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 Post subject: 2.1 test files/feedback
PostPosted: Wed Aug 01, 2018 6:41 am 
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Keep in mind this is a WIP. I just finished putting everything in place and I have hardly tested this myself, so, be gentle.

Also keep in mind the numbers in this one are way different from 1.8-2.0. And a lot of gripes with 2.0 may not apply to 2.1.

Test stuff:
antidote + hp pot = 100% all pierce/50% extra dmg charm
Item in cube = uni + set
hp pot + mana pot = respec
you can tele through walls
tele lvl 1 req

https://www.dropbox.com/s/oloya91h3kl7tkh/2.1%20test%201.zip?dl=0


HPTable = 200,200,240,280,320,360,400,450
increased boss absorbs from ~15-20% to ~30-40%
increased boss PLR from ~40-50% to ~75-80%
increased minor boss skill damage multiplier from 375% to 1200%
increased major boss skill damage multiplier from 525% to 1700%

act boss hp multiplier increased from ~8000% to 30000% (like old HU)

fire/cold/lit/pois enchanted: 33% -> 20% res

spectral hit res: 20% -> 1% fire/cold/lit res

magic resistant: 40% -> 3% fire/cold/lit res (skips if monster is already immune)

manaburn: 10% magic res

stoneskin: 15% phys res

increased merc base hp by 50%

added NHD to monster bone spirit


moved the entrance to soulmancers plains to the drifter caverns in act5 (increased to a lvl 95 area in hell)

reworked unique charm and challenge tome stats:
normal challenge: +0.25% max hp per level (25% max hp at lvl 100)/ +10% mana
nm challenge: +0.25% max hp per level (stacks with normal bonus for total of 50% max hp at lvl 100)/ +10 mana
hell challenge: +1 all skills +50% enhanced damage +5% reduced curse duration

normal soulmancer charm: +40hp/+40mana/+5all res
nm soulmancer charm: +10 magic res/+60ar/+40hp/+40mana
hell soulmancer charm: +3 ele,magic,poison pierce/+60ar/+40hp/+40mana

nm samhain charm : +60hp/+60mana

The changes to the normal and nm tome challenges bonuses makes the hp% bonuses unique charms give more accessible. In 2.0 you get 40% max hp from unique charms but it is spread over 4 different charms that come from some tough bosses that are out of the way. Now they are lot more accessible on a normal play through. They also scale with level so you wont get a huge hp% bonus as soon as you complete them which would disrupt the difficulty curve of the game.

changed jav/spear stats bonus from 160%/80%;240%/120% to 150%/150%;225%/225%
reduced 2hand sword str bonus from 300%->225%
increased durability on weapon to 250
removed extra phys damage from facets (balanced tornado around not needing it)
removed charms from the gamble screen
reduced gold drops by ~80%
increased mana potions from 3 mana per energy to 10 mana per energy
reverted rune drop chances for high runes to 1.3 values (lower chance than now)
removed fcr from amn rune and added it to dol rune
tal, ral, ort, thul, amn give 2% pierce/1% extra damage to poison, fire, lightning, cold, magic
reverted gambling chances to 1.21 chances (reduced)
changed most non class sets to be better early game sets (check out web pages)
removed +1 all skills from elite caster helm and armor
reduced pierce/extra dmg on all ele crafts slightly
reduced leech on items/gems; weapons have 8% max other item slots have 5% max; uber skulls are 4%
removed pierce% from bows and belts
added hp% prefix and dr% suffix on body armors with 135+ str req and helms with 176+ str req.
removed self repair mods on ED% rolls
increased hell nihlathak rune drops to gul-cham but made him tougher
you can now upgrade rare items using the same recipe as sets/uniques
added +summon skill tabs affixes to magic/rare/craft belts
added oskill teleport to authority zod RW

changed act5 quest2 rune rewards to pul/um/mal


max res cap returned to 75%

increased merc hp
reduced levels of merc prayer

reduced starting hp on all classes to 10

Increased hp per vita on all classes:

Class hp/mana:
Barbarian: 5 hp per lvl, 10 hp per vita; 2 mana per lvl, 4 mana per energy
Amazon: 4 hp per lvl, 9 hp per vita; 2 mana per lvl, 5 mana per energy
Paladin: 4 hp per lvl, 9 hp per vita; 3 mana per lvl, 5 mana per energy
Assassin: 4 hp per lvl, 8 hp per vita; 4 mana per lvl, 5 mana per energy
Druid: 3 hp per lvl, 8 hp per vita; 4 mana per lvl, 6 mana per energy
Necro: 3 hp per lvl, 8 hp per vita; 4 mana per lvl, 6 mana per energy
Sorceress: 3 hp per lvl, 8 hp per vita; 5 mana per lvl, 8 mana per energy


general skill changes:
buffed dmg% and def% on all melee skills and passives
caster skills now require energy to scale damage to their maximum
each point of energy gives 0.2% spell damage
rebalanced summons to require more hard points to be tankier
reworked summon damage so dmg auras arent op with them
summons like golems/skeles/wolves/bears now show their base physcial damage and +enhanced damage they get from the skill. To calculate their damage use this simple formula: (base physical damage)*(100+enhanced damage)/100. Why make it this way? Skill description formulas are limited, so by providing the base damage and +damage% in the desciption you can get a completely accurate damage number for your minons by adding any damage auras into your damage calculation.
syngeries returned to skills

synergies:

magicarrow/inersight
cold arrow/slowmissile
fire arrow/slowmissile
exploding arrow/immolation arrow
icearrow/frozen arrow
disease spray/plague jav/poison jav
lightning bolt/slowmissile
charged strike/slowmissile
lightning strike/slowmissile
lightning fury/lightning bolt/slowmissile

firebolt/fireball/meteor
enchant/hydra
flamewave/firewall/blaze
icebolt/frozenorb
iceblast/frozen armor
frost nova/chillingarmor/shiver armor
blizzard/glacialspike
chargedbolt/tk
lightning/chainlightning
nova/ts/static

teeth/bonespear/bonespirit
poisondagger/poisonexplosion/poisonnova

bolt/prayer
hammer/foh
holyshock/res lightning/conviction
holyfire/res fire/conviction
holyfrost/res cold/conviction
sanctuary/conversion/conviction

warcry/battleorders/shout

poisoncreeper/rabies
firestorm/volcano/armageddon
moltenboulder/fissure/armageddon
fireclaws/armageddon
arcticblast/cyclonearmor/hurricane
twister/cyclonearmor/hurricane
tornado/cyclonearmor/hurricane
frostbite/hurricane

fists of fire (self synergy)
blades of ice (self synergy)
claws of thunder (self synergy)
cobra strike (self synergy)
phoenix strike (self synergy)
psychic hammer/mindblast
fireblast/wake of fire/wake of inferno
shockweb/charged bolt sentry/lightning sentry

amazon
ele bow skills reduced to 1/2 weapon damage
innersight and slow missiles are flagged as curses now
innersight buffed to -10 (-1 per 2 base levels) (-1 per 3 soft points)
slow missiles buffed to -15 (-1 base levels) (-1 per 3 soft points)
reduced max pierce% on Pierce skill from 75% to 66%
fend changed to 2/3 weapon damage aoe similar to stun

sorc
increased fireball radius by 40%
increased glacial spike radius by 40%
masteries changed to 1-20% with dimishing returns
hydra duration increases by 3/25 secs per level
icebolt pierces

assassin
added icebolt nova to blades of ice charge 3
reworked shock web to release mini novas on impact
reverted wake of fire to old version, it causes counters
reworked inferno sentry to shoot projectile like immolation arrow
blade sentinel reduced to 1/4 weapon dmg
increased NHD on blade sentinel from 6 to 10
claw block= 5% + (base level/2) + 1% per 7 base dex, 50% max claw block, 5% FBR per clawmastery base level
claw mastery gets 15% def per hard point in any MA skill
deathsentry increased to 5 shots
increased speed on cobra strike nova
added kick damage to BOS for hard points in dragon flight

druid
increased oak sage hp to 120+20
armageddon and hurricane no longer stack
buffed volcano, fissure, molten boulder
reduced volcano NHD from 10 to 7
arctic blast reworked to be like inferno
firestorm now has a NHD of 5 frames and causes counters
removed life on strike synergy from SOB and added PLR
increased shockwave range

necro
amplify damage changed to -10 (-1 per 2 base levels) (-1 per 3 soft points)
lower resist changed to -25 (-1 per 2 levels)
added phys damage back to golems
reduced golem elemental damage

paladin
increased prayer hp bonus to 10 per level
added 1 magic pierce per blessed hammer base level to concentration aura
increased pierce on elemental holy auras from 5+1 per 4 levels to 5+1 per 3 levels
conviction changed to -25 (-1 per 2 levels)
vengeance nova increased to 2/3 weapon damage

barb
increased battle orders hp to 120+12
frenzy increased to 6/5 weapon damage
double swing converts 50%+3% per level physical damage into magic damage
stun aoe increased to 2/3 weapon damage and added 0.2 second stun
added -phys res to grimward

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Last edited by Mrawskrad on Fri Aug 10, 2018 11:38 pm, edited 2 times in total.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 01, 2018 7:26 am 

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Thx for the Patch.

I will do some tests when i get home.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 01, 2018 5:55 pm 

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n/a


Last edited by Ensley03 on Wed Aug 01, 2018 7:09 pm, edited 1 time in total.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 01, 2018 6:47 pm 

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Shock web being on a timer is not going to balance it. It will kill light traps.

The problem is that web doesn't always hit a target. A vast majority of the time, when one clicks directly on a target, the web spikes will lay outside of the footprint of the mob you're targeting. This especially occurs on small mobs like lazarus.

The idea is to lay spikes out and hope to get 1 or more spikes to actually hit... By giving it a timer, it will make it unusable against small sized mobs. Frustrating as is. I don't think it's very logical to have a damage based skill that will consistently do no damage to a target that is not immune to it.

Also, intellect now scales skill damage? What is the logic to that?


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 01, 2018 6:59 pm 
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Needing energy for caster damage is to balance melee hp and caster hp. Melee always need to dump more stats into str and even sometimes dex depending on the build. So melee would be like 100 base str and maybe some base dex while casters can just do 50 str or maybe even less and just dump vita and wind up having more hp than melees.

It's open for change and I could remove it in a couple minutes. Or maybe drop it down from 100 to a lower number? The alternative would be shifting more power into rubies, which would just force everyone to use rubies in armor/helms.

Edit: About Shock Web. I can change it to something that hits reliably.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 01, 2018 7:04 pm 

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I like the idea of energy having a purpose. It should scale better beyond 100 too, maybe 0.4% or 0.5%.

I also think shock web should have been changed as I mentioned a few days ago into something like the old swirly static (I believe mephisto and baphomet use this skill now) because Mud is right, it's cancer to get it to hit the target, it tends to just land all around the target and do nothing but make buzz sounds.

My save files are up for people and I'll get to testing now.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 01, 2018 7:09 pm 
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I changed shock web to release mini novas on impact. It's pretty cool looking. I'll polish it up and upload an update later.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 01, 2018 7:24 pm 

Joined: Wed Dec 12, 2012 7:24 pm
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For some reason I'm getting bad inventory data when I try to use a sorc with cheat charms, even if I create a new character, but every other character works. Any reason why this would happen?


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 01, 2018 7:27 pm 
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Sometimes edited items don't work well with HU. Try separating the cheat stats you want on different charms.

Or create cheat items by edited the txt files.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 01, 2018 7:37 pm 
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I updated the download link with the new shock web. Damage may need to be adjusted. It seems to hit 3 times on one target per cast.

The only problem is that its so cool, fireblast seems left in the dust.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 01, 2018 7:40 pm 

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It was the energy charms to test damage scaling, i had large charms with 50 energy. Any idea what would be safe to put energy on to test this?


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 01, 2018 7:48 pm 
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No value of energy seems to work when you add it to items by hero editor, just use stat points to test it.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 01, 2018 7:49 pm 

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Ya I just came to that conclusion too, lol, will do.

Can you make some kind of cube item that adds magic pierce/dmg? A ring would be okay to give up for testing, like a ring+id scroll in cube gives you a ring with end-game values of magic pierce/dmg? If I put it in then it won't be there in your future edits so you have to do it.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 01, 2018 8:24 pm 
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antidote + hp pot = 100% all pierce/50% extra dmg charm

updated link

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 01, 2018 10:04 pm 

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Oh that's no good because it doesn't work with my cheat charms lol, needs to be magic only :>

That's okay I'll edit the cheat charms and reupload that.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 01, 2018 10:56 pm 

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Mrawskrad wrote:
Needing energy for caster damage is to balance melee hp and caster hp. Melee always need to dump more stats into str and even sometimes dex depending on the build. So melee would be like 100 base str and maybe some base dex while casters can just do 50 str or maybe even less and just dump vita and wind up having more hp than melees.

It's open for change and I could remove it in a couple minutes. Or maybe drop it down from 100 to a lower number? The alternative would be shifting more power into rubies, which would just force everyone to use rubies in armor/helms.


Or, diamonds...

It's a pretty huge change, which is odd to me, since this was said to be a throwback patch.

I don't think you mean melee hp vs caster hp, there are also caster/melee builds, I think you mean physical build's hp vs elemental hp. Players that invest in str, normally acquire items that offset that loss with +life, pr, dr attributes... but, that isn't the issue.

The major issue with this is, that physical glass cannons have something the other glass cannons do not. It's life leech. If casters could sacrifice vit for lifeleech on their spells, they would. Instead, they're forced to inflate their life/mana pool at all costs, so they can stay alive. If you're going to "balance" stat allocation, then you should provide life leach for all skills.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 01, 2018 11:06 pm 
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Elemental melee builds like holy auras, fire/frost claws and MA skills don't need energy to scale.

Anyways, it's just something I wanted to try out but I'm not a huge fan of it after playing around with it. I can remove the requirement for energy but keep the energy synergy bonus on elemental skills at a much lower %. So any energy you do have isn't useless.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 01, 2018 11:41 pm 

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Was I supposed to paste this over 2.0? In any case the energy changes are dumb, and it's going to really dick max block caster builds.

Also nado is showing like 50k-25k damage, seems wonky.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 01, 2018 11:47 pm 
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Yeah just paste over 2.0 I just reverted the energy changes. I'll upload a new version soon.

Edit: fixed tornado wait for next update

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 01, 2018 11:54 pm 

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All skills tested at level 55 with 100 energy, 50% mastery and 100% pierce

General things:
-Can you please fix the spelling for starstone and moonstone sapphires? :D
-Why are bosses chain-curse spamming? I'm getting cursed like 5 times per second.

*I have not tested how summons perform in boss fights yet, that will come later. Will also test effective melee on bosses later. For now this is a rundown of all other skills*

Assassin:

*Why does Burst of Speed say it benefits from Energy?*
-Wake of Inferno is a little weak, considering its radius and what it does, even if you can stack fires under the target. A 10-15% buff would do well for this
-Shockweb damage seems ok for now but wondering if you could reduce the amount of spikes and increase the damage to compensate, since this skill is a counter cancer and completely unusable vs bosses. Perhaps lock it at 5 spikes for all levels and increase damage by 30%.
-Psychic Hammer is terrible and needs a 100% buff
-Mind Blast needs a small buff
-Blade Sentinel is still super huge because of how it gets Venom and the double strike crits. Reduce to 1/5 weapon damage and slightly reduce the skills' damage mods.
-Phoenix Strike sucks compared to the other 3 MA eles. The damage values are less than half, needs a huge boost.

Druid:

I really like the new Arctic Blast :O
*Poison Creeper is a self synergy, not sure if you intended to link with Rabies or not*
-Poison Creeper is a bit weak.
-Tornado damage is backwards and fucked up, cannot test in its current state.
-Firestorm NHD seems too long, lower from 5 to 4
-Volcano NHD could be better if NHD was lowered from 7 to 5 or 6
-Fissure is super good and could use a 5-10% nerf to make it more in line with these other skills

Amazon:

Bow damage overall is too strong and all of it needs to be cut in half. This is super ez cheese mode right now. the values of ele shots all need nerfs and I also think the ED% cap for bows needs to be different than melee. 300% ED cap for bows and adjust the sets/rws/uniques accordingly. Also perhaps lowering the white damage of all elite bows by a few points.
-Magic Arrow needs the biggest nerf, with a 1/2 weapon dmg modifier like Fire Arrow has.
-Guided Arrow needs lower dmg gains and change MS synergy from 5% to 4%
-Plague Javelin only has a 2s duration? Why?
-Disease Spray is huge and may need a nerf 10-15%

Sorc:

-Firewall needs a small damage boost.
I actually like where everything else on Sorc is right now.

Paladin:

-Holy fire/freeze/shock auras are huge and need about a 25% nerf. 53k added to melee attacks at the moment lol.
-FOH needs a small damage buff, it's a bit gimpy

Necro:

-Teeth/Spear/Spirit are all way too strong and need 60% nerfs
*Why is Poison Nova only 2 seconds?
-Poison Explosion 433k damage lmao, needs a bit of a reduction there

Barb:

WC is fine, will test the rest of it later along with all melee and some more boss runs.

