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how will the community proceed?
work from purerage-dod's 1.3a edits 91%  91%  [ 31 ]
work from clean 1.3a 9%  9%  [ 3 ]
Total votes : 34
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 Post subject: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 12:15 am 

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this is a very simple question and i want everyone to vote. does the community wish to work off of the current patch proposed by purerage-dod or start a new one. in the interest of fairness i believe everyone should choose!

edit: here is a link to the changes done by purerage-dod for everyone to read
http://forum.arimyth.com/viewtopic.php?f=25&t=4284


Last edited by Pious on Fri Jul 22, 2011 1:29 am, edited 1 time in total.

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 12:24 am 

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if we run off kevin's will it still have the shards instead of gc's and stuff? cause otherwise it will need a reset. or is it just changing the boss and charachters not so much items if we run off kevins?

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 12:26 am 
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I think steel and/or kramuti are gona spend some time this weekend adjusting crafts and some items. The one i did is based of the current realm patch so shards remain.

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 12:27 am 

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the patch purerage-dod put together is 1.3a with some modifications, just to be clear. those modifications are listed on the link i provided. more can be added/removed if need be or they can all be discared in favor of a clean 1.3a.


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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 12:31 am 
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PureRage-DoD wrote:
I think steel and/or kramuti are gona spend some time this weekend adjusting crafts and some items. The one i did is based of the current realm patch so shards remain.


I surely can, no matter what is chosen. I will vote with rage's set, though a couple I haven't quite thought all the way through. (These thoughts may make their way through to you Pious, after they meander through another).

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 12:37 am 

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kramuti/steel/baerk/kevin we're gonna need your help for coding by the way!


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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 1:00 am 
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Pious wrote:
kramuti/steel/baerk/kevin we're gonna need your help for coding by the way!


I am all hammer thumbs when it comes to actual coding. Text edits and some mapping stuff I can do.

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 1:28 am 

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Well I think Abominae and Drhc were going to do some item editing/mapping based on discussion on realm w/ Kevin. Sure everyone can do something if you know what your doing/reputable in the community.

Abominae is going to compile a list I believe of things Blue nerfed and adjust them in a balanced manner.

The more people there are the more that can get done.. but of course don't want it to get too crazy. That list with abominae/drhc should seal it.

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 1:53 am 
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blues patch


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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 2:01 am 
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viewtopic.php?p=36267#p36267
Since Blue removed any trails of his upcoming patch, does someone have proposed runewords somewhere?


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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 2:51 am 

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I'm liking this idea. At least this group is willing to listen to ideas and compromise. A step in the right direction. I voted to use Kevins edits.

@steel I believe Baerk said new rws would need a full reset. I suggest leaving that type of change till a later date. Unless, of course, that is the plan here.

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 2:54 am 
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kwikster wrote:
I'm liking this idea. At least this group is willing to listen to ideas and compromise. A step in the right direction. I voted to use Kevins edits.

@steel I believe Baerk said new rws would need a full reset. I suggest leaving that type of change till a later date. Unless, of course, that is the plan here.


Activating unused runewords doesn't require a reset.

Woe (Sur Lo Sol)
+2 to All Skills
Resist All +25%
+50-100% Enhanced Defense
+10 – 30 Energy
+500 Defense
5-10% Cold Absorb
+30% Increased Chance of Blocking
Level 10 Holy Freeze Aura when Equipped
Adds 250-500 Cold Damage
+6% to Magic Skill Damage
+6% to Cold Skill Damage
Damage Reduced by 10

Daylight (Sur Ohm Sol)
+2 to All Skills
Resist All +25%
+50-100% Enhanced Defense
+10 – 30 Energy
+500 Defense
5-10% Lightning Absorb
+30% Increased Chance of Blocking
Level 12 Holy Shock Aura when Equipped
Adds 1-1000 Lightning Damage
+6% to Magic Skill Damage
+6% to Lightning Skill Damage
Damage Reduced by 10

