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 Post subject: next patch suggestions
PostPosted: Sun Jan 15, 2012 7:16 pm 
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Remove phys resist from boss hats and added pdr
pdr rises as boss resists are lowered from amp
Ex: Hell Baal
baal at 90 res
30k dmg - 4.5k pdr = 25.5k
25.5k*.1= 2550 damage done

baal at 30 res
30k dmg - 13.6k pdr = 16.4k
16.4k*.7= 11480 damage done
with out the pdr added
you would do 21k to baal with amp
you would do 3k to baal without amp

side note if you do 30k dmg and have 40% life leech
baal with life tap you would leech ~300 life per hit
baal amped you would leech ~170 life per hit

Change amp progressionlvl 1 -15% to physical resist
gains -1% per level (hard point or soft point)
Fixed poison spray facets to not cause mass counters
Increased mercenary ai range (A1 and A3 mercs only)
Increase frozen orb range from 30 to 40 (this only changes the distance of the main orb, ice bolts and nova are the same)
Amazons get from Strategy 1 pdr/ 1 mdr per hard point and 1 prd per 2 soft points/ 1 mdr per 3 soft points if there are no points in dodge or evade(intended for melee zons)
Hydra tier 5 damage buffed 15%
Feral rage life steal changed to 10% at level 1 +1% per 2 hard points
Slight damage boost to dire wolves
Change vengeance aoe to do elemental damage(currently does normal attack damage)
Change casting animations for chain lightning and lightning (same animation as tk)
skele mages----> now skeleton archers max of 8
Wc changed to 50% mag 50% phys
Bone spirit mana cost lowered slightly
Throwing knives to release small nova on impact nova does 3/4 weapon damage
Aldurs boots gain 10% damage resist with 2 items and another 10% with full set
Impale changed to behave like Barbarians berserk and damage% per level changed to 70% from 75%
Added Ki4m's recolored token for skellie archers
Added 2 Runewords intended to for summon Druids
Added 3 Runewords intended for ele Zealers
Changed Oblivion Runeword
-Buff Freezing/Immolation Arrow damage synergies to 20%. Also Freezing Arrow radius buffed to 4.5 yards.
-Buff fists of fire, claws of thunder, and blades of ice synergies to 30%.
-Buff Phoenix strike to 35% damage synergies, 15% fire dmg/per sec.
-Blizzard's number of hits nerfed by 20%. I couldn't find the column for this attribute so I guess dew(or kramuti) will have to take care of the math/value of it.
-Spirit blade and Spirit wolf summon delay set to 60 and 50(previously set at 50 and 38). 25 delay=1 second. So a 60 delay is just shy of 2.5 seconds.
-Nerf Rabies synergies 1% lower than previously thought, make it 14/14%(creeper/sob).
-Return enchant to a 60 point build(20% warmth syn).
-Firewall delay set to 25(from 55).
Left Click Skills
Gfx Pack
Fixed strings
Fixed damage display on inferno and arctic blast, they no longer display 3x the damage you are actually doing

Not Done
tweaking the affix mods for better rares/crafts
item tweaks
crafting tweaks
Things undone need more feed back and suggestions for me to change them
So here's the data folder of what has been done, if you currently have a data folder just rename it and extract this one in your d2 directory.

Run in -direct -txt and make sure you download the correct one for your install
HighrePatch

LowresPatch

new Dlls and Statfix Plugin
Life/Mana always displayed (only values, "Life:" and "Mana:" removed)
"difficulty: Normal" string enabled
multiple instances allowed

DewZip

RUNEWORDS



Cataclysm
Flails
Level 90
Zod Ohm Gul Jah
Indestructible
+3 to All Skills
+(475 to 575)% Enhanced damage
1-500 Lightning Damage
Ignore Target Defense
50% Bonus to Attack Rating
15% Deadly Strike
+50% to Lightning Damage
-25% Lightning Pierce
+20 to Thunder Storm


Oblivion
+5 to Necromancer Skills
50% Faster Cast Rate
+30% to Poison Skills
-30 to Enemy Magic Resistance
50% Faster Mana Regen
+50 To Energy
5% Chance to Re-animate as Doom Knight
Indestructible
Ignore Target's Defense


Tempest
Paladin Shields
Jah Cham Mal Jah
Level 5 Conviction on Equip
+40 to All Resists
+3 to Offensive Auras
35% Increased Chance of Blocking
+300% Enhanced Defense
45% Faster Hit Recovery
+200 Life
+200 Mana
Cannot Be Frozen
Magic Damage Reduced by 25

Nature's Kingdom
Um Jah Lum Mal
level 80 requirement
Druid Helms Only

+2 All Skills
Level 5-8 vigor on equip
+2-4 Spirit Wolves
+2-3 Dire Wolves
+1-2 Summon Grizzly
+25 to Dexterity
+15 to Energy
+30 to Mana
+10% Life
+10% Mana
Magic Damage Reduced by 15
+20-30 all resistances


Unbending Will
Zod Io Ber Lum
Level 90 Requirement
Weapons Only

+2 to All Skills
+3 to Summoning Skills (Druid only)
+35% Faster Cast Rate
Resist All +20-30%
+30 to Energy
+60 to Mana
+30 to Vitality
+60 to Life
+5 to Fanaticism (OSkill)
2% Crushing Blow
Indestructible
(Changed to summon Druid weapon B/c Faith and Gskull takes care of summon necs pretty well)

Punishment
SurOhmVexLo
Level 70 Requirement
Helms Only

+3 Offensive Auras (Paladin Only)
+300 to Attack Rating
+400 Defense
+20 to All Resistance
-8 to Enemy Magic Resists
-8 to Enemy Fire Resists
-8 to Enemy Lightning Resists
-8 to Enemy Cold Resists
25% Faster Hit Recovery
Adds 250-500 Fire Damage
Adds 250-500 Magic Damage
Adds 1-1000 Lightning Damage
Adds 250-500 Cold Damage


HighrePatch

LowresPatch

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Last edited by dew on Sat Mar 31, 2012 10:20 pm, edited 29 times in total.

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 Post subject: Re: next patch suggestions
PostPosted: Sun Jan 15, 2012 11:27 pm 

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Would also suggest making it impossible to cast firestorm while shifted or add counters to it. Far too strong as it sits. Close cousin to it Arctic blast can't be cast shifted.

Reduce ele pierces to around 90-100% max, far too easy to hit large -res the way it is.

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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 16, 2012 4:36 am 

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start work on it if you can, changes needs realm testing anyway. you'll see further suggestions.
kwikster wrote:
impossible to cast firestorm while shifted

this is a good one, shifters should use fireclaw.


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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 16, 2012 8:00 am 
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MDR don't effect poison. Just stop pois pierce lowering enemies PLR.

Have pally's hp come from holy shield via a synergy from zeal (don't think its really needed anyway but w/e)

replace skele mages with skele archers. At least they can make use of the curse choice of amp for a summoner and arrows are waaaay less likely to cause fps drops.
(half as many available as current skele warriors but double the damage of current skele warriors)

Pallys get more life per lvl + vita and get a passive hp buff from skills? -1, i never had any issues with pally survivability. If you really wanna add 1 then do it via a syn from propper melee skills so we dont have healer/foh pallys running around with 14k hp as standard. They already have amazing hp per vit/str.

Cut skele warriors count by 1/3 and double damage.

Tweaking affixes. Does that also come with a craft automod nerf? I think craft automods are still too strong, they should provide a few mods you are looking for specifically, but the rare mods should be what make it great.

Bonesirit manacost and dmg tweak. Maybe do just 1 or the other.

Have CoS effect bosses (change the aurafilter). The blindness effect won't work but the other debuffs will.

Change the way potions work. I won't go into it here, I'll make a seperate thread for that.

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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 16, 2012 9:18 am 
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Good point on pallys extra life should come from skills that a healer wouldn't use.then they wouldn't need more life per lvl/vit and vengers would have to choose between max life or dmg.
yes to the craft/affixes changes
skelly archers love the idea but what should dmg range be? 1/2 of melee skellies?
9 skell warriors
6 archers sounds like a good count
Suggestiont on changing pois pierce? Would you be willing to do a c/e if that's needed to stop it?

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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 16, 2012 12:07 pm 
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Archers could do with roughly the same damage as current skeles IMO if they are kept at 6. Would be neat to give them the zons pierce stat depending on skill level (starting at ~20% and finishing around 90%)

I can CE the pois pierce vs PLR stuff.

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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 16, 2012 12:15 pm 
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Alright thanks man ill get working on this in about an hour

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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 16, 2012 2:51 pm 
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why change CoS to affect bosses wouldn't that just make poison damage then even stronger verses bosses?

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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 16, 2012 3:41 pm 
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yeh my bad, i forgot its skill pierce and not passive pierce. Was for the -def.
Could change the -%def on enemies to -% enemy def bonus added to the char (like eth runes) if you follow me.

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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 16, 2012 5:30 pm 
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updated what has been done
skeleton archers>>>>>
Image

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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 17, 2012 1:42 am 
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that's pretty fucking awesome

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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 17, 2012 3:38 am 
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one small thing, remove the entry in trans column for the arrows. GJ :)

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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 17, 2012 5:21 am 
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I had some runewords kicking around to help out some builds I'll try and find them later. As for everything done I like a few things some things idk until I test them. I've never had a problem with pally survivability either except for my hammerdin but thats more me being a dumbass then anything.

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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 17, 2012 11:12 am 

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Would it be possible to get a fix on the blood mana curse?(not sure what its called, the curse which makes you use hp instead of mana)
If you're out of mana then you cant use any spells with the curse on you, its quite annoying. Though your character will still do the animation for whatever attack you're trying to do but zero damage...

Since you're planning to nerf the damage on psn/fire through mdr on bosses(which I think is very good) is venom gonna be a viable build after this? I dont know exactly how good it is now, its just I've heard that its not as strong as rabies/plague javelin.

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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 17, 2012 1:15 pm 
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@verb
Use a mana pot!
Actually Venom is super fucking strong, more dps than rabies/plague jav actually, just has super short duration so its hard to keep it inflicted

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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 17, 2012 5:54 pm 

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Fix the facet lag issue seen here: http://forum.arimyth.com/viewtopic.php?f=11&t=5372 to reduce (eliminate?) counters and lag.

Also have a few item tweak suggestions for consideration.

1)Give Aldur set 15-20% dr with full set equipped to bring in line with gris/nats/IK.
2)Add the life/mana leech back to Kethryes's Flight zon bow
3)Change the amp on Cranium basher to 5% ctc lvl 5 amp (currently 10% ctc lvl 1 amp)
4)Change Steelshade to have the 2% ctc lvl 30 chain lightning when striking returned, currently ctc lvl 30 CoS (WTF???) maybe change the +3 CoS oskill to a flat lvl 3 lr instead.

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Last edited by kwikster on Tue Jan 17, 2012 7:13 pm, edited 1 time in total.

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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 17, 2012 6:10 pm 
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updated, all thats left is item/craft/affix tweaks im open to suggestions for any of theses things. so pretty much waiting on you guys :mrgreen:

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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 17, 2012 7:45 pm 
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hell ya dew for president! I just got back from a trip I'll get this hooked up on other comp and do some SP testing this week :D

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 Post subject: Re: next patch suggestions
PostPosted: Wed Jan 18, 2012 1:18 am 

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dew wrote:
remove phys resist from boss hats and add pdr>>>Done
add mdr to bosses to control dmg overtime skills like psn and fire>>>Done
change amp progression to match lower resist>>>Done
fixed poison spray facets>>>Done

item tweaks
crafting tweaks
change vengeance to be viable>>>>done
change casting animations for chain lightning and lightning to be faster>>>Done
skeleton warriors reduced max count to 9>>>Done
skele mages----> now skeleton archers max of 6 >>>Done
wc changed to 50% mag 50% phys>>>Done
bone spirit mana cost tweak>>>Done

paladins holyshield gives life boost when casted(life% comes from hard points into zeal)>>>Done
passive life boosts increased>>>Done

throwing knives to release small nova on impact>>>Done
party life boosts decreased(in duration or life %)>>>Done
tweaking the affix mods for better rares/crafts

Im not looking for a flame war these are just suggestions and discussion is needed. My plan would be to patch without a reset for proper testing that could be updated untill community is happy enough with them for a reset to happen. Sp testing just doesnt get the real feedback needed imo has to be realm tested for feedback to mean anything.
I do have a few questions.
1)Will the pdr/mdr changes vary by difficulty? Boss charms are constant, so if pdr/mdr are constant, then we have a dilemma.
2)Do pally's really need the added life? Never seen that need, using zeal as the nucleus for that seems a bit off, only really benefits a few pally's. Does a smiter have enough spare points to make use of it?
3)Party buffs decreased in what way? Oak and bo nerfed?
4)Passive life boosts? Lycan inc stam?

Adjust feral rage to start at 10% (9%+1%?) +1% per 2 hard points capped at 20%. Gives non-fury druids a small source of leech they need, was obliterated this patch. Considering BA gives soft pointed PASSIVE leech, should be fine like that.

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 Post subject: Re: next patch suggestions
PostPosted: Wed Jan 18, 2012 5:08 am 

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All changes are fine with me, but there is exception that makes me rage at even that concept. What the hell you want from skelemancers. From 1.21z they got nerf, and capped max skeles, now u even reduce the number of skeles further. They never caused lag, at least not massive like facet bug, and a beuty fo playing skelemancer was anourmus number of summons (which cant be resummon at bosses so they arent op), but it gave some fun and variability. After that nerf i feel like druid summoner will have more summons than i will do with skelemancer which is a bit ridiculus and unfair. We have golem mancer which have less summons and we should have skelemancer which should have alot of them, like seriously alot.

Also be carefull with psn nerf, so u dont nerf it to the point where it will be usless.

Ahh one last 3 cents, i still think we should buff mele to point ehre are casters now, even in sp test patch, just to nerf both simulatiusly, so they stay balanced to the game and to each other. In the way we'r trying to do patches now we will always run onto the wall cos it is impossible to find that exact point how far mele should be buffed and casters nerfed, cos it will always cause one of them to be underpowerd or overpowerd. That's just my opinion.


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 Post subject: Re: next patch suggestions
PostPosted: Wed Jan 18, 2012 8:42 am 
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I've been testing necro summoner and instead of doubling warrior damage I think leaving them alone will be fine, as in same amount of them 11. Archers should stay at 6 till more peole can test them b/c they really increase damage output since they will get benefits from amp/fanat/concentration.
Pally life buff is out, only added it b/c it was suggested in another thread and after feedback and testing it seems more of a gear issue for melee pallys
pdr/mdr will vary by difficulty and boss phys resist were upped to compansate for lack of res from charms but they are no longer soft immune. Norm andy only had 20% without charm
I've read through a few topics and I see no issue with changing feral like that, as Kev said that was enough to take the edge off and they are still melee so they get hit alot.
really need item suggestions if you guys want me to post a test file,that's the only major thing left

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 Post subject: Re: next patch suggestions
PostPosted: Wed Jan 18, 2012 11:35 am 
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Dew wrote:
pdr/mdr will vary by difficulty and boss phys resist

Save yourself some time and add normal_damage_reduction and magic_damage_reduction to "Boss Prayer" with a calc based on level and base DR%/Avg Res ;).
Saves monprop space and it can be made to update automatically.
(level*level*2)/(avg res+avg res)
have the calc take a max value of 100 (if immune) for each element and 1 if below 1 avg res

Good side of that is, it's updated with resist lowering curses to take the edge off.
*level 90 Boss with 75% average ele resistance*
(90*90*)/(75+75) = 108 MDR

*Same Boss with LR dropping avg ele res down to 25*
(90*90*2)/(25+25) = 324 MDR


*level 20 boss with 33 avg res*
(20*20*2)/(33+33) = 12 MDR

*level 20 boss dropped to 10 avg res*
(20*20*2)/(10+10) = 40 MDR


Can change the values etc. I like the idea of actively changing MDR/PDR.
Its gonna be a pretty epic calc for MDR though.