Just noticed you removed energy thing. I will check stuff again after the next update.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 12:05 am 
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Keep in mind lvl 55 is like super endgame with all charms. Please test with slvl 40-48 ish

plague/nova have a short duration because they are for trashing since they have higher aoe but similar dps to "boss poison skills" If they had a longer duration then why would you risk going melee range when you can just use the longer ranged skills for bosses too.

Psychic hammer doesn't cause counters.

Shock web has a NHD and only 3-4 hits on a single target. Decreasing the # of bombs wouldnt change that unless its reduced to 1-2 bombs only.

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Last edited by Mrawskrad on Thu Aug 02, 2018 12:08 am, edited 1 time in total.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 12:07 am 

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Ok that makes sense and I'll try around lvl 45 skills.


Last edited by Ensley03 on Thu Aug 02, 2018 12:09 am, edited 1 time in total.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 12:09 am 
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Yeah i just noticed. lvl 55 is super endgame with all charms. If we balance around that then casters without those charms would be weak. Testing with Slvl 40-48 would be more useful.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 12:11 am 

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I will wait to test until you post a new version without energy dmg% and see if you can do something about those crazy Amazons :P


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 12:14 am 
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Do you think ele amazon are OP because of the bow damage or the ele damage?

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 12:15 am 

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Both really, its just super inflated for skills that go across the whole screen. You could go magic/inner/ice/freeze and just topkek through the game.


Last edited by Ensley03 on Thu Aug 02, 2018 12:18 am, edited 1 time in total.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 12:16 am 
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They do the same ele damage as sorc skills, so it can't be both.

and phys bow damage is the same as it was....since 1.2?...It never really changed over all those patches.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 12:20 am 
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Ensley03 wrote:
Both really, its just super inflated for skills that go across the whole screen. You could go magic/inner/ice/freeze and just topkek through the game.


That amazon would be Trash queen/curse support, sure. I wouldn't use that for bosses though.

Poison Nec would be easier.

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Last edited by Mrawskrad on Thu Aug 02, 2018 12:21 am, edited 1 time in total.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 12:21 am 

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Yeah but look at fireball compared to magic arrow lol. Maybe it's just because of the ele mods. But GA with 900 dmg bows is really clowny and that's why I think it should be toned down.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 12:22 am 
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Yeah, I'll reduce the weapon damage on ele bow skills. That's fine, but the ele damage on them is similar to sorcs. All skills across all classes have similar damage if they function the same.

And ele amazons don't really load up on dex/phys dmg% gear. So that 900 dmg bow doesn't go as far. You wouldnt even use a 900 dmg bow since you want BRC for pierce and skills on an ele ama.

50% weapon damage on ele bow skills seems fair, though. Ama gets a bit of extra damage and sorc gets tele/use of a shield. Seems fair?

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 12:25 am 

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Since zon gets so much with slow missile / dodge / valk / more HP and their attacks all go across the screen and 7 fpa vs 8 fpc they just shouldn't be on the same level as a Sorc I feel.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 12:28 am 
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Amazons also need 150 dex for BRC. Not trivial to get using "caster" gear.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 1:07 am 
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Updated link

1/2 weapon damage ele bow skills
fixed tornado
removed energy requirements for skill dmg

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 1:43 am 

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@mud
I am not sure if i understand correctly, but i think a general idea is that a melee casters should never be as strong as legit melees. If a caster goes melee he has to accept his weaknesses. no?


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 1:47 am 

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For me double throw doesn't work at all

Vizjerei's Snare +1-2 to Fire Trauma (Class Only)

give rubies hp instead of vita

with pots now healing 100%hp and the old hp scaling high-hp-builds could be too tanky

slow missile as a synergy is a bit strange, since maxing SM is a strong option even without the added bonus

please add upgrading rares


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 1:50 am 

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add 1% fcr/hard point in jab/impale/fend to cast inner sight/decoy/valk in melee


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 1:57 am 

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Amazon as a mainly ranged char should have 7 hp per vita not 9


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 1:59 am 
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DoubtFuLMind wrote:
@mud
I am not sure if i understand correctly, but i think a general idea is that a melee casters should never be as strong as legit melees. If a caster goes melee he has to accept his weaknesses. no?


Well, melee has leech as Mud pointed out.

Amazons need high dex for javs/bows.

I wanted lightning amazons to be able to pick the skills they want otherwise it would be an 80 pt build, and all other builds are 40-60 pts only.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 2:06 am 

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I know that so far Ensley is the only one testing, but I think we should bare in mind that the same as with lvl55 skill, getting -100 pierce and 50% dmg boost is also rather a very very end game. I feel that any build tested with this will seem oddly strong.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 2:08 am 
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Yeah lvl 40-48 is more realistic for a fresh char on a new play through. the 50% extra dmg/-100% pierce is easy to get once you hit act1 hell though. If you farm leo enough.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 2:13 am 

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Please add unique drops to normal leoric to make him worth killing more than once.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 2:16 am 
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Then I would have to reduce the # of tomes he drops.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 2:28 am 

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double throw working normally after restarting d2.
it was a somehow glitched, he was throwing while walking and not doing any damage.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 2:38 am 

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Any idea why skele summoner feels soooooo weak at this patch?

I'm playing one on current realm, and is nowhere near the skill lvl in the test files. On this test patch skele summoner struggles to clear A1 hell :-/

Currently one skele mage can 2 shot any trash in A1, while at test patch I could go eat my breakfast and it would maybe be done.

On this note, what starts will mages benefit from?

Poison tho in my opinions is waaaay to cheesy now. You can pretty much kill anything within matter of a minute staying safe through out that.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 2:46 am 

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It is nice to get enough tomes for the whole party, i guess just leave it how it is.

Sets Decimation and Civerb's Vestments need replenish quantity on weapons


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 3:51 am 

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Testing all skills with level 45 and the power overwhelming charm:

General things:

*Purchasing the -100 energy/hp/DR% gear always only costs 1 gold and sells back for 1 gold...seems not right :P
*Andariel's poison damage is a bit overkill; there's nothing you can do without spam antidotes.
*I feel like the mana cost of skills is really high. It almost reminds me of 1.7 aka Mana Pots Unleashed.
*Life leech is too high. These items with 10-20% life leech are crazy and often allowing me to just hold down left click and watch TV. Melee is pretty faceroll once you get 40-50% LL...
*I tested all of the minions against bosses and didn't notice any cheese where you can just AFK while your pet fights, so good job on that.
*Is there any reason why you won't remove the NPC Slayer mod from trash mobs? It's super annoying =(


Amazon:

ele shots seem ok now. GA still does huge damage with 100% pierce and DS. I was able to murder Andariel without perfect gear or a lot of effort using 13k GA because of the re-hits.

Assassin:

-Phoenix Strike damage is still too low. Looks like an issue of the other ele MA skills having 30% self synergy, and Phoenix has 2%...
-Cobra Strike could really use a velocity increase on the nova
-Blade Sentinel is inherently flawed because it's unplayable without Venom, but with Venom, it's pretty good. This makes Blade Sentinel an 80 point skill, or 100 points if you want to use claws and crits. Blade Fury also suffers this fate but not to such a strong degree. I would suggest dropping Blade Shield as a synergy for them and replace it with Venom, but allow Blade Shield to still benefit from Sentinel/Fury on its own if someone chooses to get it.
-Fireblast needs a bit larger radius to make it worthwhile.

Druid:

-HOTW needs a big increase in damage%. It doesn't make much difference. It currently bumps my Fury from 34k to 36k with level 45 HOTW.
-Hurricane and Armageddon aren't good enough for 120 point skills that you could never actually cap. I'd cut out 2 synergies and give a huge boost to the remaining 3 synergies as well as a boost to the skill's actual damage. If you want to leave these as 120 point skills, the damage needs to be doubled, since that means you're living with no sage/grizz/cyclone/anything else anyways.

Barb - seems ok so far

Sorc - If you could slightly decrease the cast-to-impact fall time for Static and Meteor, that would really help a lot. Rest seems good.

Paladin - Holy fire/freeze/shock are still a little too good. Maybe reduce the built in mastery thing from 10% to 5%. Rest seems good.

Necro:
*Is there any way you could change the skeletal mages to all spawn as ice mages? It looks kinda derpy that all the different colored mages cast the same thing. Ice mages look close enough to the bone spears though.
-CE is super strong again, what for? 50-60 is huge. 30-40 would be better. But 150+ mana cost is cancer.
-Spirit Blade HP needs a buff, they are kinda bad.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 4:05 am 

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grim ward causes monsters to flee, but skill descriptions says 'walk run speed -14%'


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 4:38 am 

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javelins don't show the quantity


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 5:36 am 
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How are mana costs too high?...They were higher in 1.21 to 1.5
typical lvl 48 skill is like 13 mana....


I'm removing those DR% / HP% rolls on items for now since energy as a requirement is being removed. I could add them back on high str req armors only I suppose.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 5:53 am 
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Updated link

reduced teeth/bspear/spirit dmg slightly
skele mages reverted to random ele
spirit blades dmg increase slightly
reduced CE mana cost to 20+1
reduced ce dmg to 30-40%

buffed all sorc skill dmg by 10%
increased max pierce from masteries by 5

reduced max pierce% on Pierce skill from 75% to 66%
removed pierce% from bows and belts

reduced leech on items/gems; weapons have 8% max other item slots have 5% max; uber skulls are 4%

increased NHD on blade sentinel from 6 to 10

reduced holy auras synergies by 1%

increased speed on cobra strike nova

increase HoW to 100%+15%

added rep quant to the set items

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 5:59 am 

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You forgot the webpages =p


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 6:00 am 

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Mrawskrad wrote:
Updated link

reduced teeth/bspear/spirit dmg slightly
skele mages reverted to random ele
spirit blades dmg increase slightly
reduced CE mana cost to 20+1
reduced ce dmg to 30-40%

buffed all sorc skill dmg by 10%
increased max pierce from masteries by 5

reduced max pierce% on Pierce skill from 75% to 66%
removed pierce% from bows and belts

reduced leech on items/gems; weapons have 8% max other item slots have 5% max; uber skulls are 4%

increased NHD on blade sentinel from 6 to 10

reduced holy auras synergies by 1%

increased speed on cobra strike nova

increase HoW to 100%+15%

added rep quant to the set items


Why did you revert nec mages back to random element? ANy particular reason behind this?


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 6:04 am 
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Getting them to scale with the "fake" magic mastery stat was a headache I didn't want to bother with anymore so here we are. If I have more time later I could bother with it again, but for now they are fine as is.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 6:08 am 
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Which difficulty do you think andy poison is too much?

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 6:15 am 

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In hell it seems to be 100 to 0 poison that lasts forever so you have to just antidote spam. I haven't tested lower level stuff.

Are you not doing anything about hurricane/armageddon/BFury/Bsent being 100 and 120 point skills? It kind of makes them unusable without dealing huge base damage. I've got 51k-63k Hurricane at lvl 44 with unobtainable 100 points in synergies.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 6:20 am 
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40 pts in synergies at slvl 48 with 50% extra dmg does like 30k hurricane....thats more than enough for 60 pts. Are you crazy? That's going to 1 shot most trash with pierce.

Blade skills scale with weapon damage why do you think you NEED to max them?

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 6:35 am 

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Mrawskrad wrote:
Class hp/mana:
Barbarian: 5 hp per lvl, 10 hp per vita; 2 mana per lvl, 3 mana per energy
Amazon: 4 hp per lvl, 9 hp per vita; 2 mana per lvl, 4 mana per energy
Paladin: 4 hp per lvl, 9 hp per vita; 3 mana per lvl, 4 mana per energy
Assassin: 4 hp per lvl, 7 hp per vita; 4 mana per lvl, 4 mana per energy
Druid: 3 hp per lvl, 7 hp per vita; 4 mana per lvl, 5 mana per energy
Necro: 3 hp per lvl, 7 hp per vita; 4 mana per lvl, 5 mana per energy
Sorceress: 2 hp per lvl, 7 hp per vita; 5 mana per lvl, 6 mana per energy

Those HP values seem a bit weird to me and imo too much.

Ama and Pal same ammount of HP?

Barb: 5 lvl / 8 vita
Pal: 4 lvl / 7 vita
Ama: 3 lvl / 6 vita
Assa: 4 lvl / 7 vita
Dru: 3 lvl / 5 vita
Nec: 3 lvl / 5 vita
Sor: 2 lvl / 4 vita

Something like this looks better to me and more balanced.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 6:39 am 
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What's your reasoning for that? This patch has different scaling than 1.8 to 2.0.

Amazons need 150 dex for bows. Do paladins?

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 6:40 am 

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Andy normal wasn't difficult. I played an amazon through to a2 and barb to a3.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 6:41 am 
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Hell andy is supposed to be hard. Farm a Wisp and try it again with SoB.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 6:48 am 

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Please make double throw not use ammunition like you did with bow/crossbow skills.
Most builds require only one weapon, double throw barb needs four just so the replenish keeps up.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 6:49 am 

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SOB doesn't add PLR ~


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 6:55 am 
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Minu566 wrote:
Please make double throw not use ammunition like you did with bow/crossbow skills.
Most builds require only one weapon, double throw barb needs four just so the replenish keeps up.


Hardcoded.

Ok I'll add PLR back to SoB

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 6:57 am 

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Mrawskrad wrote:
What's your reasoning for that? This patch has different scaling than 1.8 to 2.0.

Amazons need 150 dex for bows. Do paladins?

Pal is more of a melee char then Ama is. And Pal has some str reqs. aswell for armros and shields i guess.

I mean 99% ranged char with same HP values as melee is imo wrong to me but ok. Even Pal can go caster route too obvious.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 6:57 am 

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Can you double the replenish rate?


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 7:04 am 
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joozoo wrote:
Mrawskrad wrote:
What's your reasoning for that? This patch has different scaling than 1.8 to 2.0.

Amazons need 150 dex for bows. Do paladins?

Pal is more of a melee char then Ama is. And Pal has some str reqs. aswell for armros and shields i guess.

I mean 99% ranged char with same HP values as melee is imo wrong to me but ok. Even Pal can go caster route too obvious.


Jabber is melee? Melee amazon has str req + dex req. Ranged amazons have huge dex req.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 7:09 am 

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Mrawskrad wrote:
joozoo wrote:
Mrawskrad wrote:
What's your reasoning for that? This patch has different scaling than 1.8 to 2.0.

Amazons need 150 dex for bows. Do paladins?

Pal is more of a melee char then Ama is. And Pal has some str reqs. aswell for armros and shields i guess.

I mean 99% ranged char with same HP values as melee is imo wrong to me but ok. Even Pal can go caster route too obvious.


Jabber is melee? Melee amazon has str req + dex req. Ranged amazons have huge dex req.

Nobody plays it like other bs melee chars like dagger necro for example.

But ok i got it.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 7:13 am 
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Jabber BS melee? Are you serious? 3.5 fpa is bs? Fight me irl.

Just because 99% of players are meta slaves doesn't make other builds bad.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 7:48 am 

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Mrawskrad wrote:
Getting them to scale with the "fake" magic mastery stat was a headache I didn't want to bother with anymore so here we are. If I have more time later I could bother with it again, but for now they are fine as is.


There is no need to do it. It adds some diversity to the mages. Will be especially fun now, that there are no immunities.

Mages do scale with masteries and pierce of the player, right?


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 7:51 am 
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Yeah and they get 1% mastery from each point in skeleton mastery.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 8:01 am 

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Mrawskrad wrote:
joozoo wrote:
Mrawskrad wrote:
What's your reasoning for that? This patch has different scaling than 1.8 to 2.0.

Amazons need 150 dex for bows. Do paladins?

Pal is more of a melee char then Ama is. And Pal has some str reqs. aswell for armros and shields i guess.

I mean 99% ranged char with same HP values as melee is imo wrong to me but ok. Even Pal can go caster route too obvious.


Jabber is melee? Melee amazon has str req + dex req. Ranged amazons have huge dex req.

Ranged amazons (phys at least) have high str reqs to wear gear that prevents being destroyed in 2 hits as well. It's a painfully small hp pool at the end. I'm glad you're keeping their damage consistently good, they have nothing else going for them.


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PostPosted: Thu Aug 02, 2018 9:29 am 
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Mrawskrad wrote:
Then I would have to reduce the # of tomes he drops.


You can give him an on death skill that spawns an invisible minion in DT mode. Give leoric regular drops and have his death minion drop the tomes.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 1:18 pm 

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Jab throws out a fuckton of counters, does doody damage with a 1h, alright damage with a 2h but it requires you to remain static. This means you eat all the counters. Amazons have dick HP because they need high strength and high dex. I've tried it, it just hasn't worked in many patches, and in the ones it did everything facerolled.

