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 Post subject: SP BETA TEST 2nd Patch
PostPosted: Sat Jul 30, 2011 3:58 pm 
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First up will be the data folder zip since its just quicker. -direct -txt to make it work of course. I'll be making an internal mpq for download as well (just data folder's quicker).

Data Folder + d2game.dll + D2mod.ini zip: http://dl.dropbox.com/u/36303857/data.zip

internal mpq + d2game.dll + D2mod.ini zip: http://dl.dropbox.com/u/36303857/patch_d2.zip

d2game.dll: http://dl.dropbox.com/u/36303857/D2Game.dll

2nd Test Patch Downloads (newest)

Data Folder + new char screen: http://dl.dropbox.com/u/36303857/data%2 ... screen.zip

Mpq + new char screen: http://dl.dropbox.com/u/36303857/mpq%20 ... screen.zip

non-MPQ files to go into D2 folder for fresh install (be sure to run d2modsetup to install mod after putting the internal mpq download and this download into the d2 folder): http://dl.dropbox.com/u/36303857/Hell_U ... %20MPQ.zip

Ok... concerning the change log. If the number has a * to the left then that means the change has been confirmed good. If the number has ** to the left then that means there was a problem with that entry, but its now fixed on my end.

change log:
    1:a number of unique/RW changes
    *2:ber rune changed to 2%cb in weapons
    3:holy auras synergys changed to convic and respective resist aura both for 20%
    *4:MDR on diamonds cut back
    *5:Armor override on zerk reduced by 5% per hard point (negated when maxed)
    6:Geddon and valor rws masterys removed and replaced with 50% fire mastery
    *7:maul grants 10% critical +2% per hard point
    *8:fana grants 10% critical +2% per hard point
    *9:plague jav duration at tier 1 changed from 10frames per lvl to 5
    *10:necro blades cooldown increased to 2.5 secs
    *11:buffed spirit wolves damage and increased max number to 2+1 per 5 soft levels
    *12:dire wolves damage increased slightly and max number increased to 3
    13:HoW grants 1% dr per hard point to the party
    *14:SoB grants 1% ele absorb per 2 hard points
    *15:Bone spear tier 5 damage scaled back by 10%
    *16:Bone Spirit damage increased by 10% on tier 5
    *17:facets +%element damage range from 2-3%
    *18:amp values readjusted to soft level progression
    19:enemy lifetap causes hp drain = their level per second
    *20:shields base damage increased by 20%
    *21:smite damage per level increased by 5%
    *22:blessed aim grants 1% passive lifesteal per level
    23:elemental set parts grant +20 oskill meteor, glacial spike and thunder storm when fully equipped
    *24:confuse is no longer overwritten by other curses
    *25:meteor patch duration reduced by 20%
    *26:ce timer removed
    *27:Medi on holy amulets replaced with prayer
    *28:Crushing blow added as a suffix at 2-3% on weapons
    *29:deadly strike added as a suffix on weapons at 5-15%
    30:templars armor changed to +2 skills and minimum pierce dropped to 8% elemental/pois and 4% magic (max unchanged)
    31:topaz craft armor caps at +1 skills
    32:boss resists have physical reduced (hell baal now 110 with charm)
    *33:all of the LoS heroes are now knockback immune
    *34:decoy reduced from 100% of zon hp + 10% per lvl to 75% of zon hp +3% hp per lvl.
    35:fixed moncurse versions of amp + lower resist
    36:summons Ai delay dropped to 2 frames
    *37:frozen armor def bonus dropped to 20% per level
    38:necromage hp gain fixed and increased to 10% per level
    39:necromage missiles buffed
    40:HoW aura increased to 40% def/ar/damage + 15 per level, up from 36%+12% per level
    41:blessed aim fixed/strategy conflict fixed
    *42:Cold sorb on salvation
    43:prayer tier 5 dropped from 12 to 10
    *44:non skill IAS returned to smite
    *45:hurricane missiles no longer effected by slow missiles
    46:IM divisor increased to /50 vs players from /40
    47:Wolves max pet desription updated
    48:d knight AI delay fixed
    49:Phoenix strike missiles got a 1 in apply mastery
    *50:make orbs qualify as melee weapons in itemtype.txt to make usable for melee skills
    *51:transfer Double Throw AR% per level to Throwing Mastery to fix hardcoded AR bug
    52:gave venom 3% hard self psynergy
    53:lowered mind blast conversion to 5%
    54:boosted psychic hammer tiers 6/20/30/50/80
    55:nerfed LOS asn psychic hammer counter level 25 so max damage only rises :a tad as result of skill buff
    *56:gave FOH direct hit bypass demons
    *57:gave hammers bypass undead
    *58:decoy timer increased to 13 seconds
    *59:higher ele bowa skills mana costs cut in half, turned to proper 60 point builds
    *60:added freezing/cold bolts to replace fires magic arrows
    61:moncurse amp reduced to -50
    *62:throwing stack replenish rates boosted
    *63: moonstone ele craft gloves/belts/boots/helms vary between 8-12 %dmg and pierce
    2nd Test Patch Additional Changes
    64: Spirit/Dire Wolves and Grizzly Bear druid summons given a salvation state to properly activate their resists per level.
    65: Inferno charges removed from "Dragon Chang" and replaced with blaze charges.
    66: Flamebellow's oskill changed from inferno to blaze.
    67: Metalgrid's and Wisp both have Spirit of Barbs charge level changed to 8.
    68: Misleading elemental pierce description lines on Vengeance removed.
    69: Soulmancer's attack skill set altered.

*Note: also added a new boss (Soulmancer). He resides in his temple in the great void. To get there, you need to mix all 3 uncursed uniques and hell Samhain's charm in the cube and use the portal skill on the key you get (Cast at The Throne of the Dead)

*Note2: Soulmancer might be currently overly strong so HC beware... let SC take a crack first to check if HCers would be dieing in vain against an impossible fight or not.


Last edited by Baerk on Wed Aug 10, 2011 9:56 pm, edited 19 times in total.

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 Post subject: Re: HU 1.3b download
PostPosted: Sat Jul 30, 2011 4:14 pm 
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ekhm, ok, I believe it's still test, right? First thing I encountered - exp is 20x of normal values... leftovers?


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 Post subject: Re: HU 1.3b download
PostPosted: Sat Jul 30, 2011 5:35 pm 
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Ok... data folder with fixed exp values up. proper mpq for the internal version has finally been uploaded. All that's really left to be done is for Duff to get it applied.


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 Post subject: Re: HU 1.3b download
PostPosted: Sat Jul 30, 2011 6:04 pm 

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good work guys!


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 Post subject: Re: HU 1.3b download
PostPosted: Sat Jul 30, 2011 6:50 pm 
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awesome work

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 Post subject: Re: HU 1.3b download
PostPosted: Sat Jul 30, 2011 7:17 pm 
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Dl'd. So far so good. Definitely messed up my custom UI but already got that fixed. Thanks for all everyone's hard work.


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 Post subject: Re: HU 1.3b download
PostPosted: Sat Jul 30, 2011 8:16 pm 
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remove the d2newstats.txt from the data folder before packing it. Thats a personal preference thing (users can make their own). if you want to make one to include in the patch, just follow the tutorial. (there is a link there to the required .dll and d2mod.ini

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 Post subject: Re: HU 1.3b download
PostPosted: Sat Jul 30, 2011 8:48 pm 
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The thread viewtopic.php?f=25&t=4281 doesn't really have the original one you posted up. The char info screen dc6 you did appears to have fused not only into the data folder but the mpq as well. I'm wondering where the links for the original changed character screen you posted went, purerage.

--Double Post--
Scratch not finding it... had to search through an aweful lot of pages though to find the thread atleast.


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 Post subject: Re: HU 1.3b download
PostPosted: Sat Jul 30, 2011 8:57 pm 
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click the link in that topic.

idk how the stat screen got in there, its not included in the files i sent (just checked the drop boxed folder). Must have came from another source (i gave it to some folks, but dont remember who now).

Just delete it from data/global/ui/panel (invchar6.dc6)

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 Post subject: Re: HU 1.3b download
PostPosted: Sat Jul 30, 2011 9:09 pm 
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so wait, is this the patch? Or for testing?

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 Post subject: Re: HU 1.3b download
PostPosted: Sat Jul 30, 2011 9:21 pm 
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Ok... that finally cleansed the abnormal stat screen.

As for slappyNuts question... It is the patch. Just Pious wants to run it through a test phase of sorts to actually make sure it gets casters and melees more towards where they should be (all things considered it really is a huge change list with a lot going on). Also its to give people a shot at the new boss before the ladder reset prevents people from having a chance at him for a while (not sure if purerage set the new boss too strong or not).


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 Post subject: Re: HU 1.3b download
PostPosted: Sat Jul 30, 2011 9:27 pm 
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He can't be too strong, its Soulmancer!!! He should have a skill that destroys you and your corpse too IMHO :evil:

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 Post subject: Re: HU 1.3b download
PostPosted: Sat Jul 30, 2011 9:35 pm 
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I'll keep that in mind then as I tweak him to be barely possible. Thank heavens for dropbox keeping static links though when one does a file update. Right now i'm updating the mpq to have a normal stat screen again. The data folder is already updated.


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 Post subject: Re: HU 1.3b download
PostPosted: Sat Jul 30, 2011 9:38 pm 
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Quote:
Thank heavens for dropbox keeping static links though when one does a file update.


Amen brother!

Edit: On a similer note, anyone interested in dropbox (awesome for providing download links to your own stuff or for photo gallerys etc),
use this link:
http://db.tt/Rnkh6LC

As a referal, I could use the extra 250 MB space per referral (I'm hosting a LOT of files from my dropbox already).

/shamelessness

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 Post subject: Re: HU 1.3b download
PostPosted: Sat Jul 30, 2011 10:12 pm 
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And on that note the mpq download has been updated with no more odd stat screen. Everything should be in order now for testing.


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 Post subject: Re: HU 1.3b download
PostPosted: Sat Jul 30, 2011 11:03 pm 

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this is gonna sound really nooby. but for single player how do you edit your chars to be level 95 ish with the items you want? to test the patch? or do you just have to level them and whatnot? and if its a hack whats the dl link :) ty

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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 1:34 am 
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So is this single player only or is this live on realm?


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 1:41 am 

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stars wrote:
So is this single player only or is this live on realm?


as far as i know, single player atm to test things before they release it for further testing, then after a few weeks or however long, theyll do a reset.

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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 1:42 am 
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Qwazym wrote:
stars wrote:
So is this single player only or is this live on realm?


as far as i know, single player atm to test things before they release it for further testing, then after a few weeks or however long, theyll do a reset.


ahh lame alright have to wait 2 more weeks to play i suppose. extracted it and put it into the folder and it still says 1.03 and not 1.03b figured it wasn't there yet.


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 2:32 am 
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really nice but... why the necro swords got so nerfed??? this happened to CE.. and now you are removing the huge nerf because it failed, wich is awesome...

it dont make sense to me to give 2.5 seconds delay to the weakest summon, they will be dead way before you cast another. Give x3 health and i find it ok


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 7:25 am 
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Actually the necro sword summons got slammed no where near as hard as decoy did. The problem with the necro sword summons is that the timer was so low a 1 point summon could pretty much lock down a boss's AI. I might consider easing the timer back to 2 seconds flat but there's no way even a flimsy summon is going to be allowed a 1 second timer since such a timer is so fast it might as well be no timer at all for summons.

--Double Post--
This 1.03 you refer to Stars.... does it happen to have a D2 Mod System to the left of it on the title screen where you choose mode? If so then that's something that would never be modded by us anyways since it's the version of the plugin that enables all the code edits. I honestly don't see anything resembling an actual HU version number on either the splash screen or the title screen.


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 8:05 am 

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Baerk there is a problem with updated data folder and mpq files. When i was using old files with char stats screen screwd up everything was ok. Now when i enter single player and either i want to join game with old char or make new one i got an error, i attach screenshot with it. Any ideas what is it about??


Attachments:
error.jpg
error.jpg [ 19.35 KiB | Viewed 140668 times ]
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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 8:21 am 
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Strange thing is the error hasn't even shown up on my side... I'll be trying to look into the cause though.


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 8:32 am 

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I'm using loader, and basicly thats all of modifications i'v done to my diablo 2. Now it isnt working no metter i choose data folder or mpq file. and before i downloaded new version with char stat fix it wos working just perfect.


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 8:34 am 
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remove entire data folder/unpack a new data again. I have some old chars from 1.21 and 1.3 singleplayer and they work no problem on 1.3b


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 8:44 am 
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Steel wrote:
remove entire data folder/unpack a new data again. I have some old chars from 1.21 and 1.3 singleplayer and they work no problem on 1.3b


This.

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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 9:27 am 

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Steel wrote:
remove entire data folder/unpack a new data again. I have some old chars from 1.21 and 1.3 singleplayer and they work no problem on 1.3b

Does not help. Reinstalling mod does not help either. Always same error. Even UdieToo crashes when i try to load it.
None of this happend before i updated files to the newest ones :P I dont use D2SE.
Edit.
When i revert files to this with messed up character screen everything works just fine.


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 9:45 am 
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Code:
Assertion Failure
Location : D2Common\DATATBLS\DataTbls.cpp, line #2190
Expression : pbData
16:44:13.669  Stack bytes:
16:44:13.669  0018F808: 00000000 00000000 00000000 FEFFFFFF  ............ţ˙˙˙
              0018F818: 08300340 4BEDF56F 18F81800 96F1F56F  .0.@Kíőo.ř...ńőo
              0018F828: 08F81800 807FBE02 4AFEB502 807FBE02  .ř...ľ.Jţµ..ľ.
              0018F838: 606ABE02 8E080000 00000000 00000000  `jľ.............
              0018F848: 88FC1800 00000000 00000000 FC590807  .ü..........üY..
              0018F858: 3D000000 44415441 5C474C4F 42414C5C  =...DATA\GLOBAL\
              0018F868: 45584345 4C5C4432 4E657753 74617473  EXCEL\D2NewStats
              0018F878: 2E747874 00000000 00000000 5C145302  .txt........\.S.
You don't have additional char screen.
@Baerk - can you pack data folder with d2mod.ini without extra stat screen? So guys who previously had it, deleted data folder and unpacked 1.3b won't get that error.


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 9:55 am 
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Ok... the data folder zip now has a d2mod.ini without the d2newstats reference. Once putting the new ini in place I would recommend doing a couple d2modsetups to make sure the d2mod plugin is properly reset.


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 10:04 am 

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Baerk wrote:
Ok... the data folder zip now has a d2mod.ini without the d2newstats reference. Once putting the new ini in place I would recommend doing a couple d2modsetups to make sure the d2mod plugin is properly reset.

Make this note in the first post. Also add ini file to the mpq file, cos if someone have ini with additional stats and new mpq it gives this error also.


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 10:06 am 

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Prescot wrote:
Steel wrote:
remove entire data folder/unpack a new data again. I have some old chars from 1.21 and 1.3 singleplayer and they work no problem on 1.3b

Does not help. Reinstalling mod does not help either. Always same error. Even UdieToo crashes when i try to load it.
None of this happend before i updated files to the newest ones :P I dont use D2SE.
Edit.
When i revert files to this with messed up character screen everything works just fine.


I had this problem as well with the updated stat screen. All i did was make a new shortcut for loader at put -direct -txt in the target line


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 10:12 am 

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JnDmX wrote:
Prescot wrote:
Steel wrote:
remove entire data folder/unpack a new data again. I have some old chars from 1.21 and 1.3 singleplayer and they work no problem on 1.3b

Does not help. Reinstalling mod does not help either. Always same error. Even UdieToo crashes when i try to load it.
None of this happend before i updated files to the newest ones :P I dont use D2SE.
Edit.
When i revert files to this with messed up character screen everything works just fine.


I had this problem as well with the updated stat screen. All i did was make a new shortcut for loader at put -direct -txt in the target line

We fixed it already, just need to edit d2mod.ini file. Just everyone who update like me without editing d2mod.ini will get this error.


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 10:53 am 
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Ok... with this the graphical errors/bugs involving the char screen/inventory should be completely fixed. Both downloads are fully updated.