Victory (Ber Mal Sol Shael)
+2 to All Skills
Resist All +25%
+300-400% Enhanced Defense
5-10% Cold Absorb
90% Faster Block Rate
+30% Increased Chance of Blocking
Level 20 Might Aura when Equipped
Indestructible
Curse Duration Reduced by 6%
Magic Damage Reduced by 15
Damage Reduced by 10
10% Faster Run Walk

Madness (Dol Lum Tir)
+1-2 to Shadow Disciplines
20-25% Faster Cast Rate
-8-10% Enemy Magic Resists
Resist All +10%
+12 to Mana After Each Kill
+24 Life After Each Kill
+30 Energy
+60 to Mana

Deception (Mal Lum Tir)
+3 to Assasin Skill Levels
+30% Faster cast Rate
-15-20% Enemy Magic Resists
Resist All +10-15%
+12 to Mana After Each Kill
+30 Energy
+60 to Mana

Shadow of Doubt (Jah Lum Tir)
+3 to Assasin Skill Levels
+2 to Psychic Hammer
+2 to Mind Blast
+45% Faster cast Rate
-30% Enemy Magic Resists
Resist All +15%
+12 to Mana After Each Kill
+30 Energy
+60 to Mana

Crafts
Safety: PDR/MDR set to 4-6, 8-16 20-30
PDR/MDR on Armor 8-10, 12-20, 25-35
Armor %dmg reduced added 2-4, 8-10, 12-16
Starstone armor 50% chance of no-freeze
Absorbs Added: 1-2 3-4 5-6
Shield/amulet add res-all 5-10, 8-12,12-16%

Power belt – add deadly strike 3%, 3-5%, 7-10%
Power shields – add faster block rate 20-30, 40-50, 50-60%
Power shields – increase chance to block 10-15, 20-30, 30-40%
Power armor/gloves – add %Enhanced Damage 30-50, 70-120, 150-250
Power Weapons – add deadly strike 5-10,8-12,10-15%

Blood gloves – add small deadly strike 3%, 3-5%, 7-10%
Blood boots/belts – increase open wounds % 30-40,50-60,70-80%
Blood boots/belts – increase life returned on Moonstone 20-30 (old) 30-40
Blood helms – add small deadly strike 3%, 3-5%, 7-10%

Caster weapons +1 to all skills, 2 skills (moonstone)
Caster armor +1 to all skills, 1-2 skills (moonstone)
Caster gloves/shields +1 to all skills
Caster weapons remove %ED

Skull crafts: increased %ED on starstone/moonstone items. 70-100%, 90-160%
Holy rings, prayer removed –magic res added 2-4,4-8,8-12%
Holy Amulets, meditation replaced with prayer 2-6, 8-10,12-16

Thats the runewords and craft changes he also was going to buff Hatred and Vengence IAS to 80 and 90

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 2:59 am 
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There are many unused runewords that can be used without extra tbl text strings. He meant runewords would need a clientside download, not a reset.
Well guys wanted runewords in shields/for mental sins. I'm not sure if we need need another rws with auras as woe had (20lvl might) being only ber rw, so it's not up to me :P
Lockdown - well these crafts were Blues work, kinda awkward to borrow em now :P.


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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 3:03 am 
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Steel wrote:
Since Blue removed any trails of his upcoming patch, does someone have proposed runewords somewhere?


omw

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 3:05 am 
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Steel wrote:
There are many unused runewords that can be used without extra tbl text strings. He meant runewords would need a clientside download, not a reset.
Well guys wanted runewords in shields/for mental sins. I'm not sure if we need need another rws with auras as woe had (20lvl might) being only ber rw, so it's not up to me :P
Lockdown - well these crafts were Blues work, kinda awkward to borrow em now :P.


You know how I feel about the crafts anyway +8 Javas was going to be retarded. I just copied a post that had most of the item changes.

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 3:10 am 
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Quote:
+8 Javas was going to be retarded

holy shit, i musta missed the proposed craft post before.

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 3:13 am 
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Early 70lvl javs +8 if lucky sounds retarded, wonder if we can just specific caster wpns to use caster craft.


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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 3:15 am 
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PureRage-DoD wrote:
Quote:
+8 Javas was going to be retarded

holy shit, i musta missed the proposed craft post before.


