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 Post subject: drrod's list
PostPosted: Wed Mar 14, 2012 1:24 pm 
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This is to deal with issues on drrod's wish list.
***Edit 4-20
fixed Soulmancer stats
***

***Edits 4-8 went back and collected missed changes. these include
-Nerf elemental belt craft to 2-3%, 4-7%, 8-10% x
-Archon Staff, Rune Staff War Staff and range increased by 1 x
-Staff damages returned to 1.21z values x
-Oblivion RW: extra poison set to 20 x
-Added Jealousy RW (abominae) x
-Aldur's set revisited (made wolf/bear centric see abominae's final revision or the changelog)
-Remove poison pierce from Arachnids (changed to 10-15% FRW) (Note: from nerf to 3-5%)x
****
NOTHING HAS BEEN TESTED AT ALL IN ANY WAY WHATSOEVER. USE AT YOUR OWN RISK.

http://dl.dropbox.com/u/1281266/1.XX.rar
(4-20)

Changelog is split into 4 parts for the sake of organization
runewordchanges.txt
uniquechanges.txt
setchanges.txt
miscchanges.txt

Any problems that were not solved are noted. Most of these are towards the top.

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Last edited by kramuti on Fri Apr 20, 2012 11:18 pm, edited 15 times in total.

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 Post subject: Re: drrod's list
PostPosted: Wed Mar 14, 2012 2:58 pm 
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If you are making any rw changes just dl files from my patch. I added new ones and changed one. On uniques I only changed a few ctc's which drrod has mentioned so no issues there. Those are the only item changes I made. Everything else was boss and skill related

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 Post subject: Re: drrod's list
PostPosted: Wed Mar 14, 2012 3:09 pm 
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I would probably prefer that you did the runewords if you didn't mind. I can if need be.
Ok. I just need to avoid monsters and skills otherwise. Sounds good. Thanks.

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 Post subject: Re: drrod's list
PostPosted: Wed Mar 14, 2012 3:27 pm 

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It didn't even occur to me that added sockets might go over the mod limit. If you wanna tweak or fix any of these items by all means go for it. It's so hard to look at every item objectively from just one person.

A lot of my item changes were rough drafts and it really shows by that Crown of Thieves being all over the place. That item is good enough to be left alone really. Maybe just drop the life leech(and strength obviously) and throw 2 sockets on it, and buff the MF&GF slightly(100-150% sounds good), or leave it be, either way.
Quote:
Do you want the monster level to stay at the present values, and the level requirement to be 90, or both at 90? I don't recall how it was before (for grandfather, Schaeffer, Windhammer...)

Leave the TC the same. Only the level requirement should be changed. I believe it's called ilvl?
Quote:
-Andariel's visage stygian fury reanimate returned, was it 5%? xxx(#476. imagine this is for the amp? Which amp version does it cast? Holding off for now) xxx

I'm not 100% sure which exact monster that reanimate was. I believe it was the version that only casted amp, and not weaken+amp. I guess we should be careful on this one as monsters can have pretty high amp values. Then again the item can really only be used in trash areas, which I don't see a huge issue with. This item alone makes druid summoners, bowzons, and many melee's actually worth something in trash areas. My best idea would be to clone the monster and give it a unique amp or something?


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 Post subject: Re: drrod's list
PostPosted: Wed Mar 14, 2012 6:27 pm 
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Need to change the level req column, level column affects the tcs. Also I can do the rws if ya want since its a small list just shoot me the unique items files when your done. I already have the low res and high res files put together I can just drop that in and update the links.

As long as there are no ther major issues I can talk to duff, already have mancer's blessing. So just waiting on you guys for realm testing to begin.

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 Post subject: Re: drrod's list
PostPosted: Wed Mar 14, 2012 6:49 pm 

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dew wrote:

As long as there are no ther major issues I can talk to duff, already have mancer's blessing. So just waiting on you guys for realm testing to begin.



This......AWESOME!

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 Post subject: Re: drrod's list
PostPosted: Wed Mar 14, 2012 6:54 pm 
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Verb wrote:
This......AWESOME!

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 Post subject: Re: drrod's list
PostPosted: Wed Mar 14, 2012 7:11 pm 
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ok to drrod's notes on andy helm and stuff... can do these sometime later this evening. I will think some about the socketing stuff.

Dew: if you would take care of RWs that would be nice. The only RW changes are posted above.

Noted about the blessing from on high.When uniques are taken care of, I will post them here, and probably send dew a pm.

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 Post subject: Re: drrod's list
PostPosted: Thu Mar 15, 2012 6:50 pm 
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well wtf, didn't i used to be able to copy a link from dropbox? i don't see this option now. if nothing else i will pm stuff later and clean up initial post...basically did other things on wish list, will note what is left to do. still where the hell did that functionality go?

Edit:has to be in public...up on first post

Edit2: crap I forgot to take off blade shield proc from Black Hades...it doesn't work...people should stop using that skill for ctc.
Also forgot to do WarpSpear change...nobody went whacko even when i tried to bring people's attention to the change...maybe i need to make another pass at some point (contrary to what the first post now says).

Were the procs on facets ever dealt with by anybody? I don't recall how that debate was settled at the moment.

People should give ideas on the items that have no properties available for sockets.

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 Post subject: Re: drrod's list
PostPosted: Thu Mar 15, 2012 10:41 pm 
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Something related to be considered. Now that a CB change was made in mass to uniques, RWs should probably be considered. Would be kinda of silly to have such a disparity in my opinion.

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 Post subject: Re: drrod's list
PostPosted: Thu Mar 15, 2012 11:49 pm 
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only thing proc wise that was changes was actually skill related. poison spray facets caused massive counters, now they dont

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 Post subject: Re: drrod's list
PostPosted: Fri Mar 16, 2012 11:39 am 

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kramuti wrote:
Something related to be considered. Now that a CB change was made in mass to uniques, RWs should probably be considered. Would be kinda of silly to have such a disparity in my opinion.

I've been meaning to get to this. I can throw up a list for ya this weekend. Or you can go ahead and tackle it yourself. I was just going to basically take any RW with CB already on it and throw 6-8%(Ber included) on 'em. A bit more for two handed only ones.

I wanted to go through the Zod runewords&Sets and make them better but I've been slacking. I'll try and get it done this weekend.


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 Post subject: Re: drrod's list
PostPosted: Fri Mar 16, 2012 1:46 pm 
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Just make up a list when you have time. I can run through dew's file afterwards. If he doesn't get to the RWs from the first list by then, I will do those too.

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 Post subject: Re: drrod's list
PostPosted: Fri Mar 16, 2012 8:07 pm 

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Here's a crude list, pretty sure I got them all. Values include the Ber rune. Also going to try and tweak(buff) melee crafts this weekend.

Runewords:
Obediance-5%
Duress-3%
Brand-8%
Faith-8%
Famine-8%
Fury-8%
Ice-8%
Eternity-8%
Wrath-8%
Holy Tears-8%
Destruction-8%
Hatred-12%
Darkness-6%
Last Wish-8%
Temptation-8%

Unique Armor:
Rattlecage-3%
Venom Grip-3%
Steel Rends-3%
Goblin Toe-3%
Gore Riders-3%


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 Post subject: Re: drrod's list
PostPosted: Sat Mar 17, 2012 11:31 am 

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why does the zod rw have the same amount of cb as the non zod rw?
thats not balance....

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 Post subject: Re: drrod's list
PostPosted: Sat Mar 17, 2012 12:16 pm 

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We've pretty much agreed to not take CB on 1H over 8% on the weapons. If you want I can go and make all the non Zod RWs 6-7%, but I hardly think that's necessary. Anyway like my previous post said that's a crude list and I'm gonna tweak the Zod RWs, Sets, and melee crafts further today and tomorrow.


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 Post subject: Re: drrod's list
PostPosted: Sat Mar 17, 2012 1:27 pm 
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have had issues downloading the hi-res version of dew's stuff. i will likely just redo the runewords in his list.

Edit: a number of these do not have room for CB. Some had it of course, but I really don't know wtf has changed on them over the past 2 patches any more. The 'crude' list needs a little more polish before I will finish this up. I may be able to dig up the changes from last go round...i remember abominae had a list...maybe they were in that.

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 Post subject: Re: drrod's list
PostPosted: Sat Mar 17, 2012 5:32 pm 

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The only item from that list I remember adding CB to was Obedience, the rest were simply buffed. Perhaps some of the items aren't accurate in dew's site's list?


