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 Post subject: Here is my patch
PostPosted: Thu Nov 06, 2014 7:51 am 
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Joined: Wed Sep 09, 2009 10:06 am
Posts: 1206
It needs to be tested and finely tuned for balance, but I think it is close to finished. Download link at the bottom

General
- Changed minimum spawn to 8 players hp multiplier set at 350%
- Maximum resistances reverted to 75% from 85%
- Maximum damage reduction reverted to 50% from 60%
- Fixed boss drops, they drop all uniques again
- Boss locations reverted to normal places
- Bosses have new attacks that HU has never seen
- Remade/Reverted Baal Chamber map changes
- Reverted Arreat Summit map changes
- Reverted Mephistos Chamber
- Reverted Durance of Blood
- Remade/Reverted Catacombs of Anguish
- Reverted Arreat Andariel's Chamber
- Remade/Reverted The Sandy Hollows


- Buffed "old skills" based on 1.3 values

- Greatly rebalanced life on Characters

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


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


Monsters
- Reduced boss attack rating based on my previous changes so that high defense has more impact when tanking a boss
- Bosses returne to their original locations
- Buffed physical attacks by 30% of 1.3 values
- Revamped several boss skills
- Added new boss attacks

Hirelings
- Increased Hitpoints to be similar to player values; a1 and a3 have 7000 base hp at level 100; a2 and a5 have 9000 base hp at level 100
- Merc base stats are now the same whether you hire them in normal, nm or hell
- Rebalanced merc skills, all mercs should have a smooth power curve now
- A2 and a5 combat mercs have a buff to increase their dmg%, ar% and def% similar to wolf and bear mercs
- A5 combat merc now has berserk and merc frenzy (gives no dr% deals 3/4 weapon damage with a 1/3 weapon damage nova)
- Physical Rogue is back; she has magic arrow and merc shot; reduced merc shot from 3/4 to 1/2 weapon damage


Cube Recipes
- you can now craft using a crafted item instead of a blue
- Added cube recipe to downgrade runes: 1 rune = 1 lower grade rune (making 1 rune = 2 lower runes would trivialize the farming aspect of runes)
- Elite Crafted Melee Weapon + Zod rune = make the item ethereal
- Magic weapon/armor -> normal quality; magic weapon/armor + mithril hammer + adamant hammer + jewel = same item type as normal quality

Items
- Armors with 150 str requirement or higher can spawn with hp% and dr% as a magical affix.
- 150-160 str = 12-15% hp; 12-13 dr%
- 161-169 str = 16-20% hp; 13-14 dr%
- 170-180 str = 21-25% hp; 14-15 dr%
- 200+ str = 26-30% hp; 15-17 dr%

- Wirts jewel now -5% requirements
- removed -requirement mod from affix pool
- Rubies now give only a flat hp bonus
- Added 30% hp auto mod to 2handed axes, mauls, spears and polearms (some uniques do not have this bonus example: spellsteal) twohanded swords do not have this bonus beacause generally only barbs use them as a 1 hander
- Increased cap on life replenish
- hp% mod is exclusive to torso armor and 2 handed melee weapons with some exeptions
- Completely new set items (as seen in my other thread)
- Revamped Runewords (as seen in my other thread)
- Edited 99% of Unique items
- Removed most OSkill party buffs and auras from items
- Items with piercing attack show the % chance to pierce now
- Removed ctc amp from helms and added it to gloves instead
- CB affixes on 2 handed magic/rare mauls, polearms, spears, axes can roll higher than 1 handed weapons
- Increased quality of all rune drops, addtionallu Countess and Nihlathak have been increased as well
- Countess can drop Eth-Sol in normal, Ko-Gul in NM, Mal-Ber in Hell (25.86% chance for lowest quality and 1.72% for the highest)
- Nilathak can drop Lum-Ist in Normal, Um-Sur in NM, Gul-Cham in Hell (25.86% chance for lowest quality and 1.72% for the highest)
- Removed Soul, Crystal and Scarlet bands, will add them back as random drops later. (I don't like the idea of guarenteed drops from a boss that you have limited access to during the game; the drops either have to be overowered so they make all other items useless or they are underpowered and at that point why even have them. They seem uneccessary as well since I balanced this mod around not having them.)


Class Charms
- Ama unchanged
- Bar 25% DS -> 2% ele absorb
- Sor 25 all res -> 5% ele pierce
- Pal 100%undead/demon dmg -> 4% DR
- Nec unchanged
- Dru 50 mana regen -> 35% fhr
- Ass 25% ias -> 40% PLR

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

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

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

Skulls
- Now give 1-3% magic resistance, Hp Regen, Mana Regen

Small Charm
- Maximum life bonus from 20 to 40

Large Charm
- Maximum life bonus from 35 to 75

Grand Charm
- Maximum life bonus from 50 to 110

Return Tome
- Challenge bonus changed to 100 maximum life per difficulty

Arrows and Bolts
- all arrows and bolt now have replenish
- Now spawn with same properties as grand charms
- Addtionally they can spawn with Ias, ele and magic pierce, life and mana steal and frw
- Now have a chance to spawn with 1-2 Bow and Crossbow/Passive skills

Crossbows
- No longer spawn ethereal
- Increased base damage by 50%
- all crossbows spawn with 20-25% pierce

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

Throwing Weapons
- all throwing weapons spawn with 40-50% pierce
- Fixed Rep Dur from spawning on throwing weapons

Characters

Poison Skills
- I changed the way the poison length scales on the following skills:
- Poison Strike
- Poison Javelin
- Disease Spray
- Rabies
- The poison duration of these skills start at 8.08 seconds at level one and are lowered by .12 seconds per skill level after skill level 16. At skill level 50 they have a 4.08 second duration. This is so that as you get stronger and gain more pierce to reduce enemy PLR you still must regularly re-apply your poison every 4-5 seconds instead of every 10 seconds. Since the duration starts at 8.08 seconds and scales down slowly this actually helps poison builds early while reducing their incredibly safe mid and late game.

Amazon

Poison Javelin
- Now a melee skill similar to poison strike; it has no cloud since amazons are inherently more durable than necromancers

Disease Spray
- Now releases a poison cloud that has about 66% of the dps of poison javelin

Plague Javelin
- Releases a Poison nova on hit with damage slightly weaker than poison nova due to the larger aoe this skills has

Strategy
- Removed health bonus

Evade
- Fixed resitance synergy from Strategy

Guided Arrow
- Removed delay

Decoy
- 50% of caster hp + 2%/level
- 10 second duration / 10 second skill timer

Valkyrie
- slightly reduced durability and damage
- casts innersight on attack of equal power to the casters

Magic Arrow
- Synergies are now Inner Sight and Valkyrie at 15%

Charged Strike
- Synergy capped at 800%
- Lightning Strike gives 40% synergy per level (now it is possible to build a pure melee lightning zon without wasting skill points)

Lightning Strike
- Charged Strike is the only synergy now at 20% (now it is possible to build a pure melee lightning zon without wasting skill points)

Assassin

Fade
- Removed health bonus
- Removed dr% (it seems over kill with the higher hp now)
- Reduced max cursed reduction to 50%

Barbarian

Frenzy
- Deals 5/4 Weapons Damage
- Attack speed max increased to 100%
- duration reduced to 10 seconds

Shout
- Base duration to 180 seconds

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

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

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

Battle Cry
- Now available at level 36

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

Gale Force
- Now available at level 1

Increased Speed
- Removed Ias

Sword Mastery -> Flurry
- 10-40% IAS

Polearm Mastery -> Blood of the Ancients
- 10+1% PLR per lvl

Spear Mastery -> Impale
- 10-40% Openwounds


Druid

Feral Rage
- Dmg scaling and stun of maul
- Same lifesteal and run speed

Maul
- removed dmg% and stun
- Main hit deals 1/2 weapon damage
- Deals 1/3 weapon damage to enemies in front of you

Werewolf
- 0-50% Critical Strike
- 75% + 15% damage per level
- 75% + 15% defense per level
- 60% + 25% attack rating per level
- blvl*clvl/2 health bonus
- 30 life replenish per base level of Lycanthropy

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

Lycanthropy
- Added life replenish for wolf and bear form

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

Wolverine
- Removed summon hp buff

Summons
- Totally reworked Wolves and Bear. They are now indpendent skills with no synergies, and they each have a different effect.

Grizzly Bear
- Added area damage; deals 1/3 weapon damage to a small area

Spirit Wolf
- Added spectral hit; max of 3, buffed stats

Dire Wolf
- Added very small stun on attack

Necromancer

Teeth, Bone Spear, Bone Spirit
- reverted old synergies; if people think bone necros are too strong early game then there are other ways to adjust it that doesn't restrict skill points

Iron Maiden
- reduced magic res reduction to 1% per hard point for a max of 10; bone necros do not really need more pierce now it is an added bonus for going full damage and less of a must have skill for magic builds

Poison Dagger
- Removed health bonus

Bone Armor
- Increased bone armor scaling from 50+25 to 200+75

Golems
-increased base damage by 50%
- buffed clay/blood golems damage more in NM and Hell to be closer to iron/fire golems

Paladin

- Moved the bonus damage for FoH to Concentration and it is now part of the actually aura; so if you have 2 paladins only one needs to run concentration and both the the bonus damage for FoH

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

Zeal
- increased ed% to 100%+20%

Sacrifice
- Deals 3/2 Weapon Damage

Vengeance
- Updated graphics

Holy Fire
- Added Attack Speed based on soft points in Fanaticism
- Added sLvl/2 fire pierce if bLvl greater than 10 for Paladin only

Holy Frost
- Added Attack Speed based on soft points in Fanaticism
- Added sLvl/2 cold pierce if bLvl greater than 10 for Paladin only

Holy Shock
- Added Attack Speed based on soft points in Fanaticism
- Added sLvl/2 lightning pierce if bLvl greater than 10 for Paladin only

Sorceress

Firewave
- Increased range
- Increased number of missiles

Masteries
- Reduced absorb from 1 per base level to 1 per 4 base levels

Hydra
- removed delay
- cap of 2 hydras (6 heads)
- 8 second duration

Energy Shield
- Max Mana bonus reduced to 2.5%+0.5%/lvl

Ice Bolt
- Synergy from Chilling Armor moved back to Cold Mastery

Mraw Patch Download Run with -direct -txt

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Last edited by Mrawskrad on Sun Dec 14, 2014 3:13 am, edited 31 times in total.