I didn't even think about it until the other day and I talked to Steel about it and we lol'd +7-8 Sorc Orbs +8 Javs

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 3:17 am 
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Steel wrote:
There are many unused runewords that can be used without extra tbl text strings. He meant runewords would need a clientside download, not a reset.
Well guys wanted runewords in shields/for mental sins. I'm not sure if we need need another rws with auras as woe had (20lvl might) being only ber rw, so it's not up to me :P
Lockdown - well these crafts were Blues work, kinda awkward to borrow em now :P.


make the 20 might rw require some higher runes then if not, dont just remove the idea completely :)


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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 11:45 am 
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I would like to know which of the crafts people think are too much. It seems like some are opposed to some of the caster crafts. Is the weapon change the only one?

Also, in Rage's set, it was recommended to lower the +1-2 all skills for topaz armors down to +1 only...I assume that the buff to topaz helm would also be up for debate?

I am going to lunch, and to have some drinks this afternoon I will check back when I get home, and then do the crafting stuff. I could also add the runeword stuff if people come to a consensus on what is wanted...saw an point about the might rw needing to use higher runes...others feel the same? (If those rw names are not in the files, then I will just use ones that are).

Edit:
Quote:
Early 70lvl javs +8 if lucky sounds retarded, wonder if we can just specific caster wpns to use caster craft.


It would just take some extra lines, but there is nothing that completely prevents it.

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 12:25 pm 
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I support the work PureRage has done. Though that's more of a graphic side/optional client tweak if I'm not mistaken.


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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 12:28 pm 
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kramuti wrote:
It would just take some extra lines, but there is nothing that completely prevents it.
There is, remove +javs skill tab and +amazon from magic suffix. Javs already spawn with 1-3javs tab automod. +5rare 45lvl magic javs outshine titans and I don't have to tell you who's using them mostly :-)
edit: Soulmancer, that list viewtopic.php?f=25&t=4284 ?? it's huge patch.


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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 12:51 pm 
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Steel wrote:
kramuti wrote:
It would just take some extra lines, but there is nothing that completely prevents it.
There is, remove +javs skill tab and +amazon from magic suffix. Javs already spawn with 1-3javs tab automod. +5rare 45lvl magic javs outshine titans and I don't have to tell you who's using them mostly :-)
edit: Soulmancer, that list viewtopic.php?f=25&t=4284 ?? it's huge patch.


You just need to make the recipe work for particular item types (not just helm/weapon/torso, etc)...more lines, but should be workable.

I have started on the craft list, leaving the caster ones for last. I am off to lunch now. Be back in the evening and will finish things up then.

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 1:15 pm 
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kramuti wrote:
I am off to lunch now. Be back in the evening and will finish things up then.


you are a hero and a scholar, sir! Thanks for your work

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 1:18 pm 

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Soulmancer wrote:
I support the work PureRage has done. Though that's more of a graphic side/optional client tweak if I'm not mistaken.


PureRage patch suggestions were made here.

viewtopic.php?f=25&t=4284

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 1:26 pm 

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This was the best method of moving along(kevins patch). Since from now on a community majority is required to move a patch well having a team like this always ensure a majority will support it rather than the scenario that eventually happened to Blue. You have five-six people working on a patch now. All of them are doing some sort of modding work.. items,maps w/e. They are all veterans and trustworthy. Nothing much more to ask for on a patch, sounds like a dream come true eh? And there's no dev team hassle/drama. It's well coordinated.

And there are not many people who can do a patch like Kevin other than Baerk. Kevins suggestions for balancing very also quite balanced. I don't think we'd see a better list from anyone here. It was very impressive.

Everyone should vote for Option 1. Option 2 will do nothing more than divide the community and now that Blue is gone there needs to be unification.

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 1:37 pm 
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Lee wrote:
This was the best method of moving along(kevins patch). Since from now on a community majority is required to move a patch well having a team like this always ensure a majority will support it rather than the scenario that eventually happened to Blue. You have five-six people working on a patch now. All of them are doing some sort of modding work.. items,maps w/e. They are all veterans and trustworthy. Nothing much more to ask for on a patch, sounds like a dream come true eh? And there's no dev team hassle/drama. It's well coordinated.