After the removal of energy as a synergy a lot of the spell damage values went wayyyyy down.

Pierce is one of the key stats both physical bowas and elemental bowas need. Removing the ability to actually gain 100% kills the build. It shouldn't even be something you have to heavily gear for, it should just come naturally, but I see you've nerfed the values to dick levels. I've played bowa for an insane amount of patches, they're never faceroll strong, every fight is always a challenge because they're glass and they generate insane counters. 100% pierce needs to be obtainable.

A lot of the high end str armors are redundant. There should be tanky versions which have high defense and give MDR/DR, and DPS versions which give flat damage/ds/etc.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 6:58 pm 

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I made a new webpage list since the one you had in there was old.

I think you should put pierce back on skull belts and razortail since you lowered the value of Pierce skill. At ~30 (which is about the +skill a bowa would have) it gives 62-63%. There needs to be more ways to get it into the 85-90% range.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 8:46 pm 

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Time for item feedback:

Runewords:

Some of these are strange in that they have no real variance. Like BOTD has 485-500 ED? That's not exciting at all. Should be at least 450-500. Other items 175-200, 250-270...I don't know, not a big fan. I think most RWs should have that bit of gamble aspect to them.

Some of the RWs also still have 15-20% LL. Not sure if you intended to leave this on them or not.

These damages are enormous but since you beefed up boss HP I hope you're right. Desire on a sup GMB is 605% with +3max/lvl that's an 1131 damage bow at lvl 95. A BOTD CB would be 822 one-handed damage with 500% bonus vs demons and 600% bonus vs undead. A BOTD War Pike would be 2142 damage. That's OMEGALUL damage, and this need serious testing for bosses. I can't do all this testing by myself with RWs and bossfights on every class and all the hypothetical cheese gear scenarios.

Faith is terrible because it's only 300 ED and you don't need fana to hit 7fpa because Strategy already gives you that.

Sets:

All of these new ass-backwards sets are going to be hard to remember. Like Flavies no longer being a nub set...That being said, do you intend on sets having any value if upgraded or are they intended to just be something that fits decently for a small level range?

-Flavie's bow needs an ED% boost
-Arcanna's set will never be used because the entire set only gives 1 skill total. Anyone using wands will just shop white wands to get +3. The wand should give +2 and the set should give +1 more. I also don't know why this is a level 10 wand set when Infernal is a level 17 wand set? Should probably just change Arcanna's back to a staff.
-Civerb's javelin could use either +1 skill or 1 more socket
-Aldur's needs poison damage/pierce again for gaybies builds
-Immortal King needs some magic pierce in the complete set bonus
-Tal Rasha's weapon needs 5% ele bonus
-Trang's needs more poison and magic pierce/dmg. 10 skills from 4 pieces is not great so the pierce/dmg needs to be dank.
-The Disciple seems fairly pointless. It's 5 pieces for +8 skills, no pierce, and 5% ele dmg. Not sure if this would be worn by anyone. Maybe add 10% all pierce to the full set bonus.
-Orphan's Call just says + Defense, seems geeked out like you skipped a tab.
-Hwanin's Weaken on struck chest seems counterproductive for the weapon's LR on attack. Maybe change the chest back to nova proc.
*I really like Sazabi's for pally/druid memes.
-Cow King hat has no sockets, feelsbadman
-Elemental ring set is too bloated and will be something everyone and their merc has to use.
-Can Corsair set get oskill tele?

That's all for now, will check other things later.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 02, 2018 11:14 pm 
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updated original link

reduced all psn dmg by ~20%
removed life on strike synergy from SOB and added PLR
hydra duration increases by 3/25 secs per level
reduced lifeleech on RW weapons to max of 12%
made rw ed% have more variance
reduced dmg/lvl on desire by 1
increased all skills on faith to 2
buffed endgame class sets a bit +1skills +10 all res across the board
added poison pierce/dmg to aldurs
increased magic/poison pierce on trangs by 5
added 15% pierce all to disciple
fixed orphans def
added 5% ele dmg to tals weapon
replaced hwanins weaken with nova
added sockets to cowkings
nerfed ele set a bit
increased flavies bow ed
added pierce attack to death belts and razortail

I'm not going to buff early sets anymore. They have the purpose of being cheap and easy to gamble to get you started. They shouldn't be strong enough to carry you into hell. Although, I was pretty generous with them and they already are very strong.

You can use tarn helm and a +1 skills shield with arcannas unlike infernals.

And keep in mind high runes are going to be less common than they are now.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 03, 2018 3:07 am 

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Poison Strike is geeked out. The min is higher than the max.

Can you make another recipe that creates a charm with -99% vendor cost? This would really help with gems and stuff.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 03, 2018 5:57 am 

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Can we make con ring great again? Remove vit/energy, add 250 life and mana, jack up the str/dex to 40, jack up the resists to 75. They're like the rarest item in the game and they're useless. A caster version should exist with +2 to skills and shit too.

Can druid shockwave get a range buff similar to sorc's inferno or druid's arctic blast?

It's real hard to get realistic tests when you can't easily acquire charms, consider adding a recipe(health pot = dmg/ar/life sc, mana pot = life/res gc).

Put 10% pierce on all quivers, set the pierce passive to be 65% at 20 hardpoints(softpoints do nothing), and make deadly crafts, razertail, nosferatus, and a choice early belt have 25% pierce. 100% pierce is mandatory.

Jack up/add flat damage values to high strength armors like veil of steel, tyraels, steel, coa, the new adamant helm, steel rends, etc. Melee feels real weak.

Virtually every zod runeword that is melee based needs high max/lvl because they're going to miss out on 240% ED and not be viable options over a craft or rare.


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PostPosted: Fri Aug 03, 2018 8:46 am 
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100% pierce GA is incredibly strong and shouldn't be available starting at lvl 20.

Your suggestions would be way overtuned. Might as well add 40% all absorbs to facets again.

A better solution to rares/RW balance would be to remove self rep mods on ED rolls. Make it hard to roll a good eth rare now and shift more power into RWs, but a good rare will still be higher dmg. As it should be.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 03, 2018 9:22 am 

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I started a melee playthrough with a sin using dragon claw. Here is my first feedback (with 1st version):

- First of all I'm using the test files with 1.5 core files. Is this right?
- Respec potion doesn't work. This made me questioning that previous point is right.
- Text sais dragon claw is synergized with energy. It's not, which is ok, it's just text.
- Skeletons in stony field get one shotted by anything including minion bosses.
- Phys resist on fade stopped increasing at 2%. I already have 10 hard points in it.
- The Centurion Hard Leather Armor has -50 Energy that just disables skill usage.
- WW on any mob is deadly. More than 1 Berserker can kill you in a sec, not to mention Dark Elder's pack in Lost city.
- Bash damage is a little too high (over 50% hp sometimes) on The Smith, considering he also have foh and the rock shower counter.
- Generally boss fights were ok well twinked. Summoner up next.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 03, 2018 9:26 am 
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Use 2.0 base files and paste 2.1 over it

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 03, 2018 11:27 am 

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will the saves from the previous official version work with this one? (i guess not?)


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PostPosted: Fri Aug 03, 2018 11:30 am 
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Nope

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 03, 2018 12:18 pm 

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You mentioned pierce, but what else specifically would be overtuneed?

Chase endgame gear? This is what keeps the people playing after they down key bosses. See how 2.0 is dead?

Melee gear that pushes them into the realm of viability? Every melee I have tested struggles against champ packs much less bosses.

Zod runewords being decent? You act like rolling a rare takes more than 20 minutes. You act like nerfing 100m runs to 20m runs hurts anyone but the people not specifically making a gf character.

100% pierce is not even broken. It’s a mandatory stat that determines the viability of bowazons on the current patch.

Shockwave having more range? Remove the stun if you have to, warcry already has it.

I made two completely bis bowazon, one made for durability and one made for pure damage. The vit version couldn’t clear tundra wp, the dex verison had 1k hp and could barely even function.

I am not sure how asking for buffs to make sure an entire genre of playstyle(melee) isn’t unplayable for two patches in a row, or rarely if ever played classes(shockwave) get a little quality of life. Like we’re just testing, what’s the worse that can happen? Oh shit this is op, better remove it?

Nothing I actually stated was even equateable to the literal godmode 50% sorbs, but even in that patch it wasn’t as fucked as 2.0 where I killed baal in less than ten seconds. Where my summons perma tanked everything in the game. Where you literally couldn’t play a melee and be successful. The height of poison zons couldn’t hold a candle to the fucked dps sins had this patch.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 03, 2018 12:21 pm 
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You tested melee on 2.1 and struggled? lol

I increased SW range, wait for update.

You keep talking about 2.0. Why? this is a completely different patch. Please test baal on 2.1.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 03, 2018 3:07 pm 
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download link updated

increased range of shockwave
removed self repair mods on ED% rolls
increased max pierce % on amazon Pierce from 66% to 75%
fend changed to 1/2 weapon damage aoe similar to stun
adjusted monster/boss spell dmg

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 03, 2018 3:50 pm 

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Praise jesus.

Struggled? I suppose it requires a definition first. I struggled to kill trash, running through ancients way and whirlwinding yielding like 10-15 passes before a single pack of mobs dies. This would be fine if I was in leveling gear, but I'm in legit BIS endgame gear.

50k*2 frenzy with 100% DS barely scratches bosses, I have a sneaking suspicions that the visible damage was CB and nothing else. I don't see a progression melee being able to do anything at all. No trash help, no pocket boss killing, nothing but a walking aura for paladins, BO for barbs, spirit for barbs, sins don't give anything.

We plan on running a normal playthrough later today, I'll let you know how zon pierce/SW changes go.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 03, 2018 3:59 pm 
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I just put on basic 95 gear with no sockets and no charms and no rings and a non eth executioners justice and im killing trash in 3-4 stun hits.

exejustice is like 1k max dmg something like eth WH is ~2k max dmg

and I just took baal down to 90% hp after a few seconds of swinging from a non eth doombringer 1 handed with no amp

just did the same thing with NO cb and non eth executioners, probably the weakest 2h

edit: and in the no CB test i wasn't using any gloves or boots

WW isn't good for trashing anyways. Its a single target skill. Stun works better for trash. Seems like you just aren't experienced with melee.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 03, 2018 4:30 pm 

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https://www.twitch.tv/videos/292743276

EDIT: Stun clears similar speed to WW.


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PostPosted: Fri Aug 03, 2018 4:41 pm 
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Stop using WW vs packs like a noob. Use stun. This is a serious case of l2p. You don't even have amp.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 03, 2018 4:49 pm 

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Stun clears @ similar speeds.

Amp? Didn't realize we made amp necessary again.


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PostPosted: Fri Aug 03, 2018 4:51 pm 
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It's not necessary but why would you not use it? You're so retarded. LOL

Do you play casters without pierce?

You can't expect me to take any feedback from you when you play like a clown.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 03, 2018 5:02 pm 
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My barb:

Hell andy no amp using conc 2:40 kill time

Hell andy lvl 6 amp using conc 1:30 kill time

less than a belt of pots each time.

ancs way trash dies in 2 stuns

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 03, 2018 5:36 pm 

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Why would I not want to look at baseline damage? Who knows.

Play like a clown? I guess clowns can kill hell baal in a week of sporadic playing on your 'years in the making' patch. A patch which replaced a superior patch. A patch which melee isn't even playable. A patch where hell baal dies in sub 10 seconds to progression geared players. You couldn't even get out of normal.

I'll say it again - stun is fucking garbage, and that's with 20 points in it.


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PostPosted: Fri Aug 03, 2018 5:42 pm 
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Still talking about 2.0 for some reason. This is a completely different patch. Hell baal in a week with a team is actually pathetically slow. Are you trying to brag?

You can kill bosses without amp. Well, maybe YOU can't.

My barbs stun does 27k.

I'm just going to start ignoring your posts. Your feedback and arguing with you is a waste of time. You've always been a whiny noob that complains about EVERYTHING and even after all these years you still are.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 03, 2018 5:47 pm 

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What's that stuck in normal? You don't know how to balance things? I already knew that.

Post your barb save file.

Yep I'm that whiny kid who dicked all over your BEEN BALANCING IT FOR YEARS PATCH you threw a fucking fit to replace 1.9 with.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 03, 2018 6:56 pm 

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ANYWAY, I think the radius of innersight and Slow Missiles should raise by level to make it on par with Necro curses. 10 yards is poopy.

Shockweb needs a nerf. Even against bosses, the NHD and counters aren't enough. 78k is too much at only level 50. 20-25% nerf.

Salvation has An Evil Force tooltip. Also it needs to list how the abs scales that it gives. I guess it's 1 per 5 hard points but not listed.

Cloak of Shadows has a derp synergy tooltip


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 03, 2018 9:56 pm 

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Mrawskrad wrote:
Still talking about 2.0 for some reason. This is a completely different patch. Hell baal in a week with a team is actually pathetically slow. Are you trying to brag?

You can kill bosses without amp. Well, maybe YOU can't.

My barbs stun does 27k.

I'm just going to start ignoring your posts. Your feedback and arguing with you is a waste of time. You've always been a whiny noob that complains about EVERYTHING and even after all these years you still are.

To be fair we killed hell baal in 3 days, and that's within 3 sessions of moderate play because none of our work schedules align. We actually went back to help ensley remake his char 3x and catch him back up, even doing that we missed out on the first kill by a few hours so before you insult all of us maybe slow the roll a little ok? Keep your problem confined to arguing with each other.


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PostPosted: Fri Aug 03, 2018 11:19 pm 
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Ensley03 wrote:
ANYWAY, I think the radius of innersight and Slow Missiles should raise by level to make it on par with Necro curses. 10 yards is poopy.

Shockweb needs a nerf. Even against bosses, the NHD and counters aren't enough. 78k is too much at only level 50. 20-25% nerf.

Salvation has An Evil Force tooltip. Also it needs to list how the abs scales that it gives. I guess it's 1 per 5 hard points but not listed.

Cloak of Shadows has a derp synergy tooltip


Ok

Shockweb was a hitshift typo, its supposed to be 1/3 fireblast dmg, fixed.

Ok

Ok

Thanks Ensley. You're one of the few people giving useful feedback instead of playing poorly and demanding buffs to make up for that fact.

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PostPosted: Sat Aug 04, 2018 1:35 am 

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Angel wrote:
What's that stuck in normal? You don't know how to balance things? I already knew that.

Post your barb save file.

Yep I'm that whiny kid who dicked all over your BEEN BALANCING IT FOR YEARS PATCH you threw a fucking fit to replace 1.9 with.


You literally played about 50 levels on a Bone Nec before you found out how OP Shock Web/Wake of Inferno Sins were and you made one of them. You used a completely brain dead, OP char to cheese your way through the game and are crying about how unbalanced the patch is? Seriously.....

Edit: and that was with a legit group of 3 you guys had... The SW/WOI sin can pretty much solo the game alone and you had a legit group of 3... Your cheese char, a Phy Bowzon and a Cold Sorc and you're going to sit here trying to brag about cheesing your way through the game? LMAO


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PostPosted: Sat Aug 04, 2018 1:49 am 
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Just ignore him. He has always been a complete douche that acts like he's better than he is but is actually terrible at this game. Should have put him on ignore years ago. His comments are always useless drivel and snarky remarks.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Sat Aug 04, 2018 2:24 am 

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Never mind. Goodluck to everyone still in HU, going to take a break from this and hope it improves in a few patches.


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PostPosted: Sat Aug 04, 2018 2:31 am 
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Using as much of 1.7 files in 1.8 and 2.0 was a mistake and resulted in imbalanced patches. I admit my mistake. Try 2.1.

I stopped in normal because I would rather spend my time making 2.1 so we have a better patch.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Sat Aug 04, 2018 8:15 am 
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original link updated

stun aoe increased to 2/3 weapon damage and added 0.2 second stun
vengeance nova increased to 2/3 weapon damage
fend aoe increased to 2/3 weapon damage
increased hell nihlathak rune drops to gul-cham but made him tougher
misc. monster balance

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PostPosted: Sat Aug 04, 2018 9:33 am 

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No surprise stun just got a buff since it’s barely faster than ww loooool.

Maybe look into that useless synergy every barb melee skill has.

And yes I gave bone necro a try, it was a walking curse bot, why bother? We needed a boss killer so I made one, you act like this is a bad thing. At least I am not stuck making a2 public games waiting for someone to carry me through.


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PostPosted: Sat Aug 04, 2018 3:43 pm 
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You can't even kill Hell Andy on a hacked lvl 99 and you're still talking?

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PostPosted: Sat Aug 04, 2018 7:30 pm 

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The music is screwed up now in all the boss rooms, it's just looping the dead-boss track.


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PostPosted: Sat Aug 04, 2018 9:38 pm 

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Can't? Didn't want to hold left click for 5 minutes is more like it. When you get stuck in 2.1 is your excuse going to be it was rushed or you wanted to work on 2.2?


