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 Post subject: 1.9 test files
Posted: Tue Nov 28, 2017 8:24 am 
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https://www.dropbox.com/s/d9f6uda53k3kewq/1.9%20test%20txt%20files.zip?dl=0


fixed xp ratios to be like 1.21
fixed trash monster hp ratios and resistances to be like 1.21
buffed most boss physical attack
buffed all monster spell damage by 5%
buffed act boss damage by 25%
buffed all monster physical damage by 20%
buffed all boss AR by 100%
rebalanced character spell damage (buffed all)
increased boss hp
changed hp table to: HPTable = 300,300,375,450,525,600,675,750; to reduce the effect of CB and balance p8 xp grinding vs p1
remade hell tome challenge map, monsters and boss balance and changed it to level 96-100
remade halls of arimyth boss rooms to fix crashing
increased level of arimyth areas to 55/80/95 in norm/NM/hell
disabled fire enchanted monster mod

added frostbite to a5 wolf mercs
added feral rage to a5 bear mercs
increase a3 mercs chance to cast bliz and meteor

HP rebalance
rebalanced soulmancer, challenge tome rewards and NM samhain charm rewards
You can now get 40% total hp from charms: 10% Normal Soulmancer, 10% NM challenge, 10% NM Samhain, 10% Hell Soulmancer
reworked BO and Oak Sage: removed the %hp/mana they now only give flat hp/mana at 36 + 6 per level; this will be about 600-800 hp endgame with all the % hp bonuses from gear and skills
removed vita and hp% from rubies; they now give flat hp: 9/18/27/36/48/60/75/90
removed hp% from all non-elite armors
removed hp% from maras
removed hp% from siggards stealth
war gives level 30 oskill increased stam now

reduced mana cost on innersight and multiple shot
increased pierce % on pierce skill
fend is now 3/2 weapon dmg
buffed ar and def from amazon passives

buffed conviction base -res from -5 to -10

reduced static damage

buffed poison explosion

reduced CE and death sentry dmg

reduced weapon mastery and barb combat skills to 24%ed + 4%ed/lvl

added ed% 24+4/lvl to feral rage

turned maul into a 1/2 weapon dmg aoe
buffed base hp% on lycan to 35%
buffed hp% bonus on werebear to 20%
buffed fireclaws and frostbite


reduced the numbers on superior items now it is: 5-10% dmg, 5-10% def, 10-15% AR, 20-25% dur
increased base armor on all items by 50%
rebalanced sockets on unique/set helms and body armor; it follows this baseline: normal/exceptional: 2 sockets, elite: 3 sockets, high level elite bodyarmor: 4 sockets
buffed res from gems and um rune
buffed block from amethysts
removed indestructible from most lower level runewords
reduced enchanced damage on most lower level runewords
removed CB from most lower level runewords
fixed staff mods on claws and orbs and other items
reduced pierce on all non-weapon and non-bodyarmor gear slots to a max of 3
removed fbr from shock absorber and added 8-12 dex
increased NM samhain charm to 10% hp and mana
removed 50 vit from corpse mourn
removed vit/lvl from tancreds armor and added flat 10 vit
increased max ed% on jewels from 20% to 30%
reduced pierce and extra damage on facets to 2% to help balance ele damage endgame
added physical facets again they give 30% dmg and +10 min/max dmg
reduced the dex req on high level bows to help elemental bow builds
added extra ele damage to tal, ral, ort, thul
changed pierce on gul, vex, ohm, Lo, Sur to extra damage
removed pierce from arrows
added nef to desire RW

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 Post subject: Re: 1.9 test files
Posted: Tue Nov 28, 2017 12:04 pm 

Joined: Wed Dec 12, 2012 7:24 pm
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NO LOVE FOR TRAPS

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 Post subject: Re: 1.9 test files
Posted: Tue Nov 28, 2017 12:24 pm 
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Mrawskrad wrote:
reduced CE and death sentry dmg


NOOOOOOOOOOOO haha jk, nice looking changes.

Is geddon castable in bear form again?

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 Post subject: Re: 1.9 test files
Posted: Tue Nov 28, 2017 12:27 pm 
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Joined: Mon Aug 31, 2009 4:34 am
Posts: 348
would it be possible to add in some kind of feature on Double throw ? ie additional spear pr 5 hardpoints or something like that ?

some kind of defensive buff to the necro if they choose dagger as their main, they are very fragile in close combat as it is at the moment.

Considered giving blessed hammer the ignore thing back?

imps are a pain hp wise on 1.8 at least on a5 hell

wake of fire on assassins should be looked into , its probably hard to balance it idk
but its really over the top on 1.8

Stuff that makes insane counters like charged bolt sorc / charged bolt sentry should benefit a bit from the risk of dying to counters, just a thought.


love that your back trying to make hu great even greater again.
Good day.