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 Post subject: Re: drrod's list
PostPosted: Sat Mar 17, 2012 5:42 pm 
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Many (i didn't quite go through all) that had 2% CB were from Ber only. Some other stat was added to some of these, Ber was reduced (i don't even remember when it was what any more), or some combination of both. I think Faith had repair added to it, and Famine had magic damage added at some point?. So we will need to go those more thoroughly at some point.

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 Post subject: Re: drrod's list
PostPosted: Sat Mar 17, 2012 6:38 pm 

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I guess either post/PM me a list of the conflicts or just only add CB to existing mods.

Do the rune mods add to the max mod limit on runewords? I'm seeing some with 14 in the list. I was talking with Abominae and I guess there's a way to combine two mods together in the same column? I don't know exactly how it works so maybe Baerk will chime in.


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 Post subject: Re: drrod's list
PostPosted: Sat Mar 17, 2012 7:17 pm 
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Runewords:
Obediance-5%-done
Brand-8% xxx no space. needs 6 more xxx
Faith-8% xxx no space. needs 6 more. maybe new stat since damage and attack are the same values? xxx
Famine-8% xxx no space. needs 6 more. switch with magic damage? 200-250? why is elemental damage over 100 frames? this seems odd? xxx
Fury-8% xxx no space need 6 more. xxx
Ice-8% xxx no space. needs 6 more xxx
Eternity-8% xxx no space. needs 6 more xxx
Wrath-8%-done
Holy Tears-8% xxx no space. needs 6 more xxx
Destruction-8% xxx no space. needs 6 more xxx
Hatred-12% xxx no space. needs 6 more xxx
Darkness-6% xxx no space. needs 6 more xxx
Last Wish-8% xxx no space. needs 6 more xxx
Temptation-8% -done

Unique CB done.

There can be 7 properties in Runes.txt. Any other properties are from runes, except where Baerk has made some new ones like fhrfbr.

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 Post subject: Re: drrod's list
PostPosted: Sat Mar 17, 2012 7:19 pm 

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So to buff on top of the 2% CB Ber it requires a whole additional column? Shit. I'm working on a new list now.


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 Post subject: Re: drrod's list
PostPosted: Sat Mar 17, 2012 7:56 pm 
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there may be some where a new stat can be created like what Baerk did, but I don't think all of them can be solved in that manner.

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 Post subject: Re: drrod's list
PostPosted: Sat Mar 17, 2012 8:33 pm 
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The limit to rolling stuff into one stat requires the mods in question to share the same value range. An example being an item has both FHR and FBR. As long the two mods have same lower and upper limits as to what it can be (such as 10 to 20% or simply a fixed 15%) then it can be rolled into one stat. Stuff like KB, CBF, indestructible, and eth can be rolled into one stat since they just require a value of 1 to activate.


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 Post subject: Re: drrod's list
PostPosted: Sat Mar 17, 2012 8:50 pm 

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kramuti drop the added CB idea on everything but Hatred and Last Wish(edited below). Maybe we'll tweak them later but it isn't really necessary on those, especially since they're mostly mercenary weapons or garbage. There might be another RW or two over limit on the list below, let me know.

Alright here's the Zod runeword tweaks, craft tweaks, and a couple of deadly strike tweaks to uniques. Sets later tonight or tomorrow.

Couple of deadly strike buffs:
Championfist-buffed to 20% DS
Steel Rends-buffed to 15% DS

RUNEWORDS:

-Valor and Armageddon can be made in claws.
-Lo rune buffed 15% to 25% deadly strike. I went through all the runewords with Lo in them and none of them seem to have additional DS. So you should only need to adjust the deadly strike on a couple of the Zod runewords listed below.
-Cham Rune buffed to 10% Slow

Temptation
Level 90
Zod,Cham,Ber
Javelins,Thrown Weapons
Indestructible
Level 5 Fanaticism Aura When Equipped
+500% Enhanced damage
+70% Increased Attack Speed
8% Chance of Crushing Blow
66% Deadly Strike
Freezes target +8
Slows Target by 10%
Replenishes quantity
10% Chance to cast level 5 Amplify Damage on striking
+3 to All Skills

Last Wish
Level 90
Ber,Ohm,Cham,Zod,Lo
Swords,Axes,Hammers,Polearms,Spears,Scepters,(No Staves)
Indestructible
25% Chance to cast level 5 Fade when struck
Level 20 Might Aura When Equipped
+550% Enhanced damage
+90% Increased Attack Speed
8% Chance of Crushing Blow
50% Deadly Strike
Prevent Monster Heal
Freezes target +8
Slows Target by 10%
Adds 1-500 lightning damage
Adds 250-500 cold damage
5% Chance to cast level 5 Life Tap on striking
15% Chance to cast level 50 Lightning on attack

Oblivion
Level 90
Zod,Jah
Wands
Indestructible
10% Chance to cast level 6 Fade on striking
+5 to Necromancer Skill Levels
+99% Increased Attack Speed
Ignore Target's Defense
Level 20 Bone Wall (50 Charges)
+50% Faster Cast Rate
20-25% to Enemy Magic Resistance
20-25% to Enemy Poison Resistance
Regenerate Mana 100%
+50 to Mana After Each Kill
Level 5 Fanaticism Aura When Equipped
+(475 to 500)% Enhanced damage
+3 to All Skills
+20 to Cyclone Armor
40% Mana stolen per hit
40% Life stolen per hit

Sorrow
Level 90
Zod,Shael,Shael,Jah,Ohm
Hammers,Axes,Swords
Indestructible
15% Chance to cast level 15 Decrepify on striking
+3 to All Skills
+550% Enhanced damage
+40% Faster Run/Walk
+139% Increased Attack Speed
Ignore Target's Defense
Adds 1-500 lightning damage
25% Life stolen per hit
Level 20 Sacrifice (50 Charges)
-50% Target Defense
Replenish Life +33
+20 to Sacrifice

Desire
Level 90
Zod,Um,Ohm,Vex
Bows,Crossbows
Indestructible
+5 to All Skills
+575% Enhanced damage
+66% Increased Attack Speed
+(1 per level) to Maximum Damage (Based on Character Level)
+500 to Attack Rating
Adds 1-500 lightning damage
25% Chance of Open Wounds
Knockback
All Resistances +40%
10% Chance to cast level 5 Amplify Damage on striking
Adds 250-500 fire damage
15% Mana stolen per hit

Vengeance
Level 90
Zod,Jah,Lo,Ohm
Spears,Polearms
Indestructible
Level 25 Concentration Aura When Equipped
+5 to All Skills
+550% Enhanced damage
+90% Increased Attack Speed
Ignore Target's Defense
+500 to Attack Rating
Adds 1-500 lightning damage
Adds 250-500 cold damage
25% Deadly Strike
+20 to Charge
+20 to Blade Shield

Pillar of Faith
Level 90
Zod,Cham,Vex
Scepters
Indestructible
+3 to All Skills
+500% Enhanced damage
+80% Increased Attack Speed
+500 to Attack Rating
Adds 250-500 fire damage
15% Mana stolen per hit
-30% To Enemy Magic Resistance
+20 to Berserk
Freezes target +8
Slows Target by 10%
Damage Reduced by 15%

Time
Level 90
Zod,Jah,Lum
Staves
Indestructible
25% Chance to cast level 10 Lower Resist when struck
+7 to All Skills
+50% Faster Cast Rate
Ignore Target's Defense
-(50 to 60)% to Enemy Cold Resistance
-(50 to 60)% to Enemy Fire Resistance
-(50 to 60)% to Enemy Lightning Resistance
+3 to Natural Resistance
+30 to Energy
+60 to Mana
100% Chance to cast level 25 Mind Blast when struck

Judgment
Level 90
Zod,Sur,Lo,Ohm
Hammers
Indestructible
+3 to All Skills
+550% Enhanced damage
+60% Increased Attack Speed
Adds 250-500 magic damage
Adds 1-500 lightning damage
Adds 250-500 cold damage
25% Deadly Strike
Prevent Monster Heal
All Resistances +(30 to 40)
+25 to Concentrate
+50% Faster Hit Recovery
15% Chance to cast level 20 Confuse on striking

Breath of the Dying
Level 90
Vex,Hel,Jah,Eld,Zod,Eth
Weapons
Indestructible
+(470 to 520)% Enhanced damage
+66% Increased Attack Speed
Ignore Target's Defense
-50% Target Defense
+(450 to 500)% Damage to Demons
+(550 to 600)% Damage to Undead
+100 to Attack Rating against Undead
Adds 250-500 fire damage
15% Mana stolen per hit
20% Life stolen per hit
+33 to Strength
+33 to Energy
+33 to Dexterity
+33 to Vitality
Requirements -15%
Level 20 Sanctuary Aura When Equipped
100% Chance to cast level 30 Poison Nova when you Kill an Enemy