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lol funny.

Anymore feedback on 2.1, anyone?

@ensley ive been using the no music version for the test patch

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I'd swear the music was working for me last time. I'm not done yet, will be soon.


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PostPosted: Sun Aug 05, 2018 3:25 am 
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I did a run of normal on a barb and adjusted bosses as i went to make sure they aren't too strong or weak. Since monster skills scale with level then it should be balanced in NM and hell too. Now I'm working my way through again on an amazon.

It's getting close I think.

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PostPosted: Sun Aug 05, 2018 3:43 am 

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are u going to keep the HP regen on trash?..


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PostPosted: Sun Aug 05, 2018 3:47 am 
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Which ones? I haven't noticed any regen on trash since they all get obliterated by anything.

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PostPosted: Sun Aug 05, 2018 3:48 am 

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I did a shit ton of testing of most skills on all classes for several hours using real gear and different areas/bosses.

Conqueror Crown requires lvl 86 so the lvl 80 listing of IK is wrong, it requires 86.

All summons need a small boost in survivability vs bosses. Currently they all just die instantly regardless of level. If you could slightly lower the boss multiplier on them it would be nice.

Most of these bosses are insane and because of that, some skills need some help. Some of these skills are already "good" vs trash, but need more beef for not just major act bosses but also for how they do vs lesser bosses, uniques, and big champions (like berserker and marilyth champions.)

Skills that need small boosts:

disease spray
poison javelin
lightning bolt
cold arrow
freezing arrow (radius only)
exploding arrow
immolation arrow
shock web
blade sentinel (reduce NHD by 1 or 2)
fade (2% more base DR)
wake of inferno
raven
maul
motlen boulder (phys dmg)
volcano (phys dmg)
holy bolt (heal amount)
sanctuary (magic damage bonus it has of 10%, to 15%)
teeth, spear, spirit all need a lesser, tiny bonus
firebolt
meteor (burn damage)
static
thunderstorm
lightning
ice bolt
ice blast
glacial spike

Skills that need nerfs:

magic arrow
oak sage (def% bonus)
cyclone armor (def% bonus)
charged bolt
telekinesis
charged bolt sentry
wake of fire

That's all for me, I'm really tired now, lol. I'm confident that with this there is no uber OP boss dumpster skill, and that's all that really matters.


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PostPosted: Sun Aug 05, 2018 4:02 am 
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I think summons are ok. They survive well enough vs trash if you max them and distract a boss for a second. Being able to spam a summon on a boss to keep them locked down is something we should avoid. It's just lame and diminishes the value of having a tank. If you want to tank a boss then play or play with a tank.

I'll look into the other skills you mentioned.

Ensley03 wrote:
That's all for me, I'm really tired now, lol. I'm confident that with this there is no uber OP boss dumpster skill, and that's all that really matters.


Sweet. That was my goal. Although a properly geared melee will be a boss dumpsterer, as it should be.

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PostPosted: Sun Aug 05, 2018 4:36 am 
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Updated download link.

Adjusted most skills ensley mentioned by ~10-15% increase or decrease.

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PostPosted: Sun Aug 05, 2018 4:43 am 

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Mrawskrad wrote:
Which ones? I haven't noticed any regen on trash since they all get obliterated by anything.


To give u accurate feedback. I started normally. lvl 1, normal mode, etc.
Just for the sake of testing i attack a monster and see if it regens and they do. Now, whether it matters that trash regen life or not its debatable to be honest.
Yes, if u kill a monster with 1 hit, then it "doesnt exist"
BUT
If u come across a strong melee group and u are a melee class, hence meaning, u need to run back and forth to deal with the group then that regen can be very annoying. For example i came across a group of Giants (with boss). They deal big dmg and have huge HP. So i cant just stand there and fight the entire group, so i run back and forth trying to take them out 1 by 1 but the HP regen they have isnt helping at all.
I mean, if only a specific type of monster had HP regen (as a feature that fits that particular monster), i would 100% accept it, even if its those strong melee giants. But i noticed that the hp regen is a general thing on all trash.

Anyway. Do as u please :)


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PostPosted: Sun Aug 05, 2018 4:47 am 
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Get poison damage/open wounds or just get better gear/more levels. Problem solved.

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Mrawskrad wrote:
Updated download link.

Adjusted most skills ensley mentioned by ~10-15% increase or decrease.


Any specific ones you didn't change?


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PostPosted: Sun Aug 05, 2018 4:56 am 
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Poison skills

edit: actually i buffed poison javelin a bit

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PostPosted: Sun Aug 05, 2018 5:02 am 

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Fair enough :P


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PostPosted: Sun Aug 05, 2018 6:08 am 

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Damn you didn't improve Immo lol it seemed almost good and fun to play but a little bit weak. It's not easy to get 10 stacks on a boss because they teleport around and do so much clowny shit. It deserves more love! :P


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PostPosted: Sun Aug 05, 2018 6:12 am 
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Yeah but when you can stack it its really really strong and doesnt need a buff in those cases. You can use exploding arrow vs bosses that teleport a lot.

Plus amazon gets LR clone.

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PostPosted: Sun Aug 05, 2018 6:42 am 

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I dunno, Blizzard is ~50k and Immo is ~3.5k x10 + some really low explosion damage, and it's a lot harder to get a boss to stand in 10 stacks.


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PostPosted: Sun Aug 05, 2018 8:44 am 
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I just looked at immo again. I thought the damage was higher than it actually is. I'm buffing it to deal similar damage to ice arrow as it was meant to be. (about 2.34 times what it is now)

updated download with immo change. try it now.

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PostPosted: Sun Aug 05, 2018 8:59 am 

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you removed the 2% synergy per energy point for the initial 100 energy? It's just a flat 0.2% per point now?


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PostPosted: Sun Aug 05, 2018 11:11 am 
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Yep i changed it back to normal synergies plus a very small bonus from energy, rather than no bonus at all.

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PostPosted: Sun Aug 05, 2018 12:42 pm 
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Some typos caught by the webpage maker (I'll let you run that program from now on, if you want to):
set items: Tal Rasha's , "oba" prop8 typo
monstats: Bloodraven elemental damage modes typos

Checking D2's DebugLog shows these issues (I'll let you open this file from now on):
missiles.txt - Several typos, probably in the Synergy calcs since they're referring to "par8" (maybe a copy-paste typo from a skill's calc?). There's an inappropriate use of the word "Fire", which you might want to auto-search for, maybe it's been placed outside of the elemType column?
skills.txt - Instances of "Fire", "mercstats", and "act4portalkill" not placed or maybe not typed correctly (maybe referring to a skilldesc that was never created?).

I've got a program that goes through levels.txt, and compared the area level to the levels of monsters configured to spawn in that area. The program just lets me know if there's a monster level more than 4 away from the area level (afterall D2 has some hard coded exp penalties when the player/monster levels are more than 5 away. For most of the issues the program reported (~450 total), the monster levels were about 5-15 below the area level, so I'm guessing those are fine and intended. After Normal, the monstats.txt levels are ignored and levels.txt is used except for Boss-flagged critters. There were a few oddities I noticed:

Halls of Legion - in Normal, Legion's summons are about level 30, which seems pretty low, but maybe you've changed that area a lot?
Soulstealers Castle - Some monsters are level 30, some level 55, the area level is 45.
Soulstealers Catacombs - Similar oddities as the Castle

D2SE_SETUP.ini - Might be worth configuring this for a newer version of HU. "HUmp.bmp" doesn't exist, maybe include the banner picture from a pre1.7 version of HU. I never got a chance to see that pic, but I've been told that it was neat.


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PostPosted: Sun Aug 05, 2018 9:19 pm 

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I have HUmp.bmp. I believe it's included in the complete folder pack. It is this pic and is what's used for D2SE.

Image

Mraw - Immo feels a lot more viable now, yay


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PostPosted: Sun Aug 05, 2018 10:02 pm 
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That pic is just something I quickly made for v1.7 using MS Paint, thus it's just the mod title with forum icons for PureRage and myself. I figured it was a quick way to personalize v1.7 and would later be tossed away nice and easy (although later PureRage included our names in one of the intro screens; you're certainly welcome to grab the intro screen from an earlier HU version while you're poking around making changes) I found a prettier pic in the HUv1.4 D2SE package, it looks a bit like this one:
Image

I've attached the v1.4 banner as a .zip file since .bmp isn't supported for attachments and I can't seem to quickly find a link to download v1.4


Attachments:
File comment: HUv1.4 D2SE Banner
HUmp.zip [19.18 KiB]
Downloaded 41 times
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PostPosted: Sun Aug 05, 2018 10:31 pm 

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Yeah I remember that one too.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Sun Aug 05, 2018 10:36 pm 
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I want to test his can you PM me instructions on best way to install this.

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PostPosted: Sun Aug 05, 2018 10:52 pm 
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Just extract the files over the 2.0 files

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PostPosted: Mon Aug 06, 2018 6:44 am 
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Mrawskrad wrote:
Just extract the files over the 2.0 files


Like I have the 2.0 files. I forgot about D2SE I'm starting now.

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PostPosted: Mon Aug 06, 2018 7:00 am 
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You got it working?

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PostPosted: Mon Aug 06, 2018 7:13 am 
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Mrawskrad wrote:
You got it working?


I'll check in about 45 mins after I take my kids to school.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Mon Aug 06, 2018 7:46 am 

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Please add a recipe to upgrade rare items.
To keep it simple make it the same recipe as for upgrading set/unique/crafted items.


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PostPosted: Mon Aug 06, 2018 7:49 am 
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Sure, I'll add it soon. I'm working on it now.

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PostPosted: Mon Aug 06, 2018 7:57 am 

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maybe add it for magic items as well?


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PostPosted: Mon Aug 06, 2018 8:02 am 
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Nah that would be a bit cheesy since you can go from magic -> white. You could get endgame eth white bases easily in normal without the increased level requirement rares and uniques have using that recipe.

It kind of takes away the point of farming for items you want throughout the game when you can just upgrade everything. 1.7 had items like that and it wasn't popular.

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PostPosted: Mon Aug 06, 2018 8:26 am 
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Can't get HU to run I hate D2SE I'm gonna install it the old school way.

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PostPosted: Mon Aug 06, 2018 9:01 am 

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Rerolling charms would be nice too.
Maybe three moonstones + charm?


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PostPosted: Mon Aug 06, 2018 9:03 am 
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Minu566 wrote:
Rerolling charms would be nice too.
Maybe three moonstones + charm?


Pretty sure you can reroll charms with PGems still.

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PostPosted: Mon Aug 06, 2018 9:13 am 

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I just tried it with 1pgem, 3pgems and 3pgems+adamant hammer and it didn't work


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PostPosted: Mon Aug 06, 2018 9:14 am 
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use mithril glyph + 3 pgems or 2 ss gems

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Mon Aug 06, 2018 9:21 am 
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Updated download link

Added rare upgrading. Its the same as other upgrade recipes.
I buffed the "elite" monsters skill damage (mariliths, wyrms, WSK monsters) to be a bit higher than normal monsters, as they should be.

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PostPosted: Mon Aug 06, 2018 9:28 am 

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I hope you didn't buff the meteor shower death proc of mariliths, because half the time they are invisible and it's total cancer, especially for HC players. Also wyrm nados were a 1 shot in 2.0 so I hope that isn't happening again.

By the way did you ever find out why energy shield doesn't work and Sorcs die with full mana and not poisoned in certain areas like frozen tundra when there aren't even any monsters nearby? Like I said before I think it must be the catapults.


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PostPosted: Mon Aug 06, 2018 9:32 am 
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Meteor shower death on marils won't be too strong. You can go test it.

I'll look into catapults later.

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PostPosted: Mon Aug 06, 2018 8:33 pm 

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Not testing but just playing through normal I found whirlwind from the a1 berserkers and a3 zealots a bit too strong.


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PostPosted: Mon Aug 06, 2018 8:55 pm 

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3 pgems is pretty cheap considering the reduced gem prices, 2 or 3 starstone feels more fitting.
It would be good to add the recipe for rerolling charms to the webpages.


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PostPosted: Mon Aug 06, 2018 11:21 pm 
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A few things:

Life tap is 100% required to be melee because leech effectiveness is terrible.
Crafts are going to be BIS around the board so the gold nerfs are correct I think, even if they feel bad. (Note haven't tested Zod Runewords)
Hell Challenge is still a pain in the ass, I can sell the charm upgrades again most likely :)
Melee trash clear is fine when using things like stun etc.
Nihl has no HP not sure if you did this intentionally for runes drops while testing or not.
IMMO Trap is fun but hard to lock anything down, not sure how to feel about the change.
New AB and FS are trash tier no one will use these. Maybe I'm wrong but they just didn't seem worth it for no counters and the close range you need.
Weapon durability is still a pain in the ass, not sure we can do anything about this and this is just something we have to live with.
Summons seemed fairly well balanced for once. Haven't gotten around to testing Necro though. Well except Valk fucking tin can of a summon.
Not sure if anything can be done about melee zons at this point survivability is actual garbage life pool just too small with the gear requirements. Not sure if we can have a 2 handed mastery of something that's only good when holding a 2 hander. Becuase the flat life on the unique 2hs not helping much sadly :(.
What's up with the arrow speed on multi shot? Feels like it takes a year and a half to go across the screen.
Ele Arrow skills feel good to use think they're maybe a bit lacking but should be good with a group.
Barb feels good to me. Slow clear speed tankier than everything.
Every melee mob having whirlwind is kind of annoying because they get caught in the whirl animation when dying.


Only played for around 4-5 hrs today had a lot of running around to do. May be able to get some more in tomorrow.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Mon Aug 06, 2018 11:39 pm 

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Another thing is the Cain quest rings are all terrible. Make quests great again...


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Tue Aug 07, 2018 12:14 am 
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LockDown wrote:
A few things:
...


From my experience testing Hell on a barb. I didn't need curses at all to kill bosses and Amp just made it a lot faster. The leech + potions is more than enough if you gear well. Leech was stronger in an earlier version of 2.1 and it was just way too easy.

Fixed nihlathak

I did a lot of my testing and a play though solo on a jabber. I think they are fine.

I can increase multishot speed a bit.

@Ensley I want to avoid having those quest rings be BIS or something that you use forever. That's boring.

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PostPosted: Tue Aug 07, 2018 12:31 am 

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They don't need to be BIS but they will never be used in current state.

Make sure Nihl really is okay. That would be a complete disaster.


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PostPosted: Tue Aug 07, 2018 2:04 am 
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Mrawskrad wrote:
LockDown wrote:
A few things:
...


From my experience testing Hell on a barb. I didn't need curses at all to kill bosses and Amp just made it a lot faster. The leech + potions is more than enough if you gear well. Leech was stronger in an earlier version of 2.1 and it was just way too easy.

Fixed nihlathak

I did a lot of my testing and a play though solo on a jabber. I think they are fine.

I can increase multishot speed a bit.

@Ensley I want to avoid having those quest rings be BIS or something that you use forever. That's boring.


Barb didn't need the curse Barb felt great I agree could use AMP with him. Zealer felt shit without tap probably too many counters, Fury felt decent because of Feral. I did 2H maybe the shield helps a ton, kills my valk boner though.

Going through doing all side bosses now to make sure none are like Nihl.

Keeping max block at 66%?

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PostPosted: Tue Aug 07, 2018 2:21 am 
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Yeah i'm keeping max block at 66%.

Paladins used to get lifeleech from blessed aim. I could add that back.

I'm using 2h on my amazon too. She's really strong, just requires more defensive gearing than barb and druid.

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PostPosted: Tue Aug 07, 2018 7:39 am 

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Jab/impale/fend are all stupidly overpowered. Are you seriously saying they are fine/not good? No eth tstrokes and she’s doing 40k jab. I’m not here to flame, but to say that you’ve tested jabzons and that they are “fine” is unbelievable. Zons are your favorite class no? They outshine probably everything else. 1h jabzon downing bosses in 10 seconds without even using inner sight or having amp, leech is far from a problem, and she’s sporting well over 10k life with no regular life charms or any oak/bo.

Not to mention phys bowzons SUCK. They’re horrible.

It’s pretty easy to catch, they’re getting 35% ed per synergy and have 2 of them. 3k end game skill ed is retarded


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PostPosted: Tue Aug 07, 2018 7:48 am 
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3 skills maxed with +7 all skills

jab + impale + fend = 2495% ed (plus innersight)

werewolf/fury/maul = 2280% ed (plus huge hp bonus)

and druid would scale better with more +skills (15+30+25) per bonus skill vs 35 per bonus skill on amazon

I could reduce melee amazon synergies, but I would have to reduce druid too.