(stat('level'.accr)*stat('level'.accr)*2)/(((((stat('fireresist'.accr)>100)?100:((stat('fireresist'.accr)<1)?1:stat('fireresist'.accr)))+((stat('lightresist'.accr)>100)?100:((stat('lightresist'.accr)<1)?1:stat('lightresist'.accr)))+((stat('coldresist'.accr)>100)?100:((stat('coldresist'.accr)<1)?1:stat('coldresist'.accr))))/3)*2)



Edit: Shortened it so its under 255 chars
(stat('level'.accr)*stat('level'.accr)*2)/((((min((max(1,(stat('fireresist'.accr)))),100))+(min((max(1,(stat('coldresist'.accr)))),100))+(min((max(1,(stat('lightresist'.accr)))),100)))/3)*2)
:mrgreen:

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 Post subject: Re: next patch suggestions
PostPosted: Thu Jan 19, 2012 12:31 pm 

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1. high res patch ai changes left 3 enemies a little off. can we change them to equal out better?

skeleton archers ai needs to be turned up a tad in the cleft. i can see them long before they see me.

stabers ai in act 5 need to be turned down a tad. they can stab u from under a wall or in a different room well off my screen. makes it impossible to clear an area in some cases such as ancients way.

blizzarding enemies need to be turned down a tad. they also can blizz u from another room or passageway well of my screen, making it impossible to clear an area such as on the way to the council act 3, castle, and on the way to meph.

stabbing and blizzarding enemies: would be great if u could make them unable to attack through a wall. that might be a more playable/enjoyable solution if it is possible.

2. i really like the idea of aldurs set having dr more equivalent to the other high end sets. as it is, it seems like a good set untill u put it on and realize u have to have low dr or low res. cannt really get both unless u have all the end game gear, in which case u no longer need aldurs.

3. can u fix baals attack on inactive players? my foh/healer pally gets attacked by baal constantly even while im using foh. when i am holy bolting i do not get attacked.

4. can merc ia be turned up to match the screen res? currently my merc attacks in an area that is 2/3 of my screen size.

ever since i started d2 i had always wished mercs we smarter. example: attack enemies that are attacking my character first before it attacks enemies that are across the screen.

a setting for mercs like defensive/offensive/passive would be amazing! idk if this would be possible but it would work well if u open the merc screen and have three boxes and check one.
defensive: hit when character or merc or summons are hit
offensive: attack anything it can see
passive: follow along and dont attack at all

5. the ability to target a player with holy bolts by clicking on thier nameplate would be an awsome addition. when a tank is above a boss u cannt target them. also would be useful when ur merc is in a swarm of enemies and u cannt see it.

6. mid rune colors changed in the patch to something like bright green. i down loaded the edit by ki4m to change them to green but the dark green kind of blends in alot of times.

7. catapults cause alot of screen lag so i downloaded purerages edits. maybe that could be incorporated into the patch, or turn down the catapults so they dont hit constantly?


Last edited by deathcard on Thu Jan 19, 2012 1:17 pm, edited 3 times in total.

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 Post subject: Re: next patch suggestions
PostPosted: Thu Jan 19, 2012 12:59 pm 

Joined: Mon Feb 21, 2011 11:47 am
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Do you know how long it will take for you to finish the things you have left? really want to test this shit :D

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 Post subject: Re: next patch suggestions
PostPosted: Thu Jan 19, 2012 7:18 pm 

Joined: Thu Aug 19, 2010 9:15 pm
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One item for consideration:Removed underlined, replacement bolded

Blackoak Shield Luna
+2 to Druid Skills
+200% Enhanced Defense
+30% Faster Block Rate
+20% Increased Chance of Blocking
+(56-75) to Dexterity (Based on Character Level)
Resist all +25
+(148-200) to Life (Based on Character Level)
-5-10% to Enemy Cold Resistance
+2 to Tornado (Druid Only)
Cannot be Frozen
+3-5 to Cyclone Armor (Druid only)
10% Chance to Cast Level 6 Decrepify when Struck
+2-3 to Hurricane (Druid only)
Socketed (2)


Basically a cold druid version of warriv's shield. Fire and poison druids tend to have more specialized gear than the cold ones.

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 Post subject: Re: next patch suggestions
PostPosted: Thu Jan 19, 2012 7:28 pm 
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imo the dex and life is nice for nado druids and decrep is nice against trash cause moar dmg when it procs. pretty sure the sockets were added last patch so u could choose between resists or facets.

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 Post subject: Re: next patch suggestions
PostPosted: Thu Jan 19, 2012 8:15 pm 
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Verb wrote:
Do you know how long it will take for you to finish the things you have left? really want to test this shit :D

NOW FIRST POST GET SOME!!!!

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 Post subject: Re: next patch suggestions
PostPosted: Thu Jan 19, 2012 11:37 pm 
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Skellie Summon Necro

cleared 8p tundra and wsk in a matter of minutes without merc

1pt Amp = 30% end game gear

viability: AWESOME

will test on bosses tomorrow

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 Post subject: Re: next patch suggestions
PostPosted: Fri Jan 20, 2012 2:38 am 
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What lvl of these skeles? I only tested it for 10min and 41lvl skele archers (600dmg) + 300% ed conc + faith's fanat couldn't handle a single group of imps in a5, amp was 50% too.

Anyway:
Spirit wolfs - maybe they could use magic dmg with up to 30% mag pierce when maxed/other summons maxed.
Dire wolfs - phys dmg boost
HoW - add it as synergy for all summons 1%speed per point?
Cloak of Shadows - let it add passive poison pierce for sins with different formula, starting from 10%, ending with 40% when maxed
Venom - remove self synergy, add CoS synergy, amount should stay at it is now.
Strafe - Cap arrows at 6-7 and increase %ed
Lightning bolt - Increase synergies from 12% to 16%. Cut mana cost by half. As a single target skill it's bad.
For Charged strike/Lightning strike I'd remove Lfury synergy and boost their synergies to 16% too, making melee lightning zons 60 point builds. Lightning strike is cool but you don't have many opportunities to use it once you invest into dodge/avoid.
Frozen orb - increase tier5 dmg by 20%. If possible buff its speed/range..
Hydras - Inc tier5 dmg by 15 or 20%, they're ok in single spawn games but useless in big teams because low ratio of dmg:aoe counters they cause.
Enchant - Either buff timer or make it an aura with huge range to prevent ench bots or something. Buff tier1-3 dmg as well, by 15%.


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 Post subject: Re: next patch suggestions
PostPosted: Fri Jan 20, 2012 6:49 am 
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@steel, what level was mastery at. Right now endgame with lvl 50 mastery it doubles their base dmg. They should be doing around 1500 damage without auras endgame just like warriors.

I don't really see an issue with implementing your other proposed changes as long as no one else does

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 Post subject: Re: next patch suggestions
PostPosted: Fri Jan 20, 2012 10:29 am 
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All skills were 41lvl. Skele warriors had 1050 dmg and they were clearing a lot faster than their ranged bros.

I can see there's a lot of complaining about melee zons survivability, maybe adding +2pdr/+1mdr per hard point and +1pdr(no mdr) per soft point to strategy could help them. Or just extra %hp considering bo and oak are being nerfed.

How about dodge/avoid animation removal so it doesn't cause lock? I remember someone reporting(before 1.3a) it gives a critical exception sometimes, is it true?? or the crash was just random. That could help melee builds also if we removed that animation.


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 Post subject: Re: next patch suggestions
PostPosted: Fri Jan 20, 2012 2:29 pm 

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there are lots of added runewords, but there are none for helms. i suggest something really good but very hard to make that has some drawbacks to keep it from being over the top.


melee's reward
lvl 95 required

zod
cham
zod
cham

lvl 20 might aura when equiped
+3 all skills
+1 natural resist (o skill)
+1 iron skin (o skill)
+1 stamina (o skill)
+1 perfection (o skill)
+1 strategy (o skill)
+1 critical strike (o skill)
-200 defense
-20% increased attack speed
indestructible
cannot be frozen


caster's reward
lvl 95 required

zod
cham
cham
zod

100% chance to caste lvl 20 lower resist on casting
+3 to all skills
+1 natural resist (o skill)
+1 iron skin (o skill)
+1 stamina (o skill)
+1 cold mastery (o skill)
+1 fire mastery (o skill)
+1 lightning mastery (o skill)
-200 defense
-20% faster cast rate
indestructible
cannot be frozen


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 Post subject: Re: next patch suggestions
PostPosted: Fri Jan 20, 2012 2:34 pm 
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heh you're such a funny guy :)

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 Post subject: Re: next patch suggestions
PostPosted: Fri Jan 20, 2012 2:55 pm 
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I just don't know how to respond to that one

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 Post subject: Re: next patch suggestions
PostPosted: Fri Jan 20, 2012 4:12 pm 
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Think I figured out archers issue, damage isn't scaling as I intended. I will have a fix up later tonight along with some other changes and maybe a new runeword or two for summoner druids if no one is opposed.

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 Post subject: Re: next patch suggestions
PostPosted: Fri Jan 20, 2012 6:07 pm 

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lmao! i stumped dew lol
seriously though a couple high lvl helm rune words and another high lvl armor rune word or two would be cool. rune words seem kinda partial to weapons.


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 Post subject: Re: next patch suggestions
PostPosted: Fri Jan 20, 2012 8:03 pm 
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I like the Idea of replacing the mages, with Archers and tested it a bit... and found a small issue: the arrow missiles have a light radius, but normal arrows from a char dont have one...

also what about changing their Armor from red to white, so that they have a all white armor like the normal skeleton summons?

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 Post subject: Re: next patch suggestions
PostPosted: Fri Jan 20, 2012 9:47 pm 
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the way I made them work is just using different parts of the skeleton token and setting utrans to 255. to make them all white I would have to clone the token and recolor them. light radius will be fixed in next update

@steel yes it just crashes for me if i remove it. I'm gonna use a conditional so if any points are in any of the dodges you won't get a life buff imo ranged chars don't need it

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 1:07 am 
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updated link and change log also added a new rw for summoner druids

see page 9 for runeword

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Last edited by dew on Wed Jan 25, 2012 1:34 pm, edited 1 time in total.

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 1:35 am 

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Any idea on "fixing" firestorm, arguably the safest skill in the game, next to plague java? Any skill that benefits from the +life and def from being shifted while causing zero counters is op. No wonder FS droods and plaguezons are THE flavors of the patch.

Edit: as to the life buff changes, won't nefing bo and oak (presuming they are) also hurt melee zon's, pally's and other in the bosses face toons? Also, Kevin stated that adding mdr to bosses won't affect poison so how will they be controlled then, since all other types of dmg will be affected?

Not trying to be a nitpick, just trying to ensure a balance is achieved.

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 2:41 am 
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Are poison chars really that OP this season, or others are broken? I have a rabies dru and I can't say he's somehow OP. Slow vs trash, slow vs bosses, just tons of hp. Seems ok that way.

@Dew
Condition that one point in dodge or/and avoid prevents getting %hp from strategy is cool. Also remember Valk gets that strategy skill and I believe she's already powerful. I've been getting valk + strategy over decoy since my first zon and she tanked everything except primes.


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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 2:55 am 

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Steel wrote:
Are poison chars really that OP this season, or others are broken? I have a rabies dru and I can't say he's somehow OP. Slow vs trash, slow vs bosses, just tons of hp. Seems ok that way.
Plaguezon's still rape everything not immune. A friends zon doing around 200k with 120ish pierce destroys Diablo in less than 3 mins with no lr. The drop in dmg and plr change were only a speed bump, all they do is spam a bit more often to keep psn applied. It's not that others are broken, melee needed a bit (not sure this is the best answer tho, just my 2 cents here) which they seem to be getting. Too many play psn zons for the relative ease of kiting bosses with limited repercussions. Same with FS drrods.

Can we also up the dr on Aldur to 15-20%, the current 2% renders it virtually useless imo. Gris, Nat, and IK have at least 20% on full set. Also, why was the 25% life bonus on full set removed?

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 3:12 am 
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200k and 120pierce sounds 95ish. How does it look before? I've seen few psn zons vs norm diablo and he was green for like 0.1sec.

lower lightning/psn pierce from 20 to 10 and cut sockets from 3 to 2 on tstroke, that item is seriously OP for being the only real choice endgame.

Quote:
Too many play psn zons for the relative ease of kiting bosses with limited repercussions. Same with FS drrods.
IMO other chars are just lacking and sometimes it's just tedious to play them

I'd lower a bit % of counters so more spells could be "spamed" on these longer fights. Let's say lower them by 33% (e.g. from 6% to 4%).


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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 3:30 am 
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MDR can be made to effect poison damage = players also get the buff and is gonna be a whore to balance
Pois Pierce can be made to not effect PLR = players dont get the buff, little balancing required, pois builds can spend less time kiting to keep DPS up. Not as much of a reduction in a party situation (someone holds, pois build spams).
This also only effects late game pois builds (whare they are overboard).

You could also even add a new property "Pierce enemy pois length reduction" to items (not every existing pois item) so the player can choose between piercing enemy PLR or piercing their res. Ideally you would want 60% PLR pierce and 60% Pois res pierce to be the perfect setup IMO. Same effect as cutting pierce by 50% but without the QQ as you don't actually reduce the available pois pierce, just make it less potent on it's own.

Ie. 1 pois facet pierces resists, 1 pierces PLR. Item X pierces resist, item Y pierces PLR.

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 8:10 am 
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1)Aldurs change can be done, don't know why life % was removed (wasn't me)
2)Pzon/Fire druid aren't really op until endgame so i could nerf tier 5 damage a bit
3)I have to look into stopping valk from getting life boost from strategy
4)Currently amazons get 5% life per hard point into strategy for a 100% boost of life for melee zons
5)If life becomes and issue for pallys I'm sure i can work out a life boost with a formula that keeps healers from getting it since they don't even need a life buff to solo shit with a merc. Also I have a question do hammerdins max prayer and use hwill endgame?
If so then I don't think they would need it either. I could make the life buff conditional so any points in holy bolt would disable life buff.

Unfortunately I don't know how melee will work out endgame b/c i just don't have the time to test all melee chars verses bosses and I can see that only 4 people have downloaded the files for testing. :(

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 10:10 am 
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I dont think Pallys need a life buff, they already got great defensive and block cause of Holy Shield and can get more defensive/offensive stats from auras..
and if you want to give him a life buff, I'd rather add 1%life per soft point to defiance or so...

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 10:14 am 
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I don't plan on implementing it is just a suggestion if it does become an issue for melee pallys only

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 10:18 am 

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dew wrote:
1)Aldurs change can be done, don't know why life % was removed (wasn't me)
2)Pzon/Fire druid aren't really op until endgame so i could nerf tier 5 damage a bit
3)I have to look into stopping valk from getting life boost from strategy
4)Currently amazons get 5% life per hard point into strategy for a 100% boost of life for melee zons
5)If life becomes and issue for pallys I'm sure i can work out a life boost with a formula that keeps healers from getting it since they don't even need a life buff to solo shit with a merc. Also I have a question do hammerdins max prayer and use hwill endgame?
If so then I don't think they would need it either. I could make the life buff conditional so any points in holy bolt would disable life buff.