Hatred
Level 90
Zod,Ber,Lo,Vex
Polearms
Indestructible
25% Chance to cast level 5 Amplify Damage on striking
+5 to All Skills
+500% Enhanced damage
+80% Increased Attack Speed
Adds 250-500 fire damage
Adds 250-500 cold damage
15% Mana stolen per hit
12% Chance of Crushing Blow
25% Deadly Strike
+1 to Whirlwind
Damage Reduced by 15%
Slain Monsters Rest in Peace

Void
Level 90
Zod,Cham,Jah
Knifes
Indestructible
Level 20 Redemption Aura When Equipped
+3 to All Skills
+(475 to 500)% Enhanced damage
+99% Increased Attack Speed
Ignore Target's Defense
+10 to Cloak of Shadows
Freezes target +8
Slows Target by 10%
+1 to Burst of Speed(OSkill)
10% Chance to cast level 12 Burst of Speed on striking


CRAFTS:

Death:
Weapon
Enhanced Damage % 45-90%, 75-150%, 120-240%
Increased Attack Speed % Same
Deadly Strike 7-15%, 10-20%, 15-30%
Additional Drain Life Same
Additional Curse Duration Increased % Same

Blood:
Weapon
Life Steal % 1-2, 4-6, 8-10%
Enhanced Damage % 90-120%, 160-210%, 220-275%

Helm
Damage Reduced by % SAME
Deadly Strike 5-10%, 9-14%, 13-18%

Gloves
Damage Reduced by % SAME
Deadly Strike 5-10%, 9-14%, 13-18%

Power:
Weapon
Thorns % SAME
+ Attack Rating SAME
Enhanced Damage % 90-120%, 160-210%, 220-275%
Deadly Strike % 8-10%, 10-14%, 15-18%

Safety:
Weapon
Enhanced Defense % SAME
Enhanced Damage % 80-110%, 130-190%, 190-250%
Resist All % SAME


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 Post subject: Re: drrod's list
PostPosted: Sat Mar 17, 2012 11:28 pm 
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glad about the change to oskill BoS on Void. I wasn't ever able to get the ctc to work

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 Post subject: Re: drrod's list
PostPosted: Sun Mar 18, 2012 2:24 am 

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Damn I like that arma/valor change in claws ftw! Have to say it's finally nice to see Zod rws get some of the love that they've long deserved.

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 Post subject: Re: drrod's list
PostPosted: Sun Mar 18, 2012 3:31 pm 
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Ok, I've gone through the latest stuff. still need to get dew's rw's in the file. will post something on main post for problems. not many of them. give me a bit to do that.

Quote:
glad about the change to oskill BoS on Void. I wasn't ever able to get the ctc to work


this is likely due to using skill names rather than ID. I've gotten that to work before...at least i am pretty sure i did...i recall that driving me a little bonkers...blizz doesn't even follow their own rules in the files though. i could be full of it though :D

Edit first post updated. new files included.

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 Post subject: Re: drrod's list
PostPosted: Sun Mar 18, 2012 5:33 pm 
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omfg the ctc amp on temptation, you brilliant man. I might actually use one of those!

Edit: damn big overhaul on oblivion. bout time! Gives some more value to white wands and an avenue to travel down besides faith jav for summoners

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 Post subject: Re: drrod's list
PostPosted: Sun Mar 18, 2012 10:29 pm 

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Anyone know if sets can share the same item base outside of jewelry?

Quote:
Temptation x
8% Chance of Crushing Blow xxx Ber2%, should have this already anyone confirm? xxx

I think so, I remember you saying something about doing so when I put up that "crude" list.
Quote:
Last Wish x
25% Chance to cast level 5 Fade when struck x (25% is excessive imo, set at 12%)

Ok
Quote:
Oblivion (not complete)
xxx no room for regenmana, manaonkill, lvl 5 fanat. suggest dropping 99% ias and fanat. I don't understand fanat when you remove the others...maybe if for summoners, but weak fanat on weak minions? shrug) xxx

Shouldn't be any IAS? If so remove it. Fanat is indeed for summoners. Also I noticed dew already has a new Oblivion so perhaps we could just use his.
Quote:
Sorrow (not complete)
15% Chance to cast level 15 Decrepify on striking x (this is a big radius isnt it? set at 15/10)
+139% Increased Attack Speed xxx (20% shael, 99% from properties...this is 119) xxx
Level 20 Sacrifice (50 Charges) (why the switch of oskill to charges, do sacrifice charges work correctly? held off for the moment)
-50% Target Defense xxx no room, just remove sacrifice stuff?)
+20 to Sacrifice (not removed yet)

Sacrifice charges were in mind for a free synergy to zeal, and OSkill sacrifice will never be used. The decrepify radius is huge and will be 25/25 physical pierce/slow at level 15. Without it the weapon is pretty shit honestly. No DS, extra ED, auras, and no CB. Pretty mediocre for a Zod/Jah. I'm reading there's a replenish life mod on it, could we drop that instead of the -50% target defense?
Quote:
Desire (not complete)
10% Chance to cast level 5 Amplify Damage on striking xxx no room xxx

Drop the AR?
Quote:
Pillar of Faith x
+500 to Attack Rating xxx set at 400 from 250. is one handed.)

Works for me.
Quote:
Judgment x
15% Chance to cast level 20 Confuse on striking xxx (how about 15/10? how big is Confuse radius?) xxx

Confuse has a 1/4 duration penalty in hell and will only last 5.7 seconds at level 20. Meet me at 15(4.4 seconds)?


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PostPosted: Sun Mar 18, 2012 11:10 pm 
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-didn't pay attention that temptation was on other one. done.

-ok. will look at dew's version. need to add those anyway. otherwise will remove ias and whatnot to give fanat.

-understood about sacrifice charges. Seems to be a reasonable argument about Decrep.

-will drop AR for amp on Desire

-level 15 Confuse. ok.

I will clean up the first post and add new changes and dew's stuff. This will take me a bit since I have to go back to work this week. Probably by the weekend.

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PostPosted: Mon Mar 19, 2012 1:02 am 
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Quote:
Anyone know if sets can share the same item base outside of jewelry?
Iratha's crown and Milabrega's something share the same item base, so yes.


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PostPosted: Mon Mar 19, 2012 2:01 pm 
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How about these?

Oblivion (dew's)
Level 90
Zod,Jah
Wands
+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 (zod)
Ignore Target's Defense (jah)


Authority (new)
Level 90
Zod,Ist
Wands
Indestructible (zod)
+25-30% Resist All
+5 to Necromancer Skill Levels
100% Extra Gold from Monsters (ist)
100% Better Chance of Finding Magic Items (ist)
+1-1.25 Life per Level
+50% Faster Cast Rate
+1-2 Summoning Skills
+2-4 Corpse Explosion
Level 5 Fanaticism Aura When Equipped

Broken Promise (new)
Level 90
Zod,Ber
Wands/Knives
Indestructible (zod)
10% Chance to cast level 6 Fade on striking
+5 to Necromancer Skill Levels
+99% Increased Attack Speed
-20-25% to Enemy Poison Resistance
Level 20 Bone Wall (50 Charges)
Damage Reduced by 10%
40% Life stolen per hit OR (don't know which is wanted more)
+450-500 Attack Rating
+2% to Crushing Blow (ber)

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 Post subject: Re: drrod's list
PostPosted: Mon Mar 19, 2012 4:27 pm 

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Look pretty good to me. My only suggestion would be to throw a mana mod or two on the summoner one(maybe replace the resists?). 100+ mana CE is no joke.


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PostPosted: Mon Mar 19, 2012 9:52 pm 
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Authority: I can give mana on kill or straight mana. I tried to keep properties from overlapping the uniques, but ya, CE is pretty mana intensive.

Broken Promise: Which would people prefer, AR or lifesteal? I don't see melee-poison necs getting much life back on any hit. Makes me lean towards AR. Thoughts?

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PostPosted: Tue Mar 20, 2012 2:24 pm 

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I'm leaning towards mana per kill and AR.


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PostPosted: Tue Mar 20, 2012 3:48 pm 

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mana per kill is a must for CE, and AR, wouldnt burst of speed be a bit better then fade for a psn strike necro at least [broken promise]


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PostPosted: Tue Mar 20, 2012 4:50 pm 
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Mana per kill sounds good to me.
I wouldn't be opposed to BoS. I haven't used one, so by all means tell me what you would like to see on that one. I just winged it.

