Gates of Arimyth
http://forum.arimyth.com/

1.9 test files
http://forum.arimyth.com/viewtopic.php?f=8&t=26145
Page 1 of 1

Author:  Mrawskrad [ Tue Nov 28, 2017 8:24 am ]
Post subject:  1.9 test files

https://www.dropbox.com/s/d9f6uda53k3kewq/1.9%20test%20txt%20files.zip?dl=0


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

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

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

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

buffed conviction base -res from -5 to -10

reduced static damage

buffed poison explosion

reduced CE and death sentry dmg

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

added ed% 24+4/lvl to feral rage

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


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

Author:  Ensley03 [ Tue Nov 28, 2017 12:04 pm ]
Post subject:  Re: 1.9 test files

NO LOVE FOR TRAPS

Image

Author:  slappyNuts [ Tue Nov 28, 2017 12:24 pm ]
Post subject:  Re: 1.9 test files

Mrawskrad wrote:
reduced CE and death sentry dmg


NOOOOOOOOOOOO haha jk, nice looking changes.

Is geddon castable in bear form again?

Author:  Kannli [ Tue Nov 28, 2017 12:27 pm ]
Post subject:  Re: 1.9 test files

would it be possible to add in some kind of feature on Double throw ? ie additional spear pr 5 hardpoints or something like that ?

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

Considered giving blessed hammer the ignore thing back?

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

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

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


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

Author:  Mrawskrad [ Tue Nov 28, 2017 1:29 pm ]
Post subject:  Re: 1.9 test files

I'll buff traps damage except for wof.

geddon should be castable in SS form

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

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

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

all monsters hp is fixed including imps ;)

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

Author:  Ensley03 [ Tue Nov 28, 2017 2:12 pm ]
Post subject:  Re: 1.9 test files

Would you consider normalizing 2h weapons so that all 2h swords/axes/maces have +3 range and all spears/polearms have +4 range? And perhaps giving all 1h weapons +2 range, including claws? Maybe not wands/orbs/daggers but everything else.

Author:  Mrawskrad [ Tue Nov 28, 2017 2:44 pm ]
Post subject:  Re: 1.9 test files

ok

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

Author:  Kannli [ Tue Nov 28, 2017 6:20 pm ]
Post subject:  Re: 1.9 test files

any chance you could also look into conviction / Lower res / etc pierce debuffs.
i think maybe you should cut a line if you havent allready, define the pierce values of what you want to be able to be broken or not. :) gonna sleep . ill look into some testing tomorrow. Good night.

Author:  Ensley03 [ Tue Nov 28, 2017 7:36 pm ]
Post subject:  Re: 1.9 test files

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

Author:  Mrawskrad [ Tue Nov 28, 2017 8:16 pm ]
Post subject:  Re: 1.9 test files

rws have been nerfed pretty hard already so crafts and rares will look much better. no need to go overboard until the new edits have been thoroughly tested

Author:  kramuti [ Thu Nov 30, 2017 4:39 pm ]
Post subject:  Re: 1.9 test files

Iirc, having 1 weapon range causes some attack skills issues. Maybe I am remembering incorrectly.

Author:  Mrawskrad [ Thu Nov 30, 2017 8:58 pm ]
Post subject:  Re: 1.9 test files

kramuti wrote:
Iirc, having 1 weapon range causes some attack skills issues. Maybe I am remembering incorrectly.

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

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

Author:  Ensley03 [ Fri Dec 01, 2017 1:41 pm ]
Post subject:  Re: 1.9 test files

What's the specific file that contains the remade maps and HOA bug fixes? I'm having a problem with it.

Author:  Mrawskrad [ Fri Dec 01, 2017 2:03 pm ]
Post subject:  Re: 1.9 test files

I didn't change the names

Author:  Ensley03 [ Fri Dec 01, 2017 3:10 pm ]
Post subject:  Re: 1.9 test files

I'm getting pink graphics and d2 exception errors in the hell challenge. I don't know where or how that's edited or I'd like to compare it to 1.8 and see if I can find out what's wrong.

Author:  kramuti [ Fri Dec 01, 2017 4:53 pm ]
Post subject:  Re: 1.9 test files

Most of that should be in the patch.mpq under data/global/excel/tiles

Author:  Cory [ Fri Dec 15, 2017 1:46 pm ]
Post subject:  Re: 1.9 test files

Mrawskrad are you working on next version of HU? Do you have Skype?