Unfortunately I don't know how melee will work out endgame b/c i just don't have the time to test all melee chars verses bosses and I can see that only 4 people have downloaded the files for testing. :(

As to Aldur, easy change. On the boots swap "With 4 or more set items:+10 to Dexterity" and "With 2 or more set items:Damage Reduced by 2%" (red-dmg in the set items tbl was poking around using d2mtxt) changing the latter to 20% should work, I think anyway. It's not adding any new states or stats only changing the order, since it's a 4 item set the dr only comes on full set. Making aprop1a dex amin1a 10 and aprop3a red-dmg amin3a 20, should do the trick. I use the set, but only cuz I haven't found the last 2 pieces for my desired gear (tyreals and raven lore). Bear with me, learning how all this stuff actually works.

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 11:08 am 
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red-dmg% is Dr% just red-dmg is pdr and yeah i was just gonna add it to the full set bonus

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 11:18 am 
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I made a recoloured token for the skeletons:
Image

also some content suggestions:
what about adding always display current life above life/mana bubble?(simple CE change)
and what about adding wider maggot caves(I already suggested that for the last patch but baerk didn't like it somehow) could atleast be added to the next test patch to test it a bit and see if people like it or not
http://phrozenkeep.hugelaser.com/forum/ ... 81&t=58280

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 11:34 am 
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I'm never got into ce when I learned to mod but if some one wants to do it I don't see why not. Same goes for the maggot caves I hate them so bad right now
I like how your archers look, is it a new token? if you just recolored the existing did it also change the normal archers that use the same parts of that token?

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 11:39 am 
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nah I made a new token for them, so that the normal monsters have a different look (but this way it's quite huge almost 1mb..)

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 11:59 am 
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yeah its a decent size token. Also I found other parts that can be used but I think yours are much better if you don't mind I'd like to add em

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 1:10 pm 
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here you go:
new token and new hireling icons
http://dl.dropbox.com/u/43185820/skele.zip

(change SK to SA for the archers in monstats.txt)

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 4:52 pm 
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Invoke LumMalUm (Druid Pelts Only)
+1 to All Skills
+20% Fire Damage
-10-15% to Enemy Fire Resistance
+25 to Dexterity
+1 to Enchant (OSkill)
50% Faster Mana Regeneration
+2-3 Summon Dire Wolf
+2-3 Summon Spirit Wolf
+2-3 Summon Grizzly
+2-3 Heart of Wolverine
+15 to Energy (from Lum)
+30 to Mana (from Lum)
Magic Damage Reduced by 15 (from Mal)
All Resistances +20 (from Um) (Modified +14 from runeword)

Manifold NefLoShaelKoGul Bows or Crossbows
+1-2 to All Skills
300% Enhanced Damage (on top of extra 45% from runes) ~345%
+1 to Multiple Shot (OSkill)
30% Increased Attack Speed (on top of 20% from Shael) ~50%
Fires Freezing Arrows
Piercing Attack (25%)
+200 to Attack Rating
Knockback (from Nef)
20% Enhanced Damage (from Nef)
50% Bonus to Attack Rating (from Gul)
25% Enhanced Damage (from Gul)
+20% Increased Attack Speed (from Shael)
+20% Increased Run/Walk Speed (from Shael)
+15 to Dexterity (from Ko)
Adds 8 Damage (from Ko)
Adds 250-500 Cold Damage (from Lo)
15% Deadly Strike (from Lo)


Beckon - ZodBer
+3 to All Skills
+3 to Summoning Skills (Necromancer only)
+35% Faster Cast Rate
Resist All +30-40%
+30 to Energy
+30 to Vitality
+5 to Fanaticism (OSkill)
2% Crushing Blow (From Ber)
Indestructible (From Zod)


Ragnarok (Primal and Pelt only)
Jah-Cham-Shael
+2 All Skills
1.5 Maximum Damage (Based on Character Level)
200%-250% Enhanced Defense
+500 to Attack Rating
+400 Defense
10% Deadly Strike
+30-35 Resist All
+20% Faster Hit Recovery(From Shael)
+20% Increased Run/Walk Speed (From Shael)
Increase Maximum Life 10% (From Jah)
Increase Maximum Mana 10% (From Jah)
Cannot be Frozen (From Cham)

Hallow SurOhmVexLo (Helms Only)

+3 Offensive Auras (Paladin Only)
+300 to Attack Rating
+400 Defense
+20 to All Resistance
-8 to Enemy Magic Resists (2% extra 6% from runes)
-8 to Enemy Fire Resists (2% extra 6% from runes)
-8 to Enemy Lightning Resists (2% extra 6% from runes)
-8 to Enemy Cold Resists (2% extra 6% from runes)
25% Faster Hit Recovery
Adds 250-500 Fire Damage (from Vex)
-6% to Enemy Fire Resistance (from Vex)
Adds 250-500 Magic Damage (from Sur)
-6% to Enemy Magic Resistance (from Sur)
Adds 1-1000 Lightning Damage (from Ohm)
-6% to Enemy Lightning Resistance (from Ohm)
Adds 250-500 Cold Damage (from Lo)
-6% to Enemy Cold Resistance (from Lo)

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 5:01 pm 

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I dont want to get into balance so far, cos i dont have time to play or test, and also i basicly have only qq-ish things to say what needs to be enrfed and whot to buffed, and most ppl tend to ignore what i write.
Also point of this post is that i would like to remind, that your making a "patch" but unfortunetly as far as my knowlage goes, to make it even a test realm patch we need baerk who is kinda officialy in charge approved by mancer, at least Duff said something similar. So i think we should drag Baerk into it, cos i feel this patch goes good way (i dont like all changes but most of them are cool)

As for the balancing issue. I have only 2 main proposal:
Mele Zon - Dont att HP nor mdr nor pdr to Strategy, it will buff psn zon also, at least most of them cos most of psn zons max strategy, so this would suck. Or makie it add hp mdr or pdr as a synergy from mele skills.
Item changes - One item change that comes to mind is CoA, it has indestructable but dont have always eth on spawn, that sux cos at some point when someone have eth coa it is worth quadruple cos u dont have to zod it. Either make it spawn always eth or remove indestructable. Just my opinion.

Love idea of archers for necro!! Too bad it makes summoner 80 pt build ;/


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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 5:25 pm 
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you must have missed the part where if you have dodge or avoid then you don't get the life buff at all and a poizon with out 1 point in either of those skills it would cut their viability down alot.

also I have np with baerk doing this but where is he? I'm just trying to help move things along, tired of sitting around and being bored of the same old builds oh and if no one noticed this patch has had alot less players than the last 2 so something has to change.

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 6:06 pm 

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dew wrote:
you must have missed the part where if you have dodge or avoid then you don't get the life buff at all and a poizon with out 1 point in either of those skills it would cut their viability down alot.

also I have np with baerk doing this but where is he? I'm just trying to help move things along, tired of sitting around and being bored of the same old builds oh and if no one noticed this patch has had alot less players than the last 2 so something has to change.

I'm not saying we should sit and do nothing. I just say we should drag Baerk into it so at some point we could do then on-line realm test before we do reset. It would make things faster.


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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 9:18 pm 

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Prescot wrote:
Also point of this post is that i would like to remind, that your making a "patch" but unfortunetly as far as my knowlage goes, to make it even a test realm patch we need baerk who is kinda officialy in charge approved by mancer, at least Duff said something similar. So i think we should drag Baerk into it, cos i feel this patch goes good way (i dont like all changes but most of them are cool)

Actually Terry would likely approve any patch with community backing, not just Baerk's. One thing that annoyed me a bit with Baerk was/is his "we did (or didn't) do it that way in AM" attitude. Granted he does know quite a bit on how things work, I feel balancing should be primarily controled by those who have actual realm experience over at least the last 2 patch's and even back 3 would be better. The veterans have an idea of where things are off a bit, just need a general consensus as to how to fix our issues.

As to the zon issue, I simply feel many zon's will skip dodge and avoid just to get the life boost. Just my opinion there, even on a bowa avoid alone can be annoying at times.

Edit: there had been talk of setting catapults to idle to reduce lag in places like tundra, still considering it?

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 10:19 pm 
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if people aren't opposed to it since they are more of an annoyance than anything, or just upping their ai delay so the don't really attack often. I personally like watching afkers get killed by em in tundra games

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 10:39 pm 
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mancer never said the mod is in the hands of baerk, he said the mod is in the hands of the community

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 21, 2012 11:42 pm 
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I'd like to see Impale get the Beserk treatment and 5% defense per hard point. Also adding the synergy to Impale or Fend for the PDR MDR Life % whatever is being used would be more useful than the dodge avoid as I didn't use either of those on my psnzon and she was just fine.

Edit: Also posted runewords give em a look let me know what you guys think.

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 Post subject: Re: next patch suggestions
PostPosted: Sun Jan 22, 2012 2:36 am 

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LockDown wrote:
Invoke LumMalUm (Druid Pelts Only)
+1 to All Skills
+20% Fire Damage
-10-15% to Enemy Fire Resistance
+25 to Dexterity
+1 to Enchant (OSkill)
50% Faster Mana Regeneration
+2-3 Summon Dire Wolf
+2-3 Summon Spirit Wolf
+2-3 Summon Grizzly
+2-3 Heart of Wolverine
+15 to Energy (from Lum)
+30 to Mana (from Lum)
Magic Damage Reduced by 15 (from Mal)
All Resistances +20 (from Um) (Modified +14 from runeword)
Another buff for fire druids? Seems a bit op imo, especially if a 3 FS pelt is a possible spawn. Especially giving them free recastable tankage, all from a lvl 50 rw (guessing based on mal being highest rune)

The others I can go either way.

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 Post subject: Re: next patch suggestions
PostPosted: Sun Jan 22, 2012 11:51 am 

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Anybody realised there is a lack of interesting elemental bows?
I mean compared to those for physical damage builds, theres only 2-3 worthy elemental bows.

Is there a reason why Final Justice doesn't give + all skills or even just + bow and arrows skills?
I would be nice to have more suitable elemental bows (with +skills to both Freezing and Immo).

Its obvious Immolation arrow is popular, but what about Freezing arrow? Can it get some gear love too?


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 Post subject: Re: next patch suggestions
PostPosted: Sun Jan 22, 2012 12:08 pm 
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as far as I know Mavina set was the best for ele in 1.21! with skillers etc. you could be OP (skillers were 80lvls). Now they're gone, gear is upped, skills are buffed.


Isn't mavina still the best choice? I know no belts, no gloves, no bows provide any +res, full mavina does. Getting a bow and full res without massive charming is reeeeeeaaaaaaally HARD/time consuming.


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 Post subject: Re: next patch suggestions
PostPosted: Sun Jan 22, 2012 12:24 pm 
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for the nec changes (replacing mages with archers) what about bringing the mages back as "oskills" cloning the old normal mages as nec only on the nec skill tree but make it unskillable, so that it gains bonusses from +summon skills and not only +allskills..

for lvl 95 uniqs/zod RWs
that would give +20Raise Skeleton Mage (Max Number reduced to 4 or so) as a little gimmick

the same could also be done to strengthen some other builds too, like adding a throw barb multi throw, a new mentalsin skill etc, as for doing it my way you would need 1 skill to all classes anyway

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 Post subject: Re: next patch suggestions
PostPosted: Sun Jan 22, 2012 1:06 pm 

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ki4m wrote:
for the nec changes (replacing mages with archers) what about bringing the mages back as "oskills" cloning the old normal mages as nec only on the nec skill tree but make it unskillable, so that it gains bonusses from +summon skills and not only +allskills..

for lvl 95 uniqs/zod RWs
that would give +20Raise Skeleton Mage (Max Number reduced to 4 or so) as a little gimmick

the same could also be done to strengthen some other builds too, like adding a throw barb multi throw, a new mentalsin skill etc, as for doing it my way you would need 1 skill to all classes anyway


Love the idea behind that. TThis would be something new to check out and t take into consideration. Would be nice for veterans, cos they finaly could get something new to check out, other than repeting all builds every season.


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 Post subject: Re: next patch suggestions
PostPosted: Sun Jan 22, 2012 2:49 pm 
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A few thoughts after scanning the thread:

Oskills don't have to be class skills. You could always make a hidden synergy skill to the +X skelemagi oskill that acts as skeleton mastery. same goes for the barb multishot+a mastery.

It is best not to add new class skills (like you said you would need one for each...and what if somebody things of a new neat one for one class only).

I don't know if I like the archer change...is it only single element? does it add phys damage? I would like any change to be at minimum purely elemental, and hopefully be more than a single element (like 2...poison has always just gotten in the way on magi).

The thing that this thread is devoid of (maybe i have not read the correct thread) is the whole reason people wanted a new patch in the first place. melee balance with casters. This only has a few questionable things mentioned that really must be tested in earnest to address this.

Please ffs, if you add any hp source to pallies, do it through skills. I don't see the point though. I am not really prone to believe that the last changes have even been fully explored. I have seen very few melee paladins even attempted this go 'round. Are caster 'dins hurting on hp at all? Last I made one they had plenty. The issue with the casters has to do with effective damage due to the ignore resist change.

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 Post subject: Re: next patch suggestions
PostPosted: Sun Jan 22, 2012 3:00 pm 
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There is NO pally life buff currently IF one was added it would be disabled as soon as the pally put 1 point into holy bolt, so no caster pally could benefit from it.
Archer damage is physical.
Melee balance needs tested big time b/c without soft immunity melee deals more damage and then can leech more b/c more damage will be inflicted.
There is no multishot for barbs its just a change to throwing kknives only. All classes will be able to use it.

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 Post subject: Re: next patch suggestions
PostPosted: Sun Jan 22, 2012 3:04 pm 
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yea, but when you make it a oskill it won't receive bonuses from +summmoning skills but only from +allskills and if yo use my way it would receive bonusses from +summoning skills.

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 Post subject: Re: next patch suggestions
PostPosted: Sun Jan 22, 2012 3:14 pm 
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ki4m wrote:
yea, but when you make it a oskill it won't receive bonuses from +summmoning skills but only from +allskills and if yo use my way it would receive bonusses from +summoning skills.


why can you not make the new hidden skill synergy = the level of summon mastery?

and there doesn't have to be added benefit to higher levels of the skill or hidden synergy itself. true mastery itself benefits, but meh.

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 Post subject: Re: next patch suggestions
PostPosted: Sun Jan 22, 2012 3:21 pm 

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love this idea! ^


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 Post subject: Re: next patch suggestions
PostPosted: Sun Jan 22, 2012 3:21 pm 

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love this idea! ^


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 Post subject: Re: next patch suggestions
PostPosted: Sun Jan 22, 2012 3:24 pm 
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I don't think this is something that should be added at this time seems only a few people have downloaded to actually test. And concerning arches if just phys isn't what people want then I could alway have them shoot fire/cold/mag arrows and have one of them be purely phys. Only concern with that is then their damge may become negligible in hell again just like mages.

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 Post subject: Re: next patch suggestions
PostPosted: Sun Jan 22, 2012 3:42 pm 
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I would like to see an attempt to make ele summons do something worthwhile. There has never been a lot done I think mainly because of the poison one. A damage buff was a step, correction of hp helped a little. If there are fewer out, damage could be ramped up quite a bit as long as their survivability wasn't so good as to survive bosses ad infinitum.

