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 Post subject: Known 1.3a bugs
PostPosted: Tue Jan 04, 2011 6:51 pm 
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Item errors

Incorrect graphic size for reinforced mace class items
Incorrect item size for Boss Soulstones
Incorrect str requirements for Hone Sundan
Bad string text for new unique claws
Bad string text for new unique amulet (Ardural's Icon)
Lust runeword does not work in helms
Truth runeword does not work
Strength error on Yari and War Pikes
Jah rune has the wrong color
Warriv's warder does not give fissure (needs to be called "eruption" in the code)
Hero's Reward is not implemented
Kethryes's Flight is lvl95 (should be lvl80)
Sorceress Orbs are range 1 items (should be range 2)
Zeal does not work for sorceress orbs (fix here)
Salvation does not receive passive absorb (fix here)
Messerschmidt's Reaver is only %ED on MAX dmg, not all dmg
Incorrect quest flags (details)

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 Post subject: Re: Known 1.3a bugs
PostPosted: Wed Jan 05, 2011 12:46 am 
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added to the main list under Misc, other item errors, as well as modifying runewords entries

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 Post subject: Re: Known 1.3a bugs
PostPosted: Mon Jan 10, 2011 2:07 pm 
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one more runeword error!

Plague runeword doesn't work in helms, alone in body armor


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 Post subject: Re: Known 1.3a bugs
PostPosted: Tue Jan 11, 2011 1:59 pm 
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Striker wrote:
one more runeword error!

Plague runeword doesn't work in helms, alone in body armor


That isn't an error. When it says "armor" it only means chest armor. That's the b.net standard. It needs to say "helm" in order to work in a helm

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 Post subject: Re: Known 1.3a bugs
PostPosted: Tue Jan 11, 2011 5:33 pm 
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maybe you should change all of the ones that just say armor. it can be confusing as there are some that say body armor, while others just say armor.


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 Post subject: Re: Known 1.3a bugs
PostPosted: Tue Jan 11, 2011 6:10 pm 
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sure - will do a global search/replace on that.

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 Post subject: Re: Known 1.3a bugs
PostPosted: Wed Jan 12, 2011 8:03 am 
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Death Knights in a5 cit/glacial use LR 1%, It usually takes my res from 62 to 61...


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 Post subject: Re: Known 1.3a bugs
PostPosted: Wed Jan 12, 2011 12:47 pm 
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hahaha LR nerfd!

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 Post subject: Re: Known 1.3a bugs
PostPosted: Thu Jan 13, 2011 6:41 am 

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Jah rune has the wrong color


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 Post subject: Re: Known 1.3a bugs
PostPosted: Thu Jan 13, 2011 1:29 pm 

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Not sure if this is specific for 1.3a:

Image

Life Tap appears to be an Oskill, but it doesn't work as an Oskill.


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 Post subject: Re: Known 1.3a bugs
PostPosted: Thu Jan 13, 2011 1:50 pm 
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nope - that bug was from several patches ago, I didn't break that one :)

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 Post subject: Re: Known 1.3a bugs
PostPosted: Sat Jan 15, 2011 2:43 pm 
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Time runeword is totally fubared

Your site said it had mindblast, LR, ias and slow target removed but now it was edited to say it has everything and +7 skills.

I made it offline and it has

+7
-59 cold light fire (page says -20-30)
mindblast
50% fcr

but it has no ctc LR, no ias or slow target

Need to fix this before people start wasting runes.


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 Post subject: Re: Known 1.3a bugs
PostPosted: Sat Jan 15, 2011 9:32 pm 
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nedder's post is confirmed via text files...adding so that folks know.

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 Post subject: Re: Known 1.3a bugs
PostPosted: Sun Jan 16, 2011 4:50 pm 
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ok - I think I understand the confusing Time posts now. There isn't really anything wrong with that runeword, it was implemented correctly - it is just that there was an error on the website. The runeword should list:

+7 to All Skills
+50% Faster Cast Rate
+3 to Natural Resistance (OSKILL)
-50-60% to Enemy Fire Resistance
-50-60% to Enemy Cold Resistance
-50-60% to Enemy Lightning Resistance
100% Chance to Cast Level 20 Mind Blast when Struck
Hit Freezes Target (+33)
+30 to Energy
+60 to Mana
Indestructible
Ignore Target's Defense

So it isn't "fubar'd" - it is as designed.