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 Post subject: Re: 1.9 test files
Posted: Tue Nov 28, 2017 1:29 pm 
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I'll buff traps damage except for wof.

geddon should be castable in SS form

I can't add extra missiles to double throw but I can add nova on hit for thrown weapons like we used to have. Maybe limit it to exceptional/elite only.

Necros have bone armor/summons those plus curses and CE...I'm wary of giving them even more buffs. Test psn dagger damage in 1.9 if it feels low then I can buff it so that the risk is worth the reward rather than make necros tanks.

Hammer damage isn't balanced around bypass right now. I would have to nerf the damage or we would be paladins 10 shotting bosses and then hammers would be absolute garbage vs non demons/undeads.

all monsters hp is fixed including imps ;)

I'm pretty sure I buffed CB, Cstrike, and CB sentry already. Test?

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 Post subject: Re: 1.9 test files
Posted: Tue Nov 28, 2017 2:12 pm 

Joined: Wed Dec 12, 2012 7:24 pm
Posts: 759
Would you consider normalizing 2h weapons so that all 2h swords/axes/maces have +3 range and all spears/polearms have +4 range? And perhaps giving all 1h weapons +2 range, including claws? Maybe not wands/orbs/daggers but everything else.


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 Post subject: Re: 1.9 test files
Posted: Tue Nov 28, 2017 2:44 pm 
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ok

edit:
2h swords/axes/maces have +3 range (barbs get +3 range when using them in 1 hand too)
all spears/polearms have +4 range
all 1h swords/maces/axes have +2
javs have +3 range
wands/orbs/daggers have +1 range

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 Post subject: Re: 1.9 test files
Posted: Tue Nov 28, 2017 6:20 pm 
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any chance you could also look into conviction / Lower res / etc pierce debuffs.
i think maybe you should cut a line if you havent allready, define the pierce values of what you want to be able to be broken or not. :) gonna sleep . ill look into some testing tomorrow. Good night.

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 Post subject: Re: 1.9 test files
Posted: Tue Nov 28, 2017 7:36 pm 

Joined: Wed Dec 12, 2012 7:24 pm
Posts: 759
If you haven't done anything with crafting, that is also a bit of an issue. I know it takes a really long time to edit all of those values for magic and craft recipe tabs, but most of the stuff is just not worth crafting, especially the Diamond stuff. You can make the gems more expensive from vendors or however you want to justify it, but for end-game, crafting should be fun and have a chance to be the best items in the game, although unlikely to get several GG rolls. Higher base craft ED%, AC%, block%, DR, etc so you're more likely to get something useful and a chance at something that, with sockets, can be even better than RWs. It also doesn't help that gems/jewels/runes have such low bonuses that you'll really never get anything better than just using Mystery->Loyalty->HR RW->GG RW without ever crafting a weapon.


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 Post subject: Re: 1.9 test files
Posted: Tue Nov 28, 2017 8:16 pm 
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rws have been nerfed pretty hard already so crafts and rares will look much better. no need to go overboard until the new edits have been thoroughly tested

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 Post subject: Re: 1.9 test files
Posted: Thu Nov 30, 2017 4:39 pm 
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Iirc, having 1 weapon range causes some attack skills issues. Maybe I am remembering incorrectly.

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 Post subject: Re: 1.9 test files
Posted: Thu Nov 30, 2017 8:58 pm 
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kramuti wrote:
Iirc, having 1 weapon range causes some attack skills issues. Maybe I am remembering incorrectly.

well it would be range 2 not range 1, since its +1 range adder

no weapon ranges were decreased. either increased or stayed the same.

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 Post subject: Re: 1.9 test files
Posted: Fri Dec 01, 2017 1:41 pm 

Joined: Wed Dec 12, 2012 7:24 pm
Posts: 759
What's the specific file that contains the remade maps and HOA bug fixes? I'm having a problem with it.


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 Post subject: Re: 1.9 test files
Posted: Fri Dec 01, 2017 2:03 pm 
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I didn't change the names

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 Post subject: Re: 1.9 test files
Posted: Fri Dec 01, 2017 3:10 pm 

Joined: Wed Dec 12, 2012 7:24 pm
Posts: 759
I'm getting pink graphics and d2 exception errors in the hell challenge. I don't know where or how that's edited or I'd like to compare it to 1.8 and see if I can find out what's wrong.


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 Post subject: Re: 1.9 test files
Posted: Fri Dec 01, 2017 4:53 pm 
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Most of that should be in the patch.mpq under data/global/excel/tiles

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 Post subject: Re: 1.9 test files
Posted: Fri Dec 15, 2017 1:46 pm 

Joined: Tue Dec 22, 2009 5:03 pm
Posts: 420
Mrawskrad are you working on next version of HU? Do you have Skype?

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