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 Post subject: Re: Here is my patch
PostPosted: Thu Nov 06, 2014 10:25 am 
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nice work sir, should name spear mastery sodomy since impale is already taken :)

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 Post subject: Re: Here is my patch
PostPosted: Thu Nov 06, 2014 10:29 am 
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I'll rename it Rend

- Items with piercing attack show the % chance to pierce now

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 Post subject: Re: Here is my patch
PostPosted: Fri Nov 07, 2014 12:17 pm 
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Location: Central America - Honduras - S.P.S.
Awesome ill try it tommorrow and keep you informed if there is something ;)


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 Post subject: Re: Here is my patch
PostPosted: Sun Nov 09, 2014 7:23 am 
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Just finished some more changes:

- Finished buffing weak unique items

- Removed ctc amp from helms and added it to gloves instead

- CB affixes on 2 handed magic/rare mauls, polearms, spears, axes can roll higher than 1 handed weapons

Class Charms
- Ama unchanged
- Bar 25% DS -> 1% CB
- Sor 25 all res -> 2% ele absorb
- Pal 100%undead/demon dmg -> 3% DR
- Nec unchanged
- Dru 50 mana regen -> 35% fhr
- Ass 25% ias -> 40% PLR

Arrows and Bolts
- all arrows and bolt now have replenish
- Addtionally they can spawn with Ias, ele and magic pierce, life and mana steal and frw

Crossbows
- all crossbows spawn with 20-25% pierce

Throwing Weapons
- all throwing weapons spawn with 40-50% pierce

Grizzly Bear
- increased level 1 damage to 40-120

Spirit Wolf
- increased tier 4 and 5 damage by 15%
- increased base hp and def by 50%
- added spectral hit

Dire Wolf
-increased tier 4 and 5 damage by 15%
-increased base hp and def by 50%

Bone Armor
- Increased bone armor scaling from 50+25 to 200+75

Golems
- increased base damage by 50%
- buffed clay/blood golems damage more in NM and Hell to be closer to iron/fire golems

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 Post subject: Re: Here is my patch
PostPosted: Mon Nov 17, 2014 2:32 am 

Joined: Mon Aug 31, 2009 10:29 am
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doin a clean playthru on single player for this patch. its really refreshing so far!


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 Post subject: Re: Here is my patch
PostPosted: Mon Nov 17, 2014 3:06 am 

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yes, its fun, i tried a quick test on vengeance and i think its broken

new items are fun :D


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 Post subject: Re: Here is my patch
PostPosted: Mon Nov 17, 2014 6:02 am 
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I have been playing through as well and testing enemies and bosses. I am at norm dury so far. Been making adjustments. Overall I have made a1 and a2 enemies hit harder since hp scales quicker than before early game. I will upload a fresh file soon and you can see.

Vengeance was not changed, only the animation is different.

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 Post subject: Re: Here is my patch
PostPosted: Mon Nov 17, 2014 6:55 am 
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I updated the link in the first post. Balanced bosses a bit more up to norm dury

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 Post subject: Re: Here is my patch
PostPosted: Mon Nov 17, 2014 10:46 pm 

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left flail dropping council member suicides (stone skin one).

belial in flayer dungeon 3 doesnt spawn the tp to get the flail piece.

edit - belial appears to be lvl 60 in flayer dungeon. hes dropping a5+ uniques and took a real long time to kill.


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 Post subject: Re: Here is my patch
PostPosted: Tue Nov 18, 2014 7:58 am 
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I will add em to the list. Thanks

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 Post subject: Re: Here is my patch
PostPosted: Tue Nov 18, 2014 6:59 pm 

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ive been playing this on openbnet with ao2005, so anyone interested in trying the patch out can join in at any time. i'm quite impressed by the huge amount of changes, including the fact that almost every boss has several new skills. my only gripe so far is that bosses might need a bit of extra power, but that can always be adjusted in small increments.


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 Post subject: Re: Here is my patch
PostPosted: Tue Nov 18, 2014 7:06 pm 
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on my way...

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 Post subject: Re: Here is my patch
PostPosted: Tue Nov 18, 2014 8:04 pm 

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Im level 59, should be geared enough for baal, at AW wp. Ill be on later. I do agree the bosses need to be buffed, i like when im scared to go at a boss, but we are playing sc, but at the same time we got a dexzon and sorc.


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 Post subject: Re: Here is my patch
PostPosted: Wed Nov 19, 2014 12:35 am 
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I agree, but i havent tested as much as you. If a boss is weak tell me what attacks seem weak and i will edit them. Thanks for the help testing guys.

Edit: I fixed the two bugs you found and updated the link.

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 Post subject: Re: Here is my patch
PostPosted: Thu Nov 20, 2014 4:15 am 

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baphoment crashes game.

pleasantly surprised by nm. bosses do fair dmg compared to norm.


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 Post subject: Re: Here is my patch
PostPosted: Thu Nov 20, 2014 4:24 am 
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Fixed

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 Post subject: Re: Here is my patch
PostPosted: Thu Nov 20, 2014 10:55 pm 

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Throwing weapons still seem to have a problem replenishing when a repair durability over time mod is present. Thanks for the hard work!


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 Post subject: Re: Here is my patch
PostPosted: Fri Nov 21, 2014 12:05 am 
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I will double check magic affixes. Maybe i missed something.

Edit: Found and fixed the problem. Thanks

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 Post subject: Re: Here is my patch
PostPosted: Fri Nov 21, 2014 4:07 pm 

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I've been messing with my own changes since I was introduced to HU a month ago, and I just discovered some of these issues a few days ago and was about to start working on them. You've done a better job than I would have. :)


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 Post subject: Re: Here is my patch
PostPosted: Fri Nov 21, 2014 10:26 pm 

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For some reason flawless diamonds are buggy for me. The damage reduced by # is fluctuating rapidly between 4 and 5.


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 Post subject: Re: Here is my patch
PostPosted: Sat Nov 22, 2014 12:51 am 
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Fixed it, thanks.

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 Post subject: Re: Here is my patch
PostPosted: Sat Nov 22, 2014 10:15 pm 

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I installed the files from this thread but can't seem to join the OpenBNet game that's up. Are you guys using a different fileset?

My Bnet ID is *SakujoNoJidai, chara is SakujoNoJidai

(Edited to change chara name. Made a new one specifically for Mraw's patch.)

Edit2: These are mods to the 1.14d patch, right?

Edit3: Do I need to rename my subdirectories to match the case of the patch files? (e.g. my Patch_D2.mpq for 1.14d has "local" but this patch has "LOCAL".)

Edit4: Perhaps it has to do with me using D2SE? I made a copy of my D2SE 1.14d Patch_D2.mpq and overwrote the changed files with Mraw's stuff (by building new .bins from the .txts, then replacing the whole lot). All of my folders are still named according to the normal HU1.14d names (e.g. "local").


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 Post subject: Re: Here is my patch
PostPosted: Sun Nov 23, 2014 6:41 am 
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hi saku , i think they are just using arimyths server and making open games on there.

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 Post subject: Re: Here is my patch
PostPosted: Sun Nov 23, 2014 6:46 am 

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Kannli wrote:
hi saku , i think they are just using arimyths server and making open games on there.


Yeah, I meant on Open. There was a game, and I couldn't join it. I had no problems hosting my own with the new files, though.

Edit: And I'm sure it isn't a router/firewall/etc issue. I've been playing other games on Open with other people before now.


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 Post subject: Re: Here is my patch
PostPosted: Sun Nov 23, 2014 3:08 pm 
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that person probably had a different patch or didnt have ports open

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 Post subject: Re: Here is my patch
PostPosted: Tue Nov 25, 2014 2:12 am 

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szak spider still spawns inside anya tp where acaste used to be.


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 Post subject: Re: Here is my patch
PostPosted: Tue Nov 25, 2014 2:46 am 
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Fixed it, Thanks. I will update the files soon with some more changes and fixes.

Edit:

Made some updates:

Class Charms
- Bar 25% DS -> 2% ele absorb
- Sor 25 all res -> 5% ele pierce
- Pal 100%undead/demon dmg -> 4% DR

Return Tome
- Challenge bonus changed to 3% maximum life per difficulty

Poison Skills
- I changed the way the poison length scales on the following skills:
- Poison Strike
- Poison Javelin
- Disease Spray
- Rabies
- The poison duration of these skills start at 8.08 seconds at level one and are lowered by .12 seconds per skill level after skill level 16. At skill level 50 they have a 4.08 second duration. This is so that as you get stronger and gain more pierce to reduce enemy PLR you still must regularly re-apply your poison every 4-5 seconds instead of every 10 seconds. Since the duration starts at 8.08 seconds and scales down slowly this actually helps poison builds early while reducing their incredibly safe mid and late game.

Amazon

Poison Javelin
- Now a melee skill similar to poison strike; it has no cloud since amazons are inherently more durable than necromancers

Disease Spray
- Now releases a poison cloud that has about 66% of the dps of poison javelin

Plague Javelin
- Releases a Poison nova on hit with damage slightly weaker than poison nova due to the larger aoe this skills has

Decoy
- 50% of caster hp + 2%/level
- 10 second duration / 10 second skill timer

Valkyrie
- slightly reduced durability and damage
- casts innersight on attack of equal power to the casters

Barbarian

Frenzy
- Deals 3/2 Weapons Damage
- Attack speed max increased to 100%
- duration reduced to 10 seconds

Druid

Wolverine
- Removed summon hp buff

Summons
- Totally reworked Wolves and Bear. They are now indpendent skills with no synergies, and they each have a different effect.

Grizzly Bear
- Added area damage; deals 1/3 weapon damage to a small area

Spirit Wolf
- Added spectral hit

Dire Wolf
- Added very small stun on attack

Sorceress

Masteries
- Reduced absorb from 1 per base level to 1 per 4 base levels

Hydra
- removed delay
- cap of 2 hydras (6 heads)
- 8 second duration

See first post to download


If anyone out there is testing it I would like to see how summons builds and psn builds are doing with these changes. Thanks to everyone who is helping.

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Last edited by Mrawskrad on Wed Nov 26, 2014 9:25 am, edited 2 times in total.

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 Post subject: Re: Here is my patch
PostPosted: Tue Nov 25, 2014 6:56 am 

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I may have missed it, but I can't seem to get a physical rouge to spawn in a1. Is it NM only, or did I miss a previous edit that removed them?