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 Post subject: Re: Known 1.3a bugs
PostPosted: Sun Jan 16, 2011 4:59 pm 
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Blessed aim and strategy still share the same state. It lowers zon's def, PureRage months ago said it'd be fixed ;-)

Edit: maybe it's not a bug but hell dury gets phys immune when he uses frenzy(hm, smite, just checked).


Last edited by Steel on Mon Jan 17, 2011 3:34 am, edited 1 time in total.

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 Post subject: Re: Known 1.3a bugs
PostPosted: Sun Jan 16, 2011 5:28 pm 
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Steel wrote:
Blessed aim and strategy still share the same state. It lowers zon's def, PureRage months ago said it'd be fixed ;-)

Edit: maybe it's not a bug but hell dury gets phys immune when he uses frenzy.

neither of those things I can fix

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 Post subject: Re: Known 1.3a bugs
PostPosted: Mon Jan 17, 2011 3:32 am 
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1 - add new ID in states.txt and name it penetrate2, in skills.txt change either blessed aim's or penetrate's passivestate to penetrate2 - they share same state now.
2 - Lower duriel's phys res so he won't get immune. Well If it was intended so he's killed only by fire/psn then ok. Btw. I don't know how smite now works, if it gets %dr per soft/hard point or is it capped, but duriel starts with 14lvl smite on norm, on hell it's +12


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 Post subject: Re: Known 1.3a bugs
PostPosted: Mon Jan 17, 2011 5:15 am 
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I didn't actually fix the blessed aim because I completely forgot about it (was months and months ago iirc). Hell dury is always phys immune, he has 100 phys res. You can break it with decrepify alone. The reason he has a breakable phys imunity was you could kill him in 4-5 attacks using sob and a barb with 2 edge + amp.

Smite gets 1%dr per hard point.

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 Post subject: Re: Known 1.3a bugs
PostPosted: Mon Jan 17, 2011 5:23 am 
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well ok, as I said I didn't know if it was intended because in files he has 75% phys res and before he start using his attacks he's only cold immune. Meaning now dec lowers his 101% phys res to 96%, good to know.


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 Post subject: Re: Known 1.3a bugs
PostPosted: Tue Jan 25, 2011 8:51 am 
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Steel wrote:
Death Knights in a5 cit/glacial use LR 1%, It usually takes my res from 62 to 61...

All knights have lr 1%, on all diff levels. Maybe because they don't have LRskill, their curse usage is hardcoded?? Maybe the same is with amp.


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 Post subject: Re: Known 1.3a bugs
PostPosted: Tue Jan 25, 2011 9:16 am 
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They are hardcoded to cast curses from a set of skill ID's (one of the reasons IM and tap show up as "oskills" on wands) I assume thats why thats happening (they dont have the skills themselves.

This can be fixed by giving them 2 dummy stats in monprop and adding those stats into the calculation for lr and amp.

Ie.
Pierce_stat1 = 1, 6 and 12 in norm nm and hell
Pierce_stat2 = 1 in all difficultys

LR calculation for each pierce just needs to have (at the end):
+(25*stat('Pierce_stat2'.accr))+stat('Pierce_stat1.accr)

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 Post subject: Re: Known 1.3a bugs
PostPosted: Wed Jan 26, 2011 2:11 am 

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Enigma seems to be all over the place in comparison to Blue's patch page. Testing in SP, it's missing the dex and the DR% is 5% instead of 8%.


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 Post subject: Re: Known 1.3a bugs
PostPosted: Wed Jan 26, 2011 10:42 am 
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i think the dr% is lower due to ber runes dr% being lowered.

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 Post subject: Re: Known 1.3a bugs
PostPosted: Wed Jan 26, 2011 11:37 am 
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forgot to remove the dex from my website - adjusting now.

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 Post subject: Re: Known 1.3a bugs
PostPosted: Thu Feb 03, 2011 5:11 pm 
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i know a minor spell bug
Frozen Armor


Attachments:
File comment: Read the assigned text.
It doesn't work. It doesn't freeze enemies.

