Level 19
2 socket clubs
+2 To Fire Skills
+2-3 To Firestorm
+2-3 To Molten Boulder
+2-3 to Fissure
-10% To Enemy Fire Resistance
+20% Increased Attack Speed
+40% Fire Resistance
+15 to Mana After Each Kill

Frozenstien's Arm
Lo Thul Ohm Eth
Level 65
4 socket scepters
+2 To Paladin Skill Levels
+3 To Offensive Auras
+20% Cold Absorbs
+15-20% To Cold Skill Damage
-20-40% To Enemy Cold Resistance
-25% Target Defense
+25% Chance to Cast Level +60 Glacial Spike
Level 20 Blizzard (20/20 Charges)
+30% Chance of Deadly Strike
+40% Increased Attack Speed
+350-400% Enhance Damage

Enchanter's Stone
Vex Ral El
Level 62
3 socket orbs
+200-250 Attack Rating
+200-250% Enhanced Damage
+300 to 500 Fire Damage
+20% Fire Absorbs
-50% Cold Resistance
+1 To Whirlwind(OSKILL)
+10% Maximum Mana
+30% Mana Stolen per Hit
+30% To Fire Skill Damage
-30% To Enemy Fire Resistance



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 Post subject: Re: Item adjustments
PostPosted: Fri Nov 19, 2010 10:53 am 
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I haven't started looking at runewords, but when I do I will see how those fit in. I do know that I can't use runeword names other than the names that are already in the game as I don't know how to tweak some namestring file (or something like that). My coding skillz are not l33t.

Here is a list of those names: viewtopic.php?f=11&t=547&p=4935&hilit=wonder#p4935

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PostPosted: Fri Nov 19, 2010 11:00 am 
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np about the names, if you add any new ones with new names, pm me the "Runewordxxx" code and the name you want attatched to it.

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PostPosted: Fri Nov 19, 2010 11:07 am 
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coolio.

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 Post subject: Re: Item adjustments
PostPosted: Fri Nov 19, 2010 12:03 pm 
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ok - based on the feedback I have been receiving on weapons, here is the basic plan for 2 handed unique weapons (and most likely also for 1h weapons)

Elite weapons will mostly range in the 450-500% Enhanced Damage. There are a few exceptions for weapons that are either [a] ethereal [b] elemental damage oriented [c] very, very fast.

Exceptional weapons will mostly range in the 350-400% range, with the same exceptions listed above.

This puts them on a much more level playing field with crafted weapons and rares in terms of damage. A really good roll on a craft will still out damage a unique (especially if you socket it with +40% or higher jewels rather than 25-30% jewels), but I think that is good balance as it allows players to spend some time to improve their gear. The vast difference between them in damage though will now be reduced.

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 Post subject: Re: Item adjustments
PostPosted: Fri Nov 19, 2010 12:16 pm 
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drrod wrote:
Taric's Missile (Madawk the axe-throwing Ancient?)
Reckless Edge
Juggarnaut's Cane
Frozenstien's Arm
Enchanter's Stone
Runewords have a cap of 7 mods. That doesn't include rune-mods. Your list doesn't state which mods are rune-mods and which aren't, but some of them definitely have more than 7 base mods. You also might want to revise the runewords with the new patch in mind, so remove all CBlow and Absorbs, and maybe half the resists. You can salvage some lost mods by increases the number of runes and using the approrpiate rune (e.g. remove 15 mana per kill from Juggy'sCane and replace with another Tir rune, so the word is RalTirTir. Or remove 20% ias and add a Shael). You should specify if the Chance to Cast spells are onStruck (won't occur often on Tanks), onStrike (any attack skill), or onAttack (melee only).


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 Post subject: Re: Item adjustments
PostPosted: Sat Nov 20, 2010 6:23 am 

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There was nothing interesting in my post then?

I like those runeword ideas made by drrod btw.


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 Post subject: Re: Item adjustments
PostPosted: Sat Nov 27, 2010 1:32 pm 
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Sirmok wrote:
After they released the Z patch the first thing i made was the Blood Rw ..and it kinda felt bad compared to the uniques on the same lvl.


Interesting question. What exactly is lacking? Would you recommend a dmg increase?

To compare the uniques:

lvl75 Scissors Quhab: 117-226 dmg
lvl85 Wrist sword: 135-235 dmg
lvl95 Scissors Suwayyah: 259-325dmg

I assume you would make these in an eth claw, hopefully one with some increased %ED. As such a 300% ED roll (runeword ranges from 275-325%) should be a more than reasonable roll. That gives you the following:

Blood Scissors Quhab = 138-264 dmg
Blood Wrist sword = 162-282 dmg
Blood Scissors Suwayyah = 282-354 dmg

So the dmg is on par and will even exceed the uniques. However, it does lack skills and sockets which is a real limitation. I found that word frustrating to design because you can only put 7 parameters on a runeword and that really restricts things. I could dump the blood golem if that isn't used anyways and put some +skills on it.