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 Post subject: Re: Here is my patch
PostPosted: Tue Nov 25, 2014 8:00 am 
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works for me. make sure you run it with -direct -txt

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 Post subject: Re: Here is my patch
PostPosted: Tue Nov 25, 2014 9:13 am 

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Ohh I am. I don't know, I tried to re-install it and it still didn't work. Meh... I want one so bad! :< lol.

EDIT: Also, I just did a fresh install and they still aren't there... odd?


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 Post subject: Re: Here is my patch
PostPosted: Wed Nov 26, 2014 3:38 am 

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wow its been a blast so far. although we've been having to use weaken with 30~ ish sorb to fight some bosses (maybe a lot for norm dunno) but nova and i made it to normal baal. thats where the train ended.. multi ele was quite powerful and i had no means of stacking 30 dual sorb on my sin. we'll have to re group and go from there!


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 Post subject: Re: Here is my patch
PostPosted: Wed Nov 26, 2014 5:54 am 
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I can tone norm down a bit. I don't think normal should be super hard are require tons of perfect gear. NM and Hell should be where the real challenge is.

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 Post subject: Re: Here is my patch
PostPosted: Wed Nov 26, 2014 7:15 am 
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Which bosses did you find were a bit too strong so far?


Edit: Updated link with some skill desc fixes and some other bug fixes. Also balanced druid summons so their damage does not scale too quickly.


- Increased quality of all rune drops, addtionally Countess and Nihlathak have been increased as well
- Countess can drop Eth-Sol in normal, Ko-Gul in NM, Mal-Ber in Hell (25.86% chance for lowest quality and 1.72% for the highest)
- Nilathak can drop Lum-Ist in Normal, Um-Sur in NM, Gul-Cham in Hell (25.86% chance for lowest quality and 1.72% for the highest)


- Added cube recipe to downgrade runes: 1 rune = 1 lower grade rune (making 1 rune = 2 lower runes would trivialize the farming aspect of runes)

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 Post subject: Re: Here is my patch
PostPosted: Wed Nov 26, 2014 12:05 pm 
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^ Nice changes!

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 Post subject: Re: Here is my patch
PostPosted: Wed Nov 26, 2014 1:59 pm 

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Mrawskrad wrote:
Which bosses did you find were a bit too strong so far?


I was playing a zealer, and Pious an assassin. We may differ on which bosses were too strong, but here is what I thought.

Going through a1-2, things hit hard but it's not going to be a game stopper. Things start to get real when you get to General. We even went back and tested him when I was level 59 with max light res, and 20+ lightning absorb and 80+ dr/mdr. He was still hitting me for over 1k a pop with his sky lightning attack. Mephisto has one or two attacks (I'm not sure which ones) that are about the same.

For A4, the TP boss on bridge (his name eludes me at the moment.). When he uses his lightning that goes in a 360 degree radius, anything close to him is going to take multiple hits. It would eat through 4k life with 15 light absorb/max res each time he would use it. For the seal bosses, they all have one or two attacks that would do insane damage. Moloch's sky poison for instance is just something that would obliterate us. Desis's lightning was also extremely painful. You would have to ask Pious for Diablo and the other seal boss.

For A5, I went straight through with Dan. Ancients were okay. The first real pain we encountered was Guardian. The issue with guardian is when he uses his fireball throw (I think it's the same one diablo uses, like a fire orb) because he's multy shot he throws three of them. They are -extremely- painful. With stacked fire res/absorb they would nearly kill me each time he threw it.

Baal waves. This is where it got fun! The first wave didn't seem too harsh. There was one or two hard hits but that's to be expected. Glaysha had a very painful attack. We think it was her version of a sky attack, it looked like someone throwing a ton of rocks. It would hit for 2-3k each time. Baphomet was the same way. He had one or two attacks that would just do an insane amount of damage, but we had to insanely stack light res and absorb which is normal for him I think. I think the real broken boss is the fire wave. We decided to be extra careful for him after Baphomet. We each had 20+ fire absorb (I had over 30) and insane maxed fire res. Nothing could have broken it for normal Baal. When we were fighting him, his fire nova would do 1.5k-2k damage each time he would cast it. It would hit for 1/2 or more each time.

Now it may seem like I'm bitching a lot about the elemental damage stuff, but please keep this in mind. I was playing a paladin and using not only gemmed absorb shields for these fights, but also the corresponding resistance aura for the extra absorbs. I couldn't tank with very good gear for my level even with 20+ absorb and max resistance. I would loose 3/4 or more of my life with each attack in A3-4, and at least 1/2 in A5 when we were super stacked.

Now for Baal. We weren't sure what to expect, but it was sad once we got there. We couldn't tell what all he was using, but I know that his immo arrow is insane. You take multiple arrows at close range when he uses that attack. Makes it impossible to melee him without risking death. I know Dan was doing a lot more to him than I was so he will be able to give you better feedback in regards to the rest for him.


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 Post subject: Re: Here is my patch
PostPosted: Wed Nov 26, 2014 3:28 pm 

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have bosses been buffed since pious and i's first run through?


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 Post subject: Re: Here is my patch
PostPosted: Wed Nov 26, 2014 3:42 pm 

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since i basically boosted nova thru a1-a3 i'll give the run down.

a1: andy's poison rain is a bit ouch during the first encounter. i tried her with a barb and suffered heavily, then used the clawblock sin and found it considerably easier. point being, with the new hp values normalized the zon avoid for spells and the sin clawblock for spells make them by far the best tanks in the game. no1 else will compare except maybe a salvation pally because of the massive absorbs.

a2: seemed fairly straight forward. nothing really outrageous.

a3: general is ow. but given that hes so near a wp thats kind of OK. meph is even more ouch. most instances of fire/lightning rain that hits the ground for lots of DOT dmg hurt a lot.

a4: diablo's fire rain from the sky hurts. moloch poison rain hurts. seis lit rain hurts. left seal boss didnt seem to hurt mysin much but merc melted fast. bridge boss with 360 lit is harsh in melee range.

a5:the 4th baal wave fire nova was absolutely punishing. by far the nastiest attack of any baal wave. the biggest issue i encountered with baal is that i could no longer abuse clawblock to tank him. hoarfrost knocks me back and while i'm being pushed that is considered movement so i eat full dmg. in combination with immo arrow + hoar frost i was getting virtually destroyed so we had to abort. this was with weaken and i was wearing about 24% fire sorb, no cold sorb. granted i could improve the hp a bit on gear but i found myself wondering if any other melee would stand a chance at all given how effective clawblock is.

ao2005: when we played sc the decoy tanked everything and we just kited. if you try playing on hc with a melee you'll see just how much dmg the bosses can really dish out. i believe kiting builds have a clear advantage except vs bosses that teleport on you as a counter. also remember that the hp difference between your sorc and say a barb will be virtually nil, so when you'd get wrecked by some spells while kiting any other melee will just get demolished trying to face-tank it. our judgement was very clouded with those chars we had on sc!

edit: nova died to deseis on his din and remade. we are playing hc.


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PostPosted: Wed Nov 26, 2014 7:02 pm 
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Thanks, guys. I will make some changes. I will leave clawblock alone for now. I agree it can be very strong, but it has weaknesses that shields do not have.

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 Post subject: Re: Here is my patch
PostPosted: Thu Nov 27, 2014 12:43 am 
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Okay, I made some changes to the bosses you gave feedback on and reduced their power to a hopefully good place.

Updated download link.

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 Post subject: Re: Here is my patch
PostPosted: Thu Nov 27, 2014 2:56 am 

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Not sure how much you nerfed Glaysha... I just got 1 hit PK'ed by her. :\


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PostPosted: Thu Nov 27, 2014 3:09 am 
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Hmm all i did was reduce her skill levels. Do you know what spell killed you or was it a combo of different spells all hitting at once?

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PostPosted: Thu Nov 27, 2014 3:20 am 

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It's whatever skill that falls from the sky with her. I don't know what it's called.


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 Post subject: Re: Here is my patch
PostPosted: Thu Nov 27, 2014 3:34 am 
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The rocks or the cold one?

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PostPosted: Thu Nov 27, 2014 3:45 am 

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its difficult to tell which one it was that killed nova. the new spells have a very flashy graphic so seeing exactly what did the KO isnt easy. my merc + nova were killing minions, so soon as they finished em both came over and starting chopping away at glashya. almost immediately after the fireworks started flying (presumably counters) and thats what killed both.

with a big gear overhaul i took out baal. seems like a very well geared sin can do it alone in normal, though we'll see how things turn out in nm.

edit: baal wave 1 has a pretty laggy psn counter too. dropped my fps by a lot.


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 Post subject: Re: Here is my patch
PostPosted: Thu Nov 27, 2014 3:51 am 
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I will reduce the chance of counters a bit for bosses.

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 Post subject: Re: Here is my patch
PostPosted: Thu Nov 27, 2014 10:46 am 

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Congrats on Baal Dan!

I'll be honest, I've enjoyed playing this patch with Dan (And I will continue to do so) but sadly I think unless I make an assassin, melee characters are out for now. The counter damage/spell damage is so great that it's pretty much impossible to play melee. Without the ability to block spells, the damage they take is just too high while having to use weaken. I love zealers, but being able to tank bosses with them is meh. I will give a sorc or amazon a try next :)


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 Post subject: Re: Here is my patch
PostPosted: Thu Nov 27, 2014 7:09 pm 
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I am glad you guys are giving feedback. I will redesign the bosses so that melee do not take a ton of damage while trying to make bosses hard if you do not have a tank. I love playing melee and i want the to be viable, so dont worry. Thanks for helping.

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 Post subject: Re: Here is my patch
PostPosted: Fri Nov 28, 2014 12:03 pm 

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I believe I've found two bugs with the amazon. When I use Valkyrie she uses some kind of spell that lowers the physical resistance of everything nearby, including me. Also, the all resistance skill for perfection doesn't work.


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 Post subject: Re: Here is my patch
PostPosted: Fri Nov 28, 2014 3:02 pm 

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Valk is casting inner sight, which i think should be removed. Amp>low level inner sight. Inner sight doesnt stack with curses


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 Post subject: Re: Here is my patch
PostPosted: Fri Nov 28, 2014 8:20 pm 
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I will look into it

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 Post subject: Re: Here is my patch
PostPosted: Fri Nov 28, 2014 9:04 pm 

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the all resist bonus from perfection applies to valks, which makes them rainbow immune after enough levels invested.