Screenshot019.jpg
Screenshot019.jpg [ 54.91 KiB | Viewed 5905 times ]
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 Post subject: Re: Known 1.3a bugs
PostPosted: Mon Feb 14, 2011 12:12 am 

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shiver armor also doesnt list a def % bonus, or is that normal. or whatever the next armor is


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 Post subject: Re: Known 1.3a bugs
PostPosted: Mon Feb 14, 2011 7:46 am 
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no def bonus on those shields, just frozen armor.

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 Post subject: Re: Known 1.3a bugs
PostPosted: Mon Feb 14, 2011 5:02 pm 

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well if frozen armor freezes enemies and so does shiver armor whats the point of using shiver armor over frozen armor?


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 Post subject: Re: Known 1.3a bugs
PostPosted: Mon Feb 14, 2011 5:56 pm 
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??
Frozen gives Def bonus
Shiver counters melee attacks with cold dmg and freeze
Chilling counters ranged attacks with ice bolts(it's epic vs any sort of inferno like spells)
You can use 3 of them at once but only Frozen can be cast on team.


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 Post subject: Re: Known 1.3a bugs
PostPosted: Mon Feb 14, 2011 10:20 pm 

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so frozen armor saying it freezes enemies that hits you is a display bug ? and it doesnt actually do it and just gives def%bonus and mdr/pdr?


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 Post subject: Re: Known 1.3a bugs
PostPosted: Tue Feb 15, 2011 9:42 am 
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its a side effect of making it shareable im afraid. Are srocs getting hit by trash (thats all you can freeze anyway) that much though?

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 Post subject: Re: Known 1.3a bugs
PostPosted: Tue Feb 15, 2011 10:56 am 

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is the freeze length of shiver armor worth it in hell at like lvl 20 ? or is it cut by1/4th length in hell


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 Post subject: Re: Known 1.3a bugs
PostPosted: Fri Feb 18, 2011 9:17 pm 

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Just after I defeat Tobial in normal, the boss before Andariel the game crashes out with an unhandled exception, access violation. Love this mod I just can't go any further into this game, help.

Is there any work around?


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 Post subject: Re: Known 1.3a bugs
PostPosted: Fri Feb 18, 2011 9:56 pm 
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beast wrote:
Just after I defeat Tobial in normal, the boss before Andariel the game crashes out with an unhandled exception, access violation. Love this mod I just can't go any further into this game, help.

Is there any work around?

That sounds like an installation issue. Try running d2modsetup again to reinstall it.

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 Post subject: Re: Known 1.3a bugs
PostPosted: Sat Feb 19, 2011 12:10 am 

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blue_myriddn wrote:
beast wrote:
Just after I defeat Tobial in normal, the boss before Andariel the game crashes out with an unhandled exception, access violation. Love this mod I just can't go any further into this game, help.

Is there any work around?

That sounds like an installation issue. Try running d2modsetup again to reinstall it.


Thats it! Thanks :D

Wow Andariel is actually a good challenge!


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 Post subject: Re: Known 1.3a bugs
PostPosted: Sat Feb 19, 2011 5:12 pm 

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is the freeze length of shiver armor worth it in hell at like lvl 20 ? or is it cut by1/4th length in hell


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 Post subject: Re: Known 1.3a bugs
PostPosted: Sun Feb 20, 2011 1:16 am 
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umm act 3 bug is being exploited wildly on sc

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 Post subject: Re: Known 1.3a bugs
PostPosted: Sun Feb 20, 2011 4:40 am 
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That's a feature. And not only on SC. ON HC guys even have tombs openers :D


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 Post subject: Re: Known 1.3a bugs
PostPosted: Sun Feb 20, 2011 10:17 am 
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eh?
i dont see how skipping flail quest is a feature

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 Post subject: Re: Known 1.3a bugs
PostPosted: Sat Feb 26, 2011 1:58 am 
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Not sure did anyone ever mention this...
I found that if I over use Leap Attack with my barb ocasionaly it gets bugged and I am not able to use it character simple doesnt respont to the Leap Attack skill usage however all other skills work fine.Also at the same time I heard pally has the same problem with charge.


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 Post subject: Re: Known 1.3a bugs
PostPosted: Sat Feb 26, 2011 12:20 pm 
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Zen1337 wrote:
Not sure did anyone ever mention this...
I found that if I over use Leap Attack with my barb ocasionaly it gets bugged and I am not able to use it character simple doesnt respont to the Leap Attack skill usage however all other skills work fine.Also at the same time I heard pally has the same problem with charge.