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PostPosted: Sun Nov 28, 2010 12:17 pm 
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if you think it needs more than 7 mods i have a simle solution. Pm me

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PostPosted: Mon Nov 29, 2010 3:07 am 
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by simple solution you mean adding more than 1 stat to properties.txt? Dunno why no one ever tried it but says it's limited to 7mods.


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PostPosted: Mon Nov 29, 2010 9:32 am 
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it is limited to 7, 7 properties, but each property can have 7 stats attatched to it

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PostPosted: Mon Nov 29, 2010 9:37 am 
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that may open a whole can of worms, so I am not sure we should jump on that bandwagon yet. Most items generally have enough frivolous stuff that can be swapped out for more useful things. Case in point on blood is the blood golem. While that adds personality, if the item isn't being used it has no value and should be replaced with something that would make the item usable. As was once wisely stated - "that would have to be one charming motherfckn pig"

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 Post subject: Re: Item adjustments
PostPosted: Mon Nov 29, 2010 10:39 am 
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Quote:
it is limited to 7, 7 properties, but each property can have 7 stats attatched to it
I know that, I said mods:P For example all res = lightning res, fire res etc. in properties but we do know that already.
As for rws - you should really consider removing 511 dmg cap and do some rws for pure damage, it's not that like every item needs crit, ml, ll, res, skills, charges etc.

On the other hand - 511% on rares is from 3 damage mods right? Only looked once and one is 300%ed(cruel??), second is 220%ed(Ferocious), that leaves 2 more with ed(160 and 120). You could separate some mods thus preventing 600%+ on eth rares if you wish.
MagicPrefix/Suffix.txt by by Nefarius wrote:
MaxLevel - An extremely powerful but badly underused field. This controls the point at which this affix will no longer appear on items. Say we have a Level of 10 and a MaxLevel of 15, then the affix will only appear on items with a iLvl of 10-15, whereas it will never appear on items with iLvls 1-9 and 16-99. This is the easiest way to get those crappy low-level affixes of higher level drops to ensure that those are useful.

Btw. Blood rw + metalgrid is nice combo, I used it on my dclaw before she retired
edit:ed% changed


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 Post subject: Re: Item adjustments
PostPosted: Tue Nov 30, 2010 12:15 pm 

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you cant get 2 ed mods from same group. so the mods are cruel+ grandmaster or whatever the top ed/ar mod is. just like you dont get 1 sorc 1 ama 1pala rare rings. however theres still fools mod(max ar per lvl), evisceration(max dam) to add on top.
thought you knew game mechanics steel. either way 600% is maximum roll. removing weak ed mods from endgame will just make every rare GG


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 Post subject: Re: Item adjustments
PostPosted: Tue Nov 30, 2010 12:35 pm 
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You're right. But after looking into files I can see there are already 2 cruel mods in group 105.
Quote:
thought you knew game mechanics steel
Thanks for clarifying that info! I knew about groups but never ever looked at them, I was sure it was only for ll/skills, but seems like all dmg% is 105, skills 125 etc. when speaking about prefix. I'm not the best in modding, I just know some tricks and can read phrozenkeep(rofl)...
Quote:
removing weak ed mods from endgame will just make every rare GG
Hm, but you could also bump low level rares/crafts that way :). GG end game rares are now only accessible by rolling as there's almost 0.1%(less than zod when you add that not every item you might want nor rares can be upgraded) to find eth 511% on ground.
Quote:
either way 600% is maximum roll
But it can be changed by removing cap and adjust max %ed on magicmods. Fool's wish.


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 Post subject: Re: Item adjustments
PostPosted: Thu Dec 02, 2010 10:29 pm 
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Lets just go back to magic items like Bnet ....Then maybe the game will be hard enough :lol:

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 Post subject: Re: Item adjustments
PostPosted: Sun Dec 19, 2010 2:15 pm 
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On the ironward the cold/fire/lite -res should be -10 magic res and should have 2 sockets,this is more suited for a hdin/healers.

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 Post subject: Re: Item adjustments
PostPosted: Sun Dec 19, 2010 2:22 pm 
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Sesshomaru wrote:
On the ironward the cold/fire/lite -res should be -10 magic res and should have 2 sockets,this is more suited for a hdin/healers.

that would leave it less suited for melee paladins though. Hard to have it work for everyone. Considering that a caddy requires 190 str, I designed it for melee rather than casters.

End game casters would probably be more interested in the new Heaven's Will runeword

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 Post subject: Re: Item adjustments
PostPosted: Sun Dec 19, 2010 7:25 pm 

Joined: Mon Jan 11, 2010 10:45 am
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how come teleport was taken off of trang set ? maybe move it to full set bonus?


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 Post subject: Re: Item adjustments
PostPosted: Sun Dec 19, 2010 8:05 pm 
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blinky99 wrote:
how come teleport was taken off of trang set ? maybe move it to full set bonus?


popular consensus by the community

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 Post subject: Re: Item adjustments
PostPosted: Sun Dec 19, 2010 8:27 pm 

Joined: Mon Jan 11, 2010 10:45 am
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bummer have to use nigma now lol


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