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 12:11 pm 
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Baerk wrote:
Actually the necro sword summons got slammed no where near as hard as decoy did. The problem with the necro sword summons is that the timer was so low a 1 point summon could pretty much lock down a boss's AI. I might consider easing the timer back to 2 seconds flat but there's no way even a flimsy summon is going to be allowed a 1 second timer since such a timer is so fast it might as well be no timer at all for summons.

--Double Post--
This 1.03 you refer to Stars.... does it happen to have a D2 Mod System to the left of it on the title screen where you choose mode? If so then that's something that would never be modded by us anyways since it's the version of the plugin that enables all the code edits. I honestly don't see anything resembling an actual HU version number on either the splash screen or the title screen.


It's my splash screen that says D2 Mod System 1.03. Should it say that or 1.03b?


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 12:20 pm 
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D2 Mod System 1.03 is something we wouldn't be editing in the first place. That's the plugin that makes all the code edit plug ins (such as the merc plug in) work. For absolutely no reason we would ever change it to D2 Mod System 1.03b or some other number unless we decided to use a new version of that particular plugin. The title and splash screens simply do not display the HU version period.


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 12:23 pm 
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D2mod system will be always 1.03 unless someone upgrades it :P
There are no notifications about HU current vesion in game. Make a druid and check HoW skill, it should have +1%dr on 1st lvl.


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 12:25 pm 
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there is no d2mod 1.03b anyway, 1.02 and 1.03 are the versions available (1.03 was never actually released, but its required for realms iirc

Edit: ninja'd

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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 12:30 pm 

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does downloading this and installing it make it work online? or does it only work offline until duff updates the servers?
I mean the skills online does say what they should do with the new patch but are they actually in affect?

EDIT: tried to cast HoW ingame with my dru and it did nothing to my dr % so I guess not

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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 12:33 pm 
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For now you can try the patch offline. We are going to have to wait for Duff for the patch to go live on the servers unfortunately.


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 1:20 pm 

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I've been on vacation but this patch looks good so far. Thanks to Kevin,Pious, Baerk and the rest of those involved in building it. I know lot's of work and time was involved so appreciate your efforts.

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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 3:24 pm 
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There are quite a number of other files needed if you want this to be a stand-alone patch as opposed to an 1.3a -> 1.3b patch.


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PostPosted: Sun Jul 31, 2011 3:33 pm 
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I'm quite aware of that. This isn't going to be a true official patch yet. It's really going to need a test phase though since the patch was rather quickly done and it really needs to be double checked if the adjustments were the appropriate amounts. I guess I could make an other download link just in case someone is installing fresh.

--Double Post--
Alright posted up a zip with all the plugins.


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 3:40 pm 
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Mine as well hold off on that until the testing phase is done.


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PostPosted: Sun Jul 31, 2011 3:44 pm 
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Once the testing is done though I intend to make proper stand alone zips for either installing the mod either the mpq/plugin way or the D2SE way.


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 4:00 pm 
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well just switch patch_d2.mpq and d2game.dll from 1.3a package and upload it after you're sure its fine. IMO there's no rush if Duff haven't spoken so far.
For example you can still set missing flag in true tal rasha tomb - Act 2 - Lower Talrasha id 196, flag 13


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PostPosted: Sun Jul 31, 2011 4:31 pm 

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Is there a link to the runeword changes?

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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 4:46 pm 
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your precious geddon was changed. only new ones though

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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 4:53 pm 

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Zikur wrote:
your precious geddon was changed. only new ones though


Lol it wasnt that precious to me. I am not Lee with a druid that is all firepower and huge life. I maxed lycan and he still has slightly more life and a ton more damage than me. I know his inventory is full of small 20's though which I don't have.
Someone said the patch would make infinity rw have convic as oskill instead of equip skill. Wanted to see if that was true.


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PostPosted: Sun Jul 31, 2011 6:01 pm 
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Later I may have time to go through and compile most of the changed items into a list.

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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 7:30 pm 

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anyone who wishes to help test it please make sure you follow from the list of changes on page 1 and state whethert its ok and working or not ok. an example would be:

2. ber rune changed to 2% cb in weapons - ok

that will make it easier for everyone to know what has been checked and what hasnt been.


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 8:06 pm 

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2:ber rune changed to 2%cb in weapons - OK
3:holy auras synergys changed to convic and respective resist aura both for 20% - convic synery is working, but the resist fire/cold/lit is not. someone double check this for me
4:MDR on diamonds cut back - OK
5:Armor override on zerk reduced by 5% per hard point (negated when maxed) - OK
6:Geddon and valor rws masterys removed and replaced with 50% fire mastery - still oskill mastery from what i checked
7:maul grants 10% critical +2% per hard point - OK
8:fana grants 10% critical +2% per hard point - OK
10:necro blades cooldown increased to 2.5 secs - OK
11:buffed spirit wolves damage and increased max number to 2+1 per 5 soft levels - OK
12:dire wolves damage increased slightly and max number increased to 3- OK
13:HoW grants 1% dr per hard point to the party - OK -however, the description states that soft points buff it - this needs to be fixed.
14:SoB grants 1% ele absorb per 2 hard points - OK
15:Bone spear tier 5 damage scaled back by 10% - OK
16:Bone Spirit damage increased by 10% on tier 5 - OK
18:amp values readjusted to soft level progression - OK
20:shields base damage increased by 20% - OK
21:smite damage per level increased by 5% - OK
24:confuse is no longer overwritten by other curses - OK
25:meteor patch duration reduced by 20% - OK
26:ce timer removed - OK
33:all of the LoS heroes are now knockback immune -OK
34:decoy reduced from 100% of zon hp + 10% per lvl to 75% of zon hp +3% hp per lvl. - OK
40:HoW aura increased to 40% def/ar/damage + 15 per level, up from 36%+12% per level - only the dmg% was changed. ar/defense need change as well.
42:Cold sorb on salvation - OK
52:gave venom 5% hard self psynergy - OK - but nerf this. set it to 3% instead.
56:gave FOH direct hit bypass demons - OK
57:gave hammers bypass undead - OK


Last edited by Pious on Sun Jul 31, 2011 8:48 pm, edited 2 times in total.

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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 8:06 pm 
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Should prob add SP BETA TEST or something to the title it's rather misleading.


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 8:17 pm 
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Should probably post links to these two threads in the initiial post.

Runewords
viewtopic.php?f=25&t=4307

Crafting
viewtopic.php?f=25&t=4299

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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 10:17 pm 
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Were helping out smiters a goal of this patch? If so they're still very weak.


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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 11:05 pm 
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20% Free DR they don't have to run fant anymore and can run defiance and CB is back. I'm pretty sure they're ok.

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 Post subject: Re: HU 1.3b download
PostPosted: Sun Jul 31, 2011 11:50 pm 
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Pious wrote:
3:holy auras synergys changed to convic and respective resist aura both for 20% - convic synery is working, but the resist fire/cold/lit is not. someone double check this for me

It's
Code:
skill('Resist Fire'.blvl)+skill('Conviction'.blvl)*par8
should be
Code:
(skill('Resist Fire'.blvl)+skill('Conviction'.blvl))*par8
for all 3 holy auras.


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 Post subject: Re: SP BETA TEST
PostPosted: Mon Aug 01, 2011 6:48 am 
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I will start checking into all 5 of the misses that occurred so far.


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 Post subject: Re: SP BETA TEST
PostPosted: Mon Aug 01, 2011 7:16 am 

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Some nice changes, had a little play around with the patch, nice to see HoW and SoB in real use! Great work guys

When its ready for release (if anything else gets changed) will you putting the post/patch in the announcements section?

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PostPosted: Mon Aug 01, 2011 8:09 am 
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I fixed the geddon and valor RWs on my side with oskill mastery being replaced by +50% ele damage of the respective element. It seems applying the change slipped kevin's mind. I got the other 4 problems Pious mentioned involving #'s 3, 13, 40, and 52 fixed as well.


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 Post subject: Re: SP BETA TEST
PostPosted: Mon Aug 01, 2011 8:15 am 

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Since foh bolts only damage undead, wouldnt it make more sense to switch these?

56:gave FOH direct hit bypass demons - OK
57:gave hammers bypass undead - OK


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 Post subject: Re: SP BETA TEST
PostPosted: Mon Aug 01, 2011 8:30 am 
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Me and Pious (and I forget who else) were talking about this matter. The problem is hammers as is do too much damage to be bypassing demons (its one thing for the bypass undead to allow it to uber smash undead bosses since sanctuary armor allows the same thing for weapon builds).


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 Post subject: Re: SP BETA TEST
PostPosted: Mon Aug 01, 2011 8:59 am 
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Maybe i missed this but is there an estimation of when this will go live server side? As long as there is a post stating whenever it does go live i'll be fine. Thanks.


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 Post subject: Re: SP BETA TEST
PostPosted: Mon Aug 01, 2011 9:20 am 
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I can't really give any information regarding that Gamelucky21... Duff isn't anywhere to be seen as of late and what you are asking about all depends on him.


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 Post subject: Re: SP BETA TEST
PostPosted: Mon Aug 01, 2011 9:43 am 
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Baerk wrote:
I can't really give any information regarding that Gamelucky21... Duff isn't anywhere to be seen as of late and what you are asking about all depends on him.


Ok thanks thats just fine, I just didn't know where we were in stage of things. "Wait and see" is a time honored Diablo tradition anyways ;)


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 Post subject: Re: SP BETA TEST
PostPosted: Mon Aug 01, 2011 10:40 am 

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51:transfer Double Throw AR% per level to Throwing Mastery to fix hardcoded AR bug - doesnt seem to work. 1 point in double throw didnt increase the ar of throwing mastery at all. My normal throw attack didnt get any more ar, wich it should if throwing mastery would recive the 15% ar boost.
I have 220 ar on the barb I made, with 2 points in DT and 5 in TM. And with 25 dex my base ar is 110, so I should have 253 ar wich means that the extra ar is missing from the bonus of DT.


62:throwing stack replenish rates boosted - works

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PostPosted: Mon Aug 01, 2011 11:10 am 
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It should be noted there's a bug with how passives apply. Synergies won't calculate till the skill level changes (so pumping mastery all the way first and then double through won't show immediate effects).


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 Post subject: Re: SP BETA TEST
PostPosted: Mon Aug 01, 2011 11:49 am 

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but will it show any affect at all? will it change even if I get a soft point in mastery?
Or do you mean that I have to max double throw before I max mastery?

EDIT:
22:blessed aim grants 1% passive lifesteal per level - seems to work, I get LL at least, cant tell if its the right amount.

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PostPosted: Mon Aug 01, 2011 11:58 am 
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If you dump a hard point into throwing mastery after pumping double throw it will show the change for sure. That's what I recalled when I was doing the check on my work. It's just passives don't update as conveniently as one would think and this is a source of hard coded bugs.

--Double Post--
Retested Throwing mastery on my end. It's as I thought. The skill level of throwing mastery has to change before the passive will properly update. Edit yourself some +skill gear/charms to toggle and you should see the change on your end as well.


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 Post subject: Re: SP BETA TEST
PostPosted: Mon Aug 01, 2011 1:58 pm 

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okey coolio

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PostPosted: Mon Aug 01, 2011 2:30 pm 
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I think on foh the holybolt dmg should be nerfed and the main skill dmg should be looked at for maybe a little buff. Then allow the holy bolts to dmg all monsters. Before any one says it can't be done without affecting the original holybolt it can. I just think this should be discussed and aproved/rejected

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PostPosted: Mon Aug 01, 2011 3:06 pm 
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dew wrote:
I think on foh the holybolt dmg should be nerfed and the main skill dmg should be looked at for maybe a little buff. Then allow the holy bolts to dmg all monsters. Before any one says it can't be done without affecting the original holybolt it can. I just think this should be discussed and aproved/rejected


We talked about it a bit never got a real good idea of if we wanted to do it or not.

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PostPosted: Mon Aug 01, 2011 3:32 pm 
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Besides... the implications of making the bolts hit everyone is rather hefty... even if the the undead/demon bypass was removed from the FOH holy bolts we would be talking something very similiar to lightning fury in strike mechanics (in which crowds can easily be nuked from a distance). It's probably better to let the FOH holy bolts be for the moment for sake of skill identity.


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PostPosted: Mon Aug 01, 2011 5:08 pm 

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Baerk wrote:
Besides... the implications of making the bolts hit everyone is rather hefty... even if the the undead/demon bypass was removed from the FOH holy bolts we would be talking something very similiar to lightning fury in strike mechanics (in which crowds can easily be nuked from a distance). It's probably better to let the FOH holy bolts be for the moment for sake of skill identity.


Im confused here Baerk. Its ok that 1 skill can decimate crowds from a distance while leeching mind you. But another isnt? I think FoH with a bypass and a lil on the weaker side would be nothing more than a nova type teeth.


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PostPosted: Mon Aug 01, 2011 5:16 pm 
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The part of the lightning fury that decimates the entire crowd though doesn't carry weapon damage though (only the initial projectile and if the entire attack did carry weapon damage it would have insane leech power despite the ranged leech penalty).


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 Post subject: Re: SP BETA TEST
PostPosted: Mon Aug 01, 2011 6:19 pm 

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Baerk wrote:
The part of the lightning fury that decimates the entire crowd though doesn't carry weapon damage though (only the initial projectile and if the entire attack did carry weapon damage it would have insane leech power despite the ranged leech penalty).


The main reason why lightning fury destroys things is pierce. And the main source of that was removed a long time ago. I also don't recall FoH bolts having any at all.


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PostPosted: Mon Aug 01, 2011 7:00 pm 
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The other reason against just simply allowing the FOH as is to have its bolts hit everything is it would be all too easy for some healadin to have a seriously good attack. We already got enough healadins running around despite the relatively crippled FOH (which has already just received a buff this test patch anyways).


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 Post subject: Re: SP BETA TEST
PostPosted: Mon Aug 01, 2011 7:30 pm 
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actually after running some tests baerk is right, only way to make foh viable would be to nerf the crap outta it and add synergies that a healer wouldnt be able to max. not really practical to do this nor would any extra synergies make sense.

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PostPosted: Mon Aug 01, 2011 10:00 pm 
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Any healer is gonna max prayer and from there... it doesn't matter. Holy Bolt isn't as important because of the huge prayer numbers. Every healer is a hybrid of something with Purity Inisight and Heavens Will around.

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 Post subject: Re: SP BETA TEST
PostPosted: Tue Aug 02, 2011 1:04 pm 

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can someone post a s/s of the new "soulmancer" char skills etc


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 Post subject: Re: SP BETA TEST
PostPosted: Tue Aug 02, 2011 1:14 pm 

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Baerk wrote:
The other reason against just simply allowing the FOH as is to have its bolts hit everything is it would be all too easy for some healadin to have a seriously good attack. We already got enough healadins running around despite the relatively crippled FOH (which has already just received a buff this test patch anyways).


So you should cripple the lightning a3 mercs as well. Because as of right now a healdin can seriously do dmg. I already suggested to move the synergies around for FoH. So that FoH is a build and healadin is a build.


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PostPosted: Tue Aug 02, 2011 3:21 pm 
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A healer maxes prayer and maybe Holy Bolt. You still have 60-80 pts to mess around with.

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PostPosted: Tue Aug 02, 2011 3:27 pm 
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Let's also try to keep in mind this is supposed to be a quick balance patch to try to bring things into better order balance wise. This FOH holy bolt hits everything thing also entails a bunch of other changes as Dew pointed out. Let's try to save the content changes such as this for when there's actually time to plan it out properly.


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PostPosted: Tue Aug 02, 2011 3:42 pm 
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In order to do it we'd have to rethink the whole skill tree for Pallys more than likely <_< Something I don't really wanna touch at this time.