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 Post subject: Re: Here is my patch
PostPosted: Sat Nov 29, 2014 1:00 am 

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rip lvl 58 frenzy barb to diablo normal! 6.4k hp fight lasted about 10 seconds. yea i feel for melees atm that arent sins or zons.


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 Post subject: Re: Here is my patch
PostPosted: Sat Nov 29, 2014 3:23 am 
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I fixed the perfection res problem and removed inner sight from valks.

I am working on rebalancing bosses so tanks become important and kiting is a lot less effective for soft ranged characters.

I didn't update the DL link yet but I will soon.

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 Post subject: Re: Here is my patch
PostPosted: Sat Nov 29, 2014 10:21 am 

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Also, here's a suggestion for you :P If you're going to limit it to two hydras, you should probably put it back to fireball instead of firebolt. Only having one hydra really limits the usability of the character.


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PostPosted: Sat Nov 29, 2014 11:06 am 
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I didn't make the change that limited it to 2. To clarify when i say 2 hydras, that means 6 heads total since they are spawned in groups of e heads. I also suspect that hydras will continue to be a very strong skill because they do no cause counters directed towards the caster, but if you test it and can tell me for sure they need to be buffed then I will.

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 Post subject: Re: Here is my patch
PostPosted: Sat Nov 29, 2014 11:24 am 

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Just wanted to pop in here and say thanks for continuing to work on this. Median released a new patch so I downloaded it to see what Median is like, and I much prefer HU. Getting HU to a state that is both fun and playable on servers is very much appreciated.


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 Post subject: Re: Here is my patch
PostPosted: Sat Nov 29, 2014 11:43 am 
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Median is great a great mod that adds a lot of crazy stuff, but I think HU is much more enjoyable. I like HU because it stays closer to its D2 roots and I want to keep it that way.

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 Post subject: Re: Here is my patch
PostPosted: Sat Nov 29, 2014 12:19 pm 
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- re-designed the act boss and baal minons fight

-reduced the attack rating of bosses so that high defense has more of an impact for tanks

- added 30% hp auto mod to all 2handed axes, mauls, spears, polearms (with some exceptions)

- increased the % hp bonus on all unique and set tank chest armor

- changed rubies to a flat hp bonus

see OP for new download link

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 Post subject: Re: Here is my patch
PostPosted: Sat Nov 29, 2014 1:50 pm 

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New patch gives all my characters bad inventory data.


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 Post subject: Re: Here is my patch
PostPosted: Sat Nov 29, 2014 6:05 pm 

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yea my chars appear busted too, and it doesnt appear to be related to rubies or 2 handers either because some of my mules have both and still work.


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 Post subject: Re: Here is my patch
PostPosted: Sat Nov 29, 2014 8:12 pm 

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Here is some research I did for ya. I went through and did some digging swapping items and what not, and I had 5 characters that were bugged. Removing items (not armors) that had %life on it seemed to fix my issues. I removed bloodfist, chromatic ire, ring of truth, and isenhearts boots and that fixed them. It could be an issue with %life on items other than armors. Hope that helps.


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 Post subject: Re: Here is my patch
PostPosted: Sat Nov 29, 2014 9:47 pm 
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whoops,my bad should be fixed now. download some new files.

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 Post subject: Re: Here is my patch
PostPosted: Sat Nov 29, 2014 9:47 pm 

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ok we're good then.


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 Post subject: Re: Here is my patch
PostPosted: Sat Nov 29, 2014 10:56 pm 

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Getting a ton of more errors now. Bad hireling, bad dead bodies... lol?


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 Post subject: Re: Here is my patch
PostPosted: Sat Nov 29, 2014 11:10 pm 
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That tends to happen when you change items, the real question is can you make a new char and it works fine.

I should also mention that I can load my older characters with no problems.

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 Post subject: Re: Here is my patch
PostPosted: Sun Nov 30, 2014 1:58 pm 
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are you playing open on realm? id join for a couple of hours.

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 Post subject: Re: Here is my patch
PostPosted: Sun Nov 30, 2014 3:07 pm 

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Before I go lay back down I thought I would post this. I figured out what was bugging my two main chars. The insight r/w on my sorc had her merc bugged. I just emptied the pole-arm and remade it with the new patch and it was fine. Also a goldskin I had on my amazon was bugged out, had to toss that bad boy :( all is good now.


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 Post subject: Re: Here is my patch
PostPosted: Sun Nov 30, 2014 9:18 pm 
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Glad you were able to save your chars.

Updated the download link:

Items
- Armors with 150 str requirement or higher can spawn with hp% and dr% as a magical affix. Hp% is based on str req.
- 150-160 str = 12-14% hp
- 161-169 str = 15-17% hp
- 170-180 str = 18-20% hp
- 200+ str = 23-25% hp

- Wirts jewel now -5% requirements
- removed -requirement mod from affix pool
- hp% mod is exclusive to torso armor and 2 handed melee weapons with some exceptions

Return Tome
- Challenge bonus changed to 100 maximum life per difficulty

Assassin

Fade
- Removed health bonus
- Removed dr% (it seems over kill with the higher hp now)

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PostPosted: Sun Nov 30, 2014 10:46 pm 
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so just to clarify, maul does not work in conjunction with ferale rage and fury in wolform correct? there is no green ball on wolf anymore.

also...lycan only gives 3 regen per lvl and nothing else correct? it says it adds life,but it doesnt.


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 Post subject: Re: Here is my patch
PostPosted: Sun Nov 30, 2014 11:27 pm 
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The dmg and stun from maul was added to feral rage and maul was turned into an aoe melee attack. It still works in wolfform.

I fixed the lycan description error, It will be fixed in my next update. Thanks.

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PostPosted: Mon Dec 01, 2014 5:31 am 
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I am playing through on a melee bear druid and the boss attack rating reduction really helps melee stand toe to toe with a boss when you stack defense even when you do not have block.

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 Post subject: Re: Here is my patch
PostPosted: Mon Dec 01, 2014 6:12 am 

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Mrawskrad wrote:
Glad you were able to save your chars.

Updated the download link:

Items
- Armors with 150 str requirement or higher can spawn with hp% and dr% as a magical affix. Hp% is based on str req.
- 150-160 str = 12-14% hp
- 161-169 str = 15-17% hp
- 170-180 str = 18-20% hp
- 200+ str = 23-25% hp

- Wirts jewel now -5% requirements
- removed -requirement mod from affix pool
- hp% mod is exclusive to torso armor and 2 handed melee weapons with some exceptions

Return Tome
- Challenge bonus changed to 100 maximum life per difficulty

Assassin

Fade
- Removed health bonus
- Removed dr% (it seems over kill with the higher hp now)


What else was changed? Every single character I have now has a bad inventory data and I can't fix it. Do you have any idea what might be bugging them out?


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 Post subject: Re: Here is my patch
PostPosted: Mon Dec 01, 2014 6:25 am 
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did you get rid of your old return tome?

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PostPosted: Mon Dec 01, 2014 6:29 am 

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Mrawskrad wrote:
did you get rid of your old return tome?


No, but not all of them have a return tome. Like my level 24 barb has very little on him and he's corrupt too.


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 Post subject: Re: Here is my patch
PostPosted: Mon Dec 01, 2014 6:41 am 
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I increased the cap on flat hp so that it can be used in place of hp% on items so that hp% is more effective for tank chars.
That is likely the cause. If you can get rid of all the items with +life (it will probably be most items you have, sorry) and re-find them, then it should be fixed.

Sorry if this causes you to lose a lot of items, but that comes with the territory of testing a patch like this that changes so much.

Edit: If it makes any difference, I do not predict any more changes that will corrupt inv data.

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 Post subject: Re: Here is my patch
PostPosted: Mon Dec 01, 2014 6:52 am 

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Well I removed everything with +life (including charms) from my amazon and she works. WHY did her bow have to have +5 life on it D: sadface... I suppose it's time to go through all the chars and remove +life items. Thanks for throwing that out there :)

:::EDIT:::

For anyone upgrading to this patch that already has characters, everything with +life has to go. Charms, rubied gear (I just hammered out my rubies), everything. Not ditching all of these items will cause characters to get BID.


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 Post subject: Re: Here is my patch
PostPosted: Wed Dec 03, 2014 4:22 am 

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love the new blood mana curse!


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 Post subject: Re: Here is my patch
PostPosted: Wed Dec 03, 2014 2:07 pm 

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Pious wrote:
love the new blood mana curse!


It's absolutely evil! Really keeps you paying attention in places like WSK.


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 Post subject: Re: Here is my patch
PostPosted: Wed Dec 03, 2014 10:32 pm 
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:D

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 Post subject: Re: Here is my patch
PostPosted: Thu Dec 04, 2014 8:02 am 
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- Fixed boss drops, they drop all uniques again

Paladin

- Moved the bonus damage for FoH to Concentration and it is now part of the actually aura; so if you have 2 paladins only one needs to run concentration and both the the bonus damage for FoH

Holy Fire, Holy Frost, Holy Shock
- Added Attack Speed based on soft points in Fanaticism

Assassin

Fade
- Reduced max cursed reduction to 50%

- some more minor item adjustments

See OP for download link

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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 05, 2014 2:40 pm 

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-5 on wirts joolz is too op i think
-30 -30 -20 -20 + gheeds and the amount of gold inner gives, thats insane


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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 05, 2014 3:24 pm 

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im playing right now if anyone wants to hop on


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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 05, 2014 3:30 pm 
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-5 requierments

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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 05, 2014 3:44 pm 

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o
edit: im dumb


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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 05, 2014 11:38 pm 

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darkness cold meteor in normal 1 shot druid with 8k hp, also 1 shot merc with 10k hp. considering how much more dmg it does than baal i'd think it needed a small adjustment.


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 Post subject: Re: Here is my patch
PostPosted: Sat Dec 06, 2014 12:28 am 
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Oops, never meant for it to deal so much damage. I reworked it and it is working properly now, may change the graphics in the future but for now it is working as intended.

OP download link has been updated.

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 Post subject: Re: Here is my patch
PostPosted: Sun Dec 07, 2014 8:10 pm 

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game crashes when i try creating a new sorc


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 Post subject: Re: Here is my patch
PostPosted: Sun Dec 07, 2014 10:18 pm 
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I'm not having this problem. Anyone else having this issue?