Not a new bug to this season, that is a long standing diablo problem that I can't fix.

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 Post subject: Re: Known 1.3a bugs
PostPosted: Mon Feb 28, 2011 5:40 am 
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salvation doesn't get passive cold absorb like it does with fire or lightning, if the proposed skill nov 17 is almost the current, then in aurastatcalc5 column, it reads Par5*skill('Resist Cold'.blvl), which should be par5*skill('Resist Cold'.blvl) with the lowercase p in the beginning. i found it with Purerage's char screen edit


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 Post subject: Re: Known 1.3a bugs
PostPosted: Mon Feb 28, 2011 12:57 pm 
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ha, it came in handy!.

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 Post subject: Re: Known 1.3a bugs
PostPosted: Mon Feb 28, 2011 3:35 pm 
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no cold sorbs on salv ? but i maxxed synergies ... :(

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 Post subject: Re: Known 1.3a bugs
PostPosted: Tue Mar 01, 2011 2:38 am 

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if i try to sell cube (strg+lmb) i get c/i


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 Post subject: Re: Known 1.3a bugs
PostPosted: Tue Mar 01, 2011 8:17 am 
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Aalal wrote:
if i try to sell cube (strg+lmb) i get c/i

ya - don't do that ;)

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 Post subject: Re: Known 1.3a bugs
PostPosted: Fri Mar 04, 2011 11:12 am 
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went ahead and noted on the other list, though i am kinda surprised that it recognizes (or fails to) caps there.

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 Post subject: Re: Known 1.3a bugs
PostPosted: Fri Mar 04, 2011 3:02 pm 

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Armageddon and Valor Runewords make all caracters fire/cold based spells OP. Not sorceress ofc. I have tryed with druid and assasin and seems that fire/cold mastery considers all spells damage as base damage.
Example:

Druid with valor:
Arctic blast lvl 20 damage 7312 - 14828 ( without valor )
arctic blast lvl 23 damage 16422 - 33348 ( with valor )
cold mastery was lvl 8 - +65% cold damage
imagine what +skills and +%cold damage from gear means for this spell
i think it can easily go to 150k per second

Same thing applyes to fire druid, assasin fire traps, donno about the paladins auras but i think those to.


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 Post subject: Re: Known 1.3a bugs
PostPosted: Fri Mar 04, 2011 3:07 pm 
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so rather than getting a 65% boost, this spell is getting a 224% boost?

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 Post subject: Re: Known 1.3a bugs
PostPosted: Fri Mar 04, 2011 3:45 pm 
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47 lvl firestorm - 17708-22975 /no armg rw
50lvl firestorm - 33203-42996 /with - total 17lvl firemastery
No idea why arctic is 120%(not 224% for sure) :D with only 8lvl coldmast.


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 Post subject: Re: Known 1.3a bugs
PostPosted: Fri Mar 04, 2011 4:50 pm 

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Steel wrote:
47 lvl firestorm - 17708-22975 /no armg rw
50lvl firestorm - 33203-42996 /with - total 17lvl firemastery
No idea why arctic is 120%(not 224% for sure) :D with only 8lvl coldmast.


is olso +3 to skills from runeword but still i think it will be like +90%
I think il try making an op arctic blast druid :) as i have the runes for it

I have recently noticed that this bug with the 2 runewords apply only to fire/cold based attacks that dont use weapon damage as a base damage.

Example:

Fire mastery works with paladin fire aura and damage on weapon from that aura
same with cold and holly frost.
Fire mastery doesnt work with vengeance damage, same with cold.
Fire mastery doesnt work with assasin fire kick.
Fire mastery works with fire claws.
Cold mastery works with frost bite.
Fire mastery works with fire traps making that weapon best in slot for any fire trapsin.
Im allmost sure that cold/fire mercs become OP with those runewords.

Fire mastery works with immolation amazon but then she will have to shoot arrows from her ass.