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 Post subject: Re: next patch suggestions
PostPosted: Sun Jan 22, 2012 6:11 pm 

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Riem821 wrote:
Anybody realised there is a lack of interesting elemental bows?
I mean compared to those for physical damage builds, theres only 2-3 worthy elemental bows.

Is there a reason why Final Justice doesn't give + all skills or even just + bow and arrows skills?
I would be nice to have more suitable elemental bows (with +skills to both Freezing and Immo).

Its obvious Immolation arrow is popular, but what about Freezing arrow? Can it get some gear love too?
Never having played one (usually play multizon) never though much about it. Could be good to add +2-3 to B&C skills to it.

As to the lack of cold items, noticed that too eh? Seems there is a predisposition to fire and poison. Most ele classes with cold skill get, well left out in the cold. Druids and zon's both. Sure druids get valor late game, but fire builds have many more and better choices all thru the game, no matter which class is played.

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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 23, 2012 5:40 am 

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leviathon kraken shell has +3 to cleansing? who would use that armor? if that is the only skill on that armor maybe change that skill to something a little more appealing? only thing i can think of that would be used for is a concentrate barb, cleansing is useless for a merc.


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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 23, 2012 6:15 am 
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kwikster wrote:
LockDown wrote:
Invoke LumMalUm (Druid Pelts Only)
+1 to All Skills
+20% Fire Damage
-10-15% to Enemy Fire Resistance
+25 to Dexterity
+1 to Enchant (OSkill)
50% Faster Mana Regeneration
+2-3 Summon Dire Wolf
+2-3 Summon Spirit Wolf
+2-3 Summon Grizzly
+2-3 Heart of Wolverine
+15 to Energy (from Lum)
+30 to Mana (from Lum)
Magic Damage Reduced by 15 (from Mal)
All Resistances +20 (from Um) (Modified +14 from runeword)
Another buff for fire druids? Seems a bit op imo, especially if a 3 FS pelt is a possible spawn. Especially giving them free recastable tankage, all from a lvl 50 rw (guessing based on mal being highest rune)

The others I can go either way.



It's suppose to be for Summon Druid. This wouldn't beat out Lore at all for my Druid at least. The fire damage is for Enchant on summons. I suppose you could take the pierce off of it though.

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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 23, 2012 9:58 am 

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My idea for that helm.

Invoke LumMalUm (Druid Pelts Only)
+1 to All Skills
+20% Fire Damage
-10-15% to Enemy Fire Resistance
2% Chance to cast level 1 lower resistance on attack
100% Enhanced defense
+25 to Dexterity
+1 to Enchant (OSkill)
50% Faster Mana Regeneration
+2-3 Summon Dire Wolf
+2-3 Summon Spirit Wolf
+2-3 Summon Grizzly
+2-3 Heart of Wolverine
+15 to Energy (from Lum)
+30 to Mana (from Lum)
Magic Damage Reduced by 15 (from Mal)
All Resistances +20 (from Um) (Modified +14 from runeword)

Might be a better choice, or something similar. Not saying the idea of a summy druid helm is bad, just the fire mastery and pierce on such a low level helm ain't good. Considering the lowest level helm currently comes in at level 76 (Dragonhead) with any kind of elemental mastery. Ironically it's 3 fire skill while the next 2 (Steelshade and Nightwing) are 2 all skill.

Could we possibly add a soc or 2 to NW and Steelshade? DragonDragon head has a pair of socs, give a bit of something to them.

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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 24, 2012 5:27 pm 
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The LR proc is useless on attack as it's a summon druid helm. The fire damage is to buff enchant damage. The pierce can be taken off that's not a big deal. When I have a free day I could possibly go through and look at helms and items for cold based characters and throw out some little tweaks to be implemented.

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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 24, 2012 9:03 pm 

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All I'm saying though is this: that helm (even without pierce) on a fireclaw druid, damage at that level would be HUGE especially when enchanted. A few lvls later with hexfire and Dragon shield and look out bosses.

Edit: What about giving trappers the ability to lay traps a short distance away, maybe 3-5 yards. Sorcs can cast hydra anywhere but sin lay traps at their feet. My thought is this gives them the ability to place traps in better spots. Not suggesting to be able to cast a full screen off, but a short way.

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 Post subject: Re: next patch suggestions
PostPosted: Wed Jan 25, 2012 8:32 am 
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hydras don't ctually damage the stuff they shot at off screen after a certain range. I tested it vs meph, they were shooting for about 10 mins, then when i ran up to him, no dmg. Traps do deal damage if placed at the edge of the screen though :(.
Traps can either be placed at the feet or anywhare. The skill functions used to summon it were just changed to blade sentinels functions "Spawn at feet".

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 Post subject: Re: next patch suggestions
PostPosted: Wed Jan 25, 2012 1:28 pm 
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Updated Patch Notes and added RuneWords


Nature's Kingdom
Um Jah Lum Mal
level 80 requirement
Druid Helms Only

+2 All Skills
Level 5-8 vigor on equip
+2-4 Spirit Wolves
+2-3 Dire Wolves
+1-2 Summon Grizzly
+25 to Dexterity
+15 to Energy
+30 to Mana
+10% Life
+10% Mana
Magic Damage Reduced by 15
+20-30 all resistances


Unbending Will
Zod Io Ber Lum
Level 90 Requirement
Weapons Only

+2 to All Skills
+3 to Summoning Skills (Druid only)
+35% Faster Cast Rate
Resist All +20-30%
+30 to Energy
+60 to Mana
+30 to Vitality
+60 to Life
+5 to Fanaticism (OSkill)
2% Crushing Blow
Indestructible
(Changed to summon Druid weapon B/c Faith and Gskull takes care of summon necs pretty well)

Punishment
SurOhmVexLo
Level 70 Requirement
Helms Only

+3 Offensive Auras (Paladin Only)
+300 to Attack Rating
+400 Defense
+20 to All Resistance
-8 to Enemy Magic Resists
-8 to Enemy Fire Resists
-8 to Enemy Lightning Resists
-8 to Enemy Cold Resists
25% Faster Hit Recovery
Adds 250-500 Fire Damage
Adds 250-500 Magic Damage
Adds 1-1000 Lightning Damage
Adds 250-500 Cold Damage

May have changed some of they names b/c that is what's open in file and didn't really feel like going through and changing the names yet

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 Post subject: Re: next patch suggestions
PostPosted: Wed Jan 25, 2012 2:41 pm 
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Compiling thoughts here-
A couple of the zod runewords could be made more useful:
Temptation- To make this enticing enough for me to use on a dbl thrower, it would need a lvl 20 fanat for me to spend zod over ber for fanat on my offhand. If people are opposed to a lvl 20 fanat on equip, I say change this to an elemental wep instead since Faith is the more optimal choice ATM.

Oblivion- Has anyone ever even made a wand necro? I tried and the base dmg is really too low to take advantage of the huge ED% boost from Bone Armor. I say make this wand for bone necros, for those who got no Boneshade love: (Underlined is removed, Bold is added)
Indestructible
10% Chance to cast level 6 Fade on striking
10% Chance to cast level 6 Fade on struck
+3 to All Skills
+(475 to 500)% Enhanced damage
+99% Increased Attack Speed
50% Faster Cast Rate
Ignore Target's Defense
40% Faster Run Walk
40% Mana stolen per hit
40% Life stolen per hit
-35% Enemy Magic Resists
+20 to Cyclone Armor

Void - I made one of these on SP and could not get the burst of speed on striking to proc on either my barb or my zon. I tried Frenzy, dbl swing, regular attack, not working. Could someone else look into this? I think this weapon would be fun as hell if that proc worked. Also, could we make the runes for this only Zod/Cham so it could be used in a throw knife? There aren't that many great throw knives. Speaking of which-

Warshrike
+2 to Assassin Skill Levels
+375% +400% Enhanced Damage
+75% +85% Increased Attack Speed
50% Chance of Deadly Strike
50% Bonus to Attack Rating
+3 to Blade Sentinel (OSKILL)
+100 Attack Rating
+3 to Blade Fury (OSKILL)
Socketed 2
+3 to Blade Shield (OSKILL)
66% Chance to Cast Level 45 Nova when Struck
Piercing Attack (60% Chance)

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 Post subject: Re: next patch suggestions
PostPosted: Wed Jan 25, 2012 2:44 pm 
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dew wrote:
Updated Patch Notes and added RuneWords


Yo I really like the new summon druid ones! They needed some better end game gear choices. Maybe a new armor too for those who chose not to go for Enigma and are stuck using lvl 54 Spirit Forge at lvl 95 lol

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 Post subject: Re: next patch suggestions
PostPosted: Wed Jan 25, 2012 3:02 pm 
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slappyNuts wrote:
Yo I really like the new summon druid ones! They needed some better end game gear choices. Maybe a new armor too for those who chose not to go for Enigma and are stuck using lvl 54 Spirit Forge at lvl 95 lol


Spirit forge is hax! Just up it lol!
Druid helm is based off of Lockdown's idea well mostly all 3 are his I just tweaked some things. Maybe some suggestions for a druid armor anyone?
Btw all throwing knives suck. Who would use them on a sin over dual claws and miss out on clawblock?

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 Post subject: Re: next patch suggestions
PostPosted: Wed Jan 25, 2012 3:12 pm 
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dew wrote:
Who would use them on a sin over dual claws and miss out on clawblock?


I wanted to ask the same question! I was trying to leave the sin skills in tact since throw axes are pretty much barb domain, but I'd be happy to spec out the knives for barbs :mrgreen: seems they will be the trash clearing weps for throw barbs now and big axes/javs for bosses.

BTW how does the nova on impact work? I mean does it do your total dmg in an AOE? I'm downloading your patch right now btw

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 Post subject: Re: next patch suggestions
PostPosted: Wed Jan 25, 2012 3:15 pm 
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nova releases 8 knives doing 3/4 listed damage and it works for all throwing knives so other chars could make some interesting builds with it. like a ele throwing pally instead of ele zealer

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 Post subject: Re: next patch suggestions
PostPosted: Wed Jan 25, 2012 4:59 pm 
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that's sic as fuck ^^ can't wait to try it on sp

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 Post subject: Re: next patch suggestions
PostPosted: Fri Jan 27, 2012 3:22 pm 
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If your going to buff anything for droods help melee first .... Summers/ele/ and windys don't need anymore buff from items..

And Oblivion should be more powerfull then Deathweb and Boneshade

( Oblivion)
Plus 5 to necro skill lvls
lvl 20 bone armor when struck
lvl 10 medi aura on equip
-30 magic res
-30 psn res
50 fcr
30 to 50 res all
5% chane to reanimate as a Reanimated Horde..

thats just a idea....

Bring ci back and put Cb back the way it was...To make melee worth making..

Do away with Soul skill shards and bring back skillers and make them lvl 90(this will help the trade scene)Plus make Hybrids worth making again..

NERF THE LAGGY COUNTERS FROM BOSS"S... Baal's Minoins come to mind here....

Nerf psn java's dmg by 15 to 20% all the way around..

Get rid of that mid lvl drood ele shield..( this will force people to make that Dragon rw instead and bring more balance to the build)

Blade sins synergys need dmg buff besides venom... You can't kill with venom if the blade can't hit the boss.... This was tested with my lvl 95 blade sin and in hell she sucks..

make Andy in norm nm and hell always psn immune...

Do away with the anti-rush shit.. As it is people bypass it anyway....

Los atleast make the tp's alittle more easier to get in to instead of the almost insta death....

Make Mancers charm 99 .. This will promote more poeple to take him on instead of needing a 101 to use the charm..Make it plus 1-2 in skills

Have a stand alone 101 charm for hitting lvl 101.. Reason not all here take on that grind..this should be plus 3 always...


The skillers and charms I have in idea here are to give the players more rewards for there efforts .. As it is now the rewards to hard work in this mod suck when you think about it..


Cheers.. 8-)

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 Post subject: Re: next patch suggestions
PostPosted: Fri Jan 27, 2012 3:39 pm 
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Can't make anymore adjustments to melee until people test out the changes already made for melee and give feedback. Like bladesins with the changes to boss resists and how they mitigate damage they may not need a damage buff.

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 Post subject: Re: next patch suggestions
PostPosted: Fri Jan 27, 2012 4:00 pm 
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K got ya.. 8-)

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PostPosted: Fri Jan 27, 2012 4:24 pm 
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Asteroth wrote:
( Oblivion)
Plus 5 to necro skill lvls
lvl 20 bone armor when struck
lvl 10 medi aura on equip
-30 magic res
-30 psn res
50 fcr
30 to 50 res all
5% chane to reanimate as a Reanimated Horde..

Awesome another source of medi on equip. Thinking outside the box.

Quote:
thats just a idea....

a bad one

Quote:
Bring ci back

CI is still available you fucking retard
If you mean 2 hand CI then its a big -1. Easy CI is a cool niche for a sin survivability wise. Whats the point in making a CI sin when you can make a CI barb with waaaay more hp etc.

Quote:
Do away with Soul skill shards and bring back skillers and make them lvl 90(this will help the trade scene)Plus make Hybrids worth making again..

While retaining the masses of + skills on everything so you can now get level 90 skills (Wooohooo). Also, hybrids are easier to make when + class skills are on items and not +x tab. How many sorcs do you know who carried 10 fire and 10 cold skill charms in the past rather than stick to 1 tab?

Quote:
NERF THE LAGGY COUNTERS FROM BOSS"S... Baal's Minoins come to mind here....

Fine by me, just up their power as they deal fuck all for damage

Quote:
Nerf psn java's dmg by 15 to 20% all the way around.

Because being able to kill a hell boss solo in 6 mins instead of 5 means it's balanced.

Quote:
Get rid of that mid lvl drood ele shield..( this will force people to make that Dragon rw instead and bring more balance to the build)

Yeh, lets force an item on people, hurray!

Quote:
Blade sins synergys need dmg buff besides venom...

Ok
Quote:
You can't kill with venom if the blade can't hit the boss....

What has chance to hit got to do with the skills damage synergy???

Quote:
This was tested with my lvl 95 blade sin and in hell she sucks..

Thats because you are using blades on trash instead of ww and death sentry... Learn to play.

Quote:
make Andy in norm nm and hell always psn immune...

Only andy though, and don't make the other bosses immune to their respective element in norm and don't make baal immune to anything even though he is the final act boss...

Quote:
Do away with the anti-rush shit.. As it is people bypass it anyway...

Why do you care if you already bypass it?

Quote:
Los at least make the tp's alittle more easier to get in to instead of the almost insta death...

Yeh make the final challenge area easier for the ranged builds so they are less likely to need a player tank.

Quote:
Make Mancers charm 99 .. This will promote more poeple to take him on instead of needing a 101 to use the charm..Make it plus 1-2 in skills

Ok
Quote:
Have a stand alone 101 charm for hitting lvl 101.. Reason not all here take on that grind..

Ok so we drop the 101 charm because not everyone can use it, then we add another one that must be dropped by another boss because making a unique charm via a cube recipe = carry as many as you want. Great idea...

Quote:
this should be plus 3 always...

Because now you have level 90 skills with all gear and skillers, you need another +3 from another charm. How about the reward for 101 has no stats like the standard of hero's?
"Wait, you get a reward that dosen't help you??? but thats like getting a trophy in the special olympics"

Quote:
The skillers and charms I have in idea here are to give the players more rewards for there efforts

I'll let someone else pick that mess apart.

Quote:
As it is now the rewards to hard work in this mod suck when you think about it.