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PostPosted: Tue Aug 07, 2018 8:07 am 
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Seems like more of an issue with tstrokes, I'll reduce the max damage per level on it by half.

more druid vs amazon fun +22 skills from gear:

amazon maxed jab/impale/fend = 2985% ed

druid 1 point How/1 pt werewolf/maxed maul = 3200% ed

60 hard points vs 22

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PostPosted: Tue Aug 07, 2018 8:31 am 

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Maul doesn't have 3 fpa attack LUL and a fury druid is never going to have +22 skills, no way no how. I thought the jav synergies looked a bit bloated but I was getting blown up by bosses without BIS gear. The damage is probably too high though if you want this mod to be hard and not just on Tstrokes. Temptation is also super huge.


Last edited by Ensley03 on Tue Aug 07, 2018 8:34 am, edited 1 time in total.

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PostPosted: Tue Aug 07, 2018 8:33 am 
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+5 rlore
+1metal grid
+1 war
+1 wsg
+5 soulshards
+1 anni
+1 hell challenge
+2 heart
+3 hell sam

Thats +20

Maul is 4fpa
Jab is 3.5 not 3, which is not trivial to get.

+22 skills:

maul+werebear+how = 3995

jab/impale/fend : 2985

zeal+defiance+fanat = 2602

weapon mastery + combat skill = 2455

dclaw + claw mastery + weapon block = 2565

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PostPosted: Tue Aug 07, 2018 8:36 am 
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I can nerf amazons, but I just want to show some numbers for everyone to compare.

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PostPosted: Tue Aug 07, 2018 8:38 am 

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I think 100% ias with lvl 10 fana and strategy leveled up is free 3.5 fpa with zero effort or very close to it.


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PostPosted: Tue Aug 07, 2018 8:45 am 
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I can move a lot of the ed% bonus from melee skills to some amazon passive, which would also buff phys bow amazons, which apparently need it. This would also balance amazons vs other melee classes since other melees scale better with +skills the way it is right now.

Or just reduce the synergy bonus from 35 to 25% which would lower the ed by 400% putting them about equal with paladins and assassins.

+22 skills:

maul+werebear+how = 3995

jab/impale/fend : 2985

zeal+defiance+fanat = 2602

weapon mastery + combat skill = 2455

dclaw + claw mastery + weapon block = 2565

no one has refuted this yet^^^

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PostPosted: Tue Aug 07, 2018 8:50 am 

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I don't believe bowa needs a buff. 1100 bows are dumb and max pierce with GA is aids. The only thing holding bowas back from 10 seconding every boss is counters. I'd just reduce the synergy bonuses by a lot.


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PostPosted: Tue Aug 07, 2018 8:53 am 
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and druids too? no one seems to care about 4k ed but 3k is too much. lol

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PostPosted: Tue Aug 07, 2018 8:58 am 
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I'll reduce the synergy from 35 to 20% its lower than every other melee build now and jab with nerfed tstrokes went from 23k to 20k. Huge change. Well done all.

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PostPosted: Tue Aug 07, 2018 8:59 am 

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Mrawskrad wrote:
I can move a lot of the ed% bonus from melee skills to some amazon passive, which would also buff phys bow amazons, which apparently need it. This would also balance amazons vs other melee classes since other melees scale better with +skills the way it is right now.

Or just reduce the synergy bonus from 35 to 25% which would lower the ed by 400% putting them about equal with paladins and assassins.

+22 skills:

maul+werebear+how = 3995

jab/impale/fend : 2985

zeal+defiance+fanat = 2602

weapon mastery + combat skill = 2455

dclaw + claw mastery + weapon block = 2565

no one has refuted this yet^^^


None of these people are ever going to have more than 10-12 skills until after Samhain/heart in which case they already beat the game.
Zeal has cancer lock which gets you killed.
Dclaw has 200 fpa.
Maul can be close but its just not as good.
Jab has no real downside.


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PostPosted: Tue Aug 07, 2018 9:01 am 
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Dclaw is 5fpa. Maul is better than jab. Jab has a lock too.

I already nerfed jab to be the weakest melee class. It didn't make a big difference.

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PostPosted: Tue Aug 07, 2018 9:05 am 

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Well it's 13 for druids before you beat hell diablo. I was not able to solo him on anything except frenzy barb so if you want to talk about GG melee then barbs are a better argument.


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PostPosted: Tue Aug 07, 2018 9:11 am 
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Everything has strengths and weaknesses. Melee isn't about +/- 500% skill damage its about how you build it and play it.

Want to stomp diablo? stack pdr/mdr and fire absorb and even block (for volcano)

And barb has always been the best for "tanking" diablo ww and leap just avoid everything he does.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Tue Aug 07, 2018 9:36 am 
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reduced jab/impale synergies from 35% to 20%
reduced maul ed% per charge from 60% to 20%
increased zeal ed from 25% to 35%
increased dclaw ed from 25% to 35%
added lifeleech passive to sacrifice

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PostPosted: Tue Aug 07, 2018 10:06 am 
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Maxed skills with no +skills. As soon as you add in +skills everything starts to outscale jab a lot.

zeal/defiance/fanat: 1458

jab/impale/fend: 1615

mastery/(combat skill): 1245

weapon/mastery/weaponblock: 1655

werebear/maul/how: 1605

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Tue Aug 07, 2018 10:08 am 

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Maul/Fury is also a problem, it's not just jabbers. But jabbers get so many other bonuses from their passives that it makes it seem super easy to hit insane damages while keeping really defensive gear. I could have went without war and victory and instead went for more damage/facets/etc. I could have used an actual eth tstrokes or a temptation RW.

You also forgot to include that your scenario with a bear is 80 points (maxed lycan) vs 60 on a jabber. Yea it's more life, but zons get more per vit.

The other thing people are forgetting is that impale is magic dmg, bear doesn't get that anywhere in the tree. A zon is able to deal with all immunities from it's one synergy tree (almost nothing is immune to magic, and those that are are most likely not also immune to phys).

60% ed on maul is far too high.

In general, it seems the pendulum has swung completely the opposite way from Casters Unleashed to Melees Unleashed in this. I think a general nerf to max damage/flat damage/ed availability in general works better than skill adjustment. Ie: the Tstrokes you mentioned having 3 max/level, temptation having 2max/level + fanat.


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PostPosted: Tue Aug 07, 2018 10:11 am 
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You don't really need max lycan. If a melee amazon can do it then a 1 pt lycan druid can do it. The difference in hp per vita isn't that big (8 vs 9 which a 1pt lycan more than makes up for). There really aren't many immunities with the code edits I did(only sszak?). Another thing you forgot.

Edit: I'm reducing dmg/lvl across the board and tstrokes is having it removed completely.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Tue Aug 07, 2018 10:23 am 

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Mrawskrad wrote:
You don't really need max lycan. If a melee amazon can do it then a 1 pt lycan druid can do it. The difference in hp per vita isn't that big (8 vs 9 which a 1pt lycan more than makes up for). There really aren't many immunities with the code edits I did(only sszak?). Another thing you forgot.

Edit: I'm reducing dmg/lvl across the board and tstrokes is having it removed completely.


That's fine, I think item wise it's probably more egregious than skills. But having the 3-4k skill damage looked super wonky from the onset.

Did we want classes to be this efficient at boss face-fucking? It's fine if it is, but when i played through and did hell a4 laz + seal bosses on the jabber with no issues it seemed over the top.

What do you feel about raising the energy synergy to .4% per hard point in eenrgy?


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PostPosted: Tue Aug 07, 2018 10:28 am 
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I cut dmg/lvl mods by half.

So only for hard points in energy?

Bosses like hell diablo have 50% block and 87% phys res. I could add bosscap phys res back to all bosses and amp is required. Its just the nature of the game. Melee is either good at its job or its not.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Tue Aug 07, 2018 10:39 am 
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I hadn't tested Bear yet only Fury. I found the problem with melee zons I wasn't using Runewords. With Runewords was no problem. Reducing the max damage mod on some things is probably a good idea, free 270-300 max dmg to most things just out scales everything.

Killed Hell Diablo with

Frenzy Barb
Charge Pally
Bow Zon
Wind Druid
Lite Sin
Orb Sorc

Without using any power overwhelming. Around level 47-49 skills, did level 90 gear so took some effort.

I don't play Necros but I'm sure I could. Kiting is easy.

So far balance feels good casters aren't worthless as shit melee feels good. I'm sure I'm missing some things but can't be 100%.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Tue Aug 07, 2018 10:43 am 

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Mrawskrad wrote:
I cut dmg/lvl mods by half.

So only for hard points in energy?

Bosses like hell diablo have 50% block and 87% phys res. I could add bosscap phys res back to all bosses and amp is required. Its just the nature of the game. Melee is either good at its job or its not.


Need some time to test before other changes are made. I think what you've done is plenty and worth testing before other sweeping changes are made.

The casters i havent touched on enough to make inferences, but seemed as if the energy synergy wasn't appealing enough to offset what they would get with vitality instead (except for maybe es sorcs, which is a niche build). Is the synergy additive (is it like an extra 10% mastery) or is it multiplicative?


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Tue Aug 07, 2018 10:46 am 
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Yeah I don't know why casters would be considered shit now. This patch is basically 1.21 - 1.5 balance for casters with even more early/mid game options for pierce/extra dmg for them.

The energy synergy should be seen as a small added bonus that skills are not balanced around. It could be removed and casters would have more than enough damage. It is multiplicative with +% damage mods from gear.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Tue Aug 07, 2018 10:48 am 

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Mrawskrad wrote:
Yeah I don't know why casters would be considered shit now. This patch is basically 1.21 - 1.5 balance for casters with even more early/mid game options for pierce/extra dmg for them.

The energy synergy should be seen as a small added bonus that skills are not balanced around. It could be removed and casters would have more than enough damage. It is multiplicative with +% damage mods from gear.


Ah gotcha, okay ill have to play around then with some casters and get back. Since it's multiplicative I think .2% is plenty but can report back if it seems not.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Tue Aug 07, 2018 11:02 am 
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download updated

reduced max dmg/lvl mods by about half

added 5% phys res to boss caps

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Tue Aug 07, 2018 11:13 am 
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According the debuglog of a download from a few hours ago, these missiles are broken ("par8" being used as a multiplier in synergy, which probably sets that half of the synergy to zero. Best solution is probably to use the skill("Xyz".par8) function like in other parts of the synergy):
immolationfire
meteorfire
armageddonfire
staticstormcenter2
immolationtrapfire

Also, I noticed that many synergy calcs have mismatching parentheses, e.g.
((skill('Xyz'.blvl)*par8) + (skill('Wxy'.clc3))

I confirmed that this issue also exists in skills.txt (it's likely a widespread copy-paste error amd probably a pretty quick fix).

While there, I happened to notice a couple oddities:
1) FeralRage launches a missile called "maulaoe1", which might be fine, but it looks suspicious (Maul is directly below).
2) Synergy calc for many magic damage skills seemed odd:
Expected:
(100+stat('passive_mag_mastery'.accr)) * (100+(<Synergies>)/100-100
Found:
((100+stat('passive_mag_mastery'.accr)) * (<Synergies>)/100)+stat('passive_mag_mastery'.accr)

<edit>After more careful review of the magic damage synergy, I'd agree that they both end up at the same number. The only clear advantage of the original formula is that it uses a few less characters (I'm told we're limited to 255 chars per formula), but that's unlikely to be noticed, so don't bother changing anything (but maybe double check parenthesis-matching for good measure).</edit>


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Tue Aug 07, 2018 11:30 am 
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I'll fix the typos. Thanks.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Tue Aug 07, 2018 3:06 pm 
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Energy scaling is pretty noticeable, messing around with Sorc now ES sorc is very stronk.

Any way you could add formula or tell me how to do it to make items eth? Farmed enough runes to start testing Zod Runewords, don't want to search for bases for next 15 hours.

Also why does everything count as a curse? Barb WC overrides AMP/Decrep slow missles overrides LR etc.

Hall of Heros doesn't work.

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PostPosted: Tue Aug 07, 2018 6:41 pm 

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I would imagine that it's impossible to code multiple curses and the only way for the skills to function as such is to be labeled a 'curse'.

Anyways, ES sorcs getting a full 100%+ to synergies is pretty broken since no other class will realistically invest in energy. I'd prefer it capped and provided more like the old 2%/100, or didn't exist, since it just artificially inflates ES sorcs and then in turn either makes ES sorcs a lot stronger or vita sorcs a lot weaker. You can only balance it one way or the other on a scaling curve, so one is going to be OP or and one isn't.

I didn't really do too much testing but just looking at the available affixes crafts are going to be FAR better than runewords. I don't think they need a nerf, the only way to realistically scale them is off max damage mods, since they're going to be missing 240% ED(180% with a zod). Crafts and rares can also get max/lvl and super high flat max mods, and each jewel can roll ias/ED/max.

At some point someone allowed crafts to be rolled over and over, but it's still obnoxious you need a hammer and a jewel. These inherently come from different vendors and are annoying to pop to and fro from, for realistically no reason whatsoever. Ideally I'd see the hammer/jewel removed from the recipe requirements once the craft is crafted, so it's just crafted base + jewel to reroll.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Tue Aug 07, 2018 8:27 pm 
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item in cube + hp pot + mana pot = eth white

Everything is flagged as a curse because stacking all those things together would be ridiculous.

Hall of Heros works for me. What's wrong with it for you? It's in the drifter cavern under glacial trail now.

lvl 48 fire ball with 50% extra damage
10 energy: 20305
500 energy: 23725

that's ~17% increase in damage for an ES sorc. I can remove the bonus. I just prefer people actually look at the numbers when saying something is op.

@ angel It's clear you are talking about bow crafts vs rares and runewords. Since crafts for other weapons aren't the best since they can't be eth. So the obvious solution to me is to reduce the base damage on bows back to normal and make them able to spawn eth again. Then rares and RWs have their value for bows again.

Desire RW has 555-605% ed @556% ed (one i just rolled in SP) its 196-935 damage (could be 49% ed higher max damage on a perfect roll would be 994)

a perfect 751ed rare is 255-1021

Now a rare can spawn +max damage too but desire comes with:
5 all skills
100 ias
5 cb
60 dex
12 life leech
knockback

A perfectly rolled rare with perfect jewels will be better, as it should be but its not as easy as it seems. Unless you use a script to do it all for you, but that's another thing entirely. We shouldn't be balancing around scripts.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Tue Aug 07, 2018 9:15 pm 

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You can throw a zod + crafted/rare melee weapon into the cube and it turns it eth, unless I'm mistaken?

The problem with the bows is that recipe doesn't work, so it'll just be rare bows that'll be used.


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PostPosted: Tue Aug 07, 2018 9:18 pm 
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Angel wrote:
You can throw a zod + crafted/rare melee weapon into the cube and it turns it eth, unless I'm mistaken?



If this is still in I'd vote to remove, this was my suggestion when crafts were falling way behind Zod Runewords.

Also said ES was strong because you dump energy and it doesn't feel bad and you get an extra 3-4k Damage for the trade off of poison ripping you. I didn't notice any instant deaths in Tundra either so not sure why your friend was dying I did like 50 runs.

So I kill all 3 sets of clones and get the charm drop, if I go into Hall of Heroes it crashes. If I go to fight Legion none of the Daybreak Souls spawn for me to even damage him. Maybe I'm missing something with the fight I'm suppose to do, never done it before.

Curses thing makes sense, just feel bad if Necro is ever in party since he'll have to spam his shit lol.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Tue Aug 07, 2018 9:25 pm 
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The zod + craft = eth is gone

I'm lowering bow base damage to normal and allowing them to spawn eth again.

I'll check legion again.

So I will remove the energy bonus?

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Tue Aug 07, 2018 9:35 pm 

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I don't know I didn't play ES in 2.0, but I do recall tundra having some random 1 hit problems in the past, ES aside.

I'd vote for the eth recipe to remain simply because zod runewords and eth uniques will reign supreme, even when it existed it takes a lot of rolling to make a good weapon and you require perfect jewels and shit. I've actually never seen anyone even using one over a runeword.

As for the bows, I think this is a mistake. It's very very tedious trying to find eth versions of the bows, all-together I thought it was a fantastic change.

Unless ensley lied to me - he said the ED socketed into runewords doesn't count over the 511 cap - rares will still be superior to zod runewords because whatever you set the cap to a craft/rare will reach then have another 180/240 ED on top of the runeword.

As for the energy bonus, I can't see anything but a troll build(like that pure str barb) or ES sorcs really investing.

As for the curses I never said they should stack, just that is how I thought they functioned. If they can be stacked, I'd be in favor of at least LR+Amp stacking so parties don't have to decide which damage to use.

EDIT: If you're keeping 100% pierce in the game, which you should, you should throw 25% on nosforatu's coil.


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PostPosted: Tue Aug 07, 2018 9:55 pm 
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So complaining when crafts are the best and complaining when they aren't the best. I'm leaving it the way I have it now. No eth crafts. Eth unique/rare/rws will all be viable options endgame. It's the healthiest option for the game instead of eth crafts being the best hands down.

All other builds have to go through the trouble of finding eth weapons. I don't see why bows should be different. Bow amazons were ridiculously strong in 1.21z when they had to find eth bows. I can give them some small buffs by making pierce easier to get early.