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PostPosted: Tue Aug 02, 2011 11:39 pm 

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I wasnt too happy with some changes to the patch but now i got stunned and want to give big thx for fixing boss phy charms. I'v made end game barb with almoast perf gear (ww barb), and with lawbringer rw i managed to kill andy without using a single potion. was using zeal from norm samy charm to cast dec so she isnt immune anymore and was taking her down with double grandfathers. With some juvs and a bit o work i managed to kill her at players 8. It is making me happy ^^ Especialy i can life leech from bosses finaly ^^ Also after fixing boss charms shouldnt bosses become un phy unimmune without using dec or amp on them?? or fix was just to give oportunity to take immune by using amp or dec??
About Zeal pally it is still kinda weak for me, it is hard to kill anything even with end game gear(or mayby i dont know how to play it ^^)
Anyway good work on this patch. Cant wait till it go live :D


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PostPosted: Wed Aug 03, 2011 12:07 am 
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Actually all the hell act bosses are intentionally innately soft physical immune ranging from 105 to 110 physical resist base (meaning a bare mininum of decrep is necessary). Duriel however will probably require a full on serious amp since smite raises his %DR (but not to the point of triggering hard immunity which would completely screw any melee trying to leech off him). Act bosses in hell seriously used to have way too much physical resist (used to be 145 on hell baal after all).

With the physical resists being not as absurd (but amp not being as nice as in 1.21z) and a bit of the CB back melees should hopefully have a place back in the fighting now (especially if a necro casts a nice amp). Pious considered being below the immune point at all too generous for hell act boss physical resists so instead we gunned a soft immunity that should easily be breakable via curse.

I'm glad to hear though that melee is actually standing a chance now. I was wondering when someone would finally do a serious melee vs boss fight test. This patch's very intent was to breath some life back into the melees. There will undoubtedly be discovered further need for particular adjustments once the patch goes live, but that isn't going to come till we go beyond having a small handful of testers.


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PostPosted: Wed Aug 03, 2011 3:15 am 

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51:transfer Double Throw AR% per level to Throwing Mastery to fix hardcoded AR bug - works, but you forgot that for the first lvl of double throw you get 30% ar not 15%. Maybe thats not something you can fix just letting you know.

37:frozen armor def bonus dropped to 20% per level - ok

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PostPosted: Wed Aug 03, 2011 8:18 am 
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Actually I figured Double Throw always granting 30 flat AR to its attack would be more beneficial in the beginning (besides... I intentionally made Double Throw's synergy to its mastery a soft level synergy so most of the AR really is transferred over).

On a side note I completed my own version of a extended stat display character screen based on the plug in Purerage-DoD provided. It displays 28 more stats. I set up a link to it in the first post.


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 Post subject: Re: SP BETA TEST
PostPosted: Wed Aug 03, 2011 8:53 am 

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Baerk wrote:
Actually all the hell act bosses are intentionally innately soft physical immune ranging from 105 to 110 physical resist base (meaning a bare mininum of decrep is necessary). Duriel however will probably require a full on serious amp since smite raises his %DR (but not to the point of triggering hard immunity which would completely screw any melee trying to leech off him). Act bosses in hell seriously used to have way too much physical resist (used to be 145 on hell baal after all).

With the physical resists being not as absurd (but amp not being as nice as in 1.21z) and a bit of the CB back melees should hopefully have a place back in the fighting now (especially if a necro casts a nice amp). Pious considered being below the immune point at all too generous for hell act boss physical resists so instead we gunned a soft immunity that should easily be breakable via curse.

I'm glad to hear though that melee is actually standing a chance now. I was wondering when someone would finally do a serious melee vs boss fight test. This patch's very intent was to breath some life back into the melees. There will undoubtedly be discovered further need for particular adjustments once the patch goes live, but that isn't going to come till we go beyond having a small handful of testers.


I tested zealot pally and ww barb that far, going to test fury druid with few diffrent weapons to test impact of cb.
Zealot Pally dont stand a chance against andy, at least one i made
But my barb with maxed Increased def, and tyrael/demonhorn full of uber diamonds just pwn Andy, going to test him vs Meph soon.
Also there is one thing that is impossible to bypass, and the only reason i dont play HC is that this patch dont give any reasonable fix for IM problem. My barb got 14k HP, and i managed to one shot myself with one single ww while i was fighting boss before andy. It is serious problem, especialy for zealer, since his attack cannot be canceld fast enough to stay alive.
BTW my barb got 180 PDR 110 MDR and round 25%DR, and like 60-70% ligfe leech, and with a dec casted on andy i can easly leech more hp than she can hit me. (she have 8 or 10% chance to hit if i remeber good ^^)
LAter this evening i'm going to do more testing, especialy with fury druid and new HOW ^^

EDIT. Can anyone send me PM life/mana per lvl for each character if something like that exist :P?? It could be very usefull for me ^^
EDIT2. Also i Heros Reward still 2-3 skill?? If it is i'm hardly disagree with it, cos it require alot of work, items and highest possible lvl, and also almoast impossible fight to get it so getting only 2 skill after doing all that would be so anoying, if someone manages to get thru all of that he should guaranted get 3 skill charm. ^^


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 Post subject: Re: SP BETA TEST
PostPosted: Wed Aug 03, 2011 9:33 am 

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any one fight soulmancer


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PostPosted: Wed Aug 03, 2011 10:02 am 
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blinky99 wrote:
any one fight soulmancer


I went in to test the formula but the character I was on at the time is hardly balanced at all. He's gonna be interesting to fight to say the least.

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PostPosted: Wed Aug 03, 2011 10:12 am 
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Well Purerage designed Soulmancer with some insane firepower. He has -100 fire, cold, poison, and magic resists (so prepare to be slugged).


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 Post subject: Re: SP BETA TEST
PostPosted: Wed Aug 03, 2011 10:15 am 

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I made some fury druid testing and i want to say one thing. He can become immortal with HOW and its DR. I just need to work a bit on my ger but i took andy half hp in like 5 or 10 seconds, tobial took down in like 15-20 sec total, and i'm only at normal fury end game gear. I love this phy fix. Finaly i can play my favourite characters.


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 Post subject: Re: SP BETA TEST
PostPosted: Wed Aug 03, 2011 10:17 am 

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will there be a testing period online aswell or only single player?

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PostPosted: Wed Aug 03, 2011 10:30 am 
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@Verb An online testing period was originally planned but at this rate it seems as though it will never come.

@Prescot Sorta not surprising with the HOW. Oak is really just a rejuv booster and OHKO protection. HoW on the other hand totally majorly boosts potless tanking power. Would you care to say what curse proc you used on andy with your druid as well as how much CB% you used? (a SS of the char screen using my char screen plug in with the HOW/Lycan active wouldn't hurt either) Also how long did it take to beat andy at p1? p3? p8?


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 Post subject: Re: SP BETA TEST
PostPosted: Wed Aug 03, 2011 10:47 am 

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Prescot wrote:
Zealot Pally dont stand a chance against andy, at least one i made

Why not? With high def/dr%/cleansing you should be able to tank him at least.

Prescot wrote:
Also there is one thing that is impossible to bypass, and the only reason i dont play HC is that this patch dont give any reasonable fix for IM problem. My barb got 14k HP, and i managed to one shot myself with one single ww while i was fighting boss before andy.

Vs bosses that cast im you could:
-Use a low dmg/ high cb weapon.
-Use stun/concentrate instead of ww.
-Use smite/sacrifice instead of zeal.

Overall I get the impression that old amp + cb buff + lower phys res bosses have made things way too easy for melee's now (Soloing Andy on p8?). I will give zeal pala a whirl.


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PostPosted: Wed Aug 03, 2011 10:55 am 
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Actually it isn't really the old amp (its only got about 2/3rds the power) or for that matter is it really the same old crushing blow amounts either. Keep in mind this was an attempt to shoot towards the middle of two extremes (melees that were totally OP and melees that were practically useless). It may just be we didn't hit the center point cleanly despite attempting to walk the middle path.


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PostPosted: Wed Aug 03, 2011 11:15 am 
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Quote:
Overall I get the impression that old amp + cb buff + lower phys res bosses have made things way too easy for melee's now (Soloing Andy on p8?). I will give zeal pala a whirl.
Probably won't, I tested her months ago with IK barb and boss charm 0%phys so she was 70%. That wasn't impressive for 88lvl set, I got her on single spawn to 40% before I lost all full juvs. Ofc fury with treaver will own her no prob.
Quote:
Why not? With high def/dr%/cleansing you should be able to tank him at least.
Zeal miss a lot(first miss = all miss), and if you run cleansing instead fanat you do like 1/5 dmg. I agree sob + paladins and you can tank andy no prob.Dmg? no. I remember you said you had killed her with zealer and your healer... after 10-15min?


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PostPosted: Wed Aug 03, 2011 11:24 am 
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It should be noted though that druid fury has the same miss bug as zeal (first miss of attack cycle = rest miss). I guess Steel's right though... there's probably a big difference between end gear and the gear you'd normally reach hell andy with first time around with. It should be noted that if you decrep hell andy in this test patch it will drop her to 80 phys resist (which by no means is really all that low).


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 Post subject: Re: SP BETA TEST
PostPosted: Wed Aug 03, 2011 12:21 pm 

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im glad melees can fight hell andy now! iron maiden is still gonna be melee bane though


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 Post subject: Re: SP BETA TEST
PostPosted: Wed Aug 03, 2011 12:26 pm 

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Ok tried griswold zealot vs andy on sp, 10% cb and low life (4k). Without amp I almost didnt dmg her, but with amp she went down pretty fast.
Seems balanced enough though, and Id rather have melee have an easy time vs bosses than casters.


Last edited by Draped on Wed Aug 03, 2011 2:22 pm, edited 2 times in total.

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 Post subject: Re: SP BETA TEST
PostPosted: Wed Aug 03, 2011 12:26 pm 

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soulmancer was basically designed to do 1 thing - rape. MAYBE the bone spirit counter or magic pierce hes got are a bit too high, this was a problem when i first tested him, considering he shoots them every time he takes damage.


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PostPosted: Wed Aug 03, 2011 12:32 pm 
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A note for any further boss feedback. If you are going to use amp to break a hell act boss's physical immunity also state the level of the amp so I got an idea of how much physical resist it was against.


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 Post subject: Re: SP BETA TEST
PostPosted: Wed Aug 03, 2011 12:41 pm 

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is there anyone that can test how barb throwers is doing in hell? I cant get my UdieToo program to work properly, keeps crashing and shit.

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PostPosted: Wed Aug 03, 2011 3:31 pm 

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Baerk wrote:
@Prescot Sorta not surprising with the HOW. Oak is really just a rejuv booster and OHKO protection. HoW on the other hand totally majorly boosts potless tanking power. Would you care to say what curse proc you used on andy with your druid as well as how much CB% you used? (a SS of the char screen using my char screen plug in with the HOW/Lycan active wouldn't hurt either) Also how long did it take to beat andy at p1? p3? p8?

SS will post soon enough.
Barb:
p1 andy 3-4 min, p8 andy 10-15 mayby even 20 min, just it was long.
Druid Fury:
p1 andy 2 min, other didnt tested still

Babrb was casting ctc dec from lawbringer using zeal oskill.
Druid was casting amp from atamas scrab(like 5 times faster than druid dec), using Tomb Reaver, than i switched for mara and for Sorrow RW in Legendary mallet that use 25% ctc dec, and pretty high dmg, a bit slower but it gives better life leech.

Also should number of wolfs add from soft skill?? for me it is adding from soft skill (7 wolfes with 1 hard point in).

Barb:
Image
Druid:
Image

Forgot tested barb vs Meph. It is doable but not with self casting amp/dec ;/ It is just taking too much time to cast one like that (need to test it with charges of amp and dec, but ct it isnt doable). Anyway still meph is alot alot more dificult cos life leeching there is near of impossible ;/

Edit. Also is there a list of sources of CB?? and what gives how much of it??


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PostPosted: Wed Aug 03, 2011 4:04 pm 

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how much ar do you get from your gear and charms on that barb? I managed to get my UdieToo to work but only in normal. And the thrower I did there had like about 4-500 ar from charms and I was still more then 10k ar behind your ww barb.
How much ar per lvl does ww get? double throw get 15% ar each lvl

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PostPosted: Wed Aug 03, 2011 4:09 pm 
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The spirit wolves increasing from soft level is change number 11 on the change log. Seems the act boss leech changes were forgotten though. Meph is still only 40% as leechable as Andy but has 5 higher physical resist too (leech is a slippery slope though since it's nature is comparable to flat damage reduction only its more for a given amount of time than per hit).

I did a little research on amp's new formula. A level 3 amp proc is -33 enemy resists. Level 5 is -40. level 6 -42. (level 1 is a feeble -22)

A number of two handed weapon uniques were given 6%. The most conveniant source will probably be bers though at 2% per rune. Ribcracker has 10% but is designed to be low damage high CB unique. The collossus rare weapon affix gives 2-3%

If with amp/decrep charges meph still proves rather unnoticeably leechable I could always edit hell meph's leech effectiveness up by half to make leeching easier (seems the originally intended leech effectiveness changes for the hell act bosses were forgotten anyways).

Despite the fact you said half of andy's health disapeared in 5-10 seconds yet she still took 2 minutes to kill surprised me a bit though. I guess this makes crushing blow much closer to a good spot than I thought.


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 Post subject: Re: SP BETA TEST
PostPosted: Wed Aug 03, 2011 4:18 pm 
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what do you mean at this rate there will not be an online testing period?
has there been problems contacting duff to implement the changes?

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PostPosted: Wed Aug 03, 2011 4:30 pm 
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Although Duff popped up a day or two ago I think (he was on long enough to at least finally read the PM I sent him on an other subject) he remained dead quiet even in regards to my PM request. At the rate things are going single player testing will probably be carried out completely before we have a chance at a patch hosted live on the servers.


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 Post subject: Re: SP BETA TEST
PostPosted: Wed Aug 03, 2011 5:07 pm 

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Baerk wrote:
The spirit wolves increasing from soft level is change number 11 on the change log. Seems the act boss leech changes were forgotten though. Meph is still only 40% as leechable as Andy but has 5 higher physical resist too (leech is a slippery slope though since it's nature is comparable to flat damage reduction only its more for a given amount of time than per hit).

I did a little research on amp's new formula. A level 3 amp proc is -33 enemy resists. Level 5 is -40. level 6 -42. (level 1 is a feeble -22)

A number of two handed weapon uniques were given 6%. The most conveniant source will probably be bers though at 2% per rune. Ribcracker has 10% but is designed to be low damage high CB unique. The collossus rare weapon affix gives 2-3%

If with amp/decrep charges meph still proves rather unnoticeably leechable I could always edit hell meph's leech effectiveness up by half to make leeching easier (seems the originally intended leech effectiveness changes for the hell act bosses were forgotten anyways).

Despite the fact you said half of andy's health disapeared in 5-10 seconds yet she still took 2 minutes to kill surprised me a bit though. I guess this makes crushing blow much closer to a good spot than I thought.


Make for me edit that double life lelch amount on duriel, Meph Diablo and Baal, i will make proper testing if it slove problem with mephy, and other bosses.

Also changes to CB are little bad for Fury druid, since he need same time speed and life leech i cant use tmaul or this lvl 92 axe, cos than i cant life leech or i cant attack as fast as i need too.

Also first part of fighting andy is very easy cos she dont teleport me, after she start teleporting me round it is harder tog et back to attacking part cos i need to recast curse or just get back to her, thats why it takes such a long time.
Same time could u propose which weapons should i use as fury druid?? :>
Critical value of Life leech that allow efectivly leech bosses is 55% on items, at least that works for andy ^^

What other mele builds need testing??

About Duff i'm pretty sure he is on vacation, taking his summer break, just give him time, all testing can be done in single player.

If anyone wants i can post rar with most of high end game gear in d2i files (the updated ones from this patch) so everyone can use them in udie too, also about getting ur char to work on hell, press "p" in udietoo and:
Image
1. here change to hell
2. here change to nm/hell
and now you can play at hell diff.


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 Post subject: Re: SP BETA TEST
PostPosted: Wed Aug 03, 2011 6:10 pm 

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Prescot wrote:

What other mele builds need testing??


Its not a melee build but a phy build, thrower!
I tried that thing that you showed pressing "P" and shit but the program still fucks up and now I cant even enter the game with my single player char so...UdieToo keeps krashing

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PostPosted: Wed Aug 03, 2011 6:14 pm 

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Verb wrote:
Prescot wrote:

What other mele builds need testing??


