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 Post subject: 1.6a status
PostPosted: Tue Jan 12, 2016 1:15 pm 

Joined: Wed Dec 12, 2012 7:24 pm
Posts: 993
-All mercs have been fixed, normalized, and slightly nerfed

*NO MORE FREE SKILLS* (Haters gonna hate)

ZON:
-Reduced number of arrows for Multi Shot
-Increased mana cost per level

-Reduced Guided Arrow level and synergy damage
-Increased mana cost to 12

-Reduced Strafe level and synergy damage
-Increased mana cost per level

-Reduced level gains % on Critical Strike

-Reduced level gains % on Pierce

-Reduced level gains % on Strategy

-Reduced Decoy base HP%

-Reverted Valkyrie gear ilvl

-Increased mana cost per level of Jab and Fend

SIN:
-Reduced level gains % on Burst of Speed

-Reduced level gains % on Fade

-Reduced Trap damage synergies by 5%

-Increased mana cost per level of Tiger Strike

BARB:
-Reduced level gains % on Natural Resistance

-Reduced DMG% and AR% gains of Double Throw and Throwing Mastery

-Increased mana cost per level of Bash, Concentrate, Double Swing, Double Throw

-Increased mana cost of Frenzy

DRUID:
-Increased mana cost per level of Feral Rage, Fury, and Maul

-Increased mana cost of Rabies

PAL:
-Reduced level gains % on Holy Shield block chance

-Increased mana cost per level of Zeal, Vengeance, Smite, and Charge

~~~~~
-Adjusted several popular skills to benefit less from upping it's level, and more from upping it's synergies. The end result is the same, but you will have to up the synergies fully to make great use of the skill, rather than just having an OP skill for 20 points

-Slightly improved some boss spells, abilities, ABS%/DR%, and block/dodge chance

-Every OP item has been greatly toned down

*Nothing is set in stone. Please discuss.*


Last edited by Ensley03 on Tue Jan 12, 2016 8:27 pm, edited 5 times in total.

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 Post subject: Re: 1.6a status
PostPosted: Tue Jan 12, 2016 1:19 pm 
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How were they nerfed? What was changed?

There's nothing to discuss :)


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 Post subject: Re: 1.6a status
PostPosted: Tue Jan 12, 2016 1:23 pm 

Joined: Wed Dec 12, 2012 7:24 pm
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Well I need to keep testing it before I give exact numbers. I'm just using Hero Editor to make level 90s and a "Gear Charm" and seeing how they all perform, but it's going to be noticeable enough that they aren't the clear cheese favorite classes.


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 Post subject: Re: 1.6a status
PostPosted: Tue Jan 12, 2016 1:33 pm 
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Which classes get edited doesn't matter. I'm curious about the changes. Bowazons were one of two classes that were OP the two ladders but the real reason that is, is because people are running no vitality and pure dex on SC (made my first one ever this ladder whooo). Same thing with pure STR barbs, strong as hell.. so It's op in essence but its also not viable on HC.

I don't mean to sound elitest, but unless you have a very good grasp on how the game works and skills interact class changes should not occur without being vetted. Along with this please remember I'm not being combative, I appreciate your work... I just will reserve myself until I see numbers and then give u realistic feedback. Otherwise we get blind nerfs that take place and a class becomes completely unviable which should never happen (Bladesins)


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 Post subject: Re: 1.6a status
PostPosted: Tue Jan 12, 2016 1:38 pm 
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Absorb on bosses has no effect after 40%, dr% on boss hats is a bad way of reducing damage as it simply hides their actual phys resistance behind a hidden mechanic and remember there is no physical pierce stat.

If you want to make bosses last longer, consider adding 5-10% dodge/avoid/evade instead. That way you reduce damage they take by 5-10% without prejudice vs physical or elemental.

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 Post subject: Re: 1.6a status
PostPosted: Tue Jan 12, 2016 3:16 pm 

Joined: Wed Dec 12, 2012 7:24 pm
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Yeah I've messed with some block and dodge :P


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 Post subject: Re: 1.6a status
PostPosted: Tue Jan 12, 2016 4:16 pm 

Joined: Tue Jan 12, 2016 4:11 pm
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bosses seem to have very much plr. like the 7+ sec duration psn strike goes away after half a sec or something. for all i know it may have been that way for ages, and its fine by me, ill just not play psn nec, as standing in melee range constantly with a caster is not my thing :P


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 Post subject: Re: 1.6a status
PostPosted: Tue Jan 12, 2016 4:27 pm 

Joined: Wed Dec 12, 2012 7:24 pm
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You need a lot of resist pierce to make poison good, but it can be really good late game. Also Lower Resist/Cloak of Shadows really beef the damage.


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 Post subject: Re: 1.6a status
PostPosted: Tue Jan 12, 2016 6:06 pm 

Joined: Wed Dec 12, 2012 7:24 pm
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OP edited


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 Post subject: Re: 1.6a status
PostPosted: Tue Jan 12, 2016 7:30 pm 

Joined: Sun Oct 27, 2013 5:12 am
Posts: 202
COS doesnt work against boss

also the rare gloves/boots with CB seems OP. i believe it was 3% before


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 Post subject: Re: 1.6a status
PostPosted: Tue Jan 12, 2016 7:58 pm 
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Need numbers still :|


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 Post subject: Re: 1.6a status
PostPosted: Tue Jan 12, 2016 8:18 pm 

Joined: Wed Dec 12, 2012 7:24 pm
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hunterAS wrote:
Need numbers still :|


GA - 25%, +5%/lvl 5% syn
Strafe - 25%, +10%/lvl 10% syn
Multi Shot starts at 1 arrow, has 11 arrows at level 20 (more from soft pts too)
Crit, Pierce, Strategy are about half. Perfection is unchanged.

Fade and BoS are about half

CoS is about 3/4

Natural Resistance is about 2/3

Holy Shield is about 3/4
~~~~~~~~~~~~~~~~~~~

