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

Joined: Sun Jan 02, 2011 2:45 am
Posts: 56
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 

Joined: Mon Jan 11, 2010 10:45 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 

Joined: Mon Jan 11, 2010 10:45 am
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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 

Joined: Sun Jan 02, 2011 2:45 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 

Joined: Thu Nov 25, 2010 4:55 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 

Joined: Sat Jan 02, 2010 1:36 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 

Joined: Sun Jan 02, 2011 2:45 am
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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 

Joined: Thu Mar 24, 2011 10:34 am
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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 

Joined: Wed Nov 11, 2009 2:35 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 

Joined: Thu Mar 24, 2011 10:34 am
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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 

Joined: Mon Feb 21, 2011 11:47 am
Posts: 615
Location: Stockholm, Sweden
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 

Joined: Wed Sep 09, 2009 8:31 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
Posts: 156
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 

Joined: Tue Jan 11, 2011 1:00 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 

Joined: Tue Jan 11, 2011 1:00 pm
Posts: 66
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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