And there are not many people who can do a patch like Kevin other than Baerk. Kevins suggestions for balancing very also quite balanced. I don't think we'd see a better list from anyone here. It was very impressive.

Everyone should vote for Option 1. Option 2 will do nothing more than divide the community and now that Blue is gone there needs to be unification.


In Mother Russia Option 1 pick you?

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 1:39 pm 

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LockDown wrote:
Lee wrote:
This was the best method of moving along(kevins patch). Since from now on a community majority is required to move a patch well having a team like this always ensure a majority will support it rather than the scenario that eventually happened to Blue. You have five-six people working on a patch now. All of them are doing some sort of modding work.. items,maps w/e. They are all veterans and trustworthy. Nothing much more to ask for on a patch, sounds like a dream come true eh? And there's no dev team hassle/drama. It's well coordinated.

And there are not many people who can do a patch like Kevin other than Baerk. Kevins suggestions for balancing very also quite balanced. I don't think we'd see a better list from anyone here. It was very impressive.

Everyone should vote for Option 1. Option 2 will do nothing more than divide the community and now that Blue is gone there needs to be unification.


In Mother Russia Option 1 pick you?


Rofl :lol:

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 2:09 pm 

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Would it be possible to get that Lacerator buff in to the patch? buff to 450% ed

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Fri Jul 22, 2011 3:40 pm 
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Kev's... Thx m8 for having the time for us... I know we had are ups and downs but you the man ...Going to try your mod some time over the week end.. cheers..

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Sat Jul 23, 2011 4:10 am 
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kramuti wrote:

I am going to lunch, and to have some drinks this afternoon I will check back when I get home, and then do the crafting stuff. I could also add the runeword stuff if people come to a consensus on what is wanted...saw an point about the might rw needing to use higher runes...others feel the same? (If those rw names are not in the files, then I will just use ones that are).

Edit:
Quote:
Early 70lvl javs +8 if lucky sounds retarded, wonder if we can just specific caster wpns to use caster craft.


It would just take some extra lines, but there is nothing that completely prevents it.


I didnt say i meant that they needed higher runes, i was just saying if other people meant that they needed it and the suggested runeword was to "cheap" just make it a little more expensive, better that then not to implement them at all.

But have not seen many posts where people say that the new rws er to "cheap" tho :)


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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Sun Jul 24, 2011 6:39 am 

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bit off topic but with the might rw on a shield, this could make a summon necro elite, faith (fanat) weapon, enigma for tele, and might on shield? talk about rape? just sayin maybe lvl 20 is a bit much...

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Sun Jul 24, 2011 6:44 am 
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Qwazym wrote:
bit off topic but with the might rw on a shield, this could make a summon necro elite, faith (fanat) weapon, enigma for tele, and might on shield? talk about rape? just sayin maybe lvl 20 is a bit much...


We've semi settled on Defiance for the shield for now I think.

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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Mon Jul 25, 2011 4:10 pm 

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to be clear - how are things affected with the implementation of this patch? specifically:

-will this be a full reset? if yes, ignore the rest of my questions.
-will existing characters be affected by changes made? (e.g. bonespear nec dmg)
-will existing items be affected by changes made? (e.g. valor)
-will people still be able to trade old OP items (templars/valor/gedon)

thanks


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 Post subject: current geddon/valor rw's
PostPosted: Mon Jul 25, 2011 6:12 pm 

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will the changes affect all geddon/valor runewords or just newly created ones if we go with Kev's edits?


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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Mon Jul 25, 2011 6:39 pm 
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The current ones will become legacy ones retaining the mastery (even if I offered the potential to reroll runewords with a cube recipe I doubt the noobs would actually take up on it because it would be nerfing themselves early). The new ones will be proper though.


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 Post subject: Re: patch 1.3b - the future of HU
PostPosted: Tue Jul 26, 2011 12:12 pm 

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i tried sorc sp with exact same gear i have now.......got pwnt , might wanna revisit percentage, or have it with diminish returns at hi end

the entire rest of this was fun as fuck to play , cant wait till it comes out

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