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 Post subject: Re: Here is my patch
PostPosted: Sun Dec 07, 2014 10:21 pm 

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no problems makin the soso here.


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 Post subject: Re: Here is my patch
PostPosted: Sun Dec 07, 2014 10:24 pm 
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I am having a lot of fun playing a Holy Shock paladin. It finally feels like a viable build.

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 Post subject: Re: Here is my patch
PostPosted: Sun Dec 07, 2014 11:15 pm 

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hellforge dragon in nm suicides


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 Post subject: Re: Here is my patch
PostPosted: Sun Dec 07, 2014 11:35 pm 
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I already fixed it, just didn't upload a new file yet. Thanks. :D

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 Post subject: Re: Here is my patch
PostPosted: Sun Dec 07, 2014 11:43 pm 
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are the challenges still in this patch?

the tome of return was a great idea, and I realize the max resistances are gone.. but is it replaced?


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 Post subject: Re: Here is my patch
PostPosted: Mon Dec 08, 2014 3:00 am 
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yes, they add 100 hp each

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 Post subject: Re: Here is my patch
PostPosted: Mon Dec 08, 2014 3:55 am 

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moloch's poison might need an adjustment. even with sob its still obscenely powerful.


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 Post subject: Re: Here is my patch
PostPosted: Mon Dec 08, 2014 4:28 am 
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I will adjust it a little. I assume it is the acid rain that hurts so much, yeah?

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 Post subject: Re: Here is my patch
PostPosted: Mon Dec 08, 2014 11:19 am 
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the rain is nasty, but pretty sure its the nova. doing hit and run and completely avoiding the rain was still crazy.

the unique grim scythe has some issues: when you are shifted and try to summon the skeleton archers, you roll back, also when you summon them and then shift. The weapon also does not have % hp like most other 2handers.

maul still says it works with wolf, this should be deleted from the sentence as it encourages fury druids to waste points.

so far its been a great mod, its fresh like season one hu, there are a lot of fun surprises. normal makes you feel its really easy, then nm bosses give you a throat punch even when heavily geared.

lycanthropy is useless in its present state. thats fine with me if thats intended, just letting you know.

i like that you crushed bo and oak. it makes teams more varied instead of forcing the common bar/dru/nec team. consider replacing oak with something new and fresh. it is very fun using how though!


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 Post subject: Re: Here is my patch
PostPosted: Mon Dec 08, 2014 11:45 am 
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I adjusted moloch a little, he seems okay now in normal. How is he in NM and hell?

Maul is supposed to work with wolf.

lycan is just a place filler passive now, i didn't want to add anything too powerful since druids don't need more free stats. It is a nice bonus to have though when you have high defense and do not take hits often, though.

I added hp% to grims burning dead and fixed the issue for summoning skeletons in wolf and bear form.

I will upload updated files later and let you know.

Thanks

edit: Got any ideas on what to change oak into?

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 Post subject: Re: Here is my patch
PostPosted: Mon Dec 08, 2014 12:07 pm 
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aura based:

Attack Speed
small elemental absorb
group life/mana leech
defense bonus
magic/gold find
resistances
+skills
keep it at a small life% :P
faster cast rate
faster block rate (meh)



Random ideas

give it damaging auras... like holy shock,fire,ice or give it a psn aura
-negative modifiers on enemies such as -res -defense
slows enemies (although holy freeze would do this)


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 Post subject: Re: Here is my patch
PostPosted: Mon Dec 08, 2014 12:36 pm 
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it was moloch in nm that we were talking about. he stripped 8k of hp right off my druid in a second. This was with sob up. The Szack melee counter bonespears were a fun surprise! 5k per spear. i think they are good though, as they only come from melee counters.

-dont know if he got nerfed but the normal smith was a rapist with his stone fall attack against chars at that level. 1 shot style.

NM-duriel was a good battle! all around i found him to be perfect.

NM-meph was an epically hard fight. mephistos spears make him fairly untankable, but he was still beatable. his lit wasnt much to worry about though.

NM-moloch is a rapist.

oak as an aura would be overpowerd as balls if you could use how with it. making it a sage that has lifeleach and or regen (based on STR like pots) that allows leaching off undead would make it worthy! thats really the ultimate bane of a character that depends on sustain to fight bosses.


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 Post subject: Re: Here is my patch
PostPosted: Mon Dec 08, 2014 10:25 pm 
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Okay, moloch should be okay now. Before his skills where getting synergies from eachother, so it scaled out of control. I swapped poison vortex out for disease spray everything should be okay now.

I nerfed normal smith already.

EDIT:

UPDATE:

- Changed minimum spawn to 8 players hp multiplier set at 400%
- Removed Soul, Crystal and Scarlet bands, will add them back as random drops later. (I don't like the idea of guarenteed drops from a boss that you have limited access to during the game; the drops either have to be overowered so they make all other items useless or they are underpowered and at that point why even have them in the game. They seem uneccessary as well since I balanced this mod around not having them.)

- misc. boss edits and some minor item tweaks

OP download updated

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 Post subject: Re: Here is my patch
PostPosted: Mon Dec 08, 2014 11:36 pm 
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im liking your modding a lot so far. i would like to propose something as an alternative to the usual optional boss fights for certain charms or overpowered or underpowered items, though i dont know if you can do this.

1.I propose a revamp of the optional side bosses to keep things fresh and staying in line with the rest of this awesome mod. Create new side bosses with specific qualities which have certain themes, for instance one that chases after the lowest hp chars at an alarming speed and uses frenzy.

2.The killing of the optional side bosses directly affect your characters stats if successfully beaten. For the boss above mentioned killing it would permantly give the player a passive runspeed and attack speed buff. normal version would be small,nm more,hell,even more, or the same buff just for each diff. Killing a Phys heavy boss would give like,50 STR permanently.

edit: i havnt fought any of the optional side bosses currently in your mod yet so i cant comment on them at all.


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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 09, 2014 1:06 am 
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I am all about making boss fights more dynamic and rewarding, but I don't really think free permanent buffs are what HU needs. Free in the sense that you kill the boss, get the buff with no sacrifice to any other stats since you would have them added to a charm that you would carry with you anyway. HU was never balanced around these extra stats and I didn't balance around having them either. I think all it does is add clutter.

The reason people skip bosses like the smith and shenk is because they are not rewarding enough. This can be solved by making them more likely to drop good items by editing their treasure class. For example make smith always drop items that can be a set (no more blues) and give him a guaranteed drop of 2 or 3 rare jewels.

I would farm that.

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 Post subject: Re: Here is my patch
PostPosted: Thu Dec 11, 2014 7:08 am 
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I finally made my way to a4 NM so far on my paladin with gear that would take days to farm legitimately. Everything seems okay so far.

Here are some more updates:

- reduced base defense on mercs by a factor of 1/3
- Rebalanced merc skills, all mercs should have a smooth power curve now
- A2 and a5 combat mercs have a buff to increase their dmg%, ar% and def% similar to wolf and bear mercs
- A5 combat merc now has berserk and merc frenzy (gives no dr% deals 3/4 weapon damage with a 1/3 weapon damage nova)

- you can now craft using a crafted item instead of a blue

I may reduce merc hp a little to be more inline with player hp, what does everyone else think?

Download link in OP updated

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 Post subject: Re: Here is my patch
PostPosted: Thu Dec 11, 2014 4:03 pm 

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i like the idea of having some bosses with specific treasure classes.
any chance you figured out how to change up levels? like drifter cavern/the pit/all of the other temples in a3?
i havent updated for 2 patches yet so havent gotten the merc changes or hp increase, but from what pious and nova said it seems like their mercs were rocking it.
im only in a2 norm with a fury druid but really enjoying it, taking my time.


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 Post subject: Re: Here is my patch
PostPosted: Thu Dec 11, 2014 7:21 pm 

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ctc frozen armor taken off saph crafts?


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 Post subject: Re: Here is my patch
PostPosted: Thu Dec 11, 2014 11:07 pm 
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Yes, I can edit levels. It is something I want to do later, for now I just want to get a good base finished for the game and then add new content.

I did remove ctc FA from crafts a long time ago. Since stacking defense is a lot more useful now having FA proc almost for free was over kill. You can see get it on items like frostburns and fortitude, though.

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 Post subject: Re: Here is my patch
PostPosted: Sat Dec 13, 2014 7:57 pm 

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i think de seis's LR is broken, if it wasnt id be a dead man. itd be cool to switch static to de seis lightning attack
maybe buff ruby craft + life

diablo was fairly easy, only problem i had was IM + cage, im playing a how fury btw, i think him tossing a meteor would be pretty good, but a cage+meteor might be op, but then again it is diablo..

mistress deathkiss before ice dragon is :DDD


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 Post subject: Re: Here is my patch
PostPosted: Sun Dec 14, 2014 1:01 am 
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- Added cube recipe to downgrade runes: 1 rune = 1 lower grade rune (making 1 rune = 2 lower runes would trivialize the farming aspect of runes)

- Increased Hitpoints to be similar to player values; a1 and a3 have 7000 base hp at level 100; a2 and a5 have 9000 base hp at level 100
- Merc base stats are now the same whether you hire them in normal, nm or hell

- Updated baal fight again

- I also buffed diablos skill levels some.

See OP for download. Getting close to a finished product I think. How is the testing going?

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 Post subject: Re: Here is my patch
PostPosted: Sun Dec 14, 2014 10:00 am 

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I have a feeling that with DR gone from fade, cloak of shadow will become to go-to assassin defense skill. Can anything be done to make the skill less annoying to use?

On one hand the debuff it gives on enemies is absolutely massive, but it only affects a (relatively) small area and doesn't affect bosses. On top of that, the duration is way too massive to be useful on more than a single group of monsters per duration.

Is it possible to make the defense bonus a passive bonus and reducing the CD on cloak of shadow to make it more generally useful? (Or allowing it to be recast while it is still up)


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 Post subject: Re: Here is my patch
PostPosted: Sun Dec 14, 2014 6:07 pm 
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Havent played a lot yet, but I like the skills overall of the first few bosses.

Quivers and bolts. They drop like mad. It kinda overwhelms every other type of magic item on any random section of the map you chose (ya know...like they are everywhere). I know this isn't 'your' doing. It is an outstanding problem from their initial implementation.

They also don't work on mercs. This makes the above more of an annoyance if you are using a melee character in act1 norm, see a million magic/rare bolts that can't even be used on something with a bow.