Newest update:

To Clarify the mana changes, low level skills (Jab) gain small MP/lvl cost, higher skills (Fury) have a steeper increase. It will be at least a little bit harder to just hold down right click and go AFK. You may need more mana/regen/leech now to keep up, and you may have to carry mana pots for Mana Burns.

-Increased AR% of Jab and Fend to compensate for the nerf to Strategy


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 Post subject: Re: 1.6a status
PostPosted: Wed Jan 13, 2016 12:08 am 

Joined: Wed Dec 12, 2012 7:24 pm
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-More item changes

-Increased most bosses chance to block/dodge

-Reduced resist pierce on most items across the board. Pierce will now be more valuable and harder to come by, but at the same time, not mandatory, due to the resist cap. This is to help make casters not OP compared to melee due to their increased skill mana costs and bosses being able to block


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 Post subject: Re: 1.6a status
PostPosted: Wed Jan 13, 2016 1:59 am 
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Why are we fucking around with blind buffs and nerfs? Just use 1.5b monsters/items/skills. They have been tested already.

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 Post subject: Re: 1.6a status
PostPosted: Wed Jan 13, 2016 5:41 am 
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hunterAS wrote:
How were they nerfed? What was changed?

There's nothing to discuss :)

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 Post subject: Re: 1.6a status
PostPosted: Wed Jan 13, 2016 12:11 pm 
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Someone else might need to pack this, my laptop died in the night so i'm stuck with ps4 web browser. Will likely be the weekend by the time I get it fixed. I believe the data folder is ready to go though.

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 Post subject: Re: 1.6a status
PostPosted: Wed Jan 13, 2016 1:16 pm 

Joined: Wed Dec 12, 2012 7:24 pm
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Done and done.