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PostPosted: Tue Mar 20, 2012 6:28 pm 

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I only payed one psn strike necro, but faster run would be more helpful than more resists, as by the time you get end gear , resists arent a problem. Or last i played they weren't. As a psn necro mostly runs stab run stab etc

large flat +AR bonuses also help a ton when hinting major bosses, hell maybe even blessed aim aura on equip? Not sure its stats nowa days


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PostPosted: Tue Mar 20, 2012 10:40 pm 
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We did remove a proc of BoS because it wasn't functioning, but I am pretty sure that it was due to not using the skill id. It would need to be tested to make sure it works. Otherwise we will have to do something else. Blessed Aim as oskill or aura is a possibility.

Also, I will try to remember to look at breakpoints to see if it really needs more IAS. It will have 99 the way it stands.

I will use the flat AR rather than lifesteal, so I don't know how much AR blessed aim would really give on top. I imagine 4-5k more AR at best if you are at 15-20k range, probably more like 3k. This won't help much more will it?

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PostPosted: Wed Mar 21, 2012 9:58 am 

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I lost my d2 lod cd case with my key on it so i can't play test till i find/buy a new key.

well the 400 base ar would get multiplied by bone armors passive ar bonus for daggers/wands as well.

What i remember is i had problems hitting main bosses / dying to counters trying to hit bosses

and if aim adds a %+ plus a flat ar+ bonus then itd be better i guess. Not sure if it does.

BoS is mainly good for the movement speed it adds, to get in hit the boss and get out of range quicker. Or just add flat faster R/W

Or reanimate as "x" bog creatures are fun, moon lord/frenzytaur always wanted to see those


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PostPosted: Wed Mar 21, 2012 1:05 pm 
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Bos not procing has to do with not having an item function in skills txt. I'll look into finding one that works for it. I should be able to use the same one as fade uses to get it to proc right. Won't be able to do it till tommorow work is trying to kill me atm.

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PostPosted: Sat Mar 24, 2012 5:38 am 
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bos works on weapons with no change to files. it just needs to be set up as a skill on attack not skill on hit. was testing on quill rats in a1 norm with a lot of ar and it only proc'd consistently as on attack. i used the skill id when setting it up

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PostPosted: Sat Mar 24, 2012 8:35 am 

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can you guys up the ias on valor to the same as armageddon (50-70%) this way it is more viable weapon for fb druid or fun builds like melee cold sorc? I mean geddon is at 70% and the only other higher ias wepon for fb druids is griz caddy. Also fleshripper has fire mods but there is no dagger that has cold mods. A higher ias on valor would balance that more. Just a suggestion. I also think Tk should add like 1/2 light damage as physical. It makes it a little easier to lvl a tk sorc instead of having to rely on gg merc gear to kill light immunes.


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PostPosted: Sat Mar 24, 2012 10:41 am 
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thanks dew.

will look into a few things this weekend delta. no promises. (don't really think much should happen to TK though honestly).

Oh, and BoS should work when struck, correct?

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Last edited by kramuti on Sat Mar 24, 2012 11:04 am, edited 1 time in total.

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PostPosted: Sat Mar 24, 2012 11:01 am 
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Ok just send me the edited filles when you are done so I can build the downloads with the new d2 mod plugin for stat fix display bugs. Also need a master list for items in one spot for the site to be updated.

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PostPosted: Sat Mar 24, 2012 11:09 am 
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saying again, cuz ur post was finished as i was editing... BoS works when struck, correct?

will probably finish most of what I have today or tomorrow.

You have edited string tables when dealing with skills right? If we do abominae's unique a new string is needed. I imagine only one person should play with .tbl files.

I have a working text file with every change I made. Will send that to you, or post in with new files when done.

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PostPosted: Sat Mar 24, 2012 12:08 pm 
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It should work on struck. I only tested it on weapons for the rw you are making.
Yes I can do the tbl editing I already have done a bit of it including fixing inferno and arctic blast display damage, skill description fixes, and remaning rw entries to have better names.
If any of the new rws need name changes I can do that in there as well

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PostPosted: Sat Mar 24, 2012 2:03 pm 

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Here's the set buffs. They're pretty uninspired but at least they get a little love.

**Trang's-OSkill teleport returned on full set bonus.

**Natalya's Mark
Scissors Suwayyah
+450% Enhanced damage
+66% Increased Attack Speed
Ignore Target's Defense
+200% Damage to Demons
+200% Damage to Undead
-13% to Enemy Lightning Resistance
-13% to Enemy Fire Resistance
-13% to Enemy Cold Resistance
-13% to Enemy Poison Resistance
Socketed: 3
Adds 250-500 fire damage
Adds 1-800 lightning damage
Adds 250-500 cold damage


Nat's Mirrored Boots-Either change base to Adamant boots, or to Platinum boots to allow them to be upgraded to adamant.

**Aldur's-Full set bonus 50% max mana changed to 25% max life/mana

Aldur's Advance
Scarabshell Boots
Indestructible
+50% Faster Run/Walk
+200 to Life
+200 to Mana
Heal Stamina Plus 33%
Fire Resist +30%
25% Damage Taken Goes To Mana
+25% Faster Hit Recovery
+200 Maximum Stamina

Aldur's Rhythm
Vambraces
+25% Faster Cast Rate
+200% Damage to Demons
Adds 250-500 magic damage
12% Mana stolen per hit
12% Life stolen per hit
+200% Enhanced Defense
+20 to Energy
Poison Resist +30%
(2 or more set bonus +15 str from +5)
(3 or more set bonus 5% CB from 1%)

Aldur's Deception
Shadow Plate
+1-3 to Shape-Shifting Skills (Druid Only)
+1 to Druid Skills
+300 Defense
+20 to Dexterity
+200 to Life
Lightning Resist +30%
Requirements -50%
Socketed: 3-4

Aldur's Stony Gaze
Blood Spirit
+1 to Druid Skills
+1-3 to Summoning Skills (Druid Only)
+25% Faster Cast Rate
+33% Faster Hit Recovery
+200 Defense
Regenerate Mana 75%
Cold Resist +30%
+5 to Light Radius
Socketed: 3

**M'avs full set bonus deadly strike increased to 33%. Also 6% chance to proc level 1 lower resist on attacking.

M'avina's Caster
Grand Matron Bow
+3 to Bow and Crossbow Skills (Amazon Only)
+1 to Amazon Skill Levels
+400% Enhanced damage
+50% Increased Attack Speed
Fires Magic Arrows
100% Bonus to Attack Rating
-10% to Enemy Cold Resistance
-10% to Enemy Fire Resistance
Socketed: 4

**Immortal King's-Boots, belt, and gloves returned to exceptional. I'd recommend putting them at about level 75. Full set bonus buffed to 10% DR. And then +20 dex on the boots/gloves.

**Bul-Kathos'-Full set bonus +25 all stats, and 5% CB.

Bul-Kathos' Tribal Guardian
Colossus Sword(make it level 85)
Indestructible
+2 to Barbarian Skill Levels
+450% Enhanced damage
+50% Increased Attack Speed
+50 to Maximum Damage
12% Mana stolen per hit
33% Deadly Strike
+200 to Mana
All Resistances +25
Socketed: 3

Bul-Kathos' Sacred Charge
Colossus Blade
Indestructible
+2 to Barbarian Skill Levels
+450% Enhanced damage
+50% Increased Attack Speed
+200 to Attack Rating
12% Life stolen per hit
33% Deadly Strike
+200 to Life
All Resistances +25
Socketed: 3
50% Chance of Open Wounds

**Griswold's Legacy-Buff sacred ronadache back to original 10% lightning absorb.

**Sazabi's-Full set bonus deadly strike buffed to 30%. Buff mana/life leech to 15%. And +4 all skills.

Sazabi's Cobalt Redeemer
Cryptic Sword
Indestructible
+450% Enhanced damage
+50% Increased Attack Speed
+200% Damage to Demons
Adds 250-500 cold damage
-20% to Enemy Cold Resistance
+30 to Dexterity
Cold Absorb 10%
20% Deadly Strike
Socketed: 4

**The Disciple-Buff the amulet to 1-2 skills.


Last edited by drrod on Sat Mar 24, 2012 2:37 pm, edited 3 times in total.

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 Post subject: Re: drrod's list
PostPosted: Sat Mar 24, 2012 2:12 pm 

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Delta wrote:
can you guys up the ias on valor to the same as armageddon (50-70%) this way it is more viable weapon for fb druid or fun builds like melee cold sorc? I mean geddon is at 70% and the only other higher ias wepon for fb druids is griz caddy. Also fleshripper has fire mods but there is no dagger that has cold mods. A higher ias on valor would balance that more. Just a suggestion. I also think Tk should add like 1/2 light damage as physical. It makes it a little easier to lvl a tk sorc instead of having to rely on gg merc gear to kill light immunes.