Its not a melee build but a phy build, thrower!
I tried that thing that you showed pressing "P" and shit but the program still fucks up and now I cant even enter the game with my single player char so...UdieToo keeps krashing

Send me PM with exact items for and game and points distribution i will check it.


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 Post subject: Re: SP BETA TEST
PostPosted: Wed Aug 03, 2011 11:54 pm 
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we could run diablo/baal on open bnet if anyone is interested, I'll be home in next 10hours.


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PostPosted: Fri Aug 05, 2011 9:22 am 

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could we get some piercing attack on the rw for throwing weapons? or maybe some oskill pierce?
Cus atm that kinda diminish the trash killing ability for double throw barbs.
Or at least the higher lvl rw should get it.
Thanks

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PostPosted: Fri Aug 05, 2011 11:47 am 

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so what attacks does this soulamncer use? any aura? immunities? what does he look like the LOS necro or a new sprite?

if hes this hard maybe add something aside from +skills to the charm? something unique and worth the fight and lvl 101 grind
max all res, sorbs, unique oskills,DR% cb etc


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PostPosted: Fri Aug 05, 2011 1:46 pm 

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blinky99 wrote:
so what attacks does this soulamncer use? any aura? immunities? what does he look like the LOS necro or a new sprite?

if hes this hard maybe add something aside from +skills to the charm? something unique and worth the fight and lvl 101 grind
max all res, sorbs, unique oskills,DR% cb etc

+1 for that.


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PostPosted: Fri Aug 05, 2011 4:58 pm 
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Quote:
worth the fight and lvl 101 grind
Imo +2 all res should be a good bone for guys to go 101lvl.


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PostPosted: Fri Aug 05, 2011 5:01 pm 

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Maybe the elite set glow or some other graphical effect?


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PostPosted: Fri Aug 05, 2011 6:30 pm 
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I personally wouldn't mind doing the elite set glow for soulmancer's charm. Do we really want a Median type situation where there's a freaking horde of unique charms with a bunch of crazy good mods in the long run (as more content starts getting added after this emergency balance fix patch)? I personally think all the unique charms from these to be added special uber bosses should be more trophies than uber awesome charms myself.


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 Post subject: Re: SP BETA TEST
PostPosted: Fri Aug 05, 2011 7:09 pm 
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agree with baerk

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PostPosted: Fri Aug 05, 2011 8:59 pm 

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Finaly found a bit of time to test barb thrower. AR synergy seems to work for me. But throwing sux at bosses. I think LL is broken for it. Even with godly made items and 300LL total i couldnt leech of andy. My WW barb can leech her just easy. Idk whats wrong with thrower but simply cannot life leech andy no metter she's dec or amped, just can't. Also 140k dmg throw is making miserable dmg comparing to 30k barb. At andy thrower dps looked like 1/3 of ww barb dmg. Any ideas why it looks that strange?? I will post screen of thrower later. Now going to sleep.
EDIT. Also and what is more important there is need to make replenish even faster than it is now. Just to clear way to andy i had to use 6 satck of javelins, and when i get to andy i hadnt any left to fight her and had to wait ...


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PostPosted: Fri Aug 05, 2011 9:54 pm 

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dont need a glow affect lol, could go with addition to something else unique though to show off that you have it c
+2 all res lmao

we dont have a hoard of unique charms with unique mods, one for exp that most dont use past 99, one with 10%life/mana , the annilus stats res skill, others are mostly just +skills, some life regen and 0skill zeal, and the hearts base life/skill best one with 25% DS that only barb can use, and ITD for the zon


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PostPosted: Sat Aug 06, 2011 8:32 am 
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the charm isn't important. If you are able to beat the boss then you shouldn't need a crazy good award. The charm is there simply as a token. I'm sure there would be plenty of people trying to kill him even if the charm was blank with a message saying "Soulmancer Slayer"

@Prescot double throws displayed damage is bugged for some reason.

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PostPosted: Sat Aug 06, 2011 11:19 am 

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Prescot wrote:
Finaly found a bit of time to test barb thrower. AR synergy seems to work for me. But throwing sux at bosses. I think LL is broken for it. Even with godly made items and 300LL total i couldnt leech of andy. My WW barb can leech her just easy. Idk whats wrong with thrower but simply cannot life leech andy no metter she's dec or amped, just can't. Also 140k dmg throw is making miserable dmg comparing to 30k barb. At andy thrower dps looked like 1/3 of ww barb dmg. Any ideas why it looks that strange?? I will post screen of thrower later. Now going to sleep.
EDIT. Also and what is more important there is need to make replenish even faster than it is now. Just to clear way to andy i had to use 6 satck of javelins, and when i get to andy i hadnt any left to fight her and had to wait ...


Someone should check this out for bladesins too.


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PostPosted: Sat Aug 06, 2011 1:21 pm 
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Also if you want to experiment with new/updated plugins and such feel free... May want to check out Phrozen Keep to see what advances there have been... I know there is an increased resolution plugin out now for D2Mod systems; not sure how well it would work.


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PostPosted: Sat Aug 06, 2011 3:40 pm 

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Soulmancer wrote:
Also if you want to experiment with new/updated plugins and such feel free... May want to check out Phrozen Keep to see what advances there have been... I know there is an increased resolution plugin out now for D2Mod systems; not sure how well it would work.

The onnly one thing with plugins i miss in this mod is PlugY, if it would work with HU i would be in haven ;] It is most usefull thing, especialy shared stash and extended stats screen. It is most usefull things of this that could be changed ;] The high res mod isnt needed if someone use glide it works 100times better, cos u can setup it to work in desktop resolution so DIablo Dont change screen resolution on full screen.


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PostPosted: Sat Aug 06, 2011 3:48 pm 
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If PlugY can be implemented properly I would fully support it. there were incompatibility issues with the server emulator though which is why it currently isn't in use; not sure if this has changed at all but might be worth looking into.

Also what is Glide?


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PostPosted: Sat Aug 06, 2011 4:03 pm 

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Soulmancer wrote:
If PlugY can be implemented properly I would fully support it. there were incompatibility issues with the server emulator though which is why it currently isn't in use; not sure if this has changed at all but might be worth looking into.

Also what is Glide?

Look at this link mancer http://forum.arimyth.com/viewtopic.php?f=9&t=1163
It is topic about Glide. I'll do some searching about PlugY but i think Duff should know if it will work properly.


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PostPosted: Sat Aug 06, 2011 4:33 pm 
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Plugy on servers is buggy as hell.
but the high res plugin works well, as you can see in Kevs Mod NR, but the AI Radius of the monsters needs to be changed, I have no Idea how much work it is, but after playing mods with higher resolution its really hard to go back to normal D2 resolution cuz its so fucking small...

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PostPosted: Sat Aug 06, 2011 4:54 pm 

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ki4m wrote:
Plugy on servers is buggy as hell.
but the high res plugin works well, as you can see in Kevs Mod NR, but the AI Radius of the monsters needs to be changed, I have no Idea how much work it is, but after playing mods with higher resolution its really hard to go back to normal D2 resolution cuz its so fucking small...

Do you have any idea if there is a way to make PlugY work for single player but not load when i play on realm?? It might be usefull at testing.


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PostPosted: Sat Aug 06, 2011 5:17 pm 
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So does this resolution thing have to be server side or can I get it going on my side?


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PostPosted: Sat Aug 06, 2011 5:34 pm 
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I can set up high res for the next patch if you like, as long as there is gonna be a bit of time between now and when it goes live, monster AI distance will have to be increased too.

You will have to get an image you want to use for the start screen though as the originals don't get expanded. Glide don't increase the resolution, it just stretches it.

High Res vs regular size:
Image
Image
Image

As ki4m says, I once you are used to high res, going back down is awfull.

Only thing is, skill icons in the skill tree all need moved and the start screen/realm channel etc all need new backgrounds made.

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PostPosted: Sat Aug 06, 2011 5:36 pm 
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You can get a resolution patch client side but it would be pretty much cheating to be using a higher resolution than the enemy AI is configured for.

As for concerning PlugY... Yohan, the designer of PlugY, intentionally made PlugY to be incompatible with server emulator software period. Shared stash will never work for server play unless someone does their own code editing to the plug in to enable compatibility. I doubt anyone will step up to do such a thing (since the maker surely won't) so fully functional plugY on server play is just an idle dream that won't ever happen.

As for concerning the bugged display on Double Throw... I guess I could try looking into things, but I wouldn't be sure where to start to actually fix such a bug.


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PostPosted: Sat Aug 06, 2011 6:30 pm 
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Would eliminate some of the people who use maphack for scroll locking if we went High Res and increased monster AI tho.

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PostPosted: Sat Aug 06, 2011 6:39 pm 
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Also forgot, would need to increase enemy missile speed, and enemy movement speed otherwise casters have a huge advantage. faster enemys/misiles means they close the gap faster and they are no easier to avoid/destroy before they make it to you.

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PostPosted: Sat Aug 06, 2011 6:45 pm 
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I like the sound of it.

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PostPosted: Sat Aug 06, 2011 7:33 pm 

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I dont like High res mod. For me it is even worse than map hack. Especialy i use 16:9 display so when i use redefined high res for for exampla res 1600x1000 or something similar i get black bars on left and right of screen. Also if someone doesnt support that resolution and use biger one he will have adventage over opponets AI, same time when someone use lower he have disadventage that everything is attacking him when he cant even see it.
In my opinion High Res mod have more downsides on MP than wem can think of. At SP there isnt that much of impact.


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 Post subject: Re: SP BETA TEST
PostPosted: Sat Aug 06, 2011 7:49 pm 
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The mod plugin I looked at still only supported 2 specific resolutions. They replace 640/480 and 800x600 so it's not as if you have full customization over resolution to rock out like 1650x1080 ... As for monster AI range; I'm not sure what would control this within the txt if monster AI range isn't hardcoded. I'll look into it more later if someone doesn't already know.


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PostPosted: Sat Aug 06, 2011 8:02 pm 
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In any case high res would be an awfully huge undertaking to properly implement. Making all the monster projectiles would be a missiles.txt overhaul. Who knows where the monster AI changes would go. Giving the monsters better move speed would be a monstat.txt overhaul that would unfortunately not be simple to do for a couple of reasons...

1) While monsters would need indeed more speed to close the gap faster so that there's less hits taken from casters overdoing it will lead to point 2. 2) If the monsters get too much speed it will become impossible to kite let alone retreat (and I'm sure a monster that's too fast to be retreated from normally would surely cause an uproar).

All in all implementing such a plug in properly would spell a massive overhaul which would in turn take far too much time for this emergency balance fix patch (we would have to speed check the speed changes on every last monster to make sure they aren't too fast with vigor/fanata but at the same time make sure they got the appropriate speed boost). Maybe in the future it could be considered but for now its definitely not getting implemented.


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PostPosted: Sat Aug 06, 2011 8:26 pm 
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searched the keep and the guide says
Quote:
AIDIST, AIDIST(N), AIDIST(H) – The distance in cells required for this AI to be enabled.

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PostPosted: Sat Aug 06, 2011 10:04 pm 
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Indeed, ai aggro range is easy to change. I don't think monster movement speed would be really nessecary; if monster aggro range is increased that would also trigger a greater number of enemies moving toward you at once on screen since more monsters would be within aggro range. They could also start firing projectiles at you from further away.

Monster missile range and potentially missile speed may potentially need to be tweaked slightly but most monster missiles move fairly quick and fairly far as is... the rest of the monsters use player skills so those missiles would be on par with the players at least by default.

Anyway, just passing on that I'd fully support this if anyone is interested in undertaking it... higher res and glide would make it a much prettier game to play. On my 26inch LED widescreen monitor playing Diablo 2 at 800x600 makes me want to throw up on the screen.


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PostPosted: Sun Aug 07, 2011 1:19 am 
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dew wrote:
searched the keep and the guide says
Quote:
AIDIST, AIDIST(N), AIDIST(H) – The distance in cells required for this AI to be enabled.
it's still hardcoded to 33 yards or something.
IMO monsters density should be increased too :P


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 Post subject: Re: SP BETA TEST
PostPosted: Sun Aug 07, 2011 5:36 am 

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Soulmancer wrote:
Indeed, ai aggro range is easy to change. I don't think monster movement speed would be really nessecary; if monster aggro range is increased that would also trigger a greater number of enemies moving toward you at once on screen since more monsters would be within aggro range. They could also start firing projectiles at you from further away.

Monster missile range and potentially missile speed may potentially need to be tweaked slightly but most monster missiles move fairly quick and fairly far as is... the rest of the monsters use player skills so those missiles would be on par with the players at least by default.

Anyway, just passing on that I'd fully support this if anyone is interested in undertaking it... higher res and glide would make it a much prettier game to play. On my 26inch LED widescreen monitor playing Diablo 2 at 800x600 makes me want to throw up on the screen.

Mancer actualy i'm playing D2 800x600 using glide at 26inch widescreen monitor, and it looks rather cool, with good setup of glide it all looks smooth and sharp, and i'm also pretty sure glide wont work with Hi Ress mod, and if i had to cancel using glide and use hi ress mod i would rather quit d2 than do that. Also i cant imagine going tundra with soso whe 3 times more monsters will attack me same time only cos of hi res. Thats a bit ridiculus.
Anyway i CAnt make any decisions or impact on them i'm just a member of community which gives his opinion away ;] Hi Res is fun at SP but at MP it will be terrible.


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PostPosted: Sun Aug 07, 2011 7:18 am 

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Baerk wrote:
As for concerning the bugged display on Double Throw... I guess I could try looking into things, but I wouldn't be sure where to start to actually fix such a bug.


The display damage bug isnt really that needed to be fixed, the real damage on the other hand should be taken a look at. Prescot said that it did like 1/3 of ww damage and the life leech problem should be taken a look at aswell. And maybe the replenish aswell.

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PostPosted: Sun Aug 07, 2011 8:52 am 
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Prescot wrote:
Soulmancer wrote:
Indeed, ai aggro range is easy to change. I don't think monster movement speed would be really nessecary; if monster aggro range is increased that would also trigger a greater number of enemies moving toward you at once on screen since more monsters would be within aggro range. They could also start firing projectiles at you from further away.

Monster missile range and potentially missile speed may potentially need to be tweaked slightly but most monster missiles move fairly quick and fairly far as is... the rest of the monsters use player skills so those missiles would be on par with the players at least by default.

Anyway, just passing on that I'd fully support this if anyone is interested in undertaking it... higher res and glide would make it a much prettier game to play. On my 26inch LED widescreen monitor playing Diablo 2 at 800x600 makes me want to throw up on the screen.

Mancer actualy i'm playing D2 800x600 using glide at 26inch widescreen monitor, and it looks rather cool, with good setup of glide it all looks smooth and sharp, and i'm also pretty sure glide wont work with Hi Ress mod, and if i had to cancel using glide and use hi ress mod i would rather quit d2 than do that. Also i cant imagine going tundra with soso whe 3 times more monsters will attack me same time only cos of hi res. Thats a bit ridiculus.
Anyway i CAnt make any decisions or impact on them i'm just a member of community which gives his opinion away ;] Hi Res is fun at SP but at MP it will be terrible.



HiRes works fine with Glide, HiRes also only allows the following resolutions atm: 1280x768 and 1024x768

In think you are talking about Multi Res and that would be horrible to balance with the possibility of a resolution of 1900x1080....

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PostPosted: Sun Aug 07, 2011 9:57 am 
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Quote:
HiRes works fine with Glide, HiRes also only allows the following resolutions atm: 1280x768 and 1024x768


This

http://phrozenkeep.hugelaser.com/forum/ ... 33&t=57003

And This


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PostPosted: Sun Aug 07, 2011 10:45 am 
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D2SmallUtility v1.01 is ok but it has some options that could unbalance mod(full def when running, inc max shield block, pierce breaking immuns) :P


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PostPosted: Sun Aug 07, 2011 10:53 am 
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Thats the one I use and its fine for multiplayer, IDK why folks who haven't actually tried it and checked it out are so against it. It's tried and tested and works perfectly fine with realm play.

A buff to monster speed don't have to be a huge undertaking, they only need around a 10% boost to account for the larger resolution, missile speed needs an even smaller buff (I found a 5% increase to be perfect).

