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 Post subject: Re: My 1.7 edits come test
PostPosted: Sun Jul 30, 2017 11:37 am 

Joined: Mon Aug 08, 2016 5:54 am
Posts: 78
http://i.imgur.com/O9slSCH.jpg
well... this is 50 bone spears at 157-181 magic dmg each. looks like overall it will take something like 250 bone spears

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 Post subject: Re: My 1.7 edits come test
PostPosted: Sun Jul 30, 2017 12:40 pm 

Joined: Mon Aug 08, 2016 5:54 am
Posts: 78
that xp boost in blood moor could be reduced again. not to base but the increase amount could be 40% of what it is now, because atm its an xp fest and trivializes the xp in den of evil and blood moor

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 Post subject: Re: My 1.7 edits come test
PostPosted: Sun Jul 30, 2017 3:12 pm 

Joined: Wed Dec 12, 2012 7:24 pm
Posts: 1031
I don't mind the xp boost because it drops off a cliff at level 7.

BTW Mraw - have you made certain that the music will function properly on realm; no broken boss loops?


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 Post subject: Re: My 1.7 edits come test
PostPosted: Sun Jul 30, 2017 4:08 pm 

Joined: Mon Aug 08, 2016 5:54 am
Posts: 78
well at p8 i was still getting really good xp at lvl 10 which seemed very much comparable to cold plains, except the enemies are much easier, but if everyone else doesnt mind the imbalance early game then i wont disagree because its just the first 12 lvls or so and those can be a drag. its just that it feels like a downgrade to go into den of evil or cold plains lol

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 Post subject: Re: My 1.7 edits come test
PostPosted: Sun Jul 30, 2017 6:51 pm 
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Joined: Mon Aug 31, 2009 11:28 am
Posts: 1140
Location: Vancouver, BC
Some general info that might be handy while testing:
  • Here's a quick reference about staffmods. They're not the same as automods (some sites might confuse these but the files are pretty clear on the difference). I'd recommend searching for more information if you'd like to know more about HShield or Smite since those are both special case staffmods in D2 with hardcoded behavior. Despite the level changes of skills, they will belong to the same tiers as always since those are determined by their placement in the skills.txt file.
  • The BossStats webpage doesn't multiply monster HP when they spawn with mods (e.g. ManaBurn), so Gris' HP will be larger than in the webpage, and also the webpage maker doesn't consider d2mod.ini, which icreases monster HP more than in v1.7. I'm not sure, but I think a 10x multiplier for a SuperUnique's listed HP isn't too far off the mark.
  • Griswold is ManaBurn, which still adds 20% magic resist just like it always has. Consider using a merc that you can keep safe by distracting the boss with something like a summon, at least until you get BoneSpirit.
  • XP in D2 is reduced when you are more than 5 levels above the monster. It's a pretty fast drop, so if you need more XP for the next level while monsters are giving you less, then yeah you'll feel it like a wall. Fallen are level 1, I'd expect the SpearMaidens in CPlains to be level 2-3, so after char level 7 you won't be gaining much XP in those low areas. This is normal for any version of D2.
  • Music is handled client-side, so if you are seeing issues on the realm, then it's worthwhile to first look into your installation. The realm uses the normal resolution (800x600) no music version of patch_d2.mpq.


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 Post subject: Re: My 1.7 edits come test
PostPosted: Mon Jul 31, 2017 4:41 pm 
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Joined: Fri Feb 25, 2011 7:44 am
Posts: 96
I was thinking about some skills that became redundand without the synergies that will most certainly not see any play and what possibly can be done to change that

Sorc lvl 1 skills:
Firebolt - This skill dmg is meh and obviously compared to rest fire line just 0% of it being used...

I suggest swaping with the OLD FLAMEWAVE :D:D:D ( Im not giving up on it he )

Coldbolt
Not sure what to do with this one? mby someone has some suggestions.

to add to the argument compare them skills to chargedbolt, which has amazing mechanic and can dish out syrious single and multi target damage.

Barbarian standard leap? No idea. compleatly useless skill.
Edit: Make it synergise with the Atack Leap? by adding some leap mechanic?
stun, freeze, aura, curse, something like that. Perhaps there is a window here to make some interesting Leap build?Aoe Knockback?

Leap Attack into aoe something and than WW stuff xD

Everyone loves to leap attack right. Its awesome.

now...there was one more skill I alwayes wished to have been slightly modified, I never dared to ask :D, but what the hell!!


Firestorm is a good skill and in its current state seems to be in "ok" spot. But how about make it rly awesome? Perhaps make it scale in lenght with levels?

Im not talkin here Diablo style firestorm xD, more like +30% 50%? 50 might be overdoing it :P.

Some of my thoughts I wanted to throw out there.

GG WP its gona be a nice patch.


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 Post subject: Re: My 1.7 edits come test
PostPosted: Mon Jul 31, 2017 6:28 pm 

Joined: Wed Dec 12, 2012 7:24 pm
Posts: 1031
Firebolt and Icebolt do good damage for boss fights and will incur fewer boss counters than other spells.


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