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 Post subject: Re: Known 1.3a bugs
PostPosted: Tue Mar 15, 2011 11:37 am 

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if valor is op imagine time +3 bliz +cm on a3 cold


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 Post subject: Re: Known 1.3a bugs
PostPosted: Tue Mar 15, 2011 11:50 am 
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blinky99 wrote:
if valor is op imagine time +3 bliz +cm on a3 cold

Zod runewords are by design overpowered. This is not a bug. People wanted them to be insanely strong, so that's what went in.

I suggested bumping the level req on them to 95, but this was not something people wanted: viewtopic.php?f=11&t=2413

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 Post subject: Re: Known 1.3a bugs
PostPosted: Wed Mar 16, 2011 10:23 pm 

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im not complaining though. how would duel wielding barb be with dual valors or armegeddons? or one of each lol? would they get +10 cold +40 hurricane? griff templars, ele crafted rings facets zaka amulet etc

plus id imagine a decent frenzy item with the eth and massive ed,not to mention 20% dr with two geddons'


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 Post subject: Re: Known 1.3a bugs
PostPosted: Sun Mar 20, 2011 5:47 am 

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blinky99 wrote:
if valor is op imagine time +3 bliz +cm on a3 cold


How does merc get cold mastery if he uses a stave for time?

blue_myriddn wrote:
Zod runewords are by design overpowered. This is not a bug. People wanted them to be insanely strong, so that's what went in.

I suggested bumping the level req on them to 95, but this was not something people wanted: viewtopic.php?f=11&t=2413


Blue there is a difference between a very powerfull skill and a skill that doesnt work as it should. Some might dont understand why i said is a bug in the first place.


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 Post subject: Re: Known 1.3a bugs
PostPosted: Sun Mar 20, 2011 9:04 am 
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I was commenting on Time. hence me quoting that section of text.

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 Post subject: Re: Known 1.3a bugs
PostPosted: Sun Mar 20, 2011 9:06 am 
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kwikster wrote:
wrote a post too dumb to even comment on.

no comment.

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 Post subject: Re: Known 1.3a bugs
PostPosted: Mon Mar 21, 2011 11:05 am 

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a3 mercs get cold mastery naturally.

i was speaking more so if people think valor is op, how op time RW would be on a a3 merc,but i have yet to test this item.

what about duel valor wielding barb?


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 Post subject: Re: Known 1.3a bugs
PostPosted: Sat Mar 26, 2011 7:33 pm 

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I think there are solutions regarding the powerful Zod runewords. I think Rune drops were decreased this patch if not? It's very difficult to get Zod in itself. The runewords are over powered but blues point does have a little validity. If you make them very difficult to obtain then the OPedness isn't as bad. I'm not saying it changes the fact that they are op. Whatever is OP is always OP but making them end game and difficult obtain makes a significant difference.

Boosting to 95 if not higher is a +
Adding more difficult runes for the oskill RWs is a +
Making higher runes even more hard to obtain is another +

This helps in balancing the availability of being "OP"

Of course you could alter the runewords to be less powerful and that is probably the recommended way.

I think there are far more important issues though than fixing Zod rws such as melee balance. My two cents.

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 Post subject: Re: Known 1.3a bugs
PostPosted: Mon Mar 28, 2011 11:08 am 

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The time runeword, on your website, says ZodJahLum, whereas the pictures of the actual runes say ZodJahOhm.


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 Post subject: Re: Known 1.3a bugs
PostPosted: Thu Mar 31, 2011 1:40 pm 

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Donno what u guis dont like about those runewords there are powerfull yes but i wouldnt want o change any of them excluding Armagedon and Valor :)

A barb with 2 armagedons would be nice mostly because of the 20% dr and the fact that he can do more that 0 damage to a hell act boss :). Dont expect to much damage i tryed in singleplayer. But 2 armagedons would be better than lets say 2 botds. Valor is a little weaker mostly because Huricane < armagedon skill in terms of damage and no 10% dr on rw ider.

If i come to think i might say 2 x armagedons > 2 x last wishes for a frenzy barb so if u know u can get 2 zods make ur barb on axes before hand.


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 Post subject: Re: Known 1.3a bugs
PostPosted: Fri Apr 08, 2011 11:25 am 

Joined: Mon Feb 21, 2011 11:47 am
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Location: Stockholm, Sweden
I would like to add that you cant see how many weapons you got left in the stack on a throwing weapon if you put a rw in it. Its quite annoying

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 Post subject: Re: Known 1.3a bugs
PostPosted: Fri Apr 08, 2011 11:30 am 
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put throw skill on left click and that shows you how many you have left without even having to hover over the item in your inventory. Not showing on rw's is a game engine limitation. possibly fixable with some hard coding, idk though.