There are other benefits too like scroll locking enemys off screen becomes impossible since those skills actually have a max distance and with high res, it don't reach further than monster adjusted aggro range.

Ps. the hard code for monster AI distance is the distance used when there is no entry in the AI dist columns. Mephisto in hell uses an AI dist of 46 for example (IIRC). I tried many distances to get one I was happy with and its increased well above 33 yards.

I have a highres.ini already set up with all realm buttons moved to fit the higher resolution etc. you are free to use. Someone would have to do some image editing for the stat screen etc as the one included is simply so you can get it working without redoing them all first and it don't really fit with this mod.

@Terry, PM me if you want to check it out all set up and i can send you the setup I use.

PPs. glide does work with high res...

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PostPosted: Sun Aug 07, 2011 10:56 am 
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Stash scroll would be a very nice one (good alternative to TP's). There is a plugin somewhare that allows you to create new working tomes so you could also have a tome of stash scroll for example. I'll see if i can find it.

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PostPosted: Sun Aug 07, 2011 11:40 am 
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The Glide and D2ExpRes plugin works well and supports two resolutions that can be toggled from the video menu... I'd be interested in seeing support of both for Hell Unleashed; but it's up to you guys since you're doing all the work on this patch...

Play around with the AI range and see how far it can be pushed. Monster speed may not be needed since more monsters will aggro earlier so you'll be under assault be more enemies. If monster speed does need to be increased a +1 to walk +1 to run should be more than enough.

A lot of monsters use player skills/missiles so that's fine...

Some monster missiles range/speed may need to be tweaked, the most of them already have fairly long range and speed.


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PostPosted: Sun Aug 07, 2011 4:17 pm 

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do you still updating the first post? i made sp chars with editor and can confirm some points:

8:fana grants 10% critical +2% per hard point - Good
9:plague jav duration at tier 1 changed from 10frames per lvl to 5 - Good
23:elemental set parts grant +20 oskill meteor, glacial spike and thunder storm when fully equipped - They're on each single part, not set bonuses (found eye of flame)
28:Crushing blow added as a suffix at 2-3% on weapons - Good (appeared on a craft)
29:deadly strike added as a suffix on weapons at 5-15% - Good (same)
44:non skill IAS returned to smite - Good
58:decoy timer increased to 13 seconds - Good

got a question too. did you nerf ele crafts? moonstone craft gloves/belts/boots/helms vary between 8-12 %dmg and pierce. i may missed it, if this was in another topic.


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PostPosted: Sun Aug 07, 2011 4:25 pm 
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Yes the ele crafts were specifically nerfed intentionally (but just didn't make it into the change log). It was originally decided between Pious and others for the caster gear nerfs in the diablo in game chat channel (while the change made it into my to do list it was never talked on the forum however).

Thanks for checking all those things though Tucker. The thread lost its original purpose for a bit and you brought it back on track.


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PostPosted: Sun Aug 07, 2011 6:56 pm 
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id love it if high res was added.

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PostPosted: Sun Aug 07, 2011 7:04 pm 

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hmmm i would like to say if max res that is suported is 1280x768(16:9) it would be more than awsome to use it combine with glide. I thought that we'r going to use this tool that allow to play in 1920x1080. And same time hires allow to use even more extended stat screen with even more stats combined (for example total resistance in items).


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PostPosted: Mon Aug 08, 2011 7:15 am 

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wow... i should make a trapper with crazy run speed and see what she can do. i couldn't go too colse, he has insane fcr and baal's knockback spell. as i saw he also have meph's vortex, nihla/samy purple fire circle, bone spear, bone spirit, curses (im and life tap for sure). my 20k life was gone with 1 bone spirit, barely survived.
btw the portal can be opened anywhere in a5, not just throne of the dead. its for testing right?
oh and facets 2-3 %dmg works, forgot to quote.


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PostPosted: Mon Aug 08, 2011 7:48 am 
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A 20k slug on his counter huh... definately rather much. Well I did have a warning stating he was extreme. As for the portal thing... It's because I haven't gotten a way to specifically tie it to atleast near Throne of the Dead yet.

By all means keep the testing updates coming though.


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PostPosted: Mon Aug 08, 2011 8:38 am 

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with light trap sin i hurt him to half before dying, used almost the full cube of juvs. i have 9.4k life and 1-35k light sentry dmg with all the skill charms (even heros reward:P) rest filled with 20 life scs and self bc/bo.

he summons ws golems! :D


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PostPosted: Mon Aug 08, 2011 8:44 am 
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How much pierce did you have by any chance? The traps inherit your pierce.


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PostPosted: Mon Aug 08, 2011 8:53 am 

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2 shadow killers: 40 +6*12 thunder prisms
templar: 16 +4*6 facets (+3-6 facets and +2all on temp)
griffon: 3*6
total: 170


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PostPosted: Mon Aug 08, 2011 10:31 am 

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you actually only get the -res from your main weapon and not both

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PostPosted: Mon Aug 08, 2011 11:06 am 
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While that may be for non trap attacks Verb the traps on the other hand due to their coding to bypass blizzard's poor coding intentionally take pierce from both claws (since the coding is to inherit the entirety of the pierce from the player's gear).


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PostPosted: Mon Aug 08, 2011 11:31 am 

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oh cool, didnt know that, thats pretty awesome

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PostPosted: Mon Aug 08, 2011 12:22 pm 

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shoulda guessed psn immunes luls


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PostPosted: Mon Aug 08, 2011 3:52 pm 

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2nd time: success! i've never built a trapper, some practice did it. :) i'm curious how can a team handle him.


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PostPosted: Mon Aug 08, 2011 4:08 pm 
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yo tucker, how many times you die?? Just curious how viable it would be to attempt on HC ^^

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PostPosted: Mon Aug 08, 2011 4:11 pm 
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Given what you've already noted though... I'll definately be nerfing Soulmancer some so that something besides a trapper can stand a chance (it's unrealistic to expect people to be withstanding 20k damage bone spirit counters).

Go ahead and test some other things. It would be nice to have most of the things to be tested finished off before unleashing test patch #2.


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PostPosted: Mon Aug 08, 2011 4:18 pm 

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slappyNuts wrote:
yo tucker, how many times you die?? Just curious how viable it would be to attempt on HC ^^


i didn't die on the 2nd time, but that cube was full of juvs. and my life would be lower without that many 20 life scs and perf heart clone sc. and without that modified craft boots. i simply replaced the random mods on it with 3trap, 50frw, 30str and 30dex :D


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PostPosted: Mon Aug 08, 2011 5:01 pm 
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Baerk wrote:
Given what you've already noted though... I'll definately be nerfing Soulmancer


great, another easy boss to farm for charms... He's supposed to be practically impossible, if anything, buff him vs trappers.

If he is soloable with any char you could duplicate on the realm then he is too weak.

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PostPosted: Mon Aug 08, 2011 5:19 pm 
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Let's be serious... You set Soulmancer to fire off a 20k damage bone spirit for every time he's struck by any counter triggering move. How is any build that doesn't have some mechanic to avoid their counters such as a trapper supposed to survive that counter onslaught? That one counter alone provides 8x the counter DPS of the LOS asn's psychic hammer counter (and could easily throw 60k damage in a players face in one second which is utterly overkill).

It would require a very different proc set up on the boss in the first place to actively sniff out any near by players and automatically fire rounds at them. As things stand now though very specialized counter avoiding builds will be necessary to even stand a chance at Soulmancer (and will surely solely be used against him because to use anything else is simply suicide).

--Double Post--
Also unfortunately there's a really thin line between beatable by party and soloable. This line is so thin unfortunately there's no way I can guarantee making only party doable possible. In the very least though the boss shouldn't blatantly favor counter avoiding builds such as trappers.


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PostPosted: Mon Aug 08, 2011 5:37 pm 
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Ok, then remove him from the patch. The only reason he is there is to be something near impossible to kill. Thats why he is called Soulmancer... If you nerf him and leave it in, then change his name to Baerk...

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PostPosted: Mon Aug 08, 2011 5:51 pm 
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Still have to get to level 101 to use it. I'll never even attempt to hit 101. I have better shit to do.

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PostPosted: Mon Aug 08, 2011 6:32 pm 
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You seem to be obsessing over impossibility purerage... Any beatable boss will become "easy" under the right conditions. The current boss you made simply just gives a grievous advantage to DPS builds that don't have to eat counters for their attacks. You probably should of never released the boss in the first place if you had such thoughts...

I have no intentions of severely nerfing Soulmancer, however. I still intend for him to be definitely worse to fight than any of the LOS heros.


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PostPosted: Mon Aug 08, 2011 6:56 pm 
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How hard do you find the LoS hero's? The druid can destroy you with 1 fury/nado combo, I don't see anyone asking to nerf him.

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PostPosted: Mon Aug 08, 2011 7:10 pm 
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Although you insist on "practically impossible" the problem becomes if you leave a shred of beatability at all... It gives the possibility of people turning a 99% unbeatable boss into a 99% beatable boss. All it takes is someone like Tucker figuring the boss's flaw and it turns into a matter of a a gear/build check for the boss fight.

Having the boss require very particular builds just simply results in FOTM builds. While I'm all for an insane gear check on the party trying to take him down having an additional build check that the DPS builds must be counterless is just plain silly (which is unfortunately a result of trying to hang a boss's unbeatability on a when struck counter).


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PostPosted: Mon Aug 08, 2011 7:48 pm 
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What? counterless skills are already popular for that reason, you could do the same with hydra so its not a specific character check at all, meteor will also do the job. He has a ranged AI so he won't chase the player down. How much magic resist did the barb have? You didn't even bother asking, you just instantly jumped on the "NERF NERF NERF" waggon. 30% resist drops that damage down to less than a bone spear from the necro and thats easy to get (tyraels and 2 wisps).

What is concerning me is you are balancing endgame content when you haven't actually seen the end game content in how long now?

Ps. lets not forget that bone spirit is a fast moving skill that can't be avoided by ranged builds and using fast attacks on any other countering boss isn't suicide.... wait, what.

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PostPosted: Mon Aug 08, 2011 7:57 pm 
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Just how is 30% magic resist is supposed to majorly drop an enemy's magic damage when that enemy has -100 enemy magic resists in all difficulties? Also Squelch insists that due to some plug in the magic resist of characters now unintentionally suffers the difficulty penalty (I personally find the credibility suspect on that claim though).

--Double Post--
Could someone check Soulmancer's at P8? His health setting is higher than any other boss so I just want to make sure it isn't able to roll over.


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PostPosted: Mon Aug 08, 2011 8:15 pm 

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well, more experienced players should try it too (preferably in a party). i started last season and was in los only once. this fight wasn't easy, there was critical moments. maybe its easier in a party, but it seems hard enough. i doubt any other build can solo it. melees are hopeless, 4-5 knockback spell in a row and you're far away and you 1shot yourself anyway. IM doesn't even matter. if you're away you can run from the bone spirit, which is easier with sins (bos, vigor boots and lot of frw). how can you boost him against trappers?

barb had only a tyrael, i didn't know what to expect. with oak he would have more life too.


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 Post subject: Re: SP BETA TEST
PostPosted: Mon Aug 08, 2011 8:26 pm 
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Actually I know of a way to boost him against trappers... however... it would require the creation of brand new skill(s) and the boss no longer relying on on CTC when struck to nail enemies.

CTC when struck is highly likely to be at worst in reality anti-party and at best begging for an effectively counterless build such as a trapper to exploit the boss. If this wasn't an emergency balance patch to quickly get balance back on track I'd personally work at stripping bosses of most of their CTC when struck and replace the mon prop slots with other things to make the fights challenging in other ways.


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 Post subject: Re: SP BETA TEST
PostPosted: Mon Aug 08, 2011 11:26 pm 

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Baerk wrote:
Actually I know of a way to boost him against trappers... however... it would require the creation of brand new skill(s) and the boss no longer relying on on CTC when struck to nail enemies.

CTC when struck is highly likely to be at worst in reality anti-party and at best begging for an effectively counterless build such as a trapper to exploit the boss. If this wasn't an emergency balance patch to quickly get balance back on track I'd personally work at stripping bosses of most of their CTC when struck and replace the mon prop slots with other things to make the fights challenging in other ways.


Im not trying to be rude Baerk because im thankful for the hard work you've put in. But you're sounding an awful lot like Blue atm. And Counters is Hell Unleashed. They've existed since pratically the beginning, This isn't Baerk's mod, this is Hell Unleashed lets leave the main gameplay mechanic alone for now please.


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 Post subject: Re: SP BETA TEST
PostPosted: Mon Aug 08, 2011 11:39 pm 
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since when was it an emergency balance patch? An emergency patch would have been a patch released 2-3 weeks after reset. The emergency was months ago, its turned into an inconvenience now. There is plenty of time.

We don't want the game completely redesigned, (removing all counters etc.) as lets be honest, you will probs be back at AM once it goes live and everyone will be left with it. What happened to small adjustments? It seems we swapped one evil for another now.

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begging for an effectively counterless build such as a trapper to exploit the boss


you mean like moloch, diablo, amon, de sies, glasya, cold council member, icon of evil, or coldworm? Choosing to use a non countering skill isn't abusing a boss, its adjusting to suit. You think that lightning zons are abusing bosses when they don't use charged strike? It's not exploiting, its being smart.

Ps. trapper is NOT counterless, infact it has 2 of the most counter heavy skill in the game (inferno trap and charged bolt sentry). The problem is the counters are going for the traps, not that they don't cause counters... Luckily, I can fix that with a quick missile adjustment.

The boss isn't something that should be runnable/farmable, even if it takes 2 ladders until someone manages to beat him or even if he is never beat at all. It's supposed to be the final challenge, something for folks who have done everything else a thousand times to attempt. If you nerf him any further, he will be easier than the LoS bosses are, and thats not right. You keep dodging the question when I ask you how you find them so I'll assume you haven't actually tried them and are going solely on the text files rather than personal experience. Looking at the files is fine, but knowing how they behave is a whole other story. One counter you could remove is the LoS necro's bone cages, they have been abused way too long now. Also, fix the inferno bug, its still possible.

If you do make the boss easier, then I insist you rename/brand it. By all rights he should be able to destroy every char that geat near him in 1 shot as he is the creator of that world.
He has the same hp as the LoS necro has as that is the row I copied. I only changed his AI and skills and resists. If he is over then the necro is also over.

Instead of worrying about optional content, maybe you should focus on the main storyline and balancing that. Having an optional boss that is near impossible at the very end of the game isn't much of a big deal, there are 3 difficultys to worry about and 100 character levels before that remember.

JnDmX wrote:
Im not trying to be rude Baerk because im thankful for the hard work you've put in. But you're sounding an awful lot like Blue atm. And Counters is Hell Unleashed. They've existed since pratically the beginning, This isn't Baerk's mod, this is Hell Unleashed lets leave the main gameplay mechanic alone for now please.

You are not the only one with concerns about the way this seems to be going at the min. Small adjustments to existing stuff please not a complete redesign of the way the mod plays...

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 Post subject: Re: SP BETA TEST
PostPosted: Mon Aug 08, 2011 11:50 pm 

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Well to be honest Kev im confused as to how a party based mod is being tested on single player. EVERYTHING in this game should be balanced according to team play. AS that is the main focus (or at least was once upon a time) of this mod. Now i've done very little to nil of work on this mod. Ive made my suggestions and ive given my opinions. Im not a tester nor will I be til it comes live on the servers. But to be honest at this given point im a lil skeptical it will be. As every little thing is offsetting the time frame of release. We were supposed to be reseting in the next week and yet we havent even gone live on the servers.

Now dont confuse this rant as me not being appreciative. Because I am appreciative to everyone whos puting real work in on this patch. (volunteer work i may add)


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 Post subject: Re: SP BETA TEST
PostPosted: Tue Aug 09, 2011 12:26 am 
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Quote:
Well to be honest Kev im confused as to how a party based mod is being tested on single player.
changes are being tested if they work(lower phys res too). Or I missed something.