The reward is completing the mod while playing it the way mancer intended. A few pixels in your inventory shouldn't matter outside of that.

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Cheers.. 8-)


Np

Ps. Yes this is a deliberate troll post for the luls. Gonna check back on Sunday and see what I brewed up :lol:

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 Post subject: Re: next patch suggestions
PostPosted: Fri Jan 27, 2012 4:37 pm 
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Would appreciate no response to this in this thread trying to keep it clean and organized pls

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 Post subject: Re: next patch suggestions
PostPosted: Fri Jan 27, 2012 4:47 pm 
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Sorry man, couldn't resist. :mrgreen:

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 Post subject: Re: next patch suggestions
PostPosted: Fri Jan 27, 2012 8:36 pm 
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Some more Rage plz...... You just prooved my point ass hole....

Look your idea of balance is fucking retarded,,,, You love the caster shit we all get that .. Thing is you jarl and blue totally fucked this mod up from what it once was ... Take a big look around and see how many people are really left in the community...Can't you see that these changes made over half the community leave or are you fucking blind...People play mmo's for the rewards for grinding there ass off....Wtf is the point of lvling a char to lvl 99 if there journey stops there... People like to see there toon be the best it can be .. Not as it is now with everyone with the same shit crap...
Hybrids lol what hybrids..... I'm talking shit that can kill not just rushing them to end game like most of you guys do..Kev heres an idea why don't you go and do what blue did and just quit..Skill gc's being brought back is a better idea then you know...As i said you need a group to farm shards and if there isn't no one online guess what your fucked..And as it is now there isn't many here left to even do that... And I bypass the anti rush thats funny I play this game legit and all who run with me know it ... Man your sad..
I will just keep watching you shit all over what Terry made so long ago... Keep it up ..... Do your self a favor loose your big fucking EGO.. Cuz you know and I know thats what this is really all about....I really feal sry for you man 2xxx 85% are fighting with the people that don't freebase your ass... :lol: :lol:

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 Post subject: Re: next patch suggestions
PostPosted: Fri Jan 27, 2012 10:58 pm 
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Anyway back to topic!! Has anyone actually tested melee chars yet? Been downloaded 11 times so someone has to have feedback for it by now I hpoe

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 28, 2012 12:03 am 
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haven't got it set up yet dew. Hopefully this weekend, maybe right now if I can get my laptop working right

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 28, 2012 12:20 am 
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Scratch that, got it working on laptop just need to xfer my sp chars from one computer to another. What are the main things you need tested? First thing I'll do is test some melee vs hell bosses, then try out the skelli archers. Then ofc gonna try out the throw knife nova :D. If there's anything that especially concerns anyone about balance with the new updates let me know and I'll try them out (and for the love of god if you're not dew do it yourself too lol)

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 28, 2012 12:53 am 
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ran d2setup, checked necro rq and skelli archers showed up. Bought some knives and threw them, but didn't see anything. Is the nova visible?

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 28, 2012 6:28 am 
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I'll check my files when im done work and retest to make sure it works on my end. I have a few data folders so I may have missed putting it in this one.

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 28, 2012 6:42 am 
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btw here a small addon patch:
http://dl.dropbox.com/u/43185820/dew.zip
includes:
new A2 Maggot caves
Life/Mana always displayed (only values, "Life:" and "Mana:" removed)
"difficulty: Normal" string enabled
multiple instances allowed

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 28, 2012 9:29 am 
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Awsome ill add it and upload a newpatch later

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 Post subject: Re: next patch suggestions
PostPosted: Sat Jan 28, 2012 6:29 pm 
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Checked files and throwing knives work fine tested em with double throw and on pallys also updated files with Ki4m's updates

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 Post subject: Re: next patch suggestions
PostPosted: Sun Jan 29, 2012 9:09 am 
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I'm in the process of testing a lot of shit. My suggestion for the Oblivion change.

Oblivion
+5 to Necromancer Skills
50% Faster Cast Rate
+30% to Poison Skills
-30 to Enemy Magic Resistance
100% Faster Mana Regen
+50 To Energy
5% Chance to Re-animate as Doom Knight
Indestructible (From Zod)
Ignore Target's Defense (From Jah)


My Idea for a Holy Aura Shield.
Tempest
Paladin Shields
Jah Cham Mal Jah
Level 5 Conviction on Equip (Fuck you Kevin)
+40 to All Resists
+3 to Offensive Auras (Paladin Only)
35% Increased Chance of Blocking
85% Faster Block Rate
+300% Enhanced Defense
45% Faster Hit Recovery
+200 Life (from Jah)
+200 Mana (from Jah)
Cannot Be Frozen (from Cham)
Magic Damage Reduced by 25 (from Mal and MOAR)

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 Post subject: Re: next patch suggestions
PostPosted: Sun Jan 29, 2012 11:36 am 
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Thanks for testing man hopefully othe people are too. Have you done anything with melee yet?

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 Post subject: Re: next patch suggestions
PostPosted: Sun Jan 29, 2012 7:15 pm 
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Ok here goes some more ideas

Nerf poizons damage by 33%
Nerf rabies damage by 25%
Nerf poison strike by 25%
Nerf firestorm tier 5 damage by 20%

Change facets to +2-5% damage and 2-5% pierce

Throwing this out there since no one else has

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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 30, 2012 2:51 am 

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dew wrote:
Ok here goes some more ideas

Nerf poizons damage by 33%
Nerf rabies damage by 25%
Nerf poison strike by 25%
Nerf firestorm tier 5 damage by 20%

Change facets to +2-5% damage and 2-5% pierce

Throwing this out there since no one else has
Instead of nerfing their endgame dmg, the better approach is limiting pierce plain and simple. A 10% reduction in pierce is about the same as a 20% reduction in dmg. Second, that small change to facets isn't needed, imo.


Been working to do some testing, attempting to do so without resorting to massive over buffing for survival. Using a conc/zerk barb as basis for im bosses.

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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 30, 2012 4:17 am 

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a reduction of 10% pierce is actually only a damage reduction of 10%....

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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 30, 2012 6:24 am 

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Verb wrote:
a reduction of 10% pierce is actually only a damage reduction of 10%....
Simple math. 100k dmg (for the sake of simplicity) on 75% res = net of 25k dmg. Same 100k with 65% res (10% pierce) =35k dmg. Adding 10% for a total of 110k with 75% res =27.5k. Same 100k base with 20% (120k) mastery @75% res = 30k. It takes far more +% dmg to equal the values of pierce. The higher the monsters res the greater effect pierce has, from all sources.

Yes, pierce was, is and will be better in the majority of cases. Proposed to be affected by increased pierces are physical (amp) and elemental builds (excluding poison unless changed) through changes to mdr/pdr in place of current bosshat values. Poison is unaffected by mdr/pdr last time I checked files.

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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 30, 2012 7:38 am 
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My findings so far.

Melee Zons- Still have survivability issues overall the problem wasn't life it was the lack of PDR and MDR available to them. Change the 5% Life to 1-2 MDR PDR per HARD point and per 5 soft points in strategy giving them some needed PDR MDR and making skill items look appealing, The life is nice yes but the end game Dev makes it so you have a huge bulb but are still relatively soft. I'd also nerf the damage on Impale by about 15-20% as it hits like a truck with the defense twink it can actually stay somewhat safe.

Holy Aura Paladins - With perfect gear they can clear trash well. More testing against bosses needed the shield I proposed will help them in terms of doing significant damage while still helping the party with a decent aura and not be forced to just sit in front of the boss trying to zeal with no damage while running max conviction. The helm I suggested is a nice temp piece until griffs although I'd still use it over Griffs because of the AR and Defense. (I'd also suggest upping the AR and defense bonus on both for the item to really outdo Griffins although for Vengence this is the helm to use). Also Holy Shock needs a dedicated Zod runeword to draw from similar to Geddon and Valor. Suggestion at bottom of post.

Hammerdins - In a nice place from what I can see. High skill ceiling for a character is actually a nice thing. People who don't know what they are doing or how to gear a character will get destroyed while a good player who can manage hotkeys will be fine.

Summon Druids- Still testing out. I like what I see though so far.

Melee Druids - From what I can see this will be a good melee class end game. Still testing out the actual leveling process and more than likely going to run one legit with simulated necro amp (amp charges level 1-20 depending on the zone and level)

Pierce in general needs to be lowered. I'd suggest a -10-15 Variable to T-Strokes as -56 pierce is ridiculous and a -15-20 Change on Fathom on the pierce end. -15-20 on Lore although with the rarity of Lore in general it may be fine the other 95 uniques however are common finds in general. Keeping Mangs where it's at to give some incentive to actually use a staff on a Sorc and get more use out of TfK runeword.

Haven't gotten the chance to an obscene amount of crafting but from what I can tell it's in the right direction.

Runewords - Temptation needs to be changed. I don't play throwers but the suggestions I've seen in this thread are a good direction. The Change to Oblivion I posted would be a good thing.

Manifold NefLoShaelKoGul Bows or Crossbows
+1-2 to All Skills
300% Enhanced Damage (on top of extra 45% from runes) ~345%
+1 to Multiple Shot (OSkill)
30% Increased Attack Speed (on top of 20% from Shael) ~50%
Fires Freezing Arrows
Piercing Attack (25%)
+200 to Attack Rating
Knockback (from Nef)
20% Enhanced Damage (from Nef)
50% Bonus to Attack Rating (from Gul)
25% Enhanced Damage (from Gul)
+20% Increased Attack Speed (from Shael)
+20% Increased Run/Walk Speed (from Shael)
+15 to Dexterity (from Ko)
Adds 8 Damage (from Ko)
Adds 250-500 Cold Damage (from Lo)
15% Deadly Strike (from Lo)

This would open up the field for cold bowers and I really like the idea of a cold ranger instead of the typical fire one.

Cataclysm
Flails(?) Only
Level 90
Zod Ohm Gul Jah
Indestructible (Zod)
+3 to All Skills
+(475 to 575)% Enhanced damage (Modified from Ohm and Gul)
1-500 Lightning Damage (Ohm)
Ignore Target Defense (Jah)
50% Bonus to Attack Rating (Gul)
15% Deadly Strike
+50% to Lightning Damage
-25% Lightning Pierce
+20 to Thunder Storm

This would be the Holy Shock end game weapon of choice and I feel keeps the flavor of Valor and Armageddon. Plus Flails fit the theme of lightning so well damage wise being low to high end.

I'll be posting again on what I see from Melee Druids Summon Druids and Barbs next. I'm not the best person to test sins as I don't have much experience with them perhaps Zach could test melee sins as I know he has a lot of experience with them.

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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 30, 2012 9:57 am 
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Alright ill see if I can get together another update tonight pierce values will be lower instead of damage nerf.
btw I haven't altered crafts or affixes yet still looking for suggestions on those before I touch them.

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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 30, 2012 11:45 am 
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Ya the pierce values are stupidly high at the moment I think if we tone those done a bit in a few places it will end up being better than nerfing the damage.

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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 30, 2012 4:52 pm 
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Ok im gonna go with lockdown's values for pierce on uniques.
gonna change strategy to 1 pdr/ 1 mdr per hard point and 1 prd per 2 soft points/ 1 mdr per 3 soft points. (Will still lock out the buff if points are in dodge/avoid)
gonna knockdown impale damage % by 5% per lvl
I'll be adding/adjusting the runewords, names will prolly change
anything else? I'll be starting on an update in about 2 hours


Edit: Anyone test out vengeance yet?

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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 30, 2012 9:12 pm 
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updated notes & patch
also added/changed runewords
lowered pierce on level 95's

Tempest
Paladin Shields
Jah Cham Mal Jah
Level 5 Conviction on Equip
+40 to All Resists
+3 to Offensive Auras (Paladin Only)
35% Increased Chance of Blocking
+300% Enhanced Defense
45% Faster Hit Recovery
+200 Life
+200 Mana
Cannot Be Frozen
Magic Damage Reduced by 25

Cataclysm
Flails Only
Level 90
Zod Ohm Gul Jah
Indestructible
+3 to All Skills
+(475 to 575)% Enhanced damage
1-500 Lightning Damage
Ignore Target Defense
50% Bonus to Attack Rating
15% Deadly Strike
+50% to Lightning Damage
-25% Lightning Pierce
+20 to Thunder Storm

changed Oblivion

Oblivion
+5 to Necromancer Skills
50% Faster Cast Rate
+30% to Poison Skills
-30 to Enemy Magic Resistance
50% Faster Mana Regen
+50 To Energy
5% Chance to Re-animate as Doom Knight
Indestructible
Ignore Target's Defense

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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 30, 2012 9:48 pm 
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The fact that T-Strokes and Fathoms drop as much as they do is insane so nerfing the values was needed. It's funny that of the 95 uniques only SKillers varied at all. That was the Oblivion change for the last patch that never went through. The Strategy change will help immensely into NM A3- Hell which is where the survivability problems started to kick in. Anyway to make it so the buffs lock out with a point into a poison skill? I didn't put a point into either dodge skill on my psnzon.

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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 30, 2012 9:53 pm 
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yes I can do that I should prolly lock it out for bow and light javs to if I can. calc is limited to 255 characters so I will see what i can do.

Edit: i don't have enough space to lock it out from all ranged skills. So whats the lesser of the evils? definitely lock it out from psn and light. would it be bad if bowzons got this buff? I haven't made one in a long time so i don't know

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 Post subject: Re: next patch suggestions
PostPosted: Mon Jan 30, 2012 11:32 pm 
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Bowzons are squish as hell anyway so this may help them get two shot instead of one shot. I'd limit the light and poison for sure.

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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 31, 2012 3:16 am 
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Were 1h wpns altered somehow? All scepters and maybe 75+lvl white wpns could get inc of min/max dmg by 25% IMO, mostly to help zealers/dclaw sins/frenzy barbs.

Don't touch psn skills, just balance items. Before you get 85+ items psn is really weak at least when running with 4more guys.

As for magic mods I'd link +1-2 to skill tab for 75+ just like +3bow on gloves or +3traps on boots, along with fcr on belts(with +mana mod), ias on gloves (with +min/max mods) FHR with FRW, and boost ED on torso by tons. Set maxlvl on weak mods so they don't spawn on 70+lvl ones.


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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 31, 2012 7:33 am 

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dew wrote:
Change vengeance to be viable


what does this mean? what changed?

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PostPosted: Tue Jan 31, 2012 8:23 am 
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Kevins changes add 3 aoe novas that deal fire/cold/light damage. Each nova does 1/4 of your normal attack damage coverted to elemental damage. So if your normal attack damage is 8k then your aoe damage would be 6k. Since currently the aoe is weapon damage only it gains no benefit from pierce or conviction so this way they can focus on more defensive gear and still be able to atleast handle trash And contribute more than conviction at bosses.

And yes my desciptions need to be better but most of the time I update note frome my phone and it can be quite tedious. Any other questions point em out and I will try to get a better description up.

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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 31, 2012 11:46 am 

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Please at least consider this suggestion:

Change the barb masterys from 6 to 3.
Combine them so there is one mastery for one hand weapons, one mastery for two handed weapons and one mastery for throwing weapons.

The reason I want this changed is because it gives a lot more options for barbs. Mostly for people that play untwinked and dual wield. Because when you need two weapons and they both need to be the same type of weapon, then finding them wont be that easy. Also I think it looks fucking badass to dual wield one sword and one mace, or one mace and one axe, etc etc.

As it is now almost all weapons are useless for you because you there is only one type of weapon that is going to do a lot of damage for you.