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 Post subject: Re: Known 1.3a bugs
PostPosted: Mon Apr 11, 2011 4:02 pm 

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Well, just had some magic heavy boots first eat a quad socket and then a single socket. Seems they refuse to get socketed. Darn, took ages to get those sockets :)


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 Post subject: Re: Known 1.3a bugs
PostPosted: Mon Apr 11, 2011 4:11 pm 

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Pixelpojken wrote:
Well, just had some magic heavy boots first eat a quad socket and then a single socket. Seems they refuse to get socketed. Darn, took ages to get those sockets :)

cant socket boots but it should not have take the socket too. should just be click and nothing happens


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 Post subject: Re: Known 1.3a bugs
PostPosted: Mon Apr 11, 2011 4:31 pm 

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Ah, fast reply! Thanks:)
Was that never an option or is it just with the hu sockets? I mean, was it not possible with the quest rewards and so on either?
I agree, it shouldn't eat my sockets though, that's annoying. But thanks for the update, still a newbie.


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 Post subject: Re: Known 1.3a bugs
PostPosted: Mon Apr 11, 2011 7:34 pm 

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you've never been able to socket boots or gloves, not here nor in LoD.

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 Post subject: Re: Known 1.3a bugs
PostPosted: Thu May 05, 2011 3:30 pm 
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Chains of Honor is not correct on the website. It says 35-40% resist all, but I rolled 43%. I imagine that you just forgot to add the 6% from the Um rune er somethin...i don't have the stuff installed to take a look.

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 Post subject: Re: Known 1.3a bugs
PostPosted: Thu May 05, 2011 7:18 pm 
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I heard you're only supposed to have 1 skellie per hard point, but I'm able to summon 2 mages per my 1 hard point

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 Post subject: Re: Known 1.3a bugs
PostPosted: Thu May 05, 2011 7:22 pm 

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slappyNuts wrote:
I heard you're only supposed to have 1 skellie per hard point, but I'm able to summon 2 mages per my 1 hard point


i noticed the same last night lol

maybe the 1 hard point in skel is counting as a hard point into mages??


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 Post subject: Re: Known 1.3a bugs
PostPosted: Sat May 07, 2011 11:46 pm 

Joined: Sun Dec 19, 2010 2:54 am
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Meditation on insight does not work with Hsaurus. I know auras from different sources tend to clash. just throowing it out there


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 Post subject: Re: Known 1.3a bugs
PostPosted: Mon May 09, 2011 8:20 am 
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Rebel wrote:
Meditation on insight does not work with Hsaurus. I know auras from different sources tend to clash. just throowing it out there

auras on equip from a full set don't play well for some reason. We found this bug out when I first added auras to the normal complete sets several seasons ago.

For the moment, I consider it a nice feature as it makes early players make some choice rather than having so many auras running.

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 Post subject: Re: Known 1.3a bugs
PostPosted: Wed May 11, 2011 2:03 pm 

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i dunno where else to ask this but on blue.arimyth.com, Time is listed as zod jah lum, but the rune pics are zod jah ohm... which is it?


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 Post subject: Re: Known 1.3a bugs
PostPosted: Wed May 11, 2011 2:08 pm 
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go with the text over the images

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 Post subject: Re: Known 1.3a bugs
PostPosted: Wed May 11, 2011 2:10 pm 
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I heard Jah rune doesn't have the correct text color... so, which color IS it? Sorry I haven't found one yet, if it's white I need to start reading more of the crap that's on the ground lol

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 Post subject: Re: Known 1.3a bugs
PostPosted: Wed May 11, 2011 2:11 pm 

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jah is red


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 Post subject: Re: Known 1.3a bugs
PostPosted: Wed May 11, 2011 3:21 pm 
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not if you use the fixed strings

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 Post subject: Re: Known 1.3a bugs
PostPosted: Mon May 16, 2011 12:53 am 

Joined: Mon Mar 07, 2011 3:16 am
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I lost my shield, it vanished. I played swaping shiled with sword, and dissapeared.


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