Kramuti lets throw 70% IAS on Valor?

I buffed Sazabi's sword a bit to make it a decent Fbiter weapon. The TK thing is a bit silly, sorceress' shouldn't be capable of dealing physical damage.

Any love for the new Cow King set?

Cow King's Horns
War Hat
Defense: 100
Required Level: 40
Required Strength: 20
Durability: 24
-10 Defense
Half Freeze Duration
35% Damage Taken Goes to Mana
400% Thorns Damage
150% Better Chance of Finding Magic Items

Cow King's Hide
Demonhide Armor
Defense: 182-200
Required Level: 44
Required Strength: 48
Durability: 56
+100% Enhanced Defense
Resist All -10%
-30 to Life
20% Chance to Cast Level 10 Chain Lightning when Hit
400% Extra Gold from Monsters

Cow King's Hoofs
Demonhide Gloves
Defense: 40-50
Required Level: 40
Required Strength: 20
Durability: 24
-10 Defense
-20% Increased Run/Walk Speed
150% Better Chance of Finding Magic Items
-10 to Dexterity
Adds 25-40 Fire Damage
Partial Set Bonuses:
Resist All -10% (2 Items Equipped)

Full Set Bonuses:
+3 to All Skills
-20 to Strength
400% Extra Gold from Monsters
150% Better Chance of Getting Magic Items
Reduce Vendor Prices 10%
+1 to Find Item (OSKILL)
-20% Faster Cast Rate
-20% Faster Hit Recovery
-20% Increased Attack Speed

+200 to Stamina
+20 to Strength
+20 to Dexterity
25% Chance to Cast Level 10 Static Field when Hit
+33% Increased Attack Speed


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 Post subject: Re: drrod's list
PostPosted: Sat Mar 24, 2012 3:43 pm 

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Mavs bow should be "Fires freezing arrows or bolts" not magic, was changed for 1.3b (kinda wish it still did fire magic arrows).

While I can see why some want the IAS on Valor changed, I'll say this. Not all weapon choices SHOULD hit the last BP's. It should come down to a choice. Either huge dmg numbers and a slight loss of IAS or max IAS and a slight loss of dmg. Simple as that really. Everyone seems to think "I want massive dmg and the fastest possible speeds" getting both in one stop removes some of the strategic aspects of HU.

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PostPosted: Sat Mar 24, 2012 4:07 pm 

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IAS doesn't even matter on those weapons to anything but elemental melee druids. And 70% IAS won't even hit 4fpa frostbite/fireclaws on a one handed weapon. In fact if I'm reading this wereform central chart right 50% to 70% IAS increase on a mythical sword would be 5FPA for both, so it isn't even buffing anything.

You still have the option of going with Gris caddy or the new Sazabi's I just threw up and hitting a 3FPA attack which is a huge difference from the 5FPA you'd be hitting with Armageddon/Valor.


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PostPosted: Sat Mar 24, 2012 4:48 pm 

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I do agree with you, there. If Valor were being adjusted to hitting 4fpa+, I wouldn't like it. Last patch Vengeance got adjusted to 90 ias to hit the 4fpa WW break, even though other weapons hit that break. It's just my opinion, that the strongest weapons shouldn't hit the fastest bp's, but fall a tad short.

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PostPosted: Sat Mar 24, 2012 4:52 pm 

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I hear ya man and appreciate the feedback. Sometimes it's easy to overlook things like that and you're absolutely right on how you view the weapons.


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 Post subject: Re: drrod's list
PostPosted: Sat Mar 24, 2012 4:55 pm 

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kramuti can you give this list a look over and let me know if you've got around to any of this? I know some will already be done and such, just give it a once over for me.

-+1 Skill removed from caster craft shield, boots, and gloves for exceptional items. Elites remain the same.
-Gems pierce adjusted to pre-1.21z values. IE -10 Ubers.
-Wirt jewel buffed -20% requirements, +9-12 stats.
-Rare/crafted helmet strength mod returned to 30 max. I believe Blue set it to 15 in his first patch.
-Andariel's visage stygian fury reanimate returned.
-Physical facet slightly nerfed. 50% max ED.
-Anni slightly buffed, 10-15 stats, 15-25 resists.
-Strength charms buffed, +2 SC, +5 LC, +6 GC.
-Amethyst strength values buffed to +25 uber.
-Gheed's magic find buffed, 50-100%. 150-250% Gold find. 1 charge level 3 find item(36% chance). I assume charges are repairable on charms? If not scrap it.
-Magic find on charms buffed. 13% SC, 22% LC, 33% GC. Gold find charms buffed as well, 20/35/50 progression.
-Fal rune +15 strength armor/helm, 30 in weapon. Ko adjusted to +30 dex in weapon.
-Elemental facets 3-5% pierce, 3-5% mastery.
-Elemental runes nerfed. Gul/Vex/Ohm/Lo. Make it -5.


Last edited by drrod on Sun Mar 25, 2012 12:14 am, edited 2 times in total.

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PostPosted: Sat Mar 24, 2012 5:18 pm 
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i think the only thing off that list is the andy helm.

if increasing ias to 70 on valor does nothing but look pretty, i don't see the point of raising it at all. Kwikster made a good point on the general idea, too. i say leave it alone since drrod made other changes to help FBers out.

will look look through the sets same as before and see what can be done.
will add the things on the last list as well.

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PostPosted: Sat Mar 24, 2012 5:20 pm 

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Fine by me on the Valor. The only reason I was pushing it was because Armageddon is 70% IAS so I figured they should be about on the same level considering they're basically clones of a different element.


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PostPosted: Sun Mar 25, 2012 12:06 am 

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about normal sets: buff sander's full set bonus to +2 skills and nerf hsarus' to +1


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PostPosted: Sun Mar 25, 2012 4:07 am 

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tucker wrote:
about normal sets: buff sander's full set bonus to +2 skills and nerf hsarus' to +1

If anything give the slight buff to Sanders and leave Hsarus as is now. Infernal set out classes Sanders IMO.

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PostPosted: Sun Mar 25, 2012 9:32 am 

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kwikster wrote:
I do agree with you, there. If Valor were being adjusted to hitting 4fpa+, I wouldn't like it. Last patch Vengeance got adjusted to 90 ias to hit the 4fpa WW break, even though other weapons hit that break. It's just my opinion, that the strongest weapons shouldn't hit the fastest bp's, but fall a tad short.


Its not necessarily for the weapon breakpoint but for the less str requirement. The key of that runeword is that you use a zod to get a weap with less str req but decent ias and damage (obv not as much with other weapons but you dont have to sacrifice as much str). Here are some specific situations I am thinking about:
1) obviously frost biters.
2) a hurricane build druid thats in bear form for life but has one point in fb.
3) The faster speed would help a melee cold sorc with maxed cold shields (different build I wanted to try) maybe using frenzy.
3) cold aura pally

Wanted to explain my thoughts, but sounds like the decision's already been made so it is what is.


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PostPosted: Sun Mar 25, 2012 9:41 am 

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kwikster wrote:
Mavs bow should be "Fires freezing arrows or bolts" not magic, was changed for 1.3b (kinda wish it still did fire magic arrows).

While I can see why some want the IAS on Valor changed, I'll say this. Not all weapon choices SHOULD hit the last BP's. It should come down to a choice. Either huge dmg numbers and a slight loss of IAS or max IAS and a slight loss of dmg. Simple as that really. Everyone seems to think "I want massive dmg and the fastest possible speeds" getting both in one stop removes some of the strategic aspects of HU.


I agree. I'm not a newb looking for mass speed and damage. If I was I would have suggested to give it enough ias to hit the same bp as griz. Was just looking for some symmetry between geddon and valor, because they are just a different element versions of each other. I was looking at this specifically for a melee cold sorc with max cold shields. There is no way I will put the str on a sorc to use some of the other cold melee weapons. Valor would allow less str req. I mean fleshripper is a dagger w 100 str req that gives fire pierce and good mods for a melee sorc. But if your a sorc I want defense and would rather have max fa and cold mast. The faster IAS on the valor would help a sorc in that situation.