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 Post subject: Re: SP BETA TEST
PostPosted: Tue Aug 09, 2011 12:34 am 
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Don't want shit to go live. Hence Single Player testing for the current time. I believe Steel has tried to co-ordinate some Open testing as well.

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 Post subject: Re: SP BETA TEST
PostPosted: Tue Aug 09, 2011 1:17 am 
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Sp testing is vital to polish it up and double check values. Monster balancing should be done in 2's or 3's though.Co-ordinating open testing sessions can be a real bitch tho.

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 Post subject: Re: SP BETA TEST
PostPosted: Tue Aug 09, 2011 1:32 am 
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I know its possible hard to achive, but personally i would like to see soulmancer be impossible to solo on any char, but that he would require the almost perfect or close to perfect setup to stand a chance against him..


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 Post subject: Re: SP BETA TEST
PostPosted: Tue Aug 09, 2011 3:22 am 
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Currently no nerfs have actually been coded to Soulmancer yet. The reason why I'm concerned over Soulmancer's HP though is because in the monstats.txt the LOS heros have a hp setting of 25k yet Soulmancer's is 30k (it was like that when I bothered to look).

The only edits I've done to Soulmancer so far was give him NM difficulty monprops and one adjustment to the hell diff monprops. There was one prop slot for hell difficulty that was a proc but the paremeters looked more like it was the magic pierce property being converted to a proc but the parameters were not changed (so I changed the proc to magic pierce to match the normal diff magic pierce).

Since others are actually showing similar sentiments concerning Soulmancer though I'll just scrap the nerf plans I had concerning Soulmancer.


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 Post subject: Re: SP BETA TEST
PostPosted: Tue Aug 09, 2011 4:08 am 
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would also be cool if there was any way to make him unsoloable even for trappers and other classes/builds with same possibilites. Dont know if thats possible tho?


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 Post subject: Re: SP BETA TEST
PostPosted: Tue Aug 09, 2011 5:27 am 

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is it possible to get the pierce synergy on vengence to work? they get pierce from the holy shock/fire/cold auras. But from what I've read on the forum it doesnt work, is that something that can be fixed?

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 Post subject: Re: SP BETA TEST
PostPosted: Tue Aug 09, 2011 8:27 am 
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snakzz wrote:
would also be cool if there was any way to make him unsoloable even for trappers and other classes/builds with same possibilites. Dont know if thats possible tho?


There's only one way to do such a thing and that's to rig the boss with a new manual attack scheme that happens to be nigh impossible to dodge (trying to oppose builds that don't directly eat their counter hits such as trappers or don't generate counters at all with counters is futile).

Right now Soulmancer generally uses Hoarfrost for ranged combat. It would have to change to some sort of multishot clone with hyper fast projectiles so that even if the trapper runs to the side to dodge the wave's just simply too huge to run around in time.

I don't recall a pierce psynergy for vengence though... would have to look into it.
--Double Post--
Concerning the pierce mentioned in Vengeance's description... there's no attempt at pierce anywhere in the skill itself. Maybe that part of the description is legacy and wasn't properly updated to reflect the actual coded pierce amounts like how the immo arrow description had the wrong amount listed for for a synergy.


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 Post subject: Re: SP BETA TEST
PostPosted: Tue Aug 09, 2011 9:24 am 

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*23:elemental set parts grant +20 oskill meteor, glacial spike and thunder storm when fully equipped - you put here one *, but its not correct, as i said these 0skill spells are on each item written with blue, they are not set bonuses, not requiring the other parts. if you fixed it, then its ** :)
27:Medi on holy amulets replaced with prayer - Good
31:topaz craft armor caps at +1 skills - Not working, 2nd craft had +2 skills.
45:hurricane missiles no longer effected by slow missiles - Good
59:higher ele bowa skills mana costs cut in half, turned to proper 60 point builds - Good
60:added freezing/cold bolts to replace fires magic arrows - Good

i realized, that blood gloves get deadly strike. i received between 7-10% in 10 attempts.


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 Post subject: Re: SP BETA TEST
PostPosted: Tue Aug 09, 2011 10:08 am 

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I know its not part of the description but if you 1 point any of the holy auras you'll see the pierce show up on vengence.


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 Post subject: Re: SP BETA TEST
PostPosted: Tue Aug 09, 2011 10:59 am 
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I've been working on creating the multishot clone I was talking about. Same damage tiers as baal's hoarfrost, actually somewhat faster moving, and a hellava lot harder to dodge with running since it's a 31 projectile multi-shot wave of ice. I also gave it a shotgun effect. With this I suspect it will be impossible to tank at close range. Even if the asn uses dragon flight to dodge the initial shot and end up right on top of Soulmancer the next shot would surely cause some heavier damage despite claw block. For some forsaken reason though even though this new skill always manages to hit an assassin with 70% claw block it fails to knockback that same assassin for some reason.

@verb I saw the description myself in single player. As far as I can tell with Vengeance's description its just simply the skill description txt file saying Vengeance has something it really doesn't. Since I haven't really heard anything about Vengeance needing more pierce the best course of action would probably be to remove those pierce lines since they are misleading.

@tucker Must of misread your 23 earlier. I'll also look into 31 now that I'm done working out creating a new boss skill.


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 Post subject: Re: SP BETA TEST
PostPosted: Tue Aug 09, 2011 12:03 pm 
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*23
Set "add func" to 2 and move oskills from prop3(4items equipped) to prop2(3 items equipped). I'll test it right away.
edit: it gives +20 glacial/meteo/thunderstorm that way, otherwise not.


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 Post subject: Re: SP BETA TEST
PostPosted: Tue Aug 09, 2011 2:04 pm 

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will lvl 20 glacial metor t storm do any dmg?


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PostPosted: Tue Aug 09, 2011 3:19 pm 
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Actually it will be lvl 22+ depending on gear. But considering how the skills were originally balanced with sorc masteries being active in mind I doubt their damage will be by any means spectacular.

On an other note...

I will be releasing a round two test patch soon. All the Double star entries will be purged of their stars and people will have the chance to double check my fixes. Soulmancer boss will be having his hoarfrost move replaced by a mechanically far more brutal skill called "Mancer Shot" in the skill txt files. I'll be throwing in a couple other misc fixes such as making scaling summon resists actually work (druid wolves/bear have them but weren't implemented properly).


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 Post subject: Re: SP BETA TEST
PostPosted: Wed Aug 10, 2011 8:17 am 

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um on smite it says that it gets 15% damage from defiance but it doesnt seem to work.

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PostPosted: Wed Aug 10, 2011 9:18 am 
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I fear the edam% calculation might be hardcoded. I just checked the txt file on my side and the coding for the damage synergy is there properly but it isn't occurring in game on my side as well. I tried looking around skill descriptions as well to no avail.

--Double Post--

Now that I think about what happened with my tinkering for smite's skill description it might just be that the skill description's calculation and what it displays for the character screen is hardcoded. Try a lvl 1 smite with low str/dex and see if there's actually a difference between hard lvl 0 and 20 defiance for smiting.


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PostPosted: Wed Aug 10, 2011 11:27 am 
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It was discussed long time ago, smite damage description is hardcored to read % from par1/2. I think PureRage proposed to move synergy from smite to holyshield's extra damage.


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PostPosted: Wed Aug 10, 2011 11:40 am 
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So it will be best for preventing confusion to just simply remove the synergy from smite then. Didn't Smite's damage just receive a couple buffs anyways?


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 Post subject: Re: SP BETA TEST
PostPosted: Wed Aug 10, 2011 11:43 am 
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Well, Ias from gear, higher shield damage... Could lower synergy a bit then.


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 Post subject: Re: SP BETA TEST
PostPosted: Wed Aug 10, 2011 12:04 pm 
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can you add this map plugin to the patch?(wider maggot tunnels):
http://phrozenkeep.hugelaser.com/forum/ ... 81&t=58280

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PostPosted: Wed Aug 10, 2011 4:23 pm 
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Only problem with adding that is I think the Maggot map is a custom map.

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 Post subject: Re: SP BETA TEST
PostPosted: Wed Aug 10, 2011 5:57 pm 

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hmm, i havent read a bunch of the last 18 ish pages :P but i was thinking a suggestion to make mancer harder but more doable aswell in multiple ways. hard to explain what i mean but itd make him harder to tank and more tolerable for range. so they dont get 1 hitted and actually stand a minor chance.
i was thinking make some of his ranged attacks weaken minorly the further the distance they reach. example at 1 screen away they do 80% of damage they would otherwise do to the melee "tanking" him. this would make it just as dangerous for the tanks and casters, but then the strategy of casters would be to get knocked further and further away from his counters etc, then they receice less damage. so this could be saved by causing only knockbacks at a certain distance. again i dont even know if this is possible but it was an idea. lmk :)

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 Post subject: Re: SP BETA TEST
PostPosted: Wed Aug 10, 2011 6:18 pm 

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have zeal been fixed? it misses all its hits if you miss the first hit, has that been corrected? maybe thats something that is hardcoded though I dont know...just wondering

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 10, 2011 10:08 pm 
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Actually it's a hardcoded bug blizzard's attempted to fix in the past but simply failed. The only thing that could be done to make the bug not so bad is simply to reduce the max number of swings.

--Double Post--
Tomorrow I'll be headed out on a trip and won't be back till Sunday evening. I removed all the ** from the change log since the 2nd patch should have all the fixes for them. Soulmancer has had a couple of skill set changes. He no longer casts bone spear (but its still there to synergize bone spirit) and in it's place he casts a lvl 100+ Meteor. Soulmancer has also gained 100 lightning pierce so he has 100 -enemy resists in all non physical elements. The Hoarfrost of Baal, Soulmancer's primary attack, has been replaced with a new skill of my devising that's Hoarfrosts big brother (don't worry... baal will keep his original cold wave). Good luck trying to avoid catastrophic damage from a wave like this.

Image

I wonder how your trapper will fair against soulmancer now Tucker.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Thu Aug 11, 2011 1:46 am 
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looks awesome baerk :D


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Thu Aug 11, 2011 11:04 am 
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Quote:
I have a highres.ini already set up with all realm buttons moved to fit the higher resolution etc. you are free to use. Someone would have to do some image editing for the stat screen etc as the one included is simply so you can get it working without redoing them all first and it don't really fit with this mod
.

Anyone up for that task?


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PostPosted: Thu Aug 11, 2011 11:09 am 
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Soulmancer wrote:
Quote:
I have a highres.ini already set up with all realm buttons moved to fit the higher resolution etc. you are free to use. Someone would have to do some image editing for the stat screen etc as the one included is simply so you can get it working without redoing them all first and it don't really fit with this mod
.

Anyone up for that task?


Ki4m is on the case, check out the progress in the home made modifications section.

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PostPosted: Thu Aug 11, 2011 12:26 pm 
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Very cool, everyone is doing some great work.


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 Post subject: Re: SP BETA TEST
PostPosted: Thu Aug 11, 2011 4:38 pm 

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Baerk wrote:
Just how is 30% magic resist is supposed to majorly drop an enemy's magic damage when that enemy has -100 enemy magic resists in all difficulties? Also Squelch insists that due to some plug in the magic resist of characters now unintentionally suffers the difficulty penalty (I personally find the credibility suspect on that claim though).

--Double Post--
Could someone check Soulmancer's at P8? His health setting is higher than any other boss so I just want to make sure it isn't able to roll over.


It's true, and also easy to check. Make a charm that grants 15% magic resist. Now give yourself 13 of them and try getting hit with 0 charms, 1 charm, 2 charms etc up to 13.

0 or 1 charm = you will take insane damage from any magic damage boss in hell because you have -100 resist. Fight a fire/cold/light/poison boss with -100 resist and they'll hit this hard too. Difference is you can max those resists.
2-12 charms = progressively less damage.
13 charms = 8 times less damage than 0 (if the difficulty penalty didn't apply to resists, 5 would max you, and would only reduce the damage by a factor of 4).

This is why magic bosses are tame in normal, much harder in NM, and wtfhax in Hell. I'm not sure what causes it but unless something has changed drastically it's still there. And if that bug HAS been fixed, then that means magic bosses have gotten buffed even more than they were before.

Doubt it if you want, but I've given you everything you need to reproduce the scenario, use your own eyes and then decide.


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PostPosted: Fri Aug 12, 2011 1:00 am 
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I'm getting really excited, great stuff guys. The res fix is going to be amazing.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Fri Aug 12, 2011 12:45 pm 

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mancer wave looks like wtf hax lol


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Sun Aug 14, 2011 12:01 pm 
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How's everything coming along?


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PostPosted: Sun Aug 14, 2011 4:50 pm 
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It sounded like most things were done. Baerk is gone for a week I think.

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PostPosted: Sun Aug 14, 2011 6:02 pm 
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Actually not a week... just almost 4 days. Was really expecting more to occur in the thread given that it was a weekend.

@Blinky99 It is the first skill I've forged myself. It's intended to be the big brother of baal's cold wave. It is a 51 projectile multishot clone that inflicts cold spell damage instead of weapon damage. The projectile settings were tweaked for it to make it far more nasty than baal's cold wave and multishot combined.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Sun Aug 14, 2011 7:06 pm 

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wouldnt it be better if it did less damage the closer you stand to the boss? if you're standing close to the boss you're probably a lot more likely to get hit by his other shit spells and if you take more damage in melee already then wouldnt this spell destroy melee at this boss? I mean so far its the trappers/ranged that is the problem right? so a little more pain inflicted to them wouldnt hurt since they are the once currently being able to solo him.

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PostPosted: Sun Aug 14, 2011 7:33 pm 
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Due to the limited engine mechanics, however, I really can't think think of a way to generate a reverse shotgun effect. There are only really 2 missile fuctions to my knowledge can properly on missile chains that generate a missiles in more than just a straight line or a nova without absolutely horrendous lag.

Only thing that honestly comes to mind would be a nova where each individual missile turns into an other nova once it reaches a certain range. If it was 16 piece novas spawning more 16 piece novas we would be talking on order of 256 missiles from one cast. That few projectiles on a nova however tends to be rather bad coverage (you could probably find a way to either really far still yet not have to move around too much to avoid it). It would probably have to be a bare minimum of 32 projectile novas generating 32 projectile novas. This would result in 1024 (!!!) missiles flying simutaneously per cast. All Soulmancer would have to do is fire 2 of those bad boys off in rapid succession and people without strong machines such as myself with my old laptop would surely lag to hell. For that matter I wouldn't be surprised if it lagged people with strong machines and even the servers themselves.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Sun Aug 14, 2011 7:51 pm 

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so stack cold sorb and run around hope for the best lol


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Mon Aug 15, 2011 6:22 am 

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Baerk wrote:
I wonder how your trapper will fair against soulmancer now Tucker.


it's party test time. i pronounce him unsoloable now.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Mon Aug 15, 2011 7:28 am 
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Did you stack cold resist 100 above max on your trapper Tucker? If I'm not mistaken charms can have both resists and life. Since Soulmancer pierces all non physical elements passively not stacking your resists will mean you will take a lot more damage.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Mon Aug 15, 2011 11:08 am 
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I'll be playing in the new patch. I am guessing there will be a beta period on the realm followed by a reset at some point?


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Mon Aug 15, 2011 11:24 am 
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Actually I don't know if there's going to actually be a beta period on the realm or not since Duff's been silent on the matter. If possible I would like to arrange for it to make sure the community is more content with the patch than the last one.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Mon Aug 15, 2011 12:53 pm 

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Baerk wrote:
Did you stack cold resist 100 above max on your trapper Tucker? If I'm not mistaken charms can have both resists and life. Since Soulmancer pierces all non physical elements passively not stacking your resists will mean you will take a lot more damage.


yes. cold, light and fire were max+100. you did great job with that cold wave. theres nowhere to hide or run and about 3 can kill. a druid's oak and higher bo needed to increase survability.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Mon Aug 15, 2011 1:03 pm 
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One final piece of info I would like to know. Just what happened to be that assassin's claw block rate? Assassins have it good against that cold wave since claw block prevents the wave from carrying the assassin to the wall for more damage.

Main reason I made it a multishot clone though is so that a party could have a distractor to make it so that the wave is aimed away from the rest of the party while the rest of the party can just tear into Soulmancer's flank.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Mon Aug 15, 2011 4:06 pm 
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Soulmancer wrote:
I'll be playing in the new patch. I am guessing there will be a beta period on the realm followed by a reset at some point?