As it is now:
Mace mastery
Sword mastery
Axe mastery
Polearm mastery
Spear mastery
Throwing mastery

How I suggest it should be:
One handed mastery
Two handed mastery
Throwing mastery

Maybe its too late for this patch to suggest this or maybe its not possible to do code wise, but if its not then please consider this.
As I see it, its not gonna be op for any barb build, it only opens up for a lot more different weapons that you can use... Instead of being stuck with the same kind of weapons all the time.

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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 31, 2012 12:18 pm 
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Its possible but all charaters need to have the same number of skills or the game crashes. So either the barb gets 3 new skills or other classes lose 3 skills to implement it. Wich would probally mean alot of testing and balancing that really isn't something I want to do but its up to the whole community.

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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 31, 2012 12:22 pm 

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oh fuck, wasnt aware of that. kinda sucks :(

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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 31, 2012 2:44 pm 
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you can just change the SkillPage/Skillrow of the 3 unused masterys in Skilldesc.txt to 0 so that the unused skills don't appear in the Skilltree and you should also change the required lvl of those skills 102+, so that people don't just modify the skilldesc to have access to the skills...

and that's it, now the Barb tree has 3 Skills less but with the hidden ones still in you won't get crashes...

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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 31, 2012 2:55 pm 
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That's a really good idea and a good solution :D Honestly 3 new skills would be a pain in the ass. That would also require Glad Bane I believe which I can now throw out ideas for it.


The Gladiator's Bane
Wire Fleece
+2-3 to Offensive Auras (Paladin Only)
+250% Enhanced Defense
Magic Damage Reduced by 33
Damage Reduced by 33
Poison Length Reduced by 60%
15% Curse Reduction
+50% Faster Hit Recovery
Cannot be Frozen
Damage Reduced by 10%
Socketed (2)

Not much change but still a nice one I think.

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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 31, 2012 3:24 pm 

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I didnt think about it, but it would change all items with both oskill and +mastery(barb skill) aswell. not sure if thats a lot of items

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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 31, 2012 3:54 pm 
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shouldn't be too many items with mastery oskills etc and totally worth it, I always hate to choose one weapon type when playing Barbs... finding a Grandfather while having axe mastery just sucks sooooo much....


btw I did a edit to the helpscreen, so that it now displays the breakpoints:
Image

sadly this doesn't work in hi-res...
http://dl.dropbox.com/u/43185820/string.tbl

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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 31, 2012 4:36 pm 
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That's awsome to have ingame sad on the no high res tho. I still gotta get a full table on the site since current one is a bit lacking. Probably gonna make a patch page for better change log notes and it will be easier for tracking item and runeword changes also. When I do that I will just change first post to link to it.

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 Post subject: Re: next patch suggestions
PostPosted: Tue Jan 31, 2012 6:39 pm 
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The real idea I had for Oblivion rw... Not what I posted before lmao

Oblivion
Plus 3 to all skills
3 to pnb
3 to summon
50 fcr
30 to 50 res all
Fade(charges 01)
Cannot be frozen..

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 Post subject: Re: next patch suggestions
PostPosted: Wed Feb 01, 2012 12:52 pm 

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Final Justice--- just an idea for a cold bow there isn't one atm.
Diamond Bow
+(400-450)% Enhanced Damage
9-12% Life Stolen per Hit
9-12% Mana Stolen per Hit
Adds 250-500 Fire Damage
Adds 250-500 Cold Damage
-10% to Enemy Fire Resistance
-10% to Enemy Cold Resistance
+50% Increased Attack Speed
+3-4 to Immolation Arrow (Amazon Only)
+3-4 to Cold Arrow (Amazon only)
+3-4 to Ice Arrow (Amazon only)
+30 to Freezing Arrow (Amazon Only)oskill
+5-7 to Enchant (Sorceress Only)
+5-7 to Chilling Armor (Sorceress Only)
Socketed (3)
+1-2 to all skills

Edit: possibly have it fire freezing arrows or bolts as well.

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 Post subject: Re: next patch suggestions
PostPosted: Wed Feb 01, 2012 12:58 pm 
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With the oskill isn't firing freezing arrows is a little redundant

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 Post subject: Re: next patch suggestions
PostPosted: Wed Feb 01, 2012 1:46 pm 
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I understand the reason behind 10 second golem cooldown while out fighting, but is there a way to remove it while in town? It's kind of lame sitting in town for 60 seconds waiting to cast all your summons.

I still haven't got the throw knife nova to work. Lockdown, can you go throw a couple knives and see if it works for you? It's quite possible I just really suck at getting this stuff working ><. Besides that everything seems to be working, going to try out some skelli archers

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 Post subject: Re: next patch suggestions
PostPosted: Wed Feb 01, 2012 1:52 pm 

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nvm

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Last edited by Verb on Wed Feb 01, 2012 2:00 pm, edited 1 time in total.

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 Post subject: Re: next patch suggestions
PostPosted: Wed Feb 01, 2012 1:55 pm 
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@slappy_nuts
throwing knifes work for me, is there a missiles.txt file in your data/global/excel folder?

If yes, try removing all .bin files in the excel folder and see if it works after that..

edit:
the throwing knife nova is on all throwing knives, and their range is increased too

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 Post subject: Re: next patch suggestions
PostPosted: Wed Feb 01, 2012 1:57 pm 

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the nova works for me aswell. Fucking raping shit in the begining with that awesome stuff.
@slappy you sure you downloaded the right thing? I only downloaded one of the files before and now took both and it works for me at least.

ki4m wrote:

edit:
the throwing knife nova is on all throwing knives, and their range is increased too


yeah I saw that, had the wrong files before :P thanks

Whats the replenish rate at btw?

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 Post subject: Re: next patch suggestions
PostPosted: Wed Feb 01, 2012 2:12 pm 
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Replenish is the same,and distance was incresed b/c the knives only went about 1/2way across the screen in high res

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 Post subject: Re: next patch suggestions
PostPosted: Wed Feb 01, 2012 2:14 pm 
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Knives work on my end. I'll post this here as well if people want to put together a list of items they think need to be changed or buffed or whatever leave it here or PM it to me and I'll look through it. Sets Runewords Uniques whatever. If you think it needs to go in a certain direction for a certain build that'd be helpful to.

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 Post subject: Re: next patch suggestions
PostPosted: Wed Feb 01, 2012 9:33 pm 

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what about an act 4 merc? sin type?

venom skill merc
martial arts skill merc
trap skill merc

maybe a mental skill merc?


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 Post subject: Re: next patch suggestions
PostPosted: Wed Feb 01, 2012 11:06 pm 
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hirelings can be added to a4 but unfortunately not new hireling types. Then plugin is supposed to be updated for this function but so far it hasn't been

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 Post subject: Re: next patch suggestions
PostPosted: Thu Feb 02, 2012 5:54 am 
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speaking of hirelings, what about increasing merc lvls when hired?

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 Post subject: Re: next patch suggestions
PostPosted: Thu Feb 02, 2012 6:17 am 

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ki4m wrote:
speaking of hirelings, what about increasing merc lvls when hired?

that would be awesome

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 Post subject: Re: next patch suggestions
PostPosted: Thu Feb 02, 2012 10:24 am 

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how strong is the pdr on the bosses?
I just tried to do act1 norm on a untwinked barb and I barely did any damage at all on tobial.

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PostPosted: Thu Feb 02, 2012 11:51 am 
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Should be about 50 pdr but, I forgot to add phys resist to him which changes the calc alot so untill I fix it he has 600

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 Post subject: Re: next patch suggestions
PostPosted: Thu Feb 02, 2012 11:54 am 

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hahahaha so thats why I cant hurt him at all :P

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 Post subject: Re: next patch suggestions
PostPosted: Thu Feb 02, 2012 12:06 pm 
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Yup its an ez fix ill have it up as soon as I get home,, bout 5 hrs

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 Post subject: Re: next patch suggestions
PostPosted: Thu Feb 02, 2012 3:02 pm 

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cool just write here when you've updated it, thanks

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 Post subject: Re: next patch suggestions
PostPosted: Thu Feb 02, 2012 4:40 pm 

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btw, griswold is immortal to physical and the guy in the cathedral. you probably already new that it affected other bosses but i'm paranoid and shit

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 Post subject: Re: next patch suggestions
PostPosted: Thu Feb 02, 2012 5:34 pm 
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yeah b/c they have no physical resist it was dividing the calc by 1 so they got insane pdr. change min divisor to 20 so gris should get 70 pdr but has no resist. tobial should get 160. test and let me know it might make melee a bit lacking in a1 and half of a2 but I need to keep it balanced better for nm and hell especially. Files updated!

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 Post subject: Re: next patch suggestions
PostPosted: Thu Feb 02, 2012 6:52 pm 
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Oh lord... Szzark gonna be impossible?

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PostPosted: Thu Feb 02, 2012 7:16 pm 
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no szzak spawns with stone skin so it will have high res and low pdr. It is added via boss prayer so when they are amp'd pdr goes up to prevent melee from being op. Enough to keep em in check without negating the effects of amp

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 Post subject: Re: next patch suggestions
PostPosted: Thu Feb 02, 2012 8:21 pm 

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well tried tobial with my barb, was doing 247-374 damage with a normal attack and he takes damage....but not a lot.
I was hitting him for like 5 min maybe and he still had like 85% hp left after that. I dont think I would be able to kill him alone as a barb at least. Would run out of pots before being able to kill him.
my weapon was a one hander but it was a eth falchion with steel rw so it was doing 52-83 which I think sounds a lot even if it was a two hander at this lvl. And I checked some uni two handers and its more then all of them so not gonna be able to kill tobial fast alone as a melee. Gonna take a while if you're alone.

might be a lot faster if you got some ctc amp on some weapon on switch.

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PostPosted: Thu Feb 02, 2012 9:06 pm 
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yeah i tested before i posted if i lower the calc then in hell its exponentially weaker and im afraid melee would just be pro hax then. I did test with a lvl 20 mauler with civerbs set and he was doing 237-864 damage and tobial went down solo pretty good. clegs is another good early melee set. also when you say normal attack do you mean not using a skill?

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 Post subject: Re: next patch suggestions
PostPosted: Thu Feb 02, 2012 9:15 pm 

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yeah was trying to use conc but as soon as you're hit you're oom and didnt really have good block or enough mana steal so.... Gonna see if I can find the civerb set but the thing is need the entire set probably to be decent with it, or you think the weapon will be enough?
I think that if you doing tobial with someone then it would probably be a lot easyer. Specially if the other person is a caster

(EDIT: Didnt someone post(probably Rage or ki4m) how to change how much pdr the bosses have in different diffs or something? thought I saw that)
EDIT2: Pretty sure I was wrong about this, couldnt find the post I was looking for

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 Post subject: Re: next patch suggestions
PostPosted: Fri Feb 03, 2012 6:28 am 
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well, I don't like the idea of the pdr on bosses, anyone tried to take down a boss with a skelemancer? his summons don't deal much dmg but hit quite often, and he has high amp, so the pdr of the bosses gets even higher...
he will propably deal more dmg without amp than with it...
also fast attack skills suffer twice, 1st with massive counters and 2nd now with pdr...

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PostPosted: Fri Feb 03, 2012 7:28 am 
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Amp maxes around 45% now and needs to be maxed agin to get their. The pdr formula just lowers the damage a bit.
Monster level has a much greater affect on it than phys res does
Example: hell baal has 95 res and 200 pdr with max amp he has. 1700 pdr but only 50% res then. So if your doing 30k damage with amp your damage is cut down to 13300.
Also skellies get raped by counters not a boss build more of a melee support char at bosses with having amp/conc/fanat/oak/how. available to them. They should still be able to handle some sub bosses with little problems

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 Post subject: Re: next patch suggestions
PostPosted: Fri Feb 03, 2012 7:46 am 
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Ya, that was only an example cuz skelemancer is hitting often and has high amp.. I know but even for rushing or so in norm it would get unnecessarily hard for this build to kill bosses...

but the point is that fast hitting skills get hurt alot more than slow high dmg ones...

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 Post subject: Re: next patch suggestions
PostPosted: Fri Feb 03, 2012 8:30 am 
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Skeles that way should get a major dmg boost early/mid game with reduced amount of them producing far less counters and doing some dmg. Can you buff skeles attack rating by any chance too? Or just add another synergy to warriors/archers dmg with amp dmg curse.

Imo there should be 8 max skeles doing 2k+ dmg each around 35lvl summ/mast.

Spirit wolves sucked always before getting grizzly but I'd boost their dmg too, not only dire.


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 Post subject: Re: next patch suggestions
PostPosted: Sun Feb 05, 2012 10:25 am 
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@Ki4m
They way the calc works there is a min divsor of 20 so if amp drops the boses below 20 phys resist then it still will use 20 as the divisor. In hell you wont drop many to that point with amp, no act bosses will get to that point. Also in norm its purely based on the bosses' level res doesnt affect it.

Skelly ar boost is easy so sure np
druid summons are still being looked at

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 Post subject: Re: next patch suggestions
PostPosted: Sun Feb 05, 2012 11:01 am 
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could someone set up a test server for the patch?
maybe also adjust the patch like in Kev's plugin for easier item creation:
viewtopic.php?f=25&t=4285

there is alot more feedback needed to get an actual patch done that makes things actually better and doesnt just change the imba status away from psn zon/firestorm druid to other builds...

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PostPosted: Sun Feb 05, 2012 12:07 pm 
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Sleeper OP Zealer.

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PostPosted: Sun Feb 05, 2012 12:10 pm 
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all zealers? or just phys, was worried about them and fury being op

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PostPosted: Sun Feb 05, 2012 1:54 pm 
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ki4m wrote:
could someone set up a test server for the patch?
maybe also adjust the patch like in Kev's plugin for easier item creation:
viewtopic.php?f=25&t=4285

there is alot more feedback needed to get an actual patch done that makes things actually better and doesnt just change the imba status away from psn zon/firestorm druid to other builds...


Don't know bout a test server I can't do it. I agree thou more testing. If it was put on realm as long as duff is availabe I could do like weekly updates for a month or 2 then go for a reset once its going good. Only real items to test at this point is rws rest of testing is bosses and melee damag against them. Ofc mancer/duffs/community approval is needed to move foward

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 Post subject: Re: next patch suggestions
PostPosted: Sun Feb 05, 2012 2:22 pm 
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I sent you a PM.

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 Post subject: Re: next patch suggestions
PostPosted: Sun Feb 05, 2012 3:52 pm 
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How about fixing quest flags?
A2 true tomb tp is missing its flag, previous locations are fine
A3 change the council quest to khalims will quest.


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PostPosted: Sun Feb 05, 2012 4:06 pm 
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Steel wrote:
How about fixing quest flags?
A2 true tomb tp is missing its flag, previous locations are fine
A3 change the council quest to khalims will quest.



Trying to piss everyone off? :lol: I like it.

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PostPosted: Sun Feb 05, 2012 5:48 pm 

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LockDown wrote:
Steel wrote:
How about fixing quest flags?
A2 true tomb tp is missing its flag, previous locations are fine
A3 change the council quest to khalims will quest.



Trying to piss everyone off? :lol: I like it.

It will piss me and most of ppl off, but there is an exception, if we finaly fix a3 blizz monsters. I'm cool to run it, if we nerf healers and seraphins so they dont cast blizz/heal each other thru the walss, cos with that if u run onto 3 champs seraphs in durance there is no way to kill them unless u can almoast one shot them. If that is fixed I'm up to it :D I didnt make a3 khallims will quest for over a year or so.
Also is there a way to make very boss like himera or this spider or forge smith to always drop gem, like ss/ms in hell. I find it pointless to run some bosses even if it is for fun, but if every run occured a gem for it, it might be a viable change so ppl could even for fun run chimera and get just a lil bit of off it. What do u think?