Author:  iiNfluence [ Sun Dec 17, 2017 8:42 am ]
Post subject:  Re: 1.9 test files

hi guys, its nice to see that you are still trying to improve hu :D atm i just cant play on realm so im playing the 1.8sp version of ensley. but i remember that a3 merc where not casting their good skill so often and i saw you fixed it in this patch... is it hard for me to add those fix to my 1.8sp version ?? and how hard is it to make the tp scroll to spawn agaain on my sp version???
tyvm !!! can take any advice by pm !

Author:  iiNfluence [ Sun Dec 17, 2017 10:44 am ]
Post subject:  Re: 1.9 test files

for some reason i cant edit my other post so : is it hard to make might spawn again on a2 nm merc? and to make a higher chance to roll uniq / set when gambling ???

Author:  Mrawskrad [ Tue Dec 19, 2017 3:15 pm ]
Post subject:  Re: 1.9 test files

The current test files i posted are pretty much finished as far as i'm concerned. I already did all of the work for 1.9 a few months ago and I've been sitting on them while people played 1.8 I don't really have time or desire to add more stuff.

If people tested the 1.9 files and are happy with it and didn't find any bugs then I can send the finalized patch files to duff.

Author:  peca11 [ Wed Dec 20, 2017 4:06 am ]
Post subject:  Re: 1.9 test files

send it and upload :D and start new patch :D

hurry i will play in christmas :D

Author:  Malpheas [ Fri Dec 29, 2017 10:52 pm ]
Post subject:  Re: 1.9 test files

Can I +1 this? I would like to play a non-bugged version of this mod.

Author:  iiNfluence [ Sun Dec 31, 2017 6:13 pm ]
Post subject:  Re: 1.9 test files

im not a good enouh at hu to test anything ... so ill simply vote +1 to load 1.9 since i cant provide help at testing !

Author:  peca11 [ Sun Jan 07, 2018 9:39 am ]
Post subject:  Re: 1.9 test files

where is the new patch ?:D

Author:  joozoo [ Mon Jan 08, 2018 8:08 am ]
Post subject:  Re: 1.9 test files

New Patch with reset on Servers please.

Thank you.

Author:  nguyentai44 [ Mon Jan 08, 2018 11:44 pm ]
Post subject:  Re: 1.9 test files

new patch pls
1.8 is corrupted in my server where ass is OP

Author:  Zen1337 [ Fri Jan 12, 2018 3:08 pm ]
Post subject:  Re: 1.9 test files

This is based on 1.8 experience from the patch.

I'm sure somebody mentioned it already.

Wake of Fire with 2x armageddon claws + endgame pierce gear with all skill charms is just melting everything in the game the end end game bosses, provided they wont roll fire ress etc, die in less then 1 minute

The ranage on Wof is amazing and extremly fun! But unfortunatly combined with the damage output its very broken.

While MA assasin with CB and some clear I would consider Very good, above avarage etc.

The WoF end end game compared to MA was just plain Broken, on last patch.

Unfortunately I strongly suggest ( As much as it hurts me to suggest this )

-Wof needs its range reduced to the original value, as it offscreens now.

Now the WoF hit does not count to the Boss Health regen Timer, since you can melt them so so fast you just hit them once in between or something to reset the timer and just dystroy them.

Now wheather the damage needs adjustment Im not sure, depends all on how this skill should perform after achiving everything on the patch.

The skill is fun, nice to keep it viable. DMG is scary tho

I have not been leveling with the skill I just respeced to it before some endgame content, and it clearly outperformed anything in the game, in terms of clear and boss kill.


#####################
Edit:

In terms of items:

Im not a big fan of items that are best slots etc, thats why I like the Mara change, also:

-Empyrean Band need nerf - I would remove the Health mod from it personaly

-Arkaine valor needs adjustment - simply best armor in the game for mele
Perhaps it could get slightly adjusted?


Also would it be possible to get % health mod back as random as base for Armors?

It would make Armor crafts more viable or even some Rare etc. as it was few patches ago.

Author:  JarL [ Tue Jan 23, 2018 10:36 am ]
Post subject:  Re: 1.9 test files

Mrawskrad wrote:
war gives level 30 oskill increased stam now


Balance wise... why? Other than relinquishing barbs to straight BO bots late game and everyone playing melee druids/palys/sins I do not understand the logic here.

10-15 oskill would be fine. But you are giving every other class a 30 skill increased stam + all skills (no idea how many have been added), but you are effectively giving all classes +10 inc stam over a maxed out barb.

And the defense that "zod cham ber jah" are difficult to get is not a justification. No runeword (useable by all classes) should outperform the parent class. Giving up 360 hp from 4 potential rubies probably just makes it a wash.

Would 30 oskill oak sage fly? The unique aspect of classes in d2 is what makes the party play and replayability so high.

Page 1 of 1 All times are UTC - 5 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/