With the high res, the stash will be wierd. I'd reccomend a reset then maybe a quick hotpatch after a month if required.

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Mon Aug 15, 2011 4:26 pm 
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Whatever works; hopefully most of the bugs and issues will be sorted out through the ongoing public test. Though if inventory sizes are not altered a test on the realm would work just fine.

Duff is ready whenever you are, just needs to know who to expect to receive the full patch from.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Mon Aug 15, 2011 9:09 pm 

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baerk has the full patch in its current form. i think its ready for the most part. just need to check with him to make sure everything is good to go.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Mon Aug 15, 2011 10:17 pm 
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I think a few things with the high res addition needed to be sorted out still, but I could be mistaken.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Mon Aug 15, 2011 11:12 pm 

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It's definitely time for a reset.. with all the added changes it's necessary. Not only that.. but Blues patch was a failure. This ladder was miles away compared to the balancing the newer patch will do. Pull the switch!

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Tue Aug 16, 2011 12:20 am 

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Soulmancer wrote:
I think a few things with the high res addition needed to be sorted out still, but I could be mistaken.



You coming to hardcore terry?


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Tue Aug 16, 2011 2:44 am 

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Baerk wrote:
Just what happened to be that assassin's claw block rate?


got 71% to block. some waves were blocked and didn't push me to the wall.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Tue Aug 16, 2011 10:17 am 

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Dont reset the patch. I dont give a fuck about the old patch not the ladder , but i give a damn about my lost time hunting items. Do not fucking reset !


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Tue Aug 16, 2011 10:31 am 

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i agree just patch no reset if doable


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Tue Aug 16, 2011 11:52 am 
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ofc a reset should be incomming soon, lol


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Tue Aug 16, 2011 1:47 pm 

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I hope there's a reset soon, but not just too soon, want to try my paladin in hell first :P

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Tue Aug 16, 2011 4:48 pm 

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theres most likely going to be alot of bugs/poofing anyway... Why not reset and get it over with. If you guys actually understood what a hotfix was instead of lets alter the entire patch (remember this was originally supposed to be a hotfix) there wouldn't be a problem to fix things once the problems arose.

I will say this however. My pzon on hc is seriously overpowered. I just tested post patch on single player replica gear/level and shes still strong enough to solo (takes some adjusting to decoy but still doable). If you aren't going to nerf %pierce then they are going to continue to be at the highest tier of dps.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Tue Aug 16, 2011 5:07 pm 
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The nerf to their damage on the actual skills was reverted in favor of a global nerf to +% skill gear (a small reduction on items you don't get many of until late game (6/6 facets for example)) for some reason. Not an adjustment I'm keen on tbh.
Simply nerfing the offending tier5 damage was a simple effective change but i got no idea why it was removed.

I highly doubt anyone playing on the realm will switch their current OP'd gear for a new weaker bunch of items. We won't be able to see if casters were brought into line with the item adjustments when nobody will use the weaker versions. The buffed items will get used, the nerfed items, wont. Such a big patch with all the item adjustments, skill adjustments etc should come with a reset in my opinion.

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Tue Aug 16, 2011 5:08 pm 
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End of the summer is always time for reset. With all the changes happening they might need a reset anyways.

Whichever way you choose going to be fun, thanks for the hard work!


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Tue Aug 16, 2011 5:37 pm 
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If you feel confident the bugs and balancing issues have been routed out, go for the reset; otherwise a testing phase couldn't hurt.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Tue Aug 16, 2011 6:37 pm 

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PureRage-DoD wrote:
Simply nerfing the offending tier5 damage was a simple effective change but i got no idea why it was removed.

seriously, psn zon damage wasnt nerfed?! come on guys...

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PostPosted: Tue Aug 16, 2011 7:25 pm 
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Actually it was nerfed, just not directly. If in the testing phase it really turns out the facet nerf was not enough it could always be given specific attention. When the discussion was going on though for how to tone down the major damage jump in hell we came to conclusion that was actually more the gear's fault than skill tiers (since the final tier tier 5 starts at soft level 28 which means you can access it in NM or even before).


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Tue Aug 16, 2011 9:18 pm 

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Baerk wrote:
Actually it was nerfed, just not directly. If in the testing phase it really turns out the facet nerf was not enough it could always be given specific attention. When the discussion was going on though for how to tone down the major damage jump in hell we came to conclusion that was actually more the gear's fault than skill tiers (since the final tier tier 5 starts at soft level 28 which means you can access it in NM or even before).
I actually like this. I felt the tier nerf would have a greater impact on casual player like myself more than the elite players. To me this will still allow the skill to function normally without endgame gear making it the powerhouse many love.

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 12:03 am 
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Verb wrote:
PureRage-DoD wrote:
Simply nerfing the offending tier5 damage was a simple effective change but i got no idea why it was removed.

seriously, psn zon damage wasnt nerfed?! come on guys...
Their damage isn't that good before you start collecting facets/perf crafts/95lvl. 120k damage over 8sec is low on hell, only her survivability makes her excellent boss killer on early stages, still it's slower than any other chars *could* do but they in fact can't cuz many chars have their hands tied.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 12:34 am 

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Steel wrote:
Verb wrote:
PureRage-DoD wrote:
Simply nerfing the offending tier5 damage was a simple effective change but i got no idea why it was removed.

seriously, psn zon damage wasnt nerfed?! come on guys...
Their damage isn't that good before you start collecting facets/perf crafts/95lvl. 120k damage over 8sec is low on hell, only her survivability makes her excellent boss killer on early stages, still it's slower than any other chars *could* do but they in fact can't cuz many chars have their hands tied.
"

Actually other chars have their hands tied because their attacks cause counters 1 to 1. So you deal dmg it chances a counter. However my Pzon can solo EVERYTHING non poison immune with even minimal gear as long as 2 functions are available. 1: She has max resistances. 2: her life total exceeds 4.2k. Regardless of decoy you can kite a boss constant as long as your AR is sufficient to land a blow and then u wait out the poison timer before clocking another hit. So ur poison runs 8 seconds worth of dps, but u only may take 1 counter for it.

And another thing to add to this. Hell Sammy needs a serious buff. Or something to counteract how ridiculously easy it is for my zon to demolish him. Right now im the main reason people are gettin their charms because it A: takes longer to get down there and B: is more dangerous in the ancients way than the rest of the walk down there due to chargers. Than it is to rape Sammy in maximum 30 seconds


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 3:42 am 

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The very least that should be done is cut the psn length by half and the damage aswell. Then you have to attack more=more counters.

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 6:52 am 
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Changing poison too much isn't a good idea. Then they become underpowered like 50% of the builds in the game. I don't see anyone complaining about ANY other build than poison. Pretty sure other builds are capable of soloing as well.

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 9:13 am 

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LockDown wrote:
Changing poison too much isn't a good idea. Then they become underpowered like 50% of the builds in the game. I don't see anyone complaining about ANY other build than poison. Pretty sure other builds are capable of soloing as well.


I could have sworn this was a party based mod. No build in my opinion should be able.to solo anything their level


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 10:17 am 
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JnDmX wrote:
I could have sworn this was a party based mod. No build in my opinion should be able.to solo anything their level


So this includes fighting trash as well as farming targets?

Properly built summoners and tanks are likely to break the conformity of such an opinion as well as potentially kiting casters. Maybe if the server population routinely stayed much higher we could actually properly implement such a concept without causing an uproar from a number of people. Even Aftermath with all its difficulty trying to force it to be a party mod people kept finding ways to make things soloable on tanks/summoners.

While a lack of enough pots and damage on a melee and bosses being too fast to kite could probably force parties in earnest I personally don't think it's a wise course of action given the server population. It's not like we got public games in most of acts/difficulties at most of the times.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 10:39 am 

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Baerk wrote:
JnDmX wrote:
I could have sworn this was a party based mod. No build in my opinion should be able.to solo anything their level


So this includes fighting trash as well as farming targets?

Properly built summoners and tanks are likely to break the conformity of such an opinion as well as potentially kiting casters. Maybe if the server population routinely stayed much higher we could actually properly implement such a concept without causing an uproar from a number of people. Even Aftermath with all its difficulty trying to force it to be a party mod people kept finding ways to make things soloable on tanks/summoners.

While a lack of enough pots and damage on a melee and bosses being too fast to kite could probably force parties in earnest I personally don't think it's a wise course of action given the server population. It's not like we got public games in most of acts/difficulties at most of the times.


Well Baerk so far everything Ive read has been a way to improve almost everyones dmg. Save for the few builds that at this time can cruise along even with minimal gear. Look at the Runeword pages for example.. 90% of those runewords are meant specifically to improve a certain build. U start improving and this wont be "party based" mod anymore because everyones dmg or survivabilty will be over the top. And no it wasn't intended as a trash killing comment. The "party" requirement should be for boss fights which atm only a few specs can do without a "bo bitch" or oak or a legitimate tank. Now mind you this is HC im speaking of not cake walk oohhh snap i died.. but oh well ill Rejoin SC.

Ive already suggested taming the BO bot fiasco on HC but noone listened "because it isnt a problem on SC"
What should be happening is taking the HC palyers suggestions more firmly because we are the pavers. If we can't do it then the challenge is there. You can't judge balance by SC because all a SC team has to do is bash their head against the wall repeatedly til they get lucky.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 11:49 am 
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I agree, everything is getting a damage buff and the extremely OP builds are being pretty much left alone. At this rate its gonna be easier than it was last patch and even more builds are gonna be running around soloing everything.

Instead of nerfing the super OP builds, more builds are being brought up to par with them. What a joke.

Ps. have bosses resists and leech rates been altered too or are those at least staying as is?

Quote:
Maybe if the server population routinely stayed much higher we could actually properly implement such a concept without causing an uproar from a number of people

this isnt aftermath and i wish you would stop treating it like it is. even now when most people have stopped playing there are over 50 people in games. For the first 6 months there are usually 120+ players IN GAMES. vs aftermaths current 1 player in 1 game. They are completely different mods with completely different player bases. People play HU to not be able to solo. (hence why most people have stoped playing). Making that easier for more builds will just nuke the comunity numbers even further. Sure after a reset there will be an influx of players but the number who stick around will fall even further...

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 12:03 pm 
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JnDmX wrote:
Well Baerk so far everything Ive read has been a way to improve almost everyones dmg. Save for the few builds that at this time can cruise along even with minimal gear. Look at the Runeword pages for example.. 90% of those runewords are meant specifically to improve a certain build. U start improving and this wont be "party based" mod anymore because everyones dmg or survivabilty will be over the top. And no it wasn't intended as a trash killing comment. The "party" requirement should be for boss fights which atm only a few specs can do without a "bo bitch" or oak or a legitimate tank. Now mind you this is HC im speaking of not cake walk oohhh snap i died.. but oh well ill Rejoin SC.

Ive already suggested taming the BO bot fiasco on HC but noone listened "because it isnt a problem on SC..."
What should be happening is taking the HC palyers suggestions more firmly because we are the pavers. If we can't do it then the challenge is there. You can't judge balance by SC because all a SC team has to do is bash their head against the wall repeatedly til they get lucky.


I agree that there is too many "build specific" items in not only the runewords but the uniques as well. Your right, NO ONE BUILD should be able to solo anything (read bosses). Having chars that have summons/life buffs/massive damage is too much for one char. I swear I posted somewhere on this before specifically. For example take into consideration here is the reason there are more Druids on the realm than any other char. And its not because they look cool 8-).

On another note "...can't judge balance by SC" is a little over-simplified and disrespectful to anyone on SC. You can't judge balance by HC because they S/E every time it gets rough. That doesn't sound very fair does it? BOTH SC and HC have unique issues and finding the balance to fixing one without destroying the other is difficult. BUT both SC and HC players word should be taken into account.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 12:48 pm 
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Maybe global inc of mon damage? by %. I don't know how to balance psn zons not to make them as rabies druids were last patch before small update. You can cut t4 t5 damage as you like but in the end they will be killing bosses(just will take 10 juvs more), their damage isn't that great without facets and in 3+ ppl games they don't clear that fast.

Diablos fire nova should get damage inc, Mephistos orb speed inc, at least one of baal wave boss get 130 psn res, probably darkness.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 1:21 pm 
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Steel is making a good point about how it's actually difficult to crush the soloing power of a poison zon. What makes their boss soloing power so good is high damage per counter chance (which is just simply something innate to poison), kiting/summons, and high survivability.

Level 20+ decoys have already had an 80+% cut to their taking power to cool down timer ratio coded in. If %life is happening to be still making their tanking power too much towards the late game I already have had a nerf in mind for a while that would crush specifically that.

As for the boss change proposals. Diablo's fire nova getting damage buffed is not a bad idea. Speeding up a frozen orb clone, however, actually decreases its damage (the number of missiles it spits is based on how long it takes to reach X distance). As for making one member of the Baal waves a hopelessly unbreakable poison immune I'd be all for.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 1:24 pm 
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I thought about that bone orb(single target spell), it hits melee instantly so it could only be buff vs casters.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 1:39 pm 
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Could you please refer to the skill by the actual skill name. Mephisto actually does have a frozen orb clone that does magic damage.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 1:47 pm 
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mephistomissile - it's already fast, but could make it even faster :)
soulorb is a copy of forb.

If you're going to change missiles vel/dmg use files I uploaded in highres topic.
edit: or well, can just increase all bosses skill lvl by 5, other than duriel (smite...).


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 4:31 pm 

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Baerk wrote:
Steel is making a good point about how it's actually difficult to crush the soloing power of a poison zon. What makes their boss soloing power so good is high damage per counter chance (which is just simply something innate to poison), kiting/summons, and high survivability.

Level 20+ decoys have already had an 80+% cut to their taking power to cool down timer ratio coded in. If %life is happening to be still making their tanking power too much towards the late game I already have had a nerf in mind for a while that would crush specifically that.

As for the boss change proposals. Diablo's fire nova getting damage buffed is not a bad idea. Speeding up a frozen orb clone, however, actually decreases its damage (the number of missiles it spits is based on how long it takes to reach X distance). As for making one member of the Baal waves a hopelessly unbreakable poison immune I'd be all for.


Is there a way to theoretically cause counters per tic from the poison baerk?


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 4:36 pm 

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GameLucky21 wrote:
JnDmX wrote:
Well Baerk so far everything Ive read has been a way to improve almost everyones dmg. Save for the few builds that at this time can cruise along even with minimal gear. Look at the Runeword pages for example.. 90% of those runewords are meant specifically to improve a certain build. U start improving and this wont be "party based" mod anymore because everyones dmg or survivabilty will be over the top. And no it wasn't intended as a trash killing comment. The "party" requirement should be for boss fights which atm only a few specs can do without a "bo bitch" or oak or a legitimate tank. Now mind you this is HC im speaking of not cake walk oohhh snap i died.. but oh well ill Rejoin SC.

Ive already suggested taming the BO bot fiasco on HC but noone listened "because it isnt a problem on SC..."
What should be happening is taking the HC palyers suggestions more firmly because we are the pavers. If we can't do it then the challenge is there. You can't judge balance by SC because all a SC team has to do is bash their head against the wall repeatedly til they get lucky.


I agree that there is too many "build specific" items in not only the runewords but the uniques as well. Your right, NO ONE BUILD should be able to solo anything (read bosses). Having chars that have summons/life buffs/massive damage is too much for one char. I swear I posted somewhere on this before specifically. For example take into consideration here is the reason there are more Druids on the realm than any other char. And its not because they look cool 8-).

On another note "...can't judge balance by SC" is a little over-simplified and disrespectful to anyone on SC. You can't judge balance by HC because they S/E every time it gets rough. That doesn't sound very fair does it? BOTH SC and HC have unique issues and finding the balance to fixing one without destroying the other is difficult. BUT both SC and HC players word should be taken into account.


And they should be. I was venting and it was a disrespectful jab at the SC community. But the Barb bot problem is in my opinion out of control on HC. To simply remove the need for a certain class via Glory Crest and that u can just log in him and idle to u need it again is ridiculous.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 4:39 pm 

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if you want more counters from psn lower its duration wich would make them attack more often. Easy.