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 Post subject: Re: 1.6a status
PostPosted: Wed Jan 13, 2016 7:34 pm 

Joined: Fri Apr 03, 2015 4:44 pm
Posts: 42
I personally hate to lack mana and just walk around with a belt full of mana pots and basically just go back to town for some more and back, but now with an increased frequency, i'll try to think of a different way to solve this... Someone pls suggest something else


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 Post subject: Re: 1.6a status
PostPosted: Wed Jan 13, 2016 8:10 pm 

Joined: Tue Dec 22, 2009 5:03 pm
Posts: 421
I don't like wolf druids in this... No life bonus? That was their major benefit was having highest life in the game.

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 Post subject: Re: 1.6a status
PostPosted: Wed Jan 13, 2016 8:21 pm 

Joined: Wed Dec 12, 2012 7:24 pm
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There is a tiny life bonus to werewolf and werebear. I didn't make this change, it's either 1.5a or 1.5b but druids were really op in previous versions cuz they had twice as much life as anyone else.


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 Post subject: Re: 1.6a status
PostPosted: Wed Jan 13, 2016 8:53 pm 

Joined: Tue Dec 22, 2009 5:03 pm
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Ensley03 wrote:
There is a tiny life bonus to werewolf and werebear. I didn't make this change, it's either 1.5a or 1.5b but druids were really op in previous versions cuz they had twice as much life as anyone else.


Got to 22,000 life on my wolf druid 2 patches ago. Sin's had even more. But the life was the main benefit of class.

Paladins zealers had better defense/resists/block/damage reduction. Damage/speed/attack rating between zealers and fury druids were about the same. Fury druids had better life which was main benefit. Now they don't so zealers are superior in every way, which makes fury druid kind of obsolete.

Lycanthropy skill seems obsolete as well only giving life regeneration.

We had several people talking about this on HU and the char seems dead. :(

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 Post subject: Re: 1.6a status
PostPosted: Wed Jan 13, 2016 9:13 pm 

Joined: Wed Dec 12, 2012 7:24 pm
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There are a few skills that are quite useless along with Lycanthropy, such as Blood Bath for example. Inferno Sentry is also bad because it just creates 5 billion boss counters per second. I thought about changing some things, such as making Inferno Sentry a trap that casts a massive fireball every 2-3 seconds. This would avoid crazy counters, be humerous, and useful all at the same time. I was worried though that people would rage out if some skills were completely redesigned, but those are all options for 1.7 at a later time, whoever makes it.


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 Post subject: Re: 1.6a status
PostPosted: Thu Jan 14, 2016 2:39 pm 
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Just stop the inferno sentry missile from causing counters/resetting boss heal timer. Find the missile the traps skill uses then remove the 1 from the column that causes the missile to trigger a proc. I cant check the column name as the cock at the electronics shop sold me the wrong power cable. Hnnnnnnng.

It's near the gethit column though iirc.

1.7 wise, I may be colaborating with Brevan on a patch over the next year, but it will be mostly kept between us so don't expect too many status updates etc. as I'm planning on adding new content and improving quests too. Basically I'll be doing a lot of .dll editing to expand and improve many of the things that are hard coded.

I'm also planning on improving instalation ease and making updating servers much easier and making follow up updates much smaller dl wise

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 Post subject: Re: 1.6a status
PostPosted: Thu Jan 14, 2016 5:16 pm 
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PureRage-DoD wrote:
Just stop the inferno sentry missile from causing counters/resetting boss heal timer. Find the missile the traps skill uses then remove the 1 from the column that causes the missile to trigger a proc. I cant check the column name as the cock at the electronics shop sold me the wrong power cable. Hnnnnnnng.

It's near the gethit column though iirc.

1.7 wise, I may be colaborating with Brevan on a patch over the next year, but it will be mostly kept between us so don't expect too many status updates etc. as I'm planning on adding new content and improving quests too. Basically I'll be doing a lot of .dll editing to expand and improve many of the things that are hard coded.

I'm also planning on improving instalation ease and making updating servers much easier and making follow up updates much smaller dl wise


If this version is released without some form of attacking bunnies i will be disappointed! :D

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


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 Post subject: Re: 1.6a status
PostPosted: Thu Jan 14, 2016 5:35 pm 
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Zombie bunnies confirmed in one of the new levels I promise, lmao.

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