Base ed roll on runewords is 511, like all item types and sockets can take it beyond that. So if the runes have ed rolls then the rw can go above 511.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Tue Aug 07, 2018 10:08 pm 
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I had a 511 Eth Claw on my Bladesin like 4-5 patches ago. They aren't hard to roll at all.

I'd leave the energy scaling in, gives some incentive for people just to mindlessly dump vita over.

I'm currently leveling a Maul Druid to see how leveling is see if I notice any other glaring issues with bosses and to see how it is, I'll get back with anything I notice, probably not as much time to test as I work 4 12 hour shifts :)

So far fun patch to play Mraw good job.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Tue Aug 07, 2018 10:16 pm 
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I just tested hall of heros/legion. It all works for me. Make sure you have openwounds + the cubed daybreak charm to kill legion.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Tue Aug 07, 2018 11:10 pm 

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Skill description for salvation should be elemental resist not resist all.


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PostPosted: Tue Aug 07, 2018 11:16 pm 
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Lol been like that since the dawn of time, but I'll change it.

I'll also add pierce to:
snakecoil belt
arctic belt
irathas belt
mavinas belt
nosferatus belt

edit: download updated with above changes and:

reduced bow base damage to normal but bows can spawn eth again

increased soulmancers hp

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PostPosted: Tue Aug 07, 2018 11:35 pm 
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Cubed charm?

Fuck I'm retarded 4 bosses in area. Gotcha.

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PostPosted: Wed Aug 08, 2018 2:06 am 

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It's a bit sad that now I have more fun playing this patch then realm whatsoever.

I remember earlier somebody complained about Andy going crazy and to be honest I just encountered the same thing. Idk why, but Fury druid gets perma teleported by her counters, like every use of Fury teleports me away. I don't remember it ever working like this. Did you mess around with her counters?

Also since I always liked playing psn chars, psn jav feels decent (far from op), but nec and his psn nova feels week. I don't use op charms we had, just end game geared. ~40k psn dmg on nova sounds like a lot, but feels really weak even when used together with maxed LR. Anyone else have the same feeling?

Dru/Nec summoners - Balance of the summons is a bit too weak in my opinin, but still playable. I just wanted to ask if there is any idea that would allow them earlier access to teleport? It's a bit retarted for nec to hunt for a single most rare nec head in the game, just to be able to propely play his build. Thought whole ladder now, either me or everyone I met didn't see a single one of them. While playing nm with warpspear is doable, in hell it is real hell to do so.

@Mraw - What are the chances to include in the patch client edits that allow for quick transfer items to cube/stash and back again? It's quite annoying now that many other mods have it already. Idk about difficulty lvl of implementing this, but I'm sure everyone will be happy to have this feature.


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PostPosted: Wed Aug 08, 2018 2:21 am 
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Your defense is probably really low and she's just hitting you a lot.

Psn nova seemed good when i tried it. I'll try it again.

There are sources of tele before warspear. El Eld El in helm gives 50 charges of tele for example. lvl 20 necro head gives tele charges. etc etc

It would be easy for someone who is very familiar with coding 1.10. Do you know anyone who is?

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PostPosted: Wed Aug 08, 2018 2:50 am 

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Bows spawning as eth is dumb because they have no durability so an eth bow is always better in every situation. If you give them durability so eth ones can break without inde/rep mods then that's more logical. Did you adjust the set bows to be better at all since sets can't spawn eth? Particularly Mavinas to remain at least competitive?

I also don't see a problem with zod + craft = eth if runes are harder to get this patch as you say and Nihlathak has been lifting in the gym. If someone gets a GG craft and has a zod to make it eth, I don't see an issue.

There are only a couple phrozen keep guys I know of who understand how to change interface interaction.


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PostPosted: Wed Aug 08, 2018 2:55 am 
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Same could be said for javelins. Should I buff the base damage on javelins by 50% and stop them from being eth too? People would flip their shit.

Bows used to spawn eth before i changed it in 1.4 or 1.5. People complain that craft bows are better than everything else. This balances it.

I tried poison Nova again. Looks good to me.

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PostPosted: Wed Aug 08, 2018 2:58 am 

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Mrawskrad wrote:
Your defense is probably really low and she's just hitting you a lot.

Psn nova seemed good when i tried it. I'll try it again.

There are sources of tele before warspear. El Eld El in helm gives 50 charges of tele for example. lvl 20 necro head gives tele charges. etc etc

It would be easy for someone who is very familiar with coding 1.10. Do you know anyone who is?


Teleport charges are not that useful, especially on nec who has to tp all the time because of the horrible pathing logic of skeletons. 50 charges is like one location and not even 1 boss (like smite or something, not act boss). I was thinking about something like 40ish uniq dru helm and nec head that has oskill tp and +skill only for summon (to discourage using it on ele builds). If I had something like that on realm I would probably use it over anything else I have now.

Concerning psn, let me know your thoughts. Just don't use dank charms. I already hit a brick wall when switched from poweroverwhelming to normal end game gear. I was too scared to check how it works with non end game gear.

Also what is the end game dmg goal of Hurricane? Current balance patch pretty much brings back "120" point frostbite + Hurricane back. Not sure tho if it is intended. :-)

Other then Purerage nobody I know who is capable of doing so. I'll take a look on it, if it is decently documented I could possibly do it myself, but not sure if I have enough time. Will try to find out what's going on with it then.


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PostPosted: Wed Aug 08, 2018 3:04 am 
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lvl 41 skills with -100 psn res +50 psn damage (like trangs set with psn facets) is clearing tundra just fine.

You don't need to max all hurricanes synergies for decent damage, but it's certainly an option. fulled maxed hurricane is like what? 70k dmg per second? vs frostbite or holy aura zealer ~40k @4fpa = 240k per second

You would think he would have added that to 1.7 if he knew how.

I could add oskill nec/druid items with a tele clone that has a short timer. Adding oskill tele to more early game items makes things like full sets and high end runewords with oskill teleport less valuable and exciting when you get them.

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PostPosted: Wed Aug 08, 2018 3:10 am 

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As far as I know, one click inventory is all clientside with a script like AutoIt but it must be adjusted to match the interface and resolution of the mod, and also certain sizes for certain parts of it don't work, so it's not perfect. D2clicker and D2moveitem would be the 2 main ones if you are curious Prescot. They are a pain in the butt and like I said they aren't perfect either. Don't try to run AutoIt scripts unless you know what you're doing or you can destroy your computer.


Last edited by Ensley03 on Wed Aug 08, 2018 3:12 am, edited 1 time in total.

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PostPosted: Wed Aug 08, 2018 3:11 am 
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The way I know requires code editing and doesn't require clientside scripts. But it requires indepth knowledge of 1.10 code.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 3:14 am 

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Well that is way above my paygrade if that exists lol. Sounds like it would be more stable if done correctly but GL with that. :P


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 3:17 am 
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Yeah. Is there even another mod based on 1.10 that has shift click to move items?

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 3:20 am 

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Eastern Sun is 1.10. Don't know if they have one click yet. If it does then you could probably borrow their .dlls lol


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 3:51 am 

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What did you do to plague javelin? and disease spray is still garbage. With full GG gear disease spray is 160k over 8 seconds. 8 seconds!!! and it requires melee hit. 20k per second for melee poison damage? Plague javelin is 40k over 2 seconds. Poison javelin is bad too but at least it lasts longer so you can position around more while it does low damage. Go to Arreat Plateau and try to kill thresh socket and his champs with plague or poison javelin. I used lvl 48 with about 150 pierce (including slow missile) and 58 mastery. They take forever to die.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 4:00 am 
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I didn't do anything to them. Stop freaking out. I can buff poison a bit. Didn't realize we wanted poison unleashed again.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 4:01 am 

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I hadn't tested them since you said you reduced all poison skills by "~20%" I guess. Not freaking out. It just seems kinda weak for an 80 point build. It's ok for Necros because LR is stronger than SM and poison explosion instantly kills everything.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 4:02 am 

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Yeah clientside edits are nowhere to be found. So many pages already died and have no backups :-( This is sad end of it.

Concerning scripts, most likely that's the way to go. I'll probably just write a d2h plugin (or modify existing one) to move items back and forth.

Easterns Sun is so heavily modified that even if they have it up and running, they use such big mix of PlugY and d2h that you couldn't really tell what's responsible for it. At this point I'm sad that there is no implementation of PlugY for serverside. At least I didn't saw it working properly anywhere.

@Ensley03 - psn is aimed not to be the fastest clear now. It's pretty much same exact damage as nec. For my liking I would possibly buff psn zon and nec by ~15% which would push it to the same lvl as mentioned Huricane builds.

@Mraw - Cast delay would be fine if you don't make it obsolete. I know it should be exciting to hunt for this new items, but at this point when we have to hunt for literally rarest item in the game (especially cos it shares same lvl with other nec head) it makes it not viable. Our ladder goes on already for a while and nobody found a single one of those.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 4:08 am 
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I think I'll just increase the charges on innocence helm to like 100. It's easy to get, definitely not great for combat and can't be used on weapon swap for easy teleport cheese. If you need more than 100 teleports between waypoints then change your tactics. You don't need to teleport everywhere. Just teleport when monsters are nearby to group your minons.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 4:13 am 
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BerIthJah

+200-250% Enhanced Defense
+50 HP per kill
+90% FR/Walk
+2 to All Skills
+1 to oSkill Teleport
+15 Strength
+30 Dexterity
+8% Resist Phys Ber
20% HP lost goes to MP Ith
+200 HP Jah
+140 MP Jah

Source of tele for Summoners... Runes are easy to find.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 4:16 am 

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Mrawskrad wrote:
I didn't do anything to them. Stop freaking out. I can buff poison a bit. Didn't realize we wanted poison unleashed again.


You can't gamble facets anymore and I'm testing with full facet templars griffons Tstroke HHG. I also have very low survivability going all damage like this. My PDR% is 0%. At this point, with all the gear + charms + facets in a glass cannon setup, poison should be better than it currently is.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 4:17 am 
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You can farm them easily from 3 different bosses. I'll buff poison slightly.

Why does everyone want free oskill teleport and free facets from town? The game is boring and pointless when you can get everything for free.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 4:23 am 

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Not a free oskill. Druid pellets and nec heads are rare enough on them own + class specific to prevent cheesing. But yeah 100 tp charges is good change. It will be enough to carry on through game.

Enigma suggestion is fine, but not for nec summon which must use bis armor otherwise has no damage.

@Mraw - I do have to ask tho why in the word you nerfed all of the summon nec items? Radaments lost it's sockets, no more mid lvl summon specific items which we have now. What is the reason behind it?


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 4:26 am 
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Summon nec has that tele head at 85 tho and druid gets tele helm at 65. So they dont even need enigma. Or the necro/druid class sets. So many options already. Just gotta reach higher level.

Anything like that wasn't on purpose. I just reverted to old uniques. I can look over summon uniques again. Any other specific ones that changed?

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 4:34 am 

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I actually like being unable to gamble facets now but you need to take into account that it will take some time for people to farm 13 facets they can use and things like templars and griffs all have 0 PDR so if you go that route it should be good damage. Even just a 10% buff would be nice and you won't have to worry about them being OP.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 4:37 am 
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If a 10% buff is all they need then it really didnt take forever to kill thresh socket, huh? :lol:

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 4:39 am 

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It will still take forever with that but any little bit helps. A 50% buff for disease spray and 35% for plague/pois would be ideal. Also 50% for poison strike, 15% for poison nova, 35% for rabies.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 4:41 am 
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Yeah I was thinking 30-50%. Pierce doesn't reduce PLR anymore so its easier to balance poison vs bosses. Poison still deals high damage to bosses but you need to spam it and take counters to do it. Just like other damage types.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 5:01 am 

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Concerning lvl 85 head, you need to first get to that lvl and second find it (not a single one dropped this season). So either increase it's chance of dropping by 0,005% or add summoners another option.

Out of what I checked is that Radamentvale lost its sockets and skele mastery got reduced.

Is Spiritforge still going to be only Dru summoning item?

Merman's Speed - rolls only +1 summoning instead of +2 (tried like 25 times).

In 1.9 there was: Spiritual Binding - sash just for summoners. I vote +1 for bringing it back just with less +summoning skill.

Also what else other than +skill will synergize with nec mages? Does player pierce transfer to them?


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 5:04 am 

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We found the necro tele head and gave it to Journey on like the 3rd day of patch. It was in frozen citadel level 4. It's just all luck.

Yes player pierce goes to summons.

Merman's is listed as +1-2 so more bad luck.

I do think Spiritforge should also have necro summon. Spiritual Binding was nice to help summoners.


Last edited by Ensley03 on Wed Aug 08, 2018 5:13 am, edited 1 time in total.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 5:09 am 

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Journey told me he has this 2nd 85 head with psn+magic pierce, not the one with tp. But yeah, still I know it is luck based and i'm not expecting to solo find one, but still that's among one of the rarest in-game items, while being one of the crucial ones for summoners.

To be honest I would rather favor moving oskill tp to zod wand rw with fanat which would relief searching for this specific head. I still have better chance of farming nihla 50 times to get zod then to actually find that head :-)


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 5:15 am 
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Prescot wrote:
To be honest I would rather favor moving oskill tp to zod wand rw with fanat which would relief searching for this specific head. I still have better chance of farming nihla 50 times to get zod then to actually find that head :-)


I like this idea. I'll add tele to that wand rw.

What did spiritual binding give?

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 5:18 am 

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Demonhide Sash
+4-5 to Summoning Skills (Necromancer only)
+4-5 to Summoning Skills (Druid only)
Level 5 Cleansing on Equip
+10-15% FCRate
+10-15% FHRecovery
+5-10% Resist All

Maybe reduce the summons to 2-3 for this patch.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 5:19 am 

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Started answering but Ensley was faster. Yeah I would want it also to be redused to 2-3 summoning to not make it op.

On that notes, what auras will benefit mages and how it interacts with them? Damage wise obviously :-)


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 5:25 am 

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Well conviction would be the only one that benefits all of them. Holy fire/freeze/shock has a debuff but only for those specific elements. The best thing in the end for mage damage is if you wear Mang Song because it gives so much to all pierce and just put primordial facets in it so it ups all ele and psn effects.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 5:30 am 
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Ensley03 wrote:
Demonhide Sash
+4-5 to Summoning Skills (Necromancer only)
+4-5 to Summoning Skills (Druid only)
Level 5 Cleansing on Equip
+10-15% FCRate
+10-15% FHRecovery
+5-10% Resist All

Maybe reduce the summons to 2-3 for this patch.


Yeah not sure bout dat cleasing on equip triple heal aura paladins incoming. Everyone gets curse immunity. This belt would be the best belt in the game for everyone for the cleansing aura alone.

2-3 summon skills for this patch. After the cleansing aura is removed then just use a +2 all skills belt. I don't see the point to add this item after its balanced.

Fanat attack speed helps mages, conviction would help them. So Fanat on you + convic on merc. Holy auras too so maybe infinity+dream+(pick another ele RW shield with aura)

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 5:37 am 

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I tried it on my healer...5 prayer from immortal flesh was better. Level 5 isn't very good. I don't know anyone who used it other than summoners. The PLR for summons from cleansing was super nice.

Maybe you could change it to being the level 40 necro head since currently it's a terrible item, and only necros could use it for the cleansing; or you could put Fana on it instead since again only necros could use it.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 5:41 am 
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cleansing gets half of prayers bonus regardless of cleansing level so:

prayer + insight + that belt is double prayer healing

not counting being all but immune to curses and poison from a belt

Those auras are too good to put them on just anything.

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Last edited by Mrawskrad on Wed Aug 08, 2018 5:42 am, edited 1 time in total.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 5:41 am 

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I support Ensley opinion. Lvl 5 shouldn't break anything, but this will be bis belt for summoners.

DK already has major probelms (did you change it compared to realm?), right now maxed DK with lvl 60 mastery cannot stand trash for more then 10 seconds. Something is seriously wrong.

Also concerning your suggestions with Aura, then what weapon + shield can A2 merc use?


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 5:44 am 
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infinity in a javelin + whatever shield you want

my lvl 48 DK is doing fine..what are you fighting?

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Last edited by Mrawskrad on Wed Aug 08, 2018 5:47 am, edited 1 time in total.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 5:46 am 

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Put it on the 40 necro head then like I said; make it a dank summoner and group support item.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 5:47 am 
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I'm not adding cleansing on equip to anything ever. It's so broken for reasons I already explained.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 5:53 am 

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Ok if you don't want clense, then make belt simillar to it +3-5 summoning at lvl like 80+, so there are other options then +2 all belt that everyone is searching for. For sake of diveristy, we have only single belt that over 50% of builds use.

Last time I checked my merc didn't want to use javelins :-D

My DK dies in A1 on Hell ... To literally anything that has elemental dmg. Shamans sneeze on him and he is dead. My skeletons are 3x tankier then he is.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 5:56 am 
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Ah thats another issue. They are still flagged as NPC slayers. Ill fix it.