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PostPosted: Sun Mar 25, 2012 11:45 am 

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Delta wrote:
I agree. I'm not a newb looking for mass speed and damage. If I was I would have suggested to give it enough ias to hit the same bp as griz. Was just looking for some symmetry between geddon and valor, because they are just a different element versions of each other. I was looking at this specifically for a melee cold sorc with max cold shields. There is no way I will put the str on a sorc to use some of the other cold melee weapons. Valor would allow less str req. I mean fleshripper is a dagger w 100 str req that gives fire pierce and good mods for a melee sorc. But if your a sorc I want defense and would rather have max fa and cold mast. The faster IAS on the valor would help a sorc in that situation.
Point of note: Valor is sword based and 'Geddon is axe based, therefore we can reach the following conclusion. Max base speed for 1h axes is -10, and swords is -30. Since 'Geddon has an ias of 70 and Valor an ias of 50, they in reality hit the same speeds. Geddon using a war spike (-10 base) = 11fpa (2.2 att/sec) on a sorc, Valor with a mythical sword base (-30 base) = 10fps (2.5 att/sec) in current forms. Since the calculator I'm using doesn't allow zeal on sorcs, I'll show same weaps and IAS values on a zeal pally with a lvl zero fana aura. Mythical sword (-30 base) w/50 ias = 5fpa (5 att/sec), War spike (-10 base) w/ 70 ias = 5fpa. In reality, adding 25 ias from off weapon to Valor would bring it to 4fpa on a zeal pally, BUT, not sure how the animation translates to sorcs. Would need an additional 75 ias off weap on 'Geddon to hit 4fpa. Since per, Arreat Summit, both weapon types show 1 speed category slower for sorcs compared to pally.

I'm not trying to portray you as a newb, nor insult you or your intelligence in any way shape or form. I'm merely trying to show the discrepancy is rather small comparing speeds between the two. With Valor actually having a slight edge in speed over 'Geddon.

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PostPosted: Sun Mar 25, 2012 3:38 pm 
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both will be useable on claws. does this change anything of worth in this debate of valor and 'geddon?

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PostPosted: Sun Mar 25, 2012 3:48 pm 
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other notes
DEW: Cataclysm xxx which RW did you use on this one? xxx
Flails xxx used mace xxx (would need each flail independently i think...which would be ok)

Tempest xxx (there is already a tempest armor?) xxx Which RW did you use?

Nature's Kingdom x
Magic Damage Reduced by 15 (12 mal) x umean 12? otherwise not enough room for something else

Punishment x
-8 to Enemy Magic Resists xxx (sur, you mean 6 on all these? otherwise no room) xxx
-8 to Enemy Fire Resists (vex) x
-8 to Enemy Lightning Resists (ohm) x
-8 to Enemy Cold Resists (Lo) x

DRROD
-Gems pierce adjusted to pre-1.21z values. IE -10 Ubers. xxx need specific values please. xxx
-Amethyst strength values buffed to +25 uber. xxx you mean readjust whoel scale right? Otherwise jumps from 14 to 25. xxx

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PostPosted: Sun Mar 25, 2012 5:01 pm 

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Well I'm a little reluctant to bring amethyst back to their original 1.21z +30 strength uber, but I'm failing to see the huge issue with it. It will mostly benefit melee(which they need obviously). I say pop those suckers back to their original progression(the same as emeralds, 3,6,9,12,16,20,25,30). At most we'll come up with a slightly different progression for 25 max but unless there's a public outcry I say go with the +30.

Gem pierce progression I'm not 100% sure how it used to be, but this should do: 2, 3, 4, 5, 6, 7, 8, 10.

Also, I tweaked the lv90 2handers slightly:

Executioner's Justice
Glorious Axe
+2-3 to Barbarian Skill Levels
+2-3 to Druid Skill Levels
+500% Enhanced Damage
+80% Increased Attack Speed
12% Chance of Crushing Blow
35% Chance of Deadly Strike
Ignore Target's Defense
Damage Reduced by 10%
Resist All +35%
12% Chance to Cast Level 6 Decrepify when Striking
Reanimate Slain as: Moon Lord (5%)

The Grandfather
Colossus Blade
+2-3 to All Skills
+500% Enhanced Damage
+(285-300) to Maximum Damage (Based on Character Level)
+80% Increased Attack Speed
20% Life Stolen per Hit
+25 to Strength
+25 to Dexterity
10% Crushing Blow
30% Chance of Deadly Strike
200% Bonus to Attack Rating
Increase Maximum Life 10%

Steelpillar
War Pike
+2-3 to All Skills
+500% Enhanced Damage
+66% Increased Attack Speed
+300 to Attack Rating
Ignore Target's Defense
+100-150% Enhanced Defense
12% Chance of Crushing Blow
Resist All +20-25%
+20-25 to Strength
Increase Maximum Life 20-25%
Increase Maximum Mana 20-25%
Socketed (2)

Windhammer
Thunder Maul
+2-3 to Barbarian Skill Levels
+2-3 to Druid Skill Levels
+500% Enhanced Damage
+80% Increased Attack Speed
13% Chance of Crushing Blow
30% Chance of Deadly Strike
Resist All +30%
Slows Enemies 20%
+30 to Strength
Reanimate Slain as: Suicide Minion (5%)
Prevent Monster Heal

And a couple small tweaks to shaftstop and leviathan:
Shaft buffed to 20-25% DR%
Levi Buffed to 20-30% DR%, 20-30 resists, and 20-30 strength.


Last edited by drrod on Sun Mar 25, 2012 6:14 pm, edited 1 time in total.

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PostPosted: Sun Mar 25, 2012 6:05 pm 
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for cataclysm i used "Runeword169" item code "mace" this is for flails. would have to make it require 4 runes to not be made in normal maces or make a new itemtype afaik
clubs, hammers, and mauls use different item codes

natures kingdom yes mdr is just from mal

tempest was renamed to elemental conflux b/c the name is already taken by another rw. it is a paladin shield only rw used "Runeword164" item code "ashd"

plenty of room for those mods for punishment used "Runeword113"
use "pierce-ele 2,2" that gives pierce to fire/cold/light
then use "pierce-mag 2,2" for the mag


should prolly make cataclysm available for claws also?


Attachments:
File comment: all the rws i added are here just copy/paste em if its easier
addedrws.zip [760 Bytes]
Downloaded 601 times

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PostPosted: Mon Mar 26, 2012 11:50 am 

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kramuti wrote:
both will be useable on claws. does this change anything of worth in this debate of valor and 'geddon?

I did some comparing of the IAS values using greater talons as the base (-30 base speed). Tiger strike 50 IAS (Valor) showed 8fpa 3.1 att/sec, 70 IAS ('Geddon) 7fpa 3.5 att/sec. So values are rather close. D-tail shows similar results. Is it worth changing the IAS on Valor to compensate fire vs cold classes outside of the original intended classes, when values are that close? Also remember, Druids don't benefit from off weap IAS on skills like FB and F-claws as other classes will. IMO, if Valor gets tweaked to 70 IAS to bring it in line with 'Geddon. There should be a compensation in axes for a similar base weap speed availability. I.E. war spike bumped to -30 base from it's current -10, so as to not give one skill a bias due to speed.

EDIT:Sin claws can only get 3 soc max, so 'Geddon would need to be re-worked for that purpose. To me Lo could be the rune removed, at the loss of the deadly strike. Would think the ed% from Gul and Ohm would be needed.

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Last edited by kwikster on Mon Mar 26, 2012 11:22 pm, edited 1 time in total.

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PostPosted: Mon Mar 26, 2012 8:55 pm 

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did any thought go into giving the barb a AOE attack skill or elemental skill/ type damage? Mutli throw axe or something.

Or that summon skill from D3, summon the ancients thought that was really cool


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PostPosted: Mon Mar 26, 2012 11:17 pm 

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Knives have been given an AoE effect when thrown, they "break up" hurting a few monsters. IIRC, based on physical dmg, not ele but could be wrong.

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PostPosted: Tue Mar 27, 2012 11:08 am 

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cool, do they transfer all of the initial damage in the "break up" ?


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PostPosted: Tue Mar 27, 2012 11:33 am 

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blinky99 wrote:
cool, do they transfer all of the initial damage in the "break up" ?
"Throwing knives to release small nova on impact nova does 3/4 weapon damage" taken from http://forum.arimyth.com/viewtopic.php?f=11&t=5429

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PostPosted: Tue Mar 27, 2012 12:24 pm 
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blinky99 wrote:
cool, do they transfer all of the initial damage in the "break up" ?


this works with enchant/holy auras /double throw
whatever the listed damage you do in the char screen is done in full on the initial hit then the nova does 3/4 of that damage. its not a full nova though like the nova skills it just releases 5 knives in a circle.

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 Post subject: Re: drrod's list
PostPosted: Tue Mar 27, 2012 10:40 pm 
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I have the new runewords done, a number of things from the new misc list are done. Need to do a few of those that are in miscellaneous files. Need to do sets. Hopefully tomorrow, but not sure. I won't update the files in the first post until those are done...same with cleaning that list up.

thanks dew for sending the file...i tried to get it from your other post, but the link was dead when I tried awhile back. just copied and pasted your lines over mine.