About test realm, if duff and mancer approves it, and u willing to wait one week before it could start (i'm currently moving to the new appartment), I'm willing to put one up, so this one who choose to test it could play it simple all thru the game (it could even get like exp boost, so everything would go smoother), and it is damn important to check meles co-op with other builds, especialy 2 meles vs boss or mele + nec, it would be awsome, also diffrent compilation like summoner dru + summoner neck, i bet if it would be played well it could even take out act bosses, since my summoner was able to tank duriell hell for a good amount of time, whe there would be oak and for example bo from mele barb it could get seriously op as a 3 man party, things like that should be checked, on the other hand even if it would get op it should stay as that cos it would benefit team play over a solo play. it ned to be thought about, which way it should go. I'm going to test changes that were made. Probably at the end of the week i should have resaults of each mele build except sin, how well it is doing against bosses, i have great feeling i would be able to take down meph with mele zon if i try hard enough :D


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PostPosted: Sun Feb 05, 2012 6:05 pm 
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dunno how healers and orb quest are related but I agree about their range, it is a bit too high in dura. Not everyone has CoS or 20yards dim vision.

I said to fix quest flags. Blue wanted to bring flags back but he missed 1 and used wrongly 2nd. If no one wants them back it's fine.


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 Post subject: Re: next patch suggestions
PostPosted: Sun Feb 05, 2012 6:11 pm 
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just changing the skills line of sight column should fix this. but they will still have the same rage so places like trav they can still hit you from a long distance. So its like a half nerf gotta have some dangerous places.

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 Post subject: Re: next patch suggestions
PostPosted: Sun Feb 05, 2012 8:28 pm 

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Duff what was the changes for items and rw's?? Asking that, cos i downloaded ur patch, added it, took my perf zealer (old items), and soloed andy hell in 2-3 min, no tactic just stand against it, and kill it :D, before it was much more harder now it is cake walk. Hmmm gonna try meph in just a bit.
EDIT. Mephisto is definetly doable but mayby not with zealer, i managed to get 1/3 of his life before i run out of juvs (3 of them only), he will be cacke walk if not the mag dmg he have, bone spear etc.. just take 1/3 of my life one shot, when everything else do almoast no dmg to me. Even me, when i love mele think that boss phy resist should be upped a bit. Also u should see how quick mithia went down, thats insane. It needs further testing, but as i see it now, we made mele op a bit, thats ust my opinon, which may change when i check every mele and all bosses.
Also i rather would like higher boss resist but less leech penality than lower boss phy res, With 60% life leech i didnt leech at all from meph, so it isnt working as it suppouse to be cos at andy i could leech 1/3rd of my life with one zeal used.
Also still ar needs to be addressed, still hard to hit with mele.
EDIT
Tested ww barb, it got it's power back, but still i think res should be back on godfathers, also wasnt able to scrach meph solo. But no source of amp so it could be reason but with 60%ll no life lleched back. Andy soloed np.
Overal feeling for meles. hmmm Buff fcking mana leech, none of end game items have mana leech, thats so fcking anoying.


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 Post subject: Re: next patch suggestions
PostPosted: Fri Feb 10, 2012 9:02 pm 

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Do something with blade sentinel to make it more viable. Maybe have multiple blades go out? Also the little fire bombs that catapults throw out and then they pop when you walk over them...can we get rid of that shit. Its so laggy. Last suggestion is to modify blessed hammer animation so shit isnt as hard to hit?


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 Post subject: Re: next patch suggestions
PostPosted: Sat Feb 11, 2012 1:18 am 

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Delta wrote:
Do something with blade sentinel to make it more viable. Maybe have multiple blades go out? Also the little fire bombs that catapults throw out and then they pop when you walk over them...can we get rid of that shit. Its so laggy. Last suggestion is to modify blessed hammer animation so shit isnt as hard to hit?
I'd like to see catapults set to cast less often or maybe idled myself. Hammers ain't that bad, just gotta position yourself properly, which can be annoying at times, but they always come from the same spot about 9 o'clock on the screen. The sweet spot is about 9-11 o'clock iirc since I haven't played a hdin in a while.

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PostPosted: Sat Feb 11, 2012 8:14 pm 
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Catapults are set to attack less often
also at this point I've decided against nerfing anything atm I will update notes and patch tomorrow.
gotta build up the playerbase again

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 Post subject: Re: next patch suggestions
PostPosted: Sun Feb 12, 2012 1:39 am 

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Delta wrote:
Do something with blade sentinel to make it more viable. Maybe have multiple blades go out? Also the little fire bombs that catapults throw out and then they pop when you walk over them...can we get rid of that shit. Its so laggy. Last suggestion is to modify blessed hammer animation so shit isnt as hard to hit?

bh is good if u got telly but until u get telly to position urself correctly its a pain in the ass more a skill thing imo than a ui isssue


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 Post subject: Re: next patch suggestions
PostPosted: Sun Feb 12, 2012 12:26 pm 

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Quote:
I'd like to see catapults set to cast less often or maybe idled myself. Hammers ain't that bad, just gotta position yourself properly, which can be annoying at times, but they always come from the same spot about 9 o'clock on the screen. The sweet spot is about 9-11 o'clock iirc since I haven't played a hdin in a while.


I feel like if blessed hammers shot out 2 hammers, one starting to the right and one starting to the left that would make it a little less annoying trying to always postion yourself correctly.


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 Post subject: Re: next patch suggestions
PostPosted: Sun Feb 12, 2012 2:20 pm 
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dew wrote:
Catapults are set to attack less often
also at this point I've decided against nerfing anything atm I will update notes and patch tomorrow.
gotta build up the playerbase again


good call :!:

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 Post subject: Re: next patch suggestions
PostPosted: Wed Feb 15, 2012 11:40 am 

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I'm pretty sure that WC change is not a good idea. Yes it would benefit piercing from Sanctuary aura but it loses more from not being fully Phyz when a talented player uses it with a Amp/Decrep ctc item.


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PostPosted: Wed Feb 15, 2012 12:34 pm 
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Sexcalibure wrote:
I'm pretty sure that WC change is not a good idea. Yes it would benefit piercing from Sanctuary aura but it loses more from not being fully Phyz when a talented player uses it with a Amp/Decrep ctc item.


have you tested it with sanc and some passive pierce AND decrep/amp on his new patch?

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PostPosted: Wed Feb 15, 2012 1:02 pm 
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Umm well you know if you want to use holy armor fine but imo there are better choices. 2x heavens will = 50% pierce so with out amp its a nice dps increase. Also a lot less monsters have high mag res compared to phys. should test b4 claiming something is good or bad.

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 Post subject: Re: next patch suggestions
PostPosted: Wed Feb 15, 2012 4:26 pm 

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About bad changes, again my 2 cents. Change to zons pdr/mdr, it will only cause psn zons grow stronger. I never add point into dodge/avoid/pierce with my psn zon, and mos of ppl do the same as i do, this will cause to psn zonst to benefit from that change. i still would rather see that synergy activated from bow/mele zons since their survivability is less than psn zon. Just my opinion.


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PostPosted: Wed Feb 15, 2012 4:54 pm 
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Its being changed to lock out on psn/light jav skills instead of what it is currently

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PostPosted: Thu Feb 16, 2012 6:51 pm 

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Revised list looks pretty sweet. How do you feel about returning some of the old A2 mercenary auras? Gogo blessed aim, holy freeze, and defiance mercs again. Purerage planned to do this but never got around to it I guess.


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 Post subject: Re: next patch suggestions
PostPosted: Thu Feb 16, 2012 7:05 pm 
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drrod wrote:
Revised list looks pretty sweet. How do you feel about returning some of the old A2 mercenary auras? Gogo blessed aim, holy freeze, and defiance mercs again. Purerage planned to do this but never got around to it I guess.


fuck ya!

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 Post subject: Re: next patch suggestions
PostPosted: Thu Feb 16, 2012 7:11 pm 
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slappyNuts wrote:
drrod wrote:
Revised list looks pretty sweet. How do you feel about returning some of the old A2 mercenary auras? Gogo blessed aim, holy freeze, and defiance mercs again. Purerage planned to do this but never got around to it I guess.


fuck ya!

Thanks guys

If there's no major issue against it then sure mercs can be changed.

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 Post subject: Re: next patch suggestions
PostPosted: Fri Feb 17, 2012 7:25 am 

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dew wrote:
slappyNuts wrote:
drrod wrote:
Revised list looks pretty sweet. How do you feel about returning some of the old A2 mercenary auras? Gogo blessed aim, holy freeze, and defiance mercs again. Purerage planned to do this but never got around to it I guess.


fuck ya!

Thanks guys

If there's no major issue against it then sure mercs can be changed.
Issue #1 we have a HF merc, aka act3 cold, do we need another? 2) with BA and defiance on so many items I don't see the need really.

Personally I'd like to see HW toned down a lot. something like 3 skills and perhaps a lvl 5 medi aura. As is makes barbs way strong, especially with the change to WC having the 50/50 split. In fact the original plan didn't include medi on it, that was a Blue screw up imo. Should really be changed for the same reason medi was removed from the holy crafts. Having medi on it synergizes with prayer from Immortal Flesh making barbs able to hit greater prayer levels than a pally can in a lot of cases. I know people won't like it but meh.

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Freezes target +8
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All Resistances +(35 to 40)

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 Post subject: Re: next patch suggestions
PostPosted: Fri Feb 17, 2012 3:41 pm 
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Ah fuck there goes my Hdin build with HWill getting changed.

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 Post subject: Re: next patch suggestions
PostPosted: Fri Feb 17, 2012 3:46 pm 

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LockDown wrote:
Ah fuck there goes my Hdin build with HWill getting changed.
Only suggesting the change to slow down the WC barbs. Hdins can have a ready source of medi in Purity. The fact a barb dual-wields them with IF belt gives them the ability to heal as well as tank exceptionally well, seems a no-brainer really. Should have been nerfed last patch, IMO anyway.

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PostPosted: Fri Feb 17, 2012 4:07 pm 

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kwikster wrote:
LockDown wrote:
Ah fuck there goes my Hdin build with HWill getting changed.
Only suggesting the change to slow down the WC barbs. Hdins can have a ready source of medi in Purity. The fact a barb dual-wields them with IF belt gives them the ability to heal as well as tank exceptionally well, seems a no-brainer really. Should have been nerfed last patch, IMO anyway.

Hwill is almoast most expensive runeword as it is now, and also wc barbs need that boost to at least survive long enough to do dmg, sure hwill make them unbeatable vs trash but it makes them viable vs bosses instead of usless, also love bobitch 2x hwill + dedicated healing pally, as a support combo for doing los, it gives such a ridiculus prayer healing it makes it insane, but same time hard to do and cooperate. I think hwill should remain untoutched cos at the end game it gives wc barbs that little edge they need.


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 Post subject: Re: next patch suggestions
PostPosted: Fri Feb 17, 2012 4:21 pm 
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Agree on medi being on HW wrong, but Hdins/WC barbs will need 90/endgame weapon anyway. Either make a new 90lvl rw with skills, fcr, -mag or just remove medi from HW, only paladins should have a strong healing aura.

-25 mag res > sanc aura(-10 iirc). There are already many zod/90+lvl weapons for melee so don't make another.


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 Post subject: Re: next patch suggestions
PostPosted: Fri Feb 17, 2012 4:34 pm 

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Also can anyone double check if the rar from link works fine, i feel like dew updated it and now whenever i download and open it i get unexpected end of archive. I'm on other pc so i cant get working data.zip from there.


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 Post subject: Re: next patch suggestions
PostPosted: Fri Feb 17, 2012 5:04 pm 
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Hmm how high are you getting prayer on a barb? If anything I'd lower prayer on imm flesh. The change to wc was so barbs could benefit damage wise against trash with hwill. But then again I don't plan on nerfing anything till realm test feedback is under way.

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 Post subject: Re: next patch suggestions
PostPosted: Fri Feb 17, 2012 6:46 pm 

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hmmm my wc barb on sp got 37 lvl prayer, this gives him enough to just tank andy as no brainer no pots or anything, also thanks to new change to wc i managed to kill tobial who was stone skin and phy immune.


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 Post subject: Re: next patch suggestions
PostPosted: Fri Feb 17, 2012 11:23 pm 

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Prescot wrote:
Also can anyone double check if the rar from link works fine, i feel like dew updated it and now whenever i download and open it i get unexpected end of archive. I'm on other pc so i cant get working data.zip from there.

THIS


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 Post subject: Re: next patch suggestions
PostPosted: Sat Feb 18, 2012 2:54 am 
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IF - 14
Griff - 3
Temp/Enigma -3/2
Gloves - 2
Boots - 1
Rings - 2
Amu - 2
Dual wpn - 10
Anni, brain - 4
That's 41, 101 charm would add another.
Anyway you have like 25k hp + 700heal (maybe less this leader, prayer was nerfed). Before you wear IF you're below average.


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 Post subject: Re: next patch suggestions
PostPosted: Sat Feb 18, 2012 6:47 am 
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guess i gear chars alot differently
Halaberd's
safey craft rings an ammy
tyreals
rest the same
so lvl 33= 115 heal from prayer x3 = 345
lvl 41= 195x3=585

pally can get lvl 65 prayer = 465x3=1395

is this really that big of an issue endgame for barbs?
if so lets nerf thngs on a reset patch, the idea behind this patch was to make more variety and to try and build up the player base again.

Link Fixed don't know why it was messed up

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 Post subject: Re: next patch suggestions
PostPosted: Sat Feb 18, 2012 8:30 am 

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dew wrote:
guess i gear chars alot differently
Halaberd's
safey craft rings an ammy
tyreals
rest the same
so lvl 33= 115 heal from prayer x3 = 345
lvl 41= 195x3=585

pally can get lvl 65 prayer = 465x3=1395

is this really that big of an issue endgame for barbs?
if so lets nerf thngs on a reset patch, the idea behind this patch was to make more variety and to try and build up the player base again.

Link Fixed don't know why it was messed up

We souldnt nerf that, it makes a bit of variety, also nerfing IF will hit in summoners which also use it. WC barbs may feel a bit op as they are now, but at the long run still finding hard to clear tundra or get thru RoF solo, i'v run onto major problem with my items on wc barb i have no fhr, will need to coinsider some changes but as it is now it is doing 16k mag and 16k phy dmg so it is kinda good, and also it is char for relax play cos it isnt as easy to kill as it may be. But need to checks diff strategy on it, i have feeling with recent changes there is a way to gear him to be viable at bosses fight.
Also prayer as it is and as it stack with multiple instances, prayer from barb + prayer from dedicated healer gives huge boost especialy at hard boss fights, sure they only stand behind healing and booing but with 3 friends every one on 2 chars we managed to do LoS, also coinsidering summoners with prayer behing we get to the point that our healer/tanker could stand agains each los boss except druid, sure it is imbalanced but same time it took a lot of work and coordination and time to find perfect builds perfect gear and anctualy understand how things work. I dont like the point to nerf everything, we should go live with patch as it is now and do the real testing. Fun is more important then making boss fights from 30 min to 1h, and another 2h of farming juvs. I would rather see making boss not stronger but make them so every one ned special tactic to kill, rright now most bosses are no brainers, just summon decoy/blades/wolfes and caster kill it without even making a step in right or left just spaming skills. I would rather see it working as when boss cast spell u have to avoid it, u have to tank it other way, just something to make it challanging but not stupidly hard ...