What if I add summon tabs to belts as a magic affix? The way ass/ama tabs are on gloves.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 5:59 am 

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Mrawskrad wrote:
Ah thats another issue. They are still flagged as NPC slayers. Ill fix it.

What if I add summon tabs to belts as a magic affix? The way ass/ama tabs are on gloves.


So then it will be possible to craft +summon belt? :-)


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 6:00 am 
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Yes

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 6:01 am 

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If it's +2 then that would be good. It would get +1 more with amethyst craft.

P.S. can you please fix starstone and moonstone sapphire spelling. rofl


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 6:04 am 

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Then I love the idea of ading this to belts as affix. It will be perfect middle ground :-)

Did you fix mentioned items? Especialy sockets in Radamentsveil?


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 6:06 am 
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Yeah I made spiritforge and radaments better, mermans is always +2 now. Added teleport to authority. I removed "NPC slayer" from trash and I'm adding the magic affix for belts now. Then ill upload an update.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 6:12 am 

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Ok, cool. This will ease out playthrough on summoner. I had rough time this season :-D

Did you, after all, remove unique gambling completely or set it to be really low chance?

Who will hold on to NPC slayer beside act bosses? Just for fun I went to griswold and he melted my summons with such ease that it was painfull to watch.

I mean with tp, that's not a problem because normally they can't be hit, but it will be problem for druid summons.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 6:27 am 
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I just lowered the chance. Sets are easy to gamble and uniques are harder but still may be worth trying for if there's something specific you need. Only act bosses and bosses that drop any unique charms have "NPC slayer"

Summons will still get wrecked by most regular bosses that have lots of aoe. Unless you tele them around and use your merc to kill the boss. This is intended.

Why can't druids teleport with a merc?

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 6:41 am 

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The main reason nec summon is so popular is that skele mages shot from range. So you can infietly teleport around till something just dies, still using defensive merc. Completely different to druid which needs offensive merc and really only on it's dmg :-)

Back to balancing, after playing with actual gear I revoke what I said about Hurricane build :-( Not as good as I thought.

Also is it intended that LR/AMP break immunities, but conviction doesn't?


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 6:44 am 
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Conviction can just as much as LR. Druid summoner could max just 1 summon and then max his own offensive skills and still have very strong summons. Rabies or SW + summons for example would be great.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 6:46 am 

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Weird, Infinity conviction doesn't break cold immunities in ancients way.

Also is there any particular reason why we still have "anti-rush" system up on the servers? Or is it just that nobody cares to change it? Nearly everyone is still working around it to rush chars, so what is the point of having it in place?


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 6:49 am 
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It doesn't break it because its too of a level. I can buff it a bit so it can break them.

The anti rush is controlled by Duff I guess he could remove it if we ask, since it doesn't even work.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 7:37 am 

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Yeah, when you will send patch to him mention also to remove anti rush. It is pointless right now.

It would make sense to buff conv, since the whole point of no hard immunities was that we are able to break them.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 7:55 am 
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I'll just reduce the res on immunes so the lower level convic or lr can break them.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 8:12 am 

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Mrawskrad wrote:
I'm not adding cleansing on equip to anything ever. It's so broken for reasons I already explained.


I can’t stress this enough, having the cleansing aura on equip belt from the other patch was one of the single dumbest overpowered things we’ve had on an item in a while.


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PostPosted: Wed Aug 08, 2018 8:25 am 
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updated download
summoner item stuff
immune monster res reduction
~30% buff to psn dmg skills

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 8:50 am 

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I do feel like it is never ending testing :-)

Also after this weird stuff with summoner items you should maybe compare items to be sure that none of the others got also unintentionally changed.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 10:24 am 

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Amazon and Necro poison feels a lot better. Could you buff rabies and poison creeper now too lol.

How do you feel about adding magic pierce to Iron Maiden like it had once upon a time? This would make bone necro strong but be an 80 point build if you want it to be strong.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 10:56 am 
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I did buff rabies.....right?.....should be the same dmg as psn dagger and disease spray and cobra strike...

I'm wary of buffing creeper too much its always been buggy and randomly seems to do way more damage than it should.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 12:38 pm 

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Rabies didn't look the same. If creeper is buggy then screw it yeah.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 1:44 pm 

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Another question. When you were reverting changes back, did you revert exp in cow lvl or will it be the same (none) as it is now on realm?


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Wed Aug 08, 2018 5:33 pm 
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I just read like 30 posts to give summoners oskill tele....

Still testing leveling and playing through with Maul Druid I'm in A2 Nightmare rn. Feels good so far did Challenge and Norm Sammy + Legion + Soulmancer. Maul is pretty nice tbh.

So I know with inventory size charms are a concern, could we do something like Path of Diablo where only the bottom rows let charms be active so you still have an inventory for drops?

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PostPosted: Wed Aug 08, 2018 10:10 pm 
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dagger/diseasespray/rabies/cobrastrike are all the same dps

cows were normally 0 xp in every patch I'm aware of when would they be different?

Any huge code edits won't be in this patch since the reset is coming soon. I don't have enough time to guarantee I could implement those changes by the time duff is ready to reset the realm. Those type of edit's aren't as simple as changes a few offsets like changing max block to 66% or changing the amount of res monsters get from fire enchanted.

edit: about iron maiden -magic res...bosses have less magic absorb than ele absorb so magic is balance around having no way to reduce res besides pierce right now. If I added that -res curse for magic then I would have to increase the magic absorb on bosses otherwise it would be too good.

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PostPosted: Thu Aug 09, 2018 1:23 am 

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I've played bone nec for a bit and vs a trash it feels decent. Didn't have time to check it vs bosses tho.
I don't really think we need to reduce magic res.

Also, I think we should change the description on LR on nec, now it says "reduce all" which can be confusing because it's implying it reduces magic res too.


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PostPosted: Thu Aug 09, 2018 1:29 am 
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Do I need to change the all the strings with +X to all res too? Or change +xx% enhanced damage since it doesn't specify only physical damage with attacks? I'd rather not. lol People who play this mod aren't completely clueless about d2, right?

"all res" is understood to be the 4 main "elemental" resistances

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PostPosted: Thu Aug 09, 2018 1:43 am 

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I see Duff was on...is that good news?


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PostPosted: Thu Aug 09, 2018 1:48 am 
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within a week

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PostPosted: Thu Aug 09, 2018 1:51 am 

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He said so? That's good.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 09, 2018 2:16 am 

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Mrawskrad wrote:
Do I need to change the all the strings with +X to all res too? Or change +xx% enhanced damage since it doesn't specify only physical damage with attacks? I'd rather not. lol People who play this mod aren't completely clueless about d2, right?

"all res" is understood to be the 4 main "elemental" resistances


I'm just pointing out it is a bit inconsistent with some places using elemental pierce, non-elemental pierce etc...

Yeah it doesn't change anything :-D

So we have a week to polish this patch. So maybe you can squeeze some code edits? :-)


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PostPosted: Thu Aug 09, 2018 2:54 am 

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Mrawskrad wrote:
within a week


good timing. im already getting bored of the poe race.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 09, 2018 3:10 am 

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Now you can help test and do something useful.


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PostPosted: Thu Aug 09, 2018 4:11 am 

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For me resset could be before weekend. It would be most optimal time, since many people would show up :-)

Marrowaks crashes game when you open skill tab. Do you know why?

What is current PLR on bosses? I tried to solo anything with nec, and my psn strike lasts like 0,1 sec on the boss. I don't think it should be like this?

Also I would change Ardular Icon LR proc to 4-5% so it actually can be usefull fo builds like frostbite. 2% is so rare, that I managed to kill meph and didn't proc it once.


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PostPosted: Thu Aug 09, 2018 5:17 am 

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Ardual's is listed as 6%. Wut game are you playing?


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PostPosted: Thu Aug 09, 2018 5:25 am 
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Ops about marrowwalks. I'll fix it.

Act bosses have 90% plr so if you use an 8 second duration skill on an act boss then it will last 0.8 seconds. There's no poison absorb so you still deal ridiculous damage to bosses, you just have to keep applying the poison. Sucks now that poison has to play fair like every other damage type and take counters. Doesn't it? No more boss cheese. This is a good thing.

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PostPosted: Thu Aug 09, 2018 5:36 am 

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I don't know what Ardul's lists, but two of mine rolled 2%. So question is if it is no accidental change.

Mraw giving them so much plr pretty much negates any advantage of playing poison. Also about this ridiculous damage I'm not sure what you'r talking about. Cold druid far outclasses psn dmg. Not to mention fire one.
If poison after psn strike would last 2 seconds, sure would make sense. But 0,8 seconds beats the idea of playing hit&avoid game. You then just need to gear up as melle and stab like another zealer or mele char.
If that's your intention then ok, I'll just skip poison all the way.


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PostPosted: Thu Aug 09, 2018 5:41 am 
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There is no poison absorb stat so poison deals full damage. That is the advantage.

30-40% absorb on bosses = 60-80% extra reduction. Poison doesn't have to deal with that. If PLR was lower then everyone would just play poison builds because its incredibly OP for bosses and good for trash.

You still get insane damage on bosses if you spam your attacks. Just like....every other build has to do....unthinkable i know.... :roll:

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PostPosted: Thu Aug 09, 2018 6:05 am 

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One last big round of testing and going through items. I feel like it's too ez to get max resists all the time. Normal is fine but later items are so huge that I'd increase the NM/Hell resist penalties to -70/-140.

Blessed Ring is super bad - raise the level req and beef up the stats.

Blessed Amulet could use a larger increase to dmg and pierce% and increasing level req is fine.

I think it's racist that there's no fire belt. Gloom's Trap should be changed to a fire belt on par with snowclash/Tgods! Could just change the +1 all to +3 fire skills (for everyone) and some fire pierce.

Could you change the staff runewords again to not have random skills anymore and just give them more of some dmg or pierce bonus? It looks like it's 6 staves.

We need a Zod weapon RW that has pierce all ele for builds like vengeance phoenix etc.


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PostPosted: Thu Aug 09, 2018 6:06 am 

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Yeah, so you essentially say to me you turned psn play style to just differently colored version of other builds ... Sure that's the D2 spirit ...

I can't wait to see all this disappointment on the realm when new people realize that their psn build has nothing to do with psn playstyle they know.


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PostPosted: Thu Aug 09, 2018 6:08 am 
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I'm way ahead of you on staff rws. I just added +cold/ltng/pois/mag skill properties to the game like fireskills have.

Anyways, There are no lightning or cold gloves...so its even...

LOL i'm so sad noobs cant 4 shot endgame bosses with poison damage without taking counters. If you want the hit and wait style game play vs bosses then expect a damage reduction by a magnitude of 5.

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PostPosted: Thu Aug 09, 2018 6:16 am 

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@Mrawskard
Here is some good suggestion on what to do with Poison skills.
Reduce the damage and either increase poison duration OR reduce bosses PLR, or both? This way poison will feel natural (lasting long) but wont be OP.

----

So whats the state now? the patch is ready to be played and u wait for realm?


Last edited by DoubtFuLMind on Thu Aug 09, 2018 6:17 am, edited 1 time in total.

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PostPosted: Thu Aug 09, 2018 6:17 am 

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Fake news, Laying of Hands adds cold dmg :o

Doubtful - no, because then poison sucks vs trash.


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PostPosted: Thu Aug 09, 2018 6:23 am 

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@Ensley03
Thats a very immature response by you.
No it doesnt suck, it just works as POISON is supposed to work. The idea of poison is that it kills slowly, its not burst. If you want to burst trash u should choose another type of dmg (pretty much everything else).


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PostPosted: Thu Aug 09, 2018 6:24 am 

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Mraw I don't mind a god damn absorb on psn dmg as long as it feels natural to be played. Right now it is nowhere near of natural gameplay. I don't know what kind of game you played but in D2 psn was never "I sit in your face stabbing you 24/7".

I'm sure you can run the numbers so that psn feels good with duration, but not op with dmg. Best would be to adjust absorb on bosses and reduce plr, because other aspects like trash clear is good now.

@Doubtfull - I think Ensley referred to reducing current psn dmg overall. We just buffed it because it sucked vs trash. Not it is at ok state, we just need to fix it on bosses.


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PostPosted: Thu Aug 09, 2018 6:34 am 

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I think Ensley's reply was pretty clear and direct, and im not stupid. thx..


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There is no poison absorb stat

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PostPosted: Thu Aug 09, 2018 6:38 am 

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G G for now.


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PostPosted: Thu Aug 09, 2018 6:46 am 

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The only other thing I can think of would be to remove all poison pierce, then bosses would have a static resist number and low PLR. If they had 95% poison resist that can't be pierced, then it would be ok to have no PLR. But this could also be a huge flop.


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PostPosted: Thu Aug 09, 2018 6:58 am 

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No ideal solution in current HP/dmg balance. I would still ask for bosses plr 80% instead of 90 which would give us 1,6 sec of psn, but reduce psn strike dmg to compensate.


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PostPosted: Thu Aug 09, 2018 6:59 am 

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90% to 80% is double damage dude. If you want poison to suck vs trash then that can be done.


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PostPosted: Thu Aug 09, 2018 6:59 am 

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Can you change grim ward? An aura that causes monsters to flee is dumb since there is howl which does the same thing.
Give it a different mechanic that adds something new. Since it is a synergy for double throw it should work with that.


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PostPosted: Thu Aug 09, 2018 7:06 am 

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Bring back blade of arreat kek


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Even if you cut psn strike dmg by 50% it will still be better with 80% plr then on what it is now.


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PostPosted: Thu Aug 09, 2018 7:30 am 
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Maybe I can add poison absorb with some code edits. I'm testing it to see if it works well now.

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That would be ideal :-) Just don't smash dmg to the ground.


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PostPosted: Thu Aug 09, 2018 8:35 am 
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download updated

I've added a poison absorb% stat, it doesnt seem to work as effectively as other absorb stats but it works a bit to reduce poison damage. So, I added poison absorb to bosses and reduced their PLR to 70-75%

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Will check it in 20 minutes and let you know how it feels now :-D


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Thu Aug 09, 2018 9:07 am 

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Couple issues I saw:

- Items with more than 479 life/mana (runewords mainly) get capped to 479 (just like ed is capped at 511%) - ex: the beast runeword. Just an FYI if you are balancing these things around having more than that much HP you will need to either just reduce it and hurt those RWs/uniques or circumvent it by giving it some flat life and some vitality to make up the difference.

- Hall of Heroes: I actually prefer this short version as is. Especially for normal and nightmare, those are significantly long maps that end up rewarding people with just 5 stat points in normal and 1 skill point in nightmare, which is extremely not worth it (especially with how hard they hit). I'd vote to leave the length of those as is OR make the normal and nightmare rewards similar to the hell reward (carry 1 of the 9 "eyes" or "hearts" as a small charm with some bonuses)

- Hall of Heroes sorceress/map - she hits like a truck but i like this. The problem is her tele counter along with the map. she tends to tele into a building and then is not accessible at all. I'd vote to remove the buildings so it's just one giant flat arena (similar to the nm challenge).


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PostPosted: Thu Aug 09, 2018 9:09 am 
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I fixed those issues already, I believe.

What items besides beast and victory had a lot of +life?

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PostPosted: Thu Aug 09, 2018 9:12 am 

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Mrawskrad wrote:
I fixed those issues already, I believe.

What items besides beast and victory had a lot of +life?


Ah my bad i think i have the old version still then.

Those were the 2 big ones i can recall, might not be anything else but wanted to call it out.


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PostPosted: Thu Aug 09, 2018 9:14 am 
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Yeah, I appreciate it. I can't catch everything by myself.

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PostPosted: Thu Aug 09, 2018 9:17 am 

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Hell Soulmancer didn't seem to heal/boss timer reset. I died and was able to get back in, kill the nec/druid summon, wait for the immunity to drop down again and then continue whittling his life. He's a tough one as is so im not sure if you intend to have him heal or not but I'd vote to have the healing back in place - it should take legitimate effort and/or teamwork to down him in hell. (maybe check all 3 difficulties).


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PostPosted: Thu Aug 09, 2018 9:20 am 
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That would be due to his immunity aura. Remember Baal used to have that issue to when he had the 2nd aura.

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PostPosted: Thu Aug 09, 2018 9:21 am 

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Mrawskrad wrote:
That would be due to his immunity aura. Remember Baal used to have that issue to when he had the 2nd aura.


So it's unchangeable then? Fine if it is, he's not a cakewalk.


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PostPosted: Thu Aug 09, 2018 9:23 am 
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I have an idea for fixing it. I'll try it tomorrow.

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Speaking of Hall of Heroes, I meant to mention before that you need to remove the teleport cast of the heroes because the zone is not well made. I had to run it 3 times because Dr Rodriguez kept teleporting into the walls and couldn't be killed. So if you can't fix the world terrain then please remove their teleports.