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PostPosted: Wed Mar 28, 2012 3:39 am 
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Yeah 4shared is being dumb so I'm in the process of moving all my files

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PostPosted: Wed Mar 28, 2012 8:40 am 

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I just got really exited about playing HU again and all the changes you guys have made seem awesome, but does anyone have any idea when we will be able to try this shit out on the realm? :P

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PostPosted: Wed Mar 28, 2012 3:21 pm 

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I've been meaning to propose a month long beta test on the realm once everything is together. The same way Mancer did for 1.21z. Basically you make all super uniques drop all uniques just like a boss to speed up the ladder, and we test it for a month on the realm. If everything looks good, we take her live.


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PostPosted: Wed Mar 28, 2012 3:53 pm 

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awesome, is there a lot left to finish before the beta then?

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PostPosted: Wed Mar 28, 2012 4:09 pm 

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Shouldn't be too long. I'd estimate a month tops until stuff is finalized and ready for a live beta, but I cannot say for sure as last I checked dew was swamped at work.

There's still a few more things I'd like to get hammered out as well. More or less just finalizing adjustments to poison, deciding on how much to nerf blizzard by, and buffing phoenix sins/elemental zons somehow.


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PostPosted: Thu Mar 29, 2012 4:06 pm 

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A few more adjustments to mostly skills:

-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).
-A5 Combat merc, replace battle cry with shout.


Last edited by drrod on Thu Mar 29, 2012 7:45 pm, edited 4 times in total.

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PostPosted: Thu Mar 29, 2012 5:57 pm 
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Why nerfing nova? How is it OP when poison items are already being nerfed and nova does low dmg to bosses anyway.


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PostPosted: Thu Mar 29, 2012 6:03 pm 
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drrod wrote:
-A5 Combat merc, replace battle cry with shout.


interesting change. What will the Shout lvls look like?

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PostPosted: Thu Mar 29, 2012 6:16 pm 

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Well I'm shooting for level 20 at level 99 give or take a few levels. Looking up the text files it appears they use war cry, not battle cry like I remember. War cry is pretty useful versus trash I suppose so maybe we can replace zeal or stun instead.

I'm not very good at figuring out what some of the columns mean, but for example I'd wanna take the lv78 hell combat barb and set shout to level 16, and lvlperlvl to 8. So if I'm reading these right that would put them at level 18 shout at level 99(and then further buffable by +all skills and +barb skills).


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PostPosted: Thu Mar 29, 2012 6:46 pm 
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drrod wrote:
Well I'm shooting for level 20 at level 99 give or take a few levels. Looking up the text files it appears they use war cry, not battle cry like I remember.


sounds cool
I thought it was BC too, guess I missed that change in 1.3b?

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PostPosted: Thu Mar 29, 2012 7:40 pm 

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Zeratul wrote:
Why nerfing nova? How is it OP when poison items are already being nerfed and nova does low dmg to bosses anyway.

It doesn't have low damage and is very capable of soloing many hell bosses including Samhain. 50k over 3 seconds endgame is hardly low. It's power comes from being a ranged poison skill.

Anyway after some testing today I've decided to leave the damage alone. It's still gonna be pretty awesome(dagger too), but I wouldn't exactly call it overpowered. It will be the last boss killing ranged poison skill capable of being able to apply 100% of the time, so I'm a little worried.


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PostPosted: Thu Mar 29, 2012 11:41 pm 
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I would rather be leaving skills to Dew, unless he doesn't have the time or want to do it. Then I would need the rest of the files he worked on.

I do have quite a bit going on at the moment, so leaving skills to me will put things further back. At some point this weekend I will update this list of what I have done. I would like the things that I have not responded directly to as of now consolidated. It's getting harder to keep track of stuff again. (My changelog is a fucking mess at the moment).

Edit: Yes it's Warcry. I would rather keep it that way. The combat merc is still not as good as the bear or wolf, at least up to level 85 with nonbreathtaking gear.

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PostPosted: Sat Mar 31, 2012 3:08 pm 

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why increase delay of spirit blade it already so slow, decoys delay makes it hardly worth it as well.


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PostPosted: Sat Mar 31, 2012 4:16 pm 

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Can we look at the effect of slow missile on psn ama skills? Running thru Castle and getting hit by a WSG induces mega lag, and no it's not facet related as this is in normal on a lvl 55ish zon.

Given how much decoy got nerfed this patch, I'd like to see a small reduction in cooldown to perhaps 6 sec (current;y 10?).

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PostPosted: Sat Mar 31, 2012 4:32 pm 
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Iirc psn jav skills call extra client side only missiles that don't do dmg. These extra missiles could be removed to reduce the lag.

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PostPosted: Sat Mar 31, 2012 9:28 pm 

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kwikster wrote:
Can we look at the effect of slow missile on psn ama skills? Running thru Castle and getting hit by a WSG induces mega lag, and no it's not facet related as this is in normal on a lvl 55ish zon.

Given how much decoy got nerfed this patch, I'd like to see a small reduction in cooldown to perhaps 6 sec (current;y 10?).


whats max time uber decoys are lasting now?> mine got killed in 1-2 sec by trash on my 95 zon with not godly but good gear


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PostPosted: Sat Mar 31, 2012 9:56 pm 
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drrod wrote:
A few more adjustments to mostly skills:

-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).


Done except for warmth b/c its already coded as 60 pt build. do you just want warmth syn changed to 20%?

other than that I just want to note that the only changes i have made file wise have been mostly skill/missile related. kramuti has items and as long as there are no other skill changes then I'm ready on my end(I think had to go through alot of posts to make sure i got it all)

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PostPosted: Sat Mar 31, 2012 10:28 pm 
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Ok, i promise to have items done by sometime tomorrow, minus any conflicts i find. have done most set stuff. Need to do some miscellaneous stuff.

Dew please make sure to add a string for the unique Unlabored Flawlessness.

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PostPosted: Sat Mar 31, 2012 10:29 pm 
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will do as soon as i get the completed files from ya
now we just need a complete change log for items. I have all the skill change log up to date in the other thread

Edit: missed a few things on my end should have em done shortly

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PostPosted: Sat Mar 31, 2012 11:16 pm 
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Done

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PostPosted: Sun Apr 01, 2012 3:52 pm 
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Closing on the last of the miscellaneous things I left. Sets (except below), uniques, crafts and RWs are done.

One thing I am concerned with is a few of the -stat items on Cow set. I like how cursed stuff works once you uncurse them. -stats with full set will make people still stay away from it. You can get more MF and GF from other sources. And easier at that.

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PostPosted: Sun Apr 01, 2012 6:02 pm 
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Small idea I got playing other mods... How about making a respect potion?.. Or Have one of the a1 venders have that option...I found this really handy and saved tuns of time relvling a char(pally)from tring a hammerdin / to pure melee... Think say if your running a Bone necro and get bored with him and want to make a summoner bam now instead of wasting all that time now you can just farm with the new build...This Idea is for the people that have tuns of other things going on in there life and have limited time to play.. 8-)

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PostPosted: Sun Apr 01, 2012 6:48 pm 

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Adding respec options would ruin HU, plain and simple. Takes out any strategy in planning/building/playing them thru to endgame. NTY.

I grew bored more quickly on vanilla after the respec appeared than ever before. Level 1 toon and play it forever, well except on HC if you die.

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PostPosted: Sun Apr 01, 2012 7:29 pm 
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am going for food, then i will post stuff. changelog is organized as well.

For the love of what little good there is left in the universe...no respec please.

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PostPosted: Sun Apr 01, 2012 7:48 pm 

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kramuti wrote:
Closing on the last of the miscellaneous things I left. Sets (except below), uniques, crafts and RWs are done.

One thing I am concerned with is a few of the -stat items on Cow set. I like how cursed stuff works once you uncurse them. -stats with full set will make people still stay away from it. You can get more MF and GF from other sources. And easier at that.

Oh I really never expected anyone to take those changes seriously. I was mostly messing around there, as I've never seen or heard of anyone ever even picking that set up. Basically was going for an early game option for mass GF and some vendor reduce.

There aren't much more things I wanna tweak item wise. Skill wise I still wanna tweak zeal, vengeance, maul, and decoy a bit. Zeal I have no idea really, maybe a small AR/ED buff. Vengeance I've been toying with some pretty big buff ideas with my brother(basically comes down to giving it a silly amount of passive pierce(via hard point or skill synergies) and making it a 40-60 point build). Maul I'd like to see one of the deadly strikes knocked off werebere or maul. 90%+ deadly strike from two skills seems way excessive, and I wonder if it was an oversight from Kevin's skill changes. And of course reducing decoy's cooldown to whatever it was originally(6 seconds or some shit).