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 Post subject: Re: next patch suggestions
PostPosted: Sat Feb 18, 2012 10:48 am 

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Thx Dew i cant test patch now XD
Knives Area Effect... best thing ever for Enchant sorcs XD


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 Post subject: Re: next patch suggestions
PostPosted: Sat Feb 18, 2012 11:01 am 
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what about removing counter proc on framed skills like inferno, arcticstorm and wake of inferno for the next patch?
btw is the mdr boost on bosses still in the patch?

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PostPosted: Sat Feb 18, 2012 11:05 am 
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no since it doesnt affect poison and the calc is too big to properly adjust it for lower lvls giving some normal bosses way too much

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 Post subject: Re: next patch suggestions
PostPosted: Sat Feb 18, 2012 11:48 am 

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is it possible that the patch only works graphicaly on HighresHU?
CUz my skill tree is mmm missing lol
tryed to go in normal version, skill Skeleton mage ( cuz i thought it was conresponding to Archer) get back on patch test and bang.. got maxed confused skill lol


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 Post subject: Re: next patch suggestions
PostPosted: Sat Feb 18, 2012 12:51 pm 
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new links up one for high res install and one for low res install, issue fixed!

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 Post subject: Re: next patch suggestions
PostPosted: Sat Feb 18, 2012 1:12 pm 

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If only all tech support were as fast as u Dew XD
Hope it'll help people... i cant get anything of HU running nice... on Norm res things without ur patch work fine until i crash when getting in some areas. and Highres is all messed up and always crash.. cant run the d2ModSetup, the black window apears for like 0.01sec


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PostPosted: Sat Feb 18, 2012 1:43 pm 
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does it ask you to install mod? what operating system?

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PostPosted: Sat Feb 18, 2012 2:09 pm 

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It asks me nothing, i can run the game and play on the server but i crash when getting in some specific areas, cant equip merc.
I dont understand because when i instaled the Mod back in October i think, it was working perfectly... i think imma try to get a 1.07 version instead of this clean 1.10, maybe its corrupted. Lost my D2 cds lol

Ur patch content seems to work even if my game is bugged, i see the Knife nova but didnt went further... gonna put effort in fixing my game when patch ill be done and when i wont be in exam session XD


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 Post subject: Re: next patch suggestions
PostPosted: Sat Feb 18, 2012 2:44 pm 

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dew wrote:
guess i gear chars alot differently
Halaberd's
safey craft rings an ammy
tyreals
rest the same
so lvl 33= 115 heal from prayer x3 = 345
lvl 41= 195x3=585

pally can get lvl 65 prayer = 465x3=1395

is this really that big of an issue endgame for barbs?
if so lets nerf thngs on a reset patch, the idea behind this patch was to make more variety and to try and build up the player base again.

Link Fixed don't know why it was messed up
I guess I'm one of those who thinks a barb healing himself via prayer+medi in concert is wrong. Second, with the mana regen from dual HW the never need mana so they can simply stock their belts with red/purple pots. Also remember that they are healing the party using that set up so the others benefit. IIRC, that's the reason prayer moved from rings to ammy's and medi was removed in holy crafts made it too ez the normal and nm.

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PostPosted: Sat Feb 18, 2012 2:48 pm 
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Yeah when you run the d2mod.bat it should ask you if you want to install/uninstall the mod. Try redownloading the base files you might be missing the d2mod.dll. if you can get the d2mod to install that will fix crashes/merc and ui related issues

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PostPosted: Sat Feb 18, 2012 3:17 pm 
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Medi ammys were changed b/c helaers were hitting 2.5k heals on auras, prayer was then nerfed to lower the values that barbs and pallies could get. Again right now im focusing on opening up builds for this patch. Nerfing items wont work without a reset b/c no one will use em. Also im sure something will need adjusting after patch goes on realm. So let's stay focused on that, nerfing can come with a reset patch. Don't worry tho I am taking notes for nerfs

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PostPosted: Sat Feb 18, 2012 11:07 pm 

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Dew if you need any help, for testing, ideas, doing the changes, logistic or coding, i can gice a hand. Only prob is that Ill be able full time only wednesday, got some exams, including a java prog one (real joke lol).


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 Post subject: Re: next patch suggestions
PostPosted: Sun Feb 19, 2012 2:01 am 

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Quote:
I guess I'm one of those who thinks a barb healing himself via prayer+medi in concert is wrong. Second, with the mana regen from dual HW the never need mana so they can simply stock their belts with red/purple pots. Also remember that they are healing the party using that set up so the others benefit. IIRC, that's the reason prayer moved from rings to ammy's and medi was removed in holy crafts made it too ez the normal and nm.



wc barbs never run out of mana or need mana pots if u build them decently and get to lvl 60ish and that is without insight or hw. no source of medi and they still stock belts with only reds and purples, or at least my build works that way. also medi gone off of hw would cripple the healer pally. pally would always be out of mana when healing a tank and thus the tank would die as would the group, cause even if u are double dipping prayer via medi/prayer, it isnt enough to keep the tank alive. maybe if a group had perfect gear it would be different but our group never got to that point to find out. if medi was taken off of hw then i would just use insight to double dip prayer. if u really want to take medi away from wc barbs make the hw a pally only weap.


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 Post subject: Re: next patch suggestions
PostPosted: Sun Feb 19, 2012 6:23 am 
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Why the hell would I use a Purity on a HDin...nty.

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 Post subject: Re: next patch suggestions
PostPosted: Sun Feb 19, 2012 11:44 am 

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Sure it sucks for the dmg of the hammers but still it gives good FCR, mana regen and nice basic heal and psn res.


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 Post subject: Re: next patch suggestions
PostPosted: Sun Feb 19, 2012 10:41 pm 
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As opposed to a DScale which helps with defense and not having to chug 9000 juvies.

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 Post subject: Re: next patch suggestions
PostPosted: Mon Feb 20, 2012 6:20 pm 

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LockDown wrote:
Why the hell would I use a Purity on a HDin...nty.
Why the hell should a barb have access to something like the medi-prayer combo at skill levels higher than some pally's can hit? They shouldn't. IIRC, when made in prayer sticks baba gets the synergy of the prayer from the scepters as well. IMO, either make HW pala only or remove medi so baba can't auto pot with it. Coupled with the -50% to magic res only they can get by dual-wielding it. Another possibility is use my proposed HW nerf and change Purity. I'm looking to tame down the new WC barbs a tad even though their skill ain't 100% magic, the pierce from 2x HW is a bit much.

Level (16 to 20) Meditation Aura
When Equipped
350-400% Enhanced Defense
All Resistances +20
+(1 to 3) to Conviction
+(1 to 3) to Fanaticism
+(1 to 3) to HolyBolt
+(1 to 3) to Prayer
+4 to Paladin skills
+200 to Life
+200 to Mana
50% Better Chance of Getting Magic Items
Magic Damage Reduced by 12

Heavens will
Indestructible
20% Chance to cast level 40 Fist of the Heavens on striking
Level 20 Meditation Aura When Equipped
Level 5 Sanctuary Aura When Equipped (originally lvl 5 sanc 1.21z)
+3 to All Skills
+50% Increased Attack Speed
+50% Faster Cast Rate
Adds 250-500 cold damage
-25% To Enemy Magic Resistance
+500-550% Enhanced Damage
15% Deadly Strike
Freezes target +8
Slows Target by 4%
All Resistances +(35 to 40)

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 Post subject: Re: next patch suggestions
PostPosted: Mon Feb 20, 2012 6:25 pm 
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Well the files are in first post I've lost interest in hu and I am moving on to my own project soon. It's just too hard for people to agree on anything around here.

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 Post subject: Re: next patch suggestions
PostPosted: Mon Feb 20, 2012 6:39 pm 

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dew wrote:
Well the files are in first post I've lost interest in hu and I am moving on to my own project soon. It's just too hard for people to agree on anything around here.

All of my happiness is gone now...
This patch was my hope to come back on Hu.
Dude dont listen to whinners, do what you think is right, anyway it never can be worse than Psn java...


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 Post subject: Re: next patch suggestions
PostPosted: Mon Feb 20, 2012 6:54 pm 
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tt thanks for your effort dew

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 Post subject: Re: next patch suggestions
PostPosted: Mon Feb 20, 2012 10:00 pm 
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dew wrote:
Well the files are in first post I've lost interest in hu and I am moving on to my own project soon. It's just too hard for people to agree on anything around here.


I can totally understand your move....
could you send me some infos about what your new project per pm?

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 Post subject: Re: next patch suggestions
PostPosted: Tue Feb 21, 2012 12:18 am 
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ki4m wrote:
dew wrote:
Well the files are in first post I've lost interest in hu and I am moving on to my own project soon. It's just too hard for people to agree on anything around here.


I can totally understand your move....
could you send me some infos about what your new project per pm?


Dito, I too am done with this place. PM me on PK if you need any help with your project.

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 Post subject: Re: next patch suggestions
PostPosted: Tue Feb 21, 2012 1:08 pm 
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Not that anyone gives a fuck but I'm going with Dew. If anyone has interest in running the item database you should PM Dew. He won't take it down but neither of us will be editing it anymore.

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 Post subject: Re: next patch suggestions
PostPosted: Tue Feb 21, 2012 3:47 pm 
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LockDown wrote:
If anyone has interest in running the item database you should PM Dew. He won't take it down but neither of us will be editing it anymore.


Blue 2.0! :lol:

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though don't have much faith in melee characters right now, with the huge CB nerf physical melee characters may as well be hitting bosses with a cardboard sword and it doesn't appear the damage boost from str has helped alleviate that.


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 Post subject: Re: next patch suggestions
PostPosted: Tue Feb 21, 2012 4:13 pm 
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Nazgul wrote:
LockDown wrote:
If anyone has interest in running the item database you should PM Dew. He won't take it down but neither of us will be editing it anymore.


Blue 2.0! :lol:



LOL wut? Everything is still there

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 Post subject: Re: next patch suggestions
PostPosted: Tue Feb 21, 2012 6:41 pm 
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oh.


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 Post subject: Re: next patch suggestions
PostPosted: Tue Feb 21, 2012 11:47 pm 
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People are losing sight of the goal.
You don't need to have raging support from strangers on the forum. The goal is to raise the overall playability of the mod for the entire player base. The potential player base for this mod is rather large. Being live for so many years gives this mod that unique advantage. The number of individuals that have played on these servers over the years is significant.
The continued improvements to this mod are done to make it better for ALL potential players on these servers. That number is far higher than the 50 or so that answered a polling question.

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 Post subject: Re: next patch suggestions
PostPosted: Tue Feb 21, 2012 11:54 pm 
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Sad thing is we lost so many players when 1.3a came out it sucked... :cry:

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 Post subject: Re: next patch suggestions
PostPosted: Wed Feb 22, 2012 12:21 am 

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Zikur wrote:
People are losing sight of the goal.
You don't need to have raging support from strangers on the forum. The goal is to raise the overall playability of the mod for the entire player base. The potential player base for this mod is rather large. Being live for so many years gives this mod that unique advantage. The number of individuals that have played on these servers over the years is significant.
The continued improvements to this mod are done to make it better for ALL potential players on these servers. That number is far higher than the 50 or so that answered a polling question.

I do agree with him here, you take the good suggestions and ignore the rest. There are a few here with experience dating back a few patch, that still play and comment. Listen to them, they can be sound with balancing.

Asteroth wrote:
Sad thing is we lost so many players when 1.3a came out it sucked... :cry:
Many of those who left, would have left even if Terry had made the next patch instead of Blue, it's a simple fact. Yes, 1.3a sucked and brought some unwelcome changes, anti-rush for one, but any player worth keeping stayed.

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 Post subject: Re: next patch suggestions
PostPosted: Wed Feb 22, 2012 5:16 am 
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Nazgul wrote:
LockDown wrote:
If anyone has interest in running the item database you should PM Dew. He won't take it down but neither of us will be editing it anymore.


Blue 2.0! :lol:



Dafuq.

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 Post subject: Re: next patch suggestions
PostPosted: Mon Mar 05, 2012 10:00 pm 

Joined: Tue Sep 01, 2009 9:19 pm
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Location: Reno NV
Quote:
Change casting animations for chain lightning and lightning (same animation as tk)

I like this change for the lightning. But playing my sorceress today I've finally realized that you can only have one chain lightning on the screen at a time(at least I'm 90% sure). Maybe we could make it two on the screen at a time? That would really make the build shine, maybe even too much.

edit: on second thought, I'm pretty damn sure that would be too OP(2 CL at once), so scrap it. At most we could increase the CL hits but it's hardly necessary.


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 Post subject: Re: next patch suggestions
PostPosted: Tue Mar 06, 2012 8:42 am 
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Actually chain lightning has next delay I thought (would have to double check the files). If it does even if you had multiple chain lightnings on screen enemies would still only get hit at X rate as allowed by the next delay.


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 Post subject: Re: next patch suggestions
PostPosted: Thu Mar 15, 2012 12:19 am 
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ok heres what i did to keep amp still ok with 1 point in it
lvl 1 -15% to physical resist
gains -1% per level (hard point or soft point)
so you need lvl 51 amp to hit max of -65% (doable IF you max it)
reworked the pdr formula for bosses to accommodate higher amp values

ex: baal at 90 res
30k dmg - 4.5k pdr = 25.5k
25.5k*.1= 2550 damage done

baal at 30 res
30k dmg - 13.6k pdr = 16.4k
16.4k*.7= 11480 damage done
with out the pdr added
you would do 21k to baal with amp
you would do 3k to baal without amp

side note if you do 30k dmg and have 40% life leech
baal with life tap you would leech ~300 life per hit
baal amped you would leech ~170 life per hit
so you could either do some dps with amp or tank easier with life tap

also i was able to link the formula through the calc columns so it has different formulas for normal and nightmare. allowing greater control for balancing each difficulty. :mrgreen:

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 Post subject: Re: next patch suggestions
PostPosted: Thu Mar 15, 2012 1:17 am 

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Sounds good Dew. I apologize for taking shots at you. I just wanted to make sure melee didn't become too overboard but it seems you were well aware of the readjustment they needed due to the amp values. Again sorry seems like you know what you're doing balance wise. Gl with the patch & appreciate your efforts.

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 Post subject: Re: next patch suggestions
PostPosted: Thu Mar 15, 2012 1:27 am 
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np man its cool
another thing to add to the patch is inferno and arctic blast now displays the CORRECT damage. fuck yeah i hate when the game lies to me so i had to fix it

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 Post subject: Re: next patch suggestions
PostPosted: Thu Mar 15, 2012 4:02 am 

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um, can bosses still block melee attacks?
Last time I heard they had kinda high block chance aswell....

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 Post subject: Re: next patch suggestions
PostPosted: Wed Apr 11, 2012 4:54 am 

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Could I just grab this along with kramuti's item edits and that's the new patch for now? Or are we missing/waiting for something to be included first?


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 Post subject: Re: next patch suggestions
PostPosted: Tue Jun 12, 2012 11:09 pm 

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So they got one thing right with diablo 3 auto gold pickup.

How about it?

can it be done?


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 Post subject: Re: next patch suggestions
PostPosted: Thu Jun 14, 2012 4:09 am 

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Location: Australia
@ phil, gold only pickit which is auto turned on and auto implimented for all players.

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