Don't get me wrong. I like having an entire new class of blues/rares/uniques to play with.

Can we at least fiddle with the treasure classes to not make them drop as much.

Is it even possible to make them useable on mercs? Since they are misc items and mercs have to have right codes that are compatible..blah blah humbug.

edit: Bow mercs 'can' use them, but it switches out the bow itself. Could it be fixed allowing dual weapon only in the right case? This is where i get confused on how arrows are treated.

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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 16, 2014 1:58 am 

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we pretty much stopped playing once nm moloch pk'd my paladin on hc with the uber psn. felt amazing overall up to that point.


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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 16, 2014 2:08 am 

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Use udie2 to unkill yourself :x


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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 16, 2014 11:26 am 
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moloch poison was fixed the only thing that has not been tested is hell difficulty. so besides that the patch is ready to go.

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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 16, 2014 1:11 pm 
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lets get it going!


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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 16, 2014 1:30 pm 
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I'm currently running through in a duo to test some more and make some final tweaks and make sure everything is working okay.

I can have a realm ready patch in a few days though.

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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 16, 2014 1:39 pm 
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oh is it possible to change the hell challenge from 90-101 instead of 90-95.

its still going to be a bitch it may be a bit more attemptable at a higher level.


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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 16, 2014 1:51 pm 
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min spawn is p8 at 350% hp now, xp will be less of a grind by default :)

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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 16, 2014 5:21 pm 
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any thoughts on arrows?...maybe i am alone?!? (i know ya still got big fish to fry)

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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 16, 2014 5:23 pm 
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It's such a minor issue. Arrows and bolt drop the same amount as before, just they can be blue, yellow and gold now.

Its not like your finding less items as before. Nothing has changed.

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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 16, 2014 5:46 pm 
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Ya, and that constitutes almost the entirety of blues and magics on any screen minus a boss.

I will stop being a nuisance.

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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 16, 2014 6:01 pm 
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The easiest way to fix this is make a chance for no drop for the ammo TC or add some other items to it so instead of arrows and bolts you could have a chance to get amulets, rings, jewels, potions, whatever, as well.

edit: I set a 50% of no drop when rolling ammo

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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 16, 2014 11:25 pm 
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Thanks for dealing with me. I've only played melee characters since this change was made (for really short periods at that), and I just see those dern things everywhere! (totally unbiased, and not exaggerated in the slightest).

I looked around at how other people had made magic arrows/bolts, and eventually i ran into the D2Mod.ini file that lists merc weapons. I don't know what these numbers refer to...not misc/weapons.txt etc...i think this is where i got stuck last time i was trying to get it to work with mercs properly. Maybe within the MercMod.ini but thought i only saw the .dll file for it.

There is still at least one skill that requires ammo to be used right? guided iirc? this was the biggeset problem as I could tell (thought could just make arrows act like a weapon and turn a few knobs to let bows+ammo be dual wieded, but i didn't get that far when i ran into the .ini file.

The time spent to figure the rest of it out is very lil bang for the buck, i agree. I will poke around abit more to see if i can find something that does work. Doubtful in the time i have before i leave for winter break...if it would work at all anyway.


Made it to catacombs at least witha zealer+somethin so far. Skipped Leo, but rest was pretty manageable.

Something I noticed with (at least) red potions. I think the display says 33% of life +8 per str.

I tested with these numbers last night.
1741 max life
682 current life
64 str (60 base)
final life 1533...or was it 1553? crap...anyway
The closest I could come to this is that it gives a a 1/3 of current missing 8*str...1547
otherwise something funny is happening. (the *8would be around 4.5ish to give 1533 life if all else in the equation is left alone).

Regardless, at least with some strength early game health pots scale well. Perdy nice to not have to have 17potiontypes. Mana pots feel weaker but not totally pointless...interested to see longer term. felt well balanced.

Please take me with a larger grain of salt than usual. Am on 3 days with a bout of 3 hrs sleep.

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 Post subject: Re: Here is my patch
PostPosted: Wed Dec 17, 2014 11:14 pm 

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im excited to see the final product. this really is a good patch and i think we will see a big turnout this time around.


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 Post subject: Re: Here is my patch
PostPosted: Thu Dec 18, 2014 12:06 am 
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I am pretty close to pulling the trigger and packaging it all up to be ready for the realm. Hell is still untested, but nothing should be too crazy with proper preparation and a good team.

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 Post subject: Re: Here is my patch
PostPosted: Thu Dec 18, 2014 12:30 am 
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if hell is doable on this patch.. I don't think there will be any large issues


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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 19, 2014 8:05 am 
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I was curious of if you meant to put 1% slower stamina drain on Cthon's chain boots.
Seems kinda out of line with the strength of the other stats.

Image

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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 19, 2014 10:04 am 
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got some days to play a bit :) looking forward trying this version in sp , might be goin to open realm too . are anyone playing ? gonna try SC for a start

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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 19, 2014 11:28 am 
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Just forgot to remove it. Fixed now, Thanks.

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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 19, 2014 1:27 pm 
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started trying it , summon druid, allready see a good difference in the way wolves tank. gonna try some other builds later GJ '-'! looking forward to the final product , anything to look for testwise?

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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 19, 2014 1:30 pm 
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god kramuti... skills on F5 and insert? really far apart :)


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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 19, 2014 1:31 pm 
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Nothing specific comes to mind, anything you can test and give feedback on will be helpful. :)

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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 19, 2014 5:41 pm 
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what patch does this run off of? 1.41d? 1.41? < >


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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 19, 2014 6:58 pm 
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The current live patch, i forget which version it is called.

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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 19, 2014 7:12 pm 
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that is 1.41d thank you for the quick reply. thats where i installed in anyways just wasn't sure lol like it alot so far you did good.


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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 19, 2014 8:04 pm 
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is there any reasons why throwing knives have aoe damage and axes don't?

I've been playing a throwing barb / frenzy (one point to throwing mast and double) and its solid, but the high end throwing set doesn't do any type of AOE so to me its worthless compared to any throwing knife.

(this has nothing to do with your patch but hell if you can change it :) awesome.)


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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 19, 2014 10:42 pm 
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I could.

Anyone else have any feedback? I am going to wrap this patch up and have it ready to go in a day or two.

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 Post subject: Re: Here is my patch
PostPosted: Sat Dec 20, 2014 12:48 am 
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well for anything I definitely think they should... the current end game for a thrower is a myth runeword.. which is just not worth it, if u fuck up once and expend too many of them poof runeword gone and u lose a cham and ber... I'm pissed because this just happened to me :)

Throw said i had 100 left, and suddenly poof no more double throw because the runeword is gone :(. Therefore in my opinion the runeword is not endgame so your stuck with a lvl 80ish throwing knive as the end game :)

adding aoe to hammers would make the throwing set viable and thus end game :)


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PostPosted: Sat Dec 20, 2014 1:30 am 

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hunterAS wrote:
well for anything I definitely think they should... the current end game for a thrower is a myth runeword.. which is just not worth it, if u fuck up once and expend too many of them poof runeword gone and u lose a cham and ber... I'm pissed because this just happened to me :)

Throw said i had 100 left, and suddenly poof no more double throw because the runeword is gone :(. Therefore in my opinion the runeword is not endgame so your stuck with a lvl 80ish throwing knive as the end game :)

adding aoe to hammers would make the throwing set viable and thus end game :)


I agree. After reading this whole topic I am very impressed on all parts. Never been very active in the community but I have played a lot of HU.

My one single suggestion: please make a re-speccing option. 3 from den quest would be great or an item maybe that re cashes 1 skill per use (kind of like Poe orbs of regret)

My reasoning for adding in re-speccing is because we need more players and this game has a very large learning curve. I think a lot of people would use re-speccing as a great asset to enjoy the game even more without reducing the amount of time being played. Especially if we haven't fully tested hell. It would make me very frustrated with HU if when I got to hell mode I realized my build couldn't work. Please take that into consideration.

Also, anyone have any word on elemental Druids? That is what I plan on playing. They viable as fire elemental or wind?

Also, what is the deal with oak? I feel it is good for Hp buff. Spirit of barbs has reflect Dmg and heart of wolverine is made for melee. I would maybe add Hp buff to heart of wolverine? I hated having to go oak just for the life even as a melee Druid.


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PostPosted: Sat Dec 20, 2014 7:58 am 
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hunterAS wrote:
well for anything I definitely think they should... the current end game for a thrower is a myth runeword.. which is just not worth it, if u fuck up once and expend too many of them poof runeword gone and u lose a cham and ber... I'm pissed because this just happened to me :)

Throw said i had 100 left, and suddenly poof no more double throw because the runeword is gone :(. Therefore in my opinion the runeword is not endgame so your stuck with a lvl 80ish throwing knive as the end game :)

adding aoe to hammers would make the throwing set viable and thus end game :)


is myth rw ctc still on struck? I remember it was supposed to be on striking but haven't seen the rw since testing mraws very original new item sets

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PostPosted: Sat Dec 20, 2014 9:06 am 
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jerv wrote:
*snip*


A re-spec potion is not something I will ever add to the game. Every game i play where a re-spec potion is available makes your build choice meaning less and trivializes the difficulty of the game. You can use the strongest build early and re spec into a late game build later. It makes your character seem less unique, you feel less attachment and you never get any accomplishment when you make the perfect character, which is hard to do even if you know how.

When it comes to being new and using a build that isn't viable late game:

Everything is viable, unless your build is 20 firebolt, 20 icebolt, 20 chilling armor, 20 lightning mastery, 20 warmth.



Ele druids are strong fire or wind, pick one you enjoy the most.

Oak is not necessary in my patch.

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PostPosted: Sat Dec 20, 2014 3:18 pm 

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Alright, thanks for the reply. Not having re-speccing isn't gunna stop me from playing. When is this patch gunna go live on arimyth realm like battle.net equialivent? And do most people play soft core closed?


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 Post subject: Re: Here is my patch
PostPosted: Sat Dec 20, 2014 3:31 pm 

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Mrawskrad wrote:

Everything is viable, unless your build is 20 firebolt, 20 icebolt, 20 chilling armor, 20 lightning mastery, 20 warmth


Thats my sekret tank build! Come on dood!