There's also the issue of Baerk's little list. Did we decide if we were implementing those or not? I'm mostly interested in the gold carry/stash changes, and his Moloch fix.

Also was thinking about giving throwing weapons no quantity, but if I recall right the last time that was proposed it caused a bit of a shitstorm. Other than those I listed I'm pretty happy with the current change list.


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PostPosted: Sun Apr 01, 2012 8:56 pm 
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ok then. posting what i have in a moment. the changelogs will be in the download.

I thought of Baerk's list. It would be nice to have any of his fixes for things.

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PostPosted: Sun Apr 01, 2012 8:59 pm 
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most if not all of baerks list has been done.

on vengeance did you try the new one i had posted? i can repost the files if you wanna try it. vengeance also get the benefit of the new shield rw that has conviction on equip. the radius is smaller than running on right click but it gets the full reduction in resistances from your hard points into it. also then you can run a 1 pointed fanat for a nice boost in ias

regarding zeal... it performs much better now so i really wouldn't do much to it. in testing it performed well for ele zealers as well as normal zealers.

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Last edited by dew on Sun Apr 01, 2012 9:06 pm, edited 2 times in total.

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PostPosted: Sun Apr 01, 2012 9:04 pm 
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first post edited with new files and notes.

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PostPosted: Sun Apr 01, 2012 9:53 pm 

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I'm fine with your vengeance change. To be honest I didn't even wanna mess with it, seems like a nightmare of a skill to make viable.

Removing the passive DS from maul is the only other change I can think of I wanted to get in. Decoy's delay change as well, but I figure you got that covered as it was on Baerk's list anyway.


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PostPosted: Mon Apr 02, 2012 12:04 pm 

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whatd you decide on that one RW kramuti


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PostPosted: Mon Apr 02, 2012 12:49 pm 
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read the changelog. i've slept since then.

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PostPosted: Mon Apr 02, 2012 2:45 pm 

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coool lvl 6 BOS, was the reanimate idea no good to add to it?


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PostPosted: Mon Apr 02, 2012 4:05 pm 
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thanks for compiling all that kramuti!

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PostPosted: Mon Apr 02, 2012 7:27 pm 
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Lmao you do realise how silly you sound about repecting considering its all up to the person if he wants to do it or not...This isn't intended to ruin the game its for people that don't have the time to lvl 8 chars ....Your so narrow minded.. :lol:

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PostPosted: Mon Apr 02, 2012 10:10 pm 
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Quote:
coool lvl 6 BOS, was the reanimate idea no good to add to it?
something summoning was added to something, but probably not what you are referring to.

Any other changes I make will have to be in a consolidated form. I have pretty much run out of extra time for awhile, so it will have to come in an 'all or none' form.

Quote:
thanks for compiling all that kramuti!

Yuppers!

Quote:
Lmao you do realise how silly you sound about repecting considering its all up to the person if he wants to do it or not...This isn't intended to ruin the game its for people that don't have the time to lvl 8 chars ....Your so narrow minded.. :lol:


By all means, go play vanilla :roll: Sorry but I loathe the idea. It has nothing to do with a narrow mind. It has everything to do with having formed an opinion after thinking about the good and the bad of it. I understand the point of view. I don't agree with it.

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PostPosted: Tue Apr 03, 2012 1:41 am 
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nvm

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Last edited by slappyNuts on Tue Apr 03, 2012 3:17 pm, edited 1 time in total.

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PostPosted: Tue Apr 03, 2012 9:16 am 

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slappyNuts wrote:
sorry man... could you try that again? I'd really like to argue with you, but I can't exactly formulate an intelligent counter to something I can't make sense of

using my amazing ability to decipher terrible english, and assuming that was directed to me, it sounded like you were giving me shit for saying thank you?
Nah, Slappy that was directed at me. He wants to bring in the idea of respec because he can't be bothered to level more than 1 char. Well maybe 2. He wants HU to play like cattle.net. Don't know about anyone else, but I actually like seeing my chars grow as they progress and not rushing to hit 95 and playing dress-up.

@Kramuti, DrRod, Dew and the rest. Many thanks for putting up with a few whiners while bringing together some really good direction. While I may not agree with everything here (who will tbh) it's on huge step forwards. I can't wait to see it go live for realm test. A major thumbs up.

EDIT: Was anti-rush being removed?

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PostPosted: Wed Apr 04, 2012 12:44 am 

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Damn this last month of school has been killing me. Haven't been able to keep up with everything going on but everything looks good so far. Ben, Kramuti, Dew, and Kwikster have done a hell of a job so far. This next reset looks like it could be the best yet. Looking forward to playing again in the summer. Good job guys.

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PostPosted: Fri Apr 06, 2012 9:27 am 
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If people want the things that I missed done, or new stuff, I will likely have a bit of time this weekend.

This may be the last chance I have for awhile because friends/family are moving back into town, coming for visits, etc over the next several weekends and then wrapping up a semester and getting ready for what may be a crazily busy summer.

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PostPosted: Sun Apr 08, 2012 9:31 am 
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ok, i have gathered the things i missed (i think). will be doing these today. no other requests have been given. unless something changes today, i guess this may be it?

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PostPosted: Sun Apr 08, 2012 10:07 am 

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No nerf for Armageddon?

Also @ Oblivion, I really don't think poison mancers need any kind of buff


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PostPosted: Sun Apr 08, 2012 11:12 am 
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At this point, specificity is paramount. General nerfs have been given to pierce. Oblivion xtra poison being reduced to 20.

Anybody have the previous base damages for staffs? I don't have any old files.

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PostPosted: Sun Apr 08, 2012 11:35 am 

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Any one think about re doing Bul kathos, as it is i never see any one even pick em up

add sockets 4/3?
some aura for full set?


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PostPosted: Sun Apr 08, 2012 11:48 am 
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I used it last ladder... It was an OK set, the dmg was quite low though. Maybe a low lvl conc, fana or might could help but if this change delays things too much then don't do it :mrgreen:


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PostPosted: Sun Apr 08, 2012 11:52 am 

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How about 15-20 pierce and 25-30 fire skill damage for Armageddon?


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PostPosted: Sun Apr 08, 2012 12:52 pm 
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Bul Kathos had changes made.

Maybe, on 'geddon. no promises. will at least look at some things.

Still need previous staff damage values.

Everything else is done.

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PostPosted: Sun Apr 08, 2012 1:25 pm 

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Best I can do for the old staff base damages is link ya to critterkiller's site. They're under white items, two handed weapons.

http://critterkiller.arimyth.com/


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PostPosted: Sun Apr 08, 2012 1:30 pm 
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got em from a 1.21z solo download i found.
all is done again on my end.
first post edited with new files.

Corr: i didn't make changes to 'geddon at last minute...see how it does after testing phase...if it needs revisited then. ok.

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PostPosted: Tue Apr 10, 2012 5:32 pm 
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kramuti lmao I don't care about you personal opinion about respecting not everyone in this community plays like you nor has all the time in the world to run throw Hu with 3 differant pallys or sorcs...And being narrow minded is just what your doing not thinking about the rest of the community and the people that play here and don't come to this forum...Well before I ever post suggestions here I allways talk to many players first and in game not on this forum...I value the community first not just the same 6 to 8 people on this forum ... 8-)

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PostPosted: Tue Apr 10, 2012 9:52 pm 
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Too bad most of you statements about how I play and how much time I devote to HU are wrong, otherwise I may have taken this comment seriously.

If you want it. Code it, or find somebody who knows how. Until then, both of our views are irrelevant.

I don't get my views from talking to people in games or in forums. I come up with them on my own, and then discuss them with others in either place.

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PostPosted: Thu Apr 12, 2012 12:57 pm 

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Got the edits and trying them out as we just hit act 4 hell, would be nice to know if dews files are ready to get as well so our barb can be tested at seals/dia

edit: Also a small idea, swap around the -res runes.

Sur = Poison
Lo = Fire
Ohm = Magic
Vex = Cold
Gul = Lightning


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PostPosted: Thu Apr 12, 2012 2:58 pm 
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I believe dew is done with his stuff. Not sure if he uploaded the newest stuff.

About runes. What is the reasoning behind the switcharoo?
Also, the RWs have been made with the current ones in mind. If you change them, then a lot of RWs will have to be changed as well. Makes me really wary.

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PostPosted: Thu Apr 12, 2012 3:31 pm 

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Making pierce a little harder to access for the top eletypes.
Which runewords? Hwill has Lo instead of Sur already, etc. Don't think its that many tbh


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PostPosted: Thu Apr 12, 2012 9:11 pm 

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just would make people farm runes more in the early stages...


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