Edit - I see Al also mentioned this.


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PostPosted: Thu Aug 09, 2018 10:25 am 

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Psn now feels a bit better on bosses. At least I don't have to stand in their face all the time.

Dmg still feels a bit low compared to other elementals, but that may just be me.


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PostPosted: Thu Aug 09, 2018 12:54 pm 

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Prescot wrote:
Psn now feels a bit better on bosses. At least I don't have to stand in their face all the time.

Dmg still feels a bit low compared to other elementals, but that may just be me.


It should be low - it's safer than any other element and also stacks with damage since it is DoT


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PostPosted: Thu Aug 09, 2018 6:09 pm 

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Some ideas to replace grim ward:
Give it a cooldown since barb doesn't have any skill with a cd yet. I think it would be interesting to have some longer cd abilities in the game. Something you only use every 1-3 minutes.
Sprint, ignore pain or wrath of the berserker for big but short boost to run speed, damage reduction, or strength.


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PostPosted: Thu Aug 09, 2018 7:02 pm 

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A buff that temporarily gives double throw a splash attack on a 1 minute cd. With a self synergy for added duration, 0.5 seconds per level.
The way throwing knives had a small aura on impact a while back. This won't really effect any boss fights.


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PostPosted: Thu Aug 09, 2018 7:57 pm 

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Is Ele MA sin going to be viable in this one, or is 20 points Dclaw going to overshadow it again?

The objective is to survive and tank (Partially) endgame bosses without the need for Dclaw and/or lifeleech. Remember that the sin does zero damage for the first three hits before she can unleash her charges, and she has to not blow up during that time. Survivability has always been a problem, clawblock causing perma stunlock in melee range certainly does not help, and going with a shield instead is anything but viable. Do elemental MA skills have "Can't be interrupted" yet?


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PostPosted: Thu Aug 09, 2018 8:14 pm 

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Too lazy to post a screenshot but there was a pretty funny little error on the unique crystal sword.


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PostPosted: Thu Aug 09, 2018 10:44 pm 
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Why isn't claw + shield viable. It's viable for literally every other class.

What's wrong with uni crystal sword? I added new properties for +cold/lit/poison/magic skills they function in the same way +fire skills does.

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Because clawblock exists and sins are designed with lower base HP to compensate for such powerful EHP.


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1 less hp per vita than amazons and paladin. 8 vs 9. 3200 hp vs 3600 hp for 400 vita points. Might as well be the same.

Again, nothing stopping shield assassin from being viable. Besides not wanting to. Especially now that you need hard points in dex for claw block.

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PostPosted: Fri Aug 10, 2018 1:48 am 

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Why would you run 66% block via a shield when you could be 66% block via claws for about the same dex requirement AND it stops all missiles/spells?


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Mrawskrad wrote:
you need hard points in dex for claw block.


If it's too much per dex then I can increase it to 1% per 6 dex or even more.

Edit after looking at claw block and testing it, it needs a nerf. Details coming later.

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PostPosted: Fri Aug 10, 2018 3:20 am 

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Riem821 wrote:
Is Ele MA sin going to be viable in this one, or is 20 points Dclaw going to overshadow it again?

The objective is to survive and tank (Partially) endgame bosses without the need for Dclaw and/or lifeleech. Remember that the sin does zero damage for the first three hits before she can unleash her charges, and she has to not blow up during that time. Survivability has always been a problem, clawblock causing perma stunlock in melee range certainly does not help, and going with a shield instead is anything but viable. Do elemental MA skills have "Can't be interrupted" yet?


At level 31 Claw Block you get 86% FBR which is 2 frame block. That's better than Barbs and Wolf Druids. If you think MA charge up skills really make 2 frame block an issue, maybe Mraw could give it built in 600% FBR which would be 1 frame block, perhaps with a 20 hard point requirement to get it.


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PostPosted: Fri Aug 10, 2018 3:35 am 
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Download updated

This discussion made me go back and look at clawblock and make some test chars. I determined that it's too strong in its current form even with requiring 200 dex to max. Even with 200 base dex it is still possible to get a high life pool so 66% claw block would be ridiculous.

So I'm going to reduce to max chance to 50%. Decrease the block per hard point from 1% to 0.5% and increase the dex per 1% block from 5 dex to 7 dex. I'm also moving the FBR you get from it to hard points in clawmastery.

I also added a 15% defense synergy to claw mastery for hard points in any MA skill to make up for the 16% lost claw block vs melee attacks.

Now only true melee assassins can high % block and high FBR by investing 20 points in clawmastery and 20 points in weapon block + 245 base points in dex. Or caster assassins could if they think its worth 40 hard points + 245 base dex.

This might seem a high requirement but remember you don't get hit by 50% of everything. The dex gives a damage bonus to claws, so melee assassins get more damage from going high dex.

I soloed Hell ancients with these changes on a dclaw assassin with 50% clawblock and 7k life. So don't say its too much of a nerf. Hell ancients is probably the hardest fight in the game for a clawblock assassin. Since all the damage is from melee attacks, which is what clawblock is weakest against.

Feel free to play assassins with a shield now.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 4:44 am 

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Charged strike damage is 1-83k at lvl 1 :lol:


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 4:50 am 
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Ah yeah I did that to test some stuff. Hahaha. I'll change it back

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 5:03 am 
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goin through the itemlists to look for some noticeables, it seems ok so far, beast having 30% hp increase was the only rw i saw that would be potentially over the top if you try to balance those values.
will look into more,

is there a reasoning behind trang oul having +9 to skill class and milabrega getting 15 ? im assuming the wand options. and the 2handed vs shield options making sense to have a lower value on natalya / trang oul vs milabrega / griswold and mavina since its possible to switch alot vs having the extra skills.

cool to see that the lowlvl sets are comin back as well as some new items :) will return to some views later today. cheers.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 5:38 am 

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Putting the FBR in claw mastery is so bad for trap sins though. That means every trap skill is a 100 point build. Maybe FBR can come from weaponblock and claw mastery so trappers aren't stuck at terrible frames.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 5:46 am 
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Why are trappers trying to facetank mobs with clawblock? 0 fbr is 0.2 seconds...its not slow... Anyways, don't try to face tank shit on a caster assassin or invest in claw mastery if you want to.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 5:50 am 

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If traps had place range then that would be a more logical caster comparison. If Bone Spirit had trap range then I would say Bone Armor needs to give FBR too. Using a shield would cost a sin 4 skill points so that's never gonna happen for a trapper. It basically means that with the current strength of traps along with that state of claw block that nobody will consider making a trapper.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 5:57 am 
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Traps shoot at range and stay where you place them. They don't stay on you if you run away. Why are you face tanking? Set the traps and move. Why are you playing like a retard and standing in one place after you place them? Also, use COS or master? So many things you can do instead of standing there like a moron and then coming here and asking for buffs.

Shields are +2 not +1

If people enjoy trap playstyle then they will play it. Unlike people who just play it because its OP.

People play other casters with shorter range than traps and don't bitch. Look at firestorm druids even with tons of FBR they are lucky to get 5frame block that assassins get for 0fbr. So most don't even bother with max block and they don't get to cast firestorm and then run around while it kills for them.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 6:40 am 

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Runeword claws would give +6 so its 4 skill diff. I don't even like playing trappers so it's not for me here. Master dies in 1 hit to any boss so not relevant. I'm not saying people are supposed to just stand there, but you're going to hit attacked when you have to be so close to place traps.

There's a reason why nobody ever plays firestorm outside if 2.0 - unless it deals ungodly broken dps and has no counters then it's not worth it. Trap sin was possibly the worst class I tested for bosses in 2.1 because WOI does nothing unless YOU or someone else can face tank the boss to stack the fires. The only trap that was able to do anything vs bosses was lightning sentry, but the projectile is so slow that it has a hard time hitting bosses because they all run at mach speed and teleport. So if anything could you at least increase the velocity of lighting sentry so they have something to hit bosses with? :P


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 6:42 am 
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What do firewall or meteor or lightning sorcs do vs bosses solo? Sounds like you just want trappers to be easy mode solo. Where you just set traps and run around until the boss dies. If you want a single player solo patch then go make it.

Shadow mater does fine vs trash which is the only time you would get block locked and in that case having 2 frame block doesn't stop you from getting block locked.

Again, traps shoot at a range and you can set them and run. Why is this difficult to understand? You keep mentioning the extra + skills from dual claws like assassins need the extra +skills from dual claws. Are other classes useless since they cant dual wield weapons for extra +skills?

And what bosses are block locking you? sounds like BS

You never saw the firestorm druids around patch 1.3?

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 6:50 am 

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I don't remember much of 1.3 other than it was the one before the troll patch. Obviously firewall and meteor are not very good for soloing bosses either. That's why people don't use them. :P

Have you tested the trap sin? I couldn't kill Andy in hell. Maybe if I ran 5 cube bombs and spent 2 hours dropping lightning sentries while praying to not get rekt by a javelin. But only Pious goes that balls deep for a boss fight, lol


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 6:51 am 
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Maybe try hacking yourself to be unkillable and test the damage when the boss doesnt move. Sounds like a "im trying to solo a hell boss on a non tank caster" problem and not a "I dont do enough (counter free) damage" problem.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 7:06 am 
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I just tested trap dmg vs hell andy. They fucking destroy her at slvl48 -100 pierce/+50 extra dmg. Faster than my 100k conc barb. Get a tank.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 7:07 am 

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Well that's why I said WOI doesn't work and LS is too slow of a projectile. Sure the damage is ok if the boss just stands there and eats it. But it's a lot easier to run around and drop blizzards than it is to make the traps hit a boss.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 7:09 am 
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It does work. The damage is honestly probably too high on WoI. Get a tank with you. This is a team mod. Not a solo mod. Why is this news?

Blizzard causes counters on you, traps don't? Come on....wasting my time here explaining basics here.

edit: just tested blizz vs hell andy. WoI was a lot faster.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 7:35 am 

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Meh, the only counter that causes problems for blizzard is FOH because it's a direct unavoidable hit. Not sure how we can play that differently but I did fine with the sorc and had no chance with the trapper. How can you make them take burn stacks without face tanking and the shadow master insta dies? Maybe I'm bad at trapper. :D


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 7:40 am 
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for the 3rd or 4th time PLAY WITH A TANK ITS A TEAM MOD :roll: :roll: :roll: :roll:

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 8:11 am 

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if this patch is gonna launch soon we should refrain from making too many changes at this point that might result in imbalances when it goes live.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 8:15 am 
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I agree but leaving clawblock the way it was would have been way too good.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 8:54 am 

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Mrawskrad wrote:
Again, nothing stopping shield assassin from being viable. Besides not wanting to. Especially now that you need hard points in dex for claw block.


All elemental classes have some sort of -res skill they can utilize. For Assassins, they get static claw -res on OH. It would be like a sorc not getting mastery, psn nec w/out lr,venge/shockdin w/out -res on their aura, druid/pal without -50res 5os wep 1h, etc.

I would only use a shield when fully invested in tanking, kicking or blades. Assassin is mostly elemental dmg, like a sorc.

Shockdins for example, already benefit massively from their auras. They have a similar style of play to MA sin. Except MA sin is massively more difficult to play, and if the sin didn't utilize their OH weapon, it would be similar to a pally without -res on their aura.


At best.... one could roll a random +3 skill -10res weapon ie druid axe and use the -res that goes with it. That might make up for the lost -res from using a shield, but you won't have any +skill to go with it.

If you put +3 Assassin skills -10 res on a rare 1h, like swords or something. It might balance it out the loss of OH claws, but it would also make all claws obsolete... since they're weaker than most 1h.

Quote:
Look at firestorm druids even with tons of FBR


FS druids have cyclone armor.. They don't even need to block, they just absorb most dmg.


Last edited by mud on Fri Aug 10, 2018 9:27 am, edited 1 time in total.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 9:24 am 

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Edit - apparently you have to rejoin the game to get your weaponblock amount in character window to update.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 9:40 am 
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You're right and assassins can still use oh claw, but don't expect to use full caster gear and tank everything with max clawblock. I know you aren't, mud. But others seem to have that expectation.

Or re-equip any +skills gear

Cyclone armor is getting a cd like old times. Poison phys and magic exist. If you tested cyclone armor in 2.1 and it's too strong then speak up.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 9:58 am 

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Glad clawblock got reduced, it's plenty awesome of a skill. Sins should be fairly tanky given the nature of their skills.

Cyclone looks strong, some info:

skill level 55
all synergies maxed
absorbs 8500 ele dmg

2 second cooldown isn't enough time for that much ele dmg absorbed, it's castable in bear/wolf form. Takes quite a bit of investment to get it ramped up that high, but that number seems to be extreme.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 11:43 am 

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It has 4 synergies that will never all be maxed by anyone using anything in wolf/bear so that's not realistic. Also level 55 would be ultimate GG end game if that's even achievable...maybe with the luna shield you can get 55. I don't think it's OP.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 3:22 pm 

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Ensley03 wrote:
It has 4 synergies that will never all be maxed by anyone using anything in wolf/bear so that's not realistic. Also level 55 would be ultimate GG end game if that's even achievable...maybe with the luna shield you can get 55. I don't think it's OP.


I'll grab some time later to test how it absorbs stuff like hell diablo fire nova but 8k, even 6k (3 skills maxed) is a lot.

Also wolf/bear get over 100% HP easily. They don't need cyclone armor at all and I'd vote to even not let them cast it.

How easy do you want the game?


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 5:20 pm 

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bear/maul/oak/lycan/cyclone armor = 100 pts. How good is cyclone armor with no synergies? Well 12 points of synergies at the end but that's it.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 6:31 pm 

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Quiet ensley you may speak when you learn to macro and realize a maxed starcraft army is 200.

I can see this patch being abhorrently easy due to the life values and the way pots function, but that's my two cents.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 7:16 pm 

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Ensley03 wrote:
bear/maul/oak/lycan/cyclone armor = 100 pts. How good is cyclone armor with no synergies? Well 12 points of synergies at the end but that's it.


Thing is you can 1pt bear and 1pt oak and still have a bigger life pool than just about every character, as well as plenty fine damage to boot. Then you get to max 2 synergies and pump up cyclone to up ~3-4k if not more.

On top of that, that isn't the only skill tree you have to utilize. Hurricane/Lycan/fbite/cyclone/cyclone synergy or oak/~12 points remaining. Thats 1.5-2.5 synergies on top of cyclone itself.

Not to mention the defense bonus on top of the elemental damage.

I'd like to see it in real gameplay when i have time to test it, but the idea that 6 or 8k damage absorbed, that number seems like it's a lot. Especially considering after it's broken, then res/absorb kick in.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 8:48 pm 
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Solo'd to Hell A3 on Maul Druid. Sszark ass reaming me. May respec to fireclaw or frostbite for this.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 9:32 pm 
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Try an ele merc. See how they do.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 9:55 pm 

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Stun skill description is missing the aoe effect.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 10:13 pm 
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Angel wrote:
Quiet ensley you may speak when you learn to macro and realize a maxed starcraft army is 200.

I can see this patch being abhorrently easy due to the life values and the way pots function, but that's my two cents.


Quote:
increased minor boss skill damage multiplier from 375% to 1200%
increased major boss skill damage multiplier from 525% to 1700%


Monster damage has been increased along with player hp. If you tested this patch and think potions are too strong then I am happy to reduce the power of them. Otherwise, you're just assuming things which is pointless.

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Fri Aug 10, 2018 11:25 pm 
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Download link updated

added stun aoe descriptions
nerfed cyclone armor to ~2k absorb at lvl 48 with 2 synergies maxed and removed the defense% bonus
reduced beast hp% to 12%

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 Post subject: Re: 2.1 test files/feedback
PostPosted: Sat Aug 11, 2018 4:58 am 

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Mrawskrad wrote:
but don't expect to use full caster gear and tank everything with max clawblock.


How about pure tank gear without Dclaw and lifesteal?
Dragon Talon, Dragon Tail and Dragon Flight all exist, but every melee sin ever only uses Dclaw because nothing else comes close, and the other 3 don't benefit as much from lifesteal. Boosting kick damage is harder than claw damage and isn't affected by as many stats.
Talon sucks against everything but bosses, if you don't die to counter spam, Tail is only good against trash and sucks against bosses due to double dipping resists and flight is too slow and will never do the damage necessary to compensate.

Will any of the other 3 release skills ever be buffed/changed to be similar in strength to Dclaw, or is that simply never happening ever?
If not, why not just remove them and replace them with something people won't feel bad about using?

Is tanking without lifesteal impossible by design?
Cobra strike doesn't do much if you're not using Dclaw, so no help from that either.


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 Post subject: Re: 2.1 test files/feedback
PostPosted: Sat Aug 11, 2018 5:14 am 
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I killed hell ancs with an ma sin with a shield. It was easier than dclaw. You get more kick damage from points in dflight. Just try the patch instead of assuming things.

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