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 Post subject: Re: Here is my patch
PostPosted: Sat Dec 20, 2014 6:14 pm 
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not gonna lie... getting far shot by andy is quiet annoying. -.-


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 Post subject: Re: Here is my patch
PostPosted: Sat Dec 20, 2014 6:15 pm 
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get a tank to help you this isnt kiting unleashed anymore

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 Post subject: Re: Here is my patch
PostPosted: Sat Dec 20, 2014 11:43 pm 

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Mrawskrad wrote:
get a tank to help you this isnt kiting unleashed anymore


It isn't? It really isn't anymore?
God damn that is good to hear. I look forward to trying this patch.


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 Post subject: Re: Here is my patch
PostPosted: Sun Dec 21, 2014 12:20 am 

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slain by guardian :twisted:

udietoo cant recover a dead hc on this mod either

lets put this shit on the realm! was a great run through solo at least!


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PostPosted: Sun Dec 21, 2014 12:34 am 
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I have the files ready, I am uploading them and then I will send them to duff. After that we wait for him to come check on us. :P

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 Post subject: Re: Here is my patch
PostPosted: Sun Dec 21, 2014 1:19 am 
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hunterAS wrote:
god kramuti... skills on F5 and insert? really far apart :)


Lol, left click vs right click. I got so used to using function keys, and then the other 4 to the right of backspace. I can use mousewheel if i dont want to change rightclick skills by hitting the button...
I almost never change the melee skill on that character, so they go way over there. If i do need smite or sacrifice for something, i still want some access though, particularly early game. wolfs, barbs etc, most melee skills are f123.

but ya, i know, right?!? :?

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 Post subject: Re: Here is my patch
PostPosted: Sun Dec 21, 2014 7:21 am 

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Also if anyone is worried about difficulty, my fury druid was geared fairly well for soloing norm, but from what p and i discovered while duoing a flamewave/dexzon in sc norm, we did die a bit, and there was NO way we were going to get nm andy with that duo, we needed something heftier. Also i never updated my patch with the solo druid to the 8x players which mraw implemented a few days ago. Nova and p made it to nm a4 with a duo also not on the 8x. Regardless, this patch will kick ass and hc will make it to hell this time around. The progression from norm to nm is awesomely hard. Im excited for a realm patch, it will be hard, and fun. Bring on the pain!


Edit: brett i want to see you on hc


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PostPosted: Sun Dec 21, 2014 9:50 am 
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Such kind words. :D Not sure if I will play HC, though. Dueling is too fun.

Anyways...

Okay boys, I sent the patch files to Duffbeer. Now we wait.

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PostPosted: Sun Dec 21, 2014 1:44 pm 

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Mrawskrad wrote:
Such kind words. :D Not sure if I will play HC, though. Dueling is too fun.

Anyways...

Okay boys, I send the patch files to Duffbeer. Now we wait.


Guessing nothing was done about cloak of shadow?


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 Post subject: Re: Here is my patch
PostPosted: Sun Dec 21, 2014 1:57 pm 
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Assassins will be the #1 tank with clawblock. Don't worry

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 Post subject: Re: Here is my patch
PostPosted: Sun Dec 21, 2014 4:17 pm 
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Mrawskrad wrote:
get a tank to help you this isnt kiting unleashed anymore

get a tank? i didnt even get to see her before i got hit by 3 poison fireball animation things.


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 Post subject: Re: Here is my patch
PostPosted: Sun Dec 21, 2014 4:27 pm 
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Then you are too weak, go farm more. No one else had problems.

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 Post subject: Re: Here is my patch
PostPosted: Sun Dec 21, 2014 5:09 pm 
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Small thing.
Jewels with cold damage modifiers, and replenish life rate modifiers sell for more than they gamble for a lot of times. The ones i saw were +130ish replife, and 110ish cold damage. Both were selling for 30k in act3 norm (max value). The cold damage ones seemed to be worth quite a bit at low values too...quite a bit higher than anything else.

The fire and lightning seemed fine.

I do think that jewels should be the price of amulets/rings. Gambling in mass is reeeaaalllyy cheap for the mods that you can get.

Edit: trying a zealer/holy fire hybrid.
Experience thus far is pretty good.
I think act 2 subbosses could be a little stronger. Andy was a lot more difficult than any of them.
Duriel seemed about right. He pwnd me pretty quick when I was still using left over gear. Farmed one more run through ardual, and back through to Duriel, bought gems, and he was pretty straightforward.

Just ran the wps in act3. Hatestorm crit srikes still hurt, but since you are leveled better, it wasnt so bad. Seemed like crit took about 2k+life off?

Good fun for what I could test. :D

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PostPosted: Sun Dec 21, 2014 5:11 pm 
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awesome work you did mraw , i have soloed to dury so far on a pally , gonna try the fight in a bit :) looking forward trying out jabber/dclaw and other old tanklike builds. btw thanks alot! see you on realm if duff decides to reset.

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 Post subject: Re: Here is my patch
PostPosted: Sun Dec 21, 2014 5:12 pm 
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I already compiled the files and sent them to duff, but I'll fix it for the next patch just for consistency. When you can go blow up inner wp for 2 million gold in 30 seconds then it doesn't really matter.

Edit: Thanks Kan '-'

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PostPosted: Sun Dec 21, 2014 5:53 pm 
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Mrawskrad wrote:
When you can go blow up inner wp for 2 million gold in 30 seconds then it doesn't really matter.


Agreed. Gold is a lot easier to come by. It's abuse won't make a big difference. These mods aren't even available for awhile.

Mrawskrad wrote:
I already compiled the files and sent them to duff, but I'll fix it for the next patch just for consistency.


Sounds good.

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 Post subject: Re: Here is my patch
PostPosted: Sun Dec 21, 2014 7:24 pm 

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Nice work mraw. And thanks big time. Can someone post when this goes live and maybe a new thread of confirmed patch notes, and changed?

Thanks again. Looking forward to it.


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 Post subject: Re: Here is my patch
PostPosted: Sun Dec 21, 2014 7:28 pm 
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There will be a new thread with all the info before it goes live.

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PostPosted: Mon Dec 22, 2014 2:46 am 

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a huge thanks to mraw for putting together this patch. the amount of personal time that has to be devoted to a patch of this scope is huge! i appreciate that you were willing to spare so much of your spare time for the HU community. this one is going to be one of the most fun patches yet!


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 Post subject: Re: Here is my patch
PostPosted: Mon Dec 22, 2014 4:50 pm 
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im level 27 with decent gear. summoner druid build have nooo problem fighting any other bosses in act 1 i did them all as i came across them.


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PostPosted: Tue Dec 23, 2014 12:14 am 
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Are you stacking Poisres and Reduce Poison Duration?
I had to get mine pretty high to live long. (Norm andy is more dangerous than 1.3's). Still, it seemed pretty livable. Her hits weren't 'that' deadly. Dunno enough about current state of summons to argue from your end, but most summoners have always had a harder time at act boss fights.

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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 23, 2014 2:54 pm 
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slappyNuts wrote:
hunterAS wrote:
well for anything I definitely think they should... the current end game for a thrower is a myth runeword.. which is just not worth it, if u fuck up once and expend too many of them poof runeword gone and u lose a cham and ber... I'm pissed because this just happened to me :)

Throw said i had 100 left, and suddenly poof no more double throw because the runeword is gone :(. Therefore in my opinion the runeword is not endgame so your stuck with a lvl 80ish throwing knive as the end game :)

adding aoe to hammers would make the throwing set viable and thus end game :)


is myth rw ctc still on struck? I remember it was supposed to be on striking but haven't seen the rw since testing mraws very original new item sets



It's still on struck so its basically worthless


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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 23, 2014 3:26 pm 
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kramuti wrote:
Are you stacking Poisres and Reduce Poison Duration?
I had to get mine pretty high to live long. (Norm andy is more dangerous than 1.3's). Still, it seemed pretty livable. Her hits weren't 'that' deadly. Dunno enough about current state of summons to argue from your end, but most summoners have always had a harder time at act boss fights.


summons dont tank her poison well at all so i noticed, sprirt wolf is maxed and they live a few seconds but thats not the bigger issue. As for poison res i have max, its not the poison itself killing me shes far shotting me with like a posion fireball. (it has the explosion animation when it hits you)


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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 23, 2014 3:46 pm 
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The fireblast doesn't deal psn damage and summons aren't made to tank bosses that would be too easy.

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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 23, 2014 7:28 pm 
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Shrug. This is what I did it with.
Nothing major.
Edit: I used cleansing to reduce poison length a bit. I think this is in act2 town just after. Killing Andy flipped me from 27-28.

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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 23, 2014 11:02 pm 
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^ just gamble clegs gloves for 75% psn reduction? or if ur lvl 27 get deaths set? (I don't know if these items were made higher on this version)

ur gear just seems bad for andy to begin wtih


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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 23, 2014 11:56 pm 
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clegs and deaths are higher level items now. Honestly normal bosses are easy and straight forward, there shouldn't be an issue here.

Pure summon builds are not meant to be boss killers

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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 26, 2014 12:19 pm 
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i managed to get to a5 on a pally so far. its straight forward yeah but lvl 60 when diablo died :) hope the design holds all the way to Los

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PostPosted: Fri Dec 26, 2014 2:13 pm 
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Only one way to find out :D

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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 26, 2014 4:00 pm 

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Thanks for removing rejuvenation potions.

Thanks for fixing rune drops and improving rune ranges for countess/nith (I've been bombarding these forums for a while asking for it, really appreciate that someone has done it).

Thanks for improving defense to become an actual meaningful stat again (the AR buff to bosses was necessary since defense back in 1.3 used to be so overpowered, but 1.4 bosses had too much AR).

Thanks for making the spawn 8players ... no more single spawning nonsense.

Thanks for fixing skill automods on white class specifics.

This patch has been fun to try out with the new boss skills and such. Didn't think I'd come back to HU at all since pretty much every patch since 1.21z has been some variation of easy/hard. This feels a bit different with the stat, boss, item changes. Been running around solo on single player and got to act 4 normal, so far pretty great.

Probably the only gripe i have is you killed my damn sin's curse immune ability. In all seriousness, I feel like fade needs some loving. I agree it was very strong in previous patches, but with the sin not having the same access as other tanks to %life buffs (lycan/stamina), it was more necessary. It has become a 1 point wonder now; there is no reason to invest more than one point. And to remove the curse immunity from the sin is meh (technically one can use fade/shield with curse reduction/redemption weapon/holy armor to achieve it, but shield on a sin is blasphemy). I feel like if you made it 41% curse reduction at level 1 and 1% every hard point after, it would be great (letting the sin achieve curse immunity with a maxed fade, holy armor, and redemption weapon).