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 4:40 pm 
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I know there's a way to cause a counter chance every rabies application (which occurs once per second for every second of infection) since it was done in AM. Every tic though would mean triggering a counter chance every frame (25 counter chances per second). I don't think its possible to do and even if it was possible to do the results would be similarly disastrous to giving firestorm counters. We would be much better off slashing poison javazon's ranged poison skills to 1-3 seconds duration with no double duration bonus in hell than doing something so horrendously extreme like that which would surely break the build entirely against bosses.

--Double Post--
Or for that matter seriously crank the PLR on the boss charms/monprops to help drastically cut the poison duration against bosses.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 5:07 pm 
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Too much has been done with this patch. We are resetting with this correct? I've been away for a bit and even more has been suggested/done.

Also note, balancing around HC isn't a good idea. I read everything HC players post and take it in but I also take into account people on hardcore run around with the highest level oak and the highest level bo. While on SC it's 7druids with level 1 oak and a poisonzon.

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 5:17 pm 

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LockDown wrote:
Too much has been done with this patch. We are resetting with this correct? I've been away for a bit and even more has been suggested/done.

Also note, balancing around HC isn't a good idea. I read everything HC players post and take it in but I also take into account people on hardcore run around with the highest level oak and the highest level bo. While on SC it's 7druids with level 1 oak and a poisonzon.


So you should balance around the fact that softcore can whipe and whipe and whipe and whipe? Mark my words if all we're doing is upgrading all the classes that are weak people are going to complain about how easy the mod will be. Or if we jack all the mobs up to possible 1 hit ko's we're looking at AM or Median. This mod had a pretty solid balance, and while this patch started out as a "hotfix" it has quickly snowballed into its own standalone and I just can't see why... The game was solid except for a couple classes breaking it


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 5:47 pm 
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This mod was developed for SC not HC. That is just how it is.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 5:54 pm 

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stars wrote:
This mod was developed for SC not HC. That is just how it is.


Was it now? You were here when it was started were u? Funny i don't remember ur acct


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 6:27 pm 
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JnDmX wrote:
stars wrote:
This mod was developed for SC not HC. That is just how it is.


Was it now? You were here when it was started were u? Funny i don't remember ur acct


If you were from the beginning you would know this already(and no I wasn't). Ask Soulmancer if you don't believe me or anyone who has worked on the mod, it's been brought up many times and said many times. No point in being ignorant to the messenger, just trying to point you in the right direction.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 7:38 pm 

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stars wrote:
JnDmX wrote:
stars wrote:
This mod was developed for SC not HC. That is just how it is.


Was it now? You were here when it was started were u? Funny i don't remember ur acct


If you were from the beginning you would know this already(and no I wasn't). Ask Soulmancer if you don't believe me or anyone who has worked on the mod, it's been brought up many times and said many times. No point in being ignorant to the messenger, just trying to point you in the right direction.


oh im sure when terry originally put this together he didnt think oh this is definitely for HC. What im saying is the oldest and most stable community on this mod exists on HC. Theres people such as myself that have been here since a time before Shenk had a level. I apologize if im being blunt but so far Ive mentioned things and specifically the answer ive gotten is this "it doesnt exist on SC" so apparently if SC players arent crying hard enough theres no room for change.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 8:40 pm 

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Fixing the poison problem is not that difficult honestly.. you just have to increase the PLR very high on most bosses which means the zon/druid w/e char has to consistently hit to do damage and make some hell bosses always poison imm like Baal and Samhain.

It's too difficult to balance poison and make it playable at the same time. If damage is nerfed too much no one will play any poison character. Even despite high damage it's a very boring char.

I don't think the elemental damage nerf will suffice as a proper poison nerf because only a few percentage of poison chars actually walk around with perfect gear. So a 50% nerf in dmg is more like a 35-40%.

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 10:13 pm 
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I'm not going to argue based on softcore vs hardcore because I've never experienced end game hardcore just like you've never seen end game softcore. Very little of it is "whittling" down bosses with a lot of deaths and rejoining while keeping damage on. Most softcore players don't enjoy dying because it's a pain in the ass.

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 10:21 pm 

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I can't seem to see if the critical strike is working on fanat and maul. Anyone mind confirming? The new character screen only shows DS.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Wed Aug 17, 2011 10:35 pm 
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if you open d2newstats.txt and go down to row 18 "deadlydesc".

Change the stat column from item_deadlystrike to passive_critical_strike.

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Thu Aug 18, 2011 12:19 am 
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For PLR... Well I increased it already, maybe not uber high but since poison pierce loweres PLR also you can set it to over 130 (it caps @ 75 so there's always room for psn damage) or whatever you feel should be right.
Btw. Correct me if I'm wrong but Werebear already has passive crit up to 50%...yup, tested, 20lvl werebear gives 41 crit strike. It's a "hidden skill bonus" or Soulmancer forgot to add it to desc last patch.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Thu Aug 18, 2011 1:54 am 

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@Steel wow that's funny.. no one prob knew that. Does it work on werewolf too? Wishful thinking.. haha

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Thu Aug 18, 2011 5:31 am 

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Steel wrote:
For PLR... Well I increased it already, maybe not uber high but since poison pierce loweres PLR also you can set it to over 130 (it caps @ 75 so there's always room for psn damage) or whatever you feel should be right.
Why many of the really strong builds do so well endgame is twofold. Not only does a lot of gear give a large boost to skills but you also gain large amounts of available +% dmg and pierces. Since pierces not only lower a bosses res but can cut their sorbs and PLR it seems this would be a better choice to tweak. Since for example hell Baal has 99% psn res and 55%PLR hitting him with -155% pierce reduces his PLR and res to zero, reducing pierces won't affect earlier gear and would impact late game more so. That's the biggest reason psn zons kill so fast in endgame gear.

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Thu Aug 18, 2011 9:37 am 
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Actually I just found something rather interesting. Since what Steel said bothered me since it was in contradiction with what I remember Brother Laz saying concerning PLR so I did a test. It turns out there's a situation where enemy's PLR can't be pierced. If an enemy's PLR hits 100+% it gains immunity to piercing from poison pierce (I just did a test with exactly 100 PLR on a zombie and I even went as far taking 255% passive poison pierce against it and LR). Also once a monster's PLR hits this 100+% state it's actually not quite entirely immune to poison damage. It will take 1 frame of poison damage (from the direct hit of the missile) but not even flash green.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Thu Aug 18, 2011 10:35 am 

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is there gona be another update of the patch before it goes live?

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Thu Aug 18, 2011 10:49 am 
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Actually considering the timelines I'm hearing through PM the next update will be live. High Res is such a massive monster dynamic change however it's practically going to need the entire community on it to make sure all the monsters are behaving appropriately AI wise (let's face it... it's just simply far too many monsters for just a couple modders to be properly checking over in a brief time since it's all of them).


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Thu Aug 18, 2011 11:03 am 
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What poison skill did you test that with? If poison zon it may be from the initial java damage and not the poison.

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Thu Aug 18, 2011 11:12 am 
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The 100% PLR thing? I did the test with poison nova. There should be no doubt that's pure poison damage.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Thu Aug 18, 2011 2:19 pm 

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PureRage-DoD wrote:
if you open d2newstats.txt and go down to row 18 "deadlydesc".

Change the stat column from item_deadlystrike to passive_critical_strike.

Thanks for the tip. It is indeed working. For some reason I couldn't spot the DS/crit animation the other night while playing.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Thu Aug 18, 2011 3:44 pm 
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Baerk wrote:
The 100% PLR thing? I did the test with poison nova. There should be no doubt that's pure poison damage.


Double posted :?

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Last edited by LockDown on Thu Aug 18, 2011 3:45 pm, edited 1 time in total.

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Thu Aug 18, 2011 3:45 pm 
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Baerk wrote:
The 100% PLR thing? I did the test with poison nova. There should be no doubt that's pure poison damage.



Ok was just making sure that it was a pure poison skill. I don't like that at all though because it eliminates the point of poison builds. It really hurts necros and druids more than zons in all senses anyways.

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Thu Aug 18, 2011 4:06 pm 
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Since Steel was thinking PLR was going to cap for monsters like it does players I was curious to see if it was true because I remembered Brother Laz saying otherwise. As I said it was a test. I wasn't going to seriously try to implement anything potentially extreme unless I knew of the results before hand. And a practical unbreakable poison immunity from 100+ PLR is definitely overly extreme (which means if the current PLR buff I have coded for the boss charms to force poisoners to apply more often isn't enough poison pierce is just going to have to be nerfed or something).

Although Purerage insists monsters have very close damage mitigation mechanics to players I know from my first hand experiences that isn't the case. Although he doesn't like this mod being compared to AM absolutely nothing changes the fact if you go back enough years these 2 mods have the exact same origin (which you really can't say for most mods out there). As a result they have very similar plug in load (which means its also very likely for the two mods to share damage mitigation bugs caused by the plug ins).


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Thu Aug 18, 2011 4:36 pm 

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Thought you said Math had added a shit load of plugins himself Baerk.

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Thu Aug 18, 2011 4:47 pm 
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Don't recall ever saying that myself. Maybe a wrong impression from what I said a while ago? I just compared the plugin lists between AM and HU. Both mods have 12 plug ins and 9 of the 12 plug ins are shared between the two mods.

As for the 3 plug ins that the mods have as their own not shared. AM has a WP plug in (to allow more than one WP page for a given act and extra WPs) as well as two plug ins to enable skill books' functions. HU on the other hand has one plug in which causes characters to start with free skill/stat points. One plug in for the high res. Last plug in being the extended char stats screen that displays extra stats.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Thu Aug 18, 2011 5:17 pm 

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Oh.. probably got a wrong impression then. No problem well.. at least you know a lot of bugs that most of us didn't know previously.

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Thu Aug 18, 2011 7:39 pm 
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Baerk wrote:
Although Purerage insists monsters have very close damage mitigation mechanics to players I know from my first hand experiences that isn't the case.


Zzzz, I give up

On the 1 hand we have the most comprehensive damage mitigation system explination from someone who has pretty much replaced every piece of the D2 Code over the last 5-6 years with code segments proving exactly whare and how it is working. Without that post, HU wouldnt have magic pierce and AM wouldn't have pois sorb or mag pierce.

On the other hand we have you. Someone who hasn't even spent 5 mins in an effort to double check the way absorb is being applied to monsters on HU (obviously since you still insist absorb% isn't capped even after I checked both the code and in game...) and instead, checked something completely different that is handled at a completely different code section, then act like that means I'm wrong...

Np, don't bother listening to anyone who actually checks the code side of things, or read up on the subject on PK. Base it on theory craft in a badly synched client>server game (not internet wise, as in how the game calculates stuff behind the scenes (server side) and what you actually see in game(client side)). That's a good way to go...

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Thu Aug 18, 2011 10:21 pm 

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the patch should be ready now for a brief 2-3 week test phase on the realm for quick testing.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Fri Aug 19, 2011 12:22 am 
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Quote:
The 100% PLR thing? I did the test with poison nova. There should be no doubt that's pure poison damage.
-res from LR can't lower PLR :)
Hm, ok, 100PLR makes bosses psn immune, 99 is still affected by pierce, but it's not capped @75.


Last edited by Steel on Fri Aug 19, 2011 12:30 am, edited 1 time in total.

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Fri Aug 19, 2011 12:25 am 
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Patch has been uploaded. The download links and official patch info have been PMed to the admins. It should be a matter of time till Duff makes the patch go live.

@Steel Ah yes... I found that out the hard way during that test. Zombies wouldn't even flash green during the 99 PLR test if I didn't have that 255 poison pierce wand on.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Fri Aug 19, 2011 12:33 am 
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Why don't you include changed dll(amp + replenish values) in all packages... and don't you want to include changed hirelings.txt, oh well.
And you forgot about D2ExpRes.dll in data folder download :D


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Fri Aug 19, 2011 12:38 am 

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Looking forward to seeing my 101 HC char die vs Soulmancer lol.

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Fri Aug 19, 2011 12:49 am 
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Actually the patch links I PMed the admins are different than the two test patches at the start of this thread. All the code edits and highres/extended stat screen are fused into them.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Fri Aug 19, 2011 7:57 am 

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Baerk wrote:
Actually the patch links I PMed the admins are different than the two test patches at the start of this thread. All the code edits and highres/extended stat screen are fused into them.


Can we get a new thread containing such post


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Fri Aug 19, 2011 8:56 am 
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I'm not a moderator so I don't have the power to make stickies/accouncements. I figured it would be best to give the patch links and change log to the admins so they can make the patch public and live when they are good and ready to do so.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Fri Aug 19, 2011 10:42 am 
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I dont know if a SP version for the new patch is planned, but with D2SE we could add one very simple, the select option feature could then be used to switch between HU mp and sp...
like this:
Image (MOD=Multiplayer, SP1=Singleplayer)
the changes between both verions dont need to be very huge.. I think adding tps, lowering boss charm and giving mercs a bit more life would be enough..

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Fri Aug 19, 2011 10:46 am 
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Baerk wrote:
Actually the patch links I PMed the admins are different than the two test patches at the start of this thread. All the code edits and highres/extended stat screen are fused into them.

Ah, cool. Just wanted to make sure you included changed missiles/monstats for highres, dll etc.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Fri Aug 19, 2011 11:44 am 
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I didn't actually do any missile changes (besides... if my new skill's missile had its speed increased at all it would plow through a player faster than it could knock them back). Given the sheer speed on some of those missiles as well as how some of them are speed sensitive I figured a simple +1/2 for those 2 columns would not be a proper blanket approach. I did include the merc and all the AI changes as well as +1 base move speeds for the monsters though.

I figure it will be best to take a manual approach to the missiles. The increased AI distance is going to increase the number of mobs that engage at once which will in turn amp up the crossfire. Depending on how much the increased crossfire is a missile speed buff will not be necessary in some circumstances.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Fri Aug 19, 2011 11:53 am 
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Oh well... I changed few monsters missiles range and speed - skele mages, quillrats, skele archers etc, to match their new ai, not by global +1 range. Nothing game breaking if you didn't include it.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Fri Aug 19, 2011 12:35 pm 
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I posted this in the other thread as well, but...

I was was looking at the changelog in the new post by duff. Did the Warmth synergy to fireball get fixed?

Quote:
31:topaz craft armor caps at +1 skills

Unless someone else changed it, the topaz armors will still be able to get +2. (Remember I used clean files when I adjusted runewords and crafts).

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Fri Aug 19, 2011 12:39 pm 
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This was brought up before and I did the fix. It's just I removed all the ** when I posted up the 2nd patch (so people would be tempted to recheck it). No one bothered double checking all the former ** though.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Fri Aug 19, 2011 1:11 pm 
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I don't know if this has been brought up before. Has D2SE been modified to allow muling? Last time I played with D2SE it didn't allow to join the realm while opening a second window, the realm option was totally blank. I had to download the classical full version because of that.

Also, on an unrelated note. Is it too late to make item adjustments? I used hades armor a while back and the shiver armor thingy was kind of useless :p should be froz armor or something else more usefull imo.


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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Fri Aug 19, 2011 1:16 pm 
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The coder of D2SE has intentionally coded it so you can only have multiple games up outside of server play (so that D2SE is forced to confirm with the no loader rules of other servers for mods such as the server cluster D2Maniacs).

As for concerning item changes... There's a possibility for them... but they are going to have to wait for the next patch to begin getting created. Since the live beta patch is already set its probably going to be a bit before its time for a crack at server changes.


Last edited by Baerk on Fri Aug 19, 2011 1:20 pm, edited 1 time in total.

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 Post subject: Re: SP BETA TEST 2nd Patch
PostPosted: Fri Aug 19, 2011 1:17 pm 
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Zeratul wrote:
I don't know if this has been brought up before. Has D2SE been modified to allow muling? Last time I played with D2SE it didn't allow to join the realm while opening a second window, the realm option was totally blank. I had to download the classical full version because of that.

Also, on an unrelated note. Is it too late to make item adjustments? I used hades armor a while back and the shiver armor thingy was kind of useless :p should be froz armor or something else more usefull imo.


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