Other than that, absolutely awesome work. Thanks Darkswarm.


Last edited by muleofal on Fri Dec 26, 2014 4:09 pm, edited 2 times in total.

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PostPosted: Fri Dec 26, 2014 4:08 pm 

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I guess if i had to make any other requests (i think it's too late to? worth a try i guess, or maybe things to think about for future fix-up patches):

- give characters an extra starting 20-30 mana. It won't affect anything end game wise but kind of annoying to invest into energy to be able to cast skills at level 1- ~20. 25 - 35 starting mana and everything else the same should work.
- tithe aura shows a cap of 511% GF on the character screen when the skill has more than that, not sure if it's a display issue or an actual issue with the skill.


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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 26, 2014 4:46 pm 
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Thanks for the kind words.

I had to nerf the assassins in some way due to the new hp values/system. Melee sin pre fade nerf was tested with my new patch and it was really powerful. They were far above any other tank class, mostly due to claw block. I didnt want to gut clawblock since that is what makes assassins unqiue. I decided to remove the dr from fade and reduce the curse resistance because that's something that, with the new hp buff, is just overkill.

No other skill came close to what fade gave for 20 pts and before the hp changes it was necessary, but now it doesnt seem to be.

If it turns out I am wrong then it can be reverted in the next patch, but I think assassins are going to be (continue to be) the best tank class.

Edit: I'm probably not going to make anymore last second changes unless someone finds a huge bug. It's a pain to upload the patches since my internet is so slow. :(

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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 26, 2014 5:07 pm 

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I definitely agree that fade was very strong (best skill in the game prior to this patch) and can see why it was nerfed with the changes to HP. Maybe in a future patch we can limit the power of clawblock and then pump an extra 10-15% into fade to make it more of a skill worthy of slotting skill points into rather than its current stat of 1 and done? Maybe 55 or 60% of each claw block and fade curse reduction caps?

I'm just a stickler for the 100% curse reduction, so it's more of a personal thing and not necessary. Technically one can get 95% with 50 from fade, 25 from redemption and 20% from holy armor (unless you changed values and/or added a curse reduction on other items??). But having to equip a shield with a ber rune to get to that 100% curse reduction is bleh :(

Still, the sin has been plenty tanky and i think is in a fine place right now. Maybe after some playthrough, we may see that clawblock is too strong and the curse immunity can come back into play.

As for patch changes to make now, definitely not important. Those things can all be compiled on later after we get some substantial playing. Im sure we will have a healthy amount of people back to play once the realm is updated. then we can focus on tweaks or changes.

i haven't seen any major bugs so far.


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PostPosted: Fri Dec 26, 2014 5:11 pm 
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Yeah, I'd like for these changes to be tested by everyone then we can see where to go from there.

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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 26, 2014 10:38 pm 

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Totally forgot to add this in before:

THANK YOU FOR GETTING RID OF THE ANNOYING TELEPORT COUNTER ON PERTINENT BOSSES (EX: ARDUAL)


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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 26, 2014 11:26 pm 
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Ardual still teleports :)

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 Post subject: Re: Here is my patch
PostPosted: Fri Dec 26, 2014 11:58 pm 

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Mrawskrad wrote:
Ardual still teleports :)


Well yea, it's not technically "gone" but he doesn't seem to do it nearly as often. Seemed like in previous patches, these bosses would teleport every 3-4 hits.


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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 30, 2014 4:43 pm 

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korlic is spawning with 1/3 of his life already gone


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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 30, 2014 5:30 pm 
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Yeah, I know and I'm sure why this is happening, but no life roll over is occurring on any difficulty. I've checked it.

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 Post subject: Re: Here is my patch
PostPosted: Tue Dec 30, 2014 11:44 pm 

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hell lancers are in the first challenge and they are like level 50 or so
flavies inner sight gives -dr to users ( not sure if this was mentioned yet)

playing a blizz sorc atm, when i get that death curse thing, i cant recover hp fast enough, so basically im getting cursed, losing hp, using all my pots, everytime i get cursed.


Last edited by ao2005 on Wed Dec 31, 2014 1:25 am, edited 1 time in total.

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 Post subject: Re: Here is my patch
PostPosted: Wed Dec 31, 2014 12:06 am 

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How are mana and health pot regen calculated?
For example, mana pots say 33% of mana, and 8 additional mana per 1 energy.

On a test character, I have 91 mana total. She also has 15 energy total.
33% of 91 is 30.
8 x 15 is 120.
If it were to work according to what the game tells me, I should be getting 150 mana with a potion in this example.

If that is correct, why is my character only getting 65 mana from a potion?


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 Post subject: Re: Here is my patch
PostPosted: Wed Dec 31, 2014 6:28 pm 
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hell lancers are in the first challenge and they are like level 50 or so - fixed
flavies inner sight gives -dr to users - rly?

playing a blizz sorc atm, when i get that death curse thing, i cant recover hp fast enough, so basically im getting cursed, losing hp, using all my pots, everytime i get cursed. - reduced duration of this curse drastically 4-5 seconds now


mana potions don't work - fixed

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 Post subject: Re: Here is my patch
PostPosted: Fri Jan 02, 2015 12:41 pm 
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Joined: Mon Aug 31, 2009 4:34 am
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hi , cant get return tome to work , but i dont know if its just on my end. cheers

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 Post subject: Re: Here is my patch
PostPosted: Sat Jan 03, 2015 12:00 pm 
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Tome works fine for me so idk. Did you try the tome on a different toon?


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 Post subject: Re: Here is my patch
PostPosted: Sun Jan 04, 2015 4:23 pm 

Joined: Mon Nov 23, 2009 2:09 am
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Traveling through Realm of the Slain today to head over to Samhein. I noticed that there was a tile issue on the map right at the giant wall before the long bridge that leads to the pillar. Had this issue in 2 different games and had to go past it with leap/teleport. Might just be an issue on my end but maybe worth looking into to see if its a map problem.

Loving the 2 new bosses in the vaults before Azmodan/Belial.


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 Post subject: Re: Here is my patch
PostPosted: Sun Jan 04, 2015 5:03 pm 
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I see it, just fixed it too on my map file, but it is too late to fix it before the realm patch since this issue isn't game breaking. Just considering needing a source of teleport or leap another prerequisite (there are plenty of these items by the time you reach Sammy) until the next big patch.

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 Post subject: Re: Here is my patch
PostPosted: Sun Jan 04, 2015 5:28 pm 

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Mrawskrad wrote:
I see it, just fixed it too on my map file, but it is too late to fix it before the realm patch since this issue isn't game breaking. Just considering needing a source of teleport or leap another prerequisite (there are plenty of these items by the time you reach Sammy) until the next big patch.


Yea for sure. Definitely worth fixing but not necessary until the next round of changes come.

There actually was another one on the other side of the map that i just discovered when i was exploring, but that one leads to nowhere.


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 Post subject: Re: Here is my patch
PostPosted: Wed Jan 07, 2015 4:51 am 

Joined: Tue Dec 22, 2009 5:03 pm
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When will we see HUDB updated to reflext new item changes?

Good job on patch

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 Post subject: Re: Here is my patch
PostPosted: Wed Jan 07, 2015 6:19 am 
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updating site is up to the users info is available in text files so, also not sure do the java site have 1.5 text files up?


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 Post subject: Re: Here is my patch
PostPosted: Wed Jan 07, 2015 3:49 pm 
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Cory wrote:
When will we see HUDB updated to reflext new item changes?

Good job on patch


whenever someone is nice enough to do it for us.

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 Post subject: Re: Here is my patch
PostPosted: Tue Jan 13, 2015 6:10 am 
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Location: Knoxville, TN
Mrawskrad wrote:
Cory wrote:
When will we see HUDB updated to reflext new item changes?

Good job on patch


whenever someone is nice enough to do it for us.



I have 3 days off. Send me the files via e-mail I'll find an Excel like thing as I don't have it installed (or you could send them to me in a text file) I have permissions to update the site.

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 Post subject: Re: Here is my patch
PostPosted: Tue Jan 13, 2015 7:25 am 
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Runewords done. https://sites.google.com/site/hudatabase/runewords

Let me know if I can get the uniques and sets in text form or not.

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 Post subject: Re: Here is my patch
PostPosted: Tue Jan 13, 2015 10:07 am 

Joined: Sun Dec 25, 2011 12:58 pm
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LockDown wrote:
Runewords done. https://sites.google.com/site/hudatabase/runewords

Let me know if I can get the uniques and sets in text form or not.


Nature's kingdom is missing, Bound by duty is incorrect, War is incorrect.
That is, if http://forum.arimyth.com/viewtopic.php?f=11&t=8223 is correct.

Its good to know somebody's willing to update the main DB though, thanks.


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 Post subject: Re: Here is my patch
PostPosted: Tue Jan 13, 2015 11:34 am 
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lockdown the god!

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 Post subject: Re: Here is my patch
PostPosted: Tue Jan 13, 2015 11:47 am 
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War is correct as far as I can see.
Bound by Duty is missing pierce ele 12-16% and pierce-mag 12-16%

Nature's Kindgom (r22, r31,r17,r23...um jah/ber (dunno if these were ever corrected in the past..too lazy to look) lum mal
Made in Pelts
2 all skills
8-18 res-all
+2-4 spirit wolf
+2-3 dire wolf
+1-2 summon grizzly
Vigor when equipped (lvl 5-8)
25 dex

Edit: and thanks!

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 Post subject: Re: Here is my patch
PostPosted: Tue Jan 13, 2015 4:13 pm 
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Updated all runewords from that post. Will verify again when I have the files. Have to go watch cartoons for a bit.

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 Post subject: Re: Here is my patch
PostPosted: Tue Jan 13, 2015 4:57 pm 
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Sets is going to be difficult Dew did most of the set stuff so I have to figure out how to add a link and new page. Shouldn't take long though.

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 Post subject: Re: Here is my patch
PostPosted: Tue Jan 13, 2015 5:05 pm 
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Location: Central America - Honduras - S.P.S.
http://critterkiller.arimyth.com/

There u go, the most updated version of HU items... problem fixed ;P


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 Post subject: Re: Here is my patch
PostPosted: Sun Jun 07, 2015 10:34 am 

Joined: Sun Jun 07, 2015 10:30 am
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where to put